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VD Files
Posted: Mon Aug 03, 2020 1:46 pm
by Pinco
Does anyone has the file structure of the vd files?
I'm trying to make a tool for visualize this animations (without import or anything), but I can't seem to find any information...
I've done some scouting in the uofiddler sources, but the code is messy and uncommented and I get lost at the point of reading the frame image...
If someone has a better knowledge of this let me know, thanks

Re: VD Files
Posted: Mon Aug 03, 2020 11:48 pm
by Nando
I'm not following the client data very closely. Do you mean verdata.mul? Here is a reference to UO file formats:
https://uo.stratics.com/heptazane/fileformats.shtml
It's a bit old but not much has changed since then. One thing that changed: after HSA, new fields were added to the structs. Especially for tiledata and multis.
Re: VD Files
Posted: Tue Aug 04, 2020 12:49 am
by AsYlum
Pinco wrote: Mon Aug 03, 2020 1:46 pm
Does anyone has the file structure of the vd files?
I'm trying to make a tool for visualize this animations (without import or anything), but I can't seem to find any information...
I've done some scouting in the uofiddler sources, but the code is messy and uncommented and I get lost at the point of reading the frame image...
If someone has a better knowledge of this let me know, thanks
You may want to try looking into mulpatcher source for .vd informations -
http://varan.uodev.de/
First you need to know mul format for animations and how frames are stored. Some info is in Heptazane doc and another one is here
http://wpdev.sourceforge.net/docs/forma ... tions.html
I think that VD is custom header, index part of mul for animation and then exact Frames like in mul. But all in one vd file

If I get some free time I'll try to post here.
There is also chance that vd is just verdata entry for anim.mul

so exact format for verdata from uo.
Nando wrote: Mon Aug 03, 2020 11:48 pm
I'm not following the client data very closely. Do you mean verdata.mul? Here is a reference to UO file formats:
https://uo.stratics.com/heptazane/fileformats.shtml
It's a bit old but not much has changed since then. One thing that changed: after HSA, new fields were added to the structs. Especially for tiledata and multis.
.vd is varan's custom format for patches for mulpatcher app from years ago. It is almost the same as animation frame format with idx but in one file.
Re: VD Files
Posted: Tue Aug 04, 2020 2:30 am
by AsYlum
It looks like .vd is just verdata file fromat.
Re: VD Files
Posted: Tue Aug 04, 2020 8:37 am
by Pinco
Thanks, that's good informations
At the moment I have my app reading all the EC animations, I was hoping the frames were saved in the same way, but apparently no such luck
For example on EC you have the image size, body ID and action ID + all the image data, here the frame looks similare, but I can't seems to find where the action ID is obtained (like walk, run, etc...). Maybe that is just to be guessed too I supposed?

Re: VD Files
Posted: Wed Aug 05, 2020 12:42 pm
by Pinco
Here is another little question:
The EC animations has 52 for people/equipment +18 for gargoyle, and the other creatures have like 28 +3 for the mounts.
For what I can see, the vd file has: 12 or 22 for creatures and 35 for people/equipment. Is that the default for cc to have less animations or it is me doing something wrong?

Re: VD Files
Posted: Wed Aug 05, 2020 12:51 pm
by AsYlum
Yes that is normal classic client has way less frames than KR or EC
Re: VD Files
Posted: Wed Aug 05, 2020 12:57 pm
by Pinco
AsYlum wrote: Wed Aug 05, 2020 12:51 pm
Yes that is normal classic client has way less frames than KR or EC
mmm ok, so if I want to do an export I'll have to get rid of some animations and keep only some basics ones, thanks.
I'll do some research and find which animations exist in both clients, shouldn't be that hard, except for the high/low creatures, but I think I can just export those as high and that would work

Re: VD Files
Posted: Sat Aug 08, 2020 2:47 pm
by Pinco
This is the first attempt of exporting an EC animation to vd.
Since EC animations has no center tile position I had to guess it (probably incorrectly), and I also had to reduce the colors to 256. Besides that it seems to work
If someone wants to double check it, I've attached the animation (ogre) to this post
