Rideables animal
Posted: Fri Apr 16, 2010 11:19 am
Code: Select all
case (me.graphic)
0xcc: //dark brown/horse
mounttype := 0x3ea2;Where i can find 0x3ea2 ??
thanx
Code: Select all
case (me.graphic)
0xcc: //dark brown/horse
mounttype := 0x3ea2;You can check this post.Nverjos wrote:The rideable horse animations like 0x388 are not blank, at least not completely. See the Horses creature animation only goes upto like frame count 65 (or so, don't have my files available and on hand) But rideable mount animations for avatars are at something like frame 115 to start.
So animation 0x388, and the other "invisible" animations skip animation frames 0_1 through 114_4 or some such number, and instead start at 115_1.
Because theres no start animation 0_1, the animation 0x388 appears empty in the anim.mul and anim.idx files.
You can extract the invisible animations using any tool that lets you move blocks of animations, and then move the files to another spot this way. This is good when making blank anim.mul and idx files.
I can find the exact numbers in a couple weeks when I gain access to my old hard drive, I had to find, extract and move them myself because the files I will be using on my server started blank, so I could add in only what I wanted to use.
-Nver-