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Neues Item>>> Grafik

Mitglied-134212.04.2004, 20:29 Uhr
Hi
also ich möchte mir einen Kaputzenumhang machen und habe alle grafiken und so fertig , ich habe es schon soweit geschafft das item so herzustellen , das ich es einfügen kann es auf dem boden liegt und ich ins bp ziehen kann , aber nun möchte ich auch meine grafiken einfügen das ich es anziehen kann und im titelbild sehe und das ich den kaputzenumhang im ig bildschirm sehe(alle grafiken sind fertig) kann mir jemand sagen wie es geht ich benutze das programm tdv mulpatcher 2.6 und habe mir bereits ein tutorial nageschaut aber wurde daraus nicht schlau , kann mir jemand ein sehr gut geschildertes tutorial schicken oder schrieben wie ich mein kleidungsstück einfüge die grafiken einfüge und alles richtig patche , darüber würde ich mich sehr freuen

Danke sehr
Mitglied-101713.04.2004, 11:09 Uhr
Hört sich so an, als ob dir die Tiledata-Einträge fehlen. In der Tiledata wird dein Paperdollgump mit dem Tile / der Animation verknüpft und der Typ des Items bestimmt.


Hier n Guide:

ITEMS AND THEIR MUL-FILES

Items and their MUL-Files

Ok, first, let's look at the client files which hold information about an item. An item in UO consists of
· an art tile (the image that's displayed when the item is lying on the ground),
· a gump picture (the image that's displayed on the paperdoll when the item is equipped),
· an animation (what you will see on your character in the main window when this item is equipped),
· a tiledata entry (which associates an art tile with the gump/animation and holds misc. information about the item, like weight, layer, etc.).
The art tile is stored in the artidx.mul/art.mul files, the gump in gumpidx.mul/gumpart.mul, the animation in anim.idx/anim.mul, and the tiledata entry...well... in the tiledata.mul.
Most changes will not be made directly to the mentioned client files, but to the verdata.mul. This file is a patch file which can hold data blocks which will override the original data in the other client files. That way, changes are easier to distribute.
NOTE 1: To understand this tutorial, you should be familiar with the programs \"Michelangelo\", \"InsideUO\" and either \"Iolo\" or \"Very\". Besides, a little knowledge about the UO file formats might come in handy (to know what blocknumbers are, for example).
NOTE 2: All numbers are decimal values, unless they begin with a \"0x\". In this case, the value is a hexadecimal number. (same as in the \"C\" programming language.)

The Art Tile

This is probably the most easiest part. You can use \"Iolo\" or \"Very\" to add an image to your verdata. Existing art tiles can be viewed and exported to bitmaps with \"InsideUO\" (item art tiles are called static tiles here).
When using Iolo or Very, the \"hexid\" of your item is the same as the ITEMDEF number for your sphere scripts. So when you freeze an art tile with the hexid 0x3F0C, the ITEMDEF of this item is 0x3F0C.
The Gump Picture

This, too, is rather easy to add. You can use either Iolo, Very or Michelangelo to add images to your gump. I would suggest you use the same image size as the human gump (260x237 pixels). This way, you can use the human gump image as a start, paint your item image over the human image, then erase what's left of the human image.
Remember that item gumps for male characters have an ID between 50000 and 59999 (0xC350-0xEA5F). Item gumps for female characters must have an ID between 60000 and 69999 (0xEA60-0x1116F). The difference between the male gump and the female gump must be 10000. So if your male gump has an ID of 51200 (0xC800), your female gump MUST have the ID 61200 (0xEF10)!
By the way, you don't have to add a female gump picture. If there's only a male gump, this will be used for female players, too.
The Animation

Ok, now it will get tricky. I won't go into the details how to actually create the animations, that might be covered in another tutorial. Here, I will assume that you already have all 175 *.dat files that are needed for an item animation.
The question is: how do you get the animation block numbers? Since the UO client uses only one value to define what gump and what animation is used for an item, the block number can be computed from your gump ID. First, we need to compute the \"CreatureID\" for this animation:
CreatureID = GumpID - 50000
Next, we compute the first animation block number from this CreatureID:
FirstBlockNum = (CreatureID - 400) * 175 + 35000
Now that we have the first animation block number, we add out 175 *.dat file to the blocks FirstBlockNum to FirstBlockNum + 174. And that's it for the animation.
The Tiledata Entry

Now this is the most important part of item creation. In the file \"tiledata.mul\", there's one entry for every base item (base items are items with an ITEMDEF between 0x0 and 0x3FFF). This entry defines the name, the usage, the gump picture and the animation for this item, its weight and height etc. Note that some of these values can be overwritten in your sphere scripts (like name, weight and layer), some not (most notable the gump number).
Another specialilty about the tildata.mul file is that entries CANNOT be patched to the verdata.mul - well, not entirely true, you can patch your verdata with tiledata entries, but they won't be read by the client...
I will explain the fields of a tiledata entry in regards to my tiledata editor, which can be downloaded from this site.
· Name: This is the name of the item. The name can have a maximum of 20 characters.
· Weight: The weight of this item. This value can be overwritten in your sphere scripts.
· Height: Still not sure, I think this is a pixel offset for the paperdoll display. Set it to 1.
· Layer: Defines the layer this item is put when equipped. Can be overwritten in your sphere scripts.
· Gump: Defines what gump is shown on the paperdoll and what animation is displayed on the main window when this item is equipped. See below for an explanation.
· Class: You can somehow choose if this is an armor, a weapon, or whatever. I don't know which values correspond to which item classes, just set this to 0. (Since you can define the TYPE of an item in your sphere scripts.)
· Hue: No idea - set it to 0.
· Flags: Defines the item properties. See below for an explanation.
· Unknown: Guess what - I have no idea. This might be some checksums or extended item properties.
The important part is the Gump number. This value defines which gump and which animation is shown when this item is equipped. Here, you have to enter your CreatureID ( = GumpID - 50000).
The Flags define what this item is used for. Since we want to create an equipable item, we will have to check the \"Wearable\" flag (uncheck all other flags).

An Example

Since item creation is a rather confusing process, I will give you a step by step example.
Say we want to a new item, the gargoyle wings, which will give the player wings when equipped. The new item should have the ITEMDEF number 0x3F0C.
Step 1: Adding an art tile
First, we need an art tile for the item, so we paint a small bitmap for this (about 44x44 pixels) and use \"Iolo\" or \"Very\" to add this bitmap to your verdata.mul. The ID for this image is 0x3F0C (our ITEMDEF).
Step 2: Adding a gump picture
Next comes the gump picture. Use \"InsideUO\" to find an unused gumpID (the gumpID must be between 50000 and 60000). For this example, we use the gumpID 0xC57E (=50558). Now that we have the ID, we use \"Iolo\", \"Very\" or \"Michelangelo\" to add our paperdoll image to the verdata.mul.
Step 3: Creating the animation
We export the gargoyle animations to bitmaps with \"InsideUO\", erase the gargoyle's body so only the wings are left, and encode the images to *.dat files with the animation editor. Now we have (after a few weeks of work;-)) 175 *.dat files with the animations for the wings.
We still need to know where to add them (the blocknumbers). So we use the above formula to calculate the CreatureID and the first blocknumber:
CreatureID = GumpID - 50000 = 50558 - 50000 = 558
FirstBlockNum = (CreatureID - 400) * 175 + 35000 = (558 - 400) * 175 + 35000 = 62650
Now we can use \"Michelangelo\" to add our *.dat files to the animation block numbers 62650 - 62824.
Step 4: Changing the tiledata
What's left to do is let the client know where to find the gump and the animation. This is done by editing the tiledata.mul with the editor that is available for download on this site.
Load your tiledata.mul, and select the entry 0x3F0C (out ITEMDEF number). Enter a name (\"gargoyle wings\" perhaps?), Weight (set to 1, you can always change this in your scripts), Height (set to 1), Layer (here we will use \"layer_cape\", so enter 20). The Gump value is our gumpID - 50000 = 558 (same as the CreatureID of the animation). Since we want to wear our wing item, check the \"Wearable\" flag. Everything else can stay the same. Save and exit.
Step 5: Add the script
Now we just need a script for our item, and we're done.
[ITEMDEF 03f0c] // Gargoyle Wings
DEFNAME=i_wings
NAME=gargoyle wings
TYPE=T_ARMOR
FLIP=0
ARMOR=10
REQSTR=10
WEIGHT=3
ON=@Create
HITPOINTS=-1
Add this to any of your *.scp files in your sphere script directory.
Step 5: Try it
We're finished! You can add your wing item in-game with \".add 03F0C\". Go and try it.
Mitglied-102614.04.2004, 12:24 Uhr
Also der fehler liegt nicht in deiner tiledata, da du das item schon auf den Boden legen kannst wie du sagst. Das Problem wird sein das die Grafik aus der Tiledata noch nicht mit dem Gump aus der verdata verknüpft sein wird. Kleiner Tip, lad dir einfach den avatar Patch runter und schau dir das ding an, damit patch ich meine .mul files auch wenn es um grafik änderung geht, ist das einfachste
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