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MulPatcher Question
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Author:  Pallando [ Wed May 23, 2007 11:18 am ]
Post subject:  MulPatcher Question

Does anybody know where a good tutorial is for a total noob ?

No idea how to add/replace data with this thing :(

Author:  Yukiko [ Thu May 24, 2007 2:29 am ]
Post subject: 

Pallando,

I used to have a tutorial for adding graphics to the gumpart and art.mul files but I cannot find it.

Let me warn you though to just live with the crap that EA/OSI gives you because it is really opening a can of worms if you add new art. I have added art and then had to rearrange or even remove it because adding paperdoll art actually conflicts with creature animations. We once had dresses running around attacking players because the location we placed a new dress conflicted with the animation for a demon. Just recently I had to remove two new robes I had added because the body.def info I assigned to them made three of our four horses, all ostards and the nightmare diasappear when you mounted them.

Plus, for some odd reason, some (most) of the new clothes (animations only, not paperdoll art) disappears when the character sits down.

So my recommendation for newbie developers, and even seasoned ones too maybe, is to leave the art alone. Atleast wait til you have made it to the rubber room from scripting because by then they will have made sure you aren't permitted to have any sharp objects with which you could hurt yourself.

*grins*

However if, and I said IF, I find that tutorial, I will post it. I don't know where it is and I have been looking for it a long time so don't bug me for it. If I find it I find it, if not then I don't.

Author:  HellRazor [ Thu May 24, 2007 7:39 am ]
Post subject: 

It's a little involved but it's not difficult once you learn how. You just need to know what you are doing.

For wearables, there is a formula you need to follow.

Animation ID + 50,000 = Male Gump ID.
Male Gump ID + 10,000 = Female Gump ID.

You have to set the tiledata for the art item that represents the wearable. Point the anim/gump offset flag to point at your animation.

You need to check 3 places to make sure an animation ID is not in use. anim.mul, body.def, and bodyconv.def. Body.def is used to make virtual "copies" of animations (for example, OSI uses a body.def entry to copy a wolf animation, hue it red, and thus is created a hellhound). Bodyconv.def takes all those animations in anim2.mul, anim3.mul, etc. and assigns them to a valid anim.mul entry.

You can use body.def to make a virtual "copy" of an existing animation. So, for example, you can make a copy of a viking sword animation, assign it to an empty animation ID, and then attach your new custom gump to it. Which is handy since most times you don't have a custom animation made for your new wearable anyways.

Not for the faint of heart, but not difficult once you learn how it all works. Like anything else, things have to be done a certain way. You just need to learn and to have patience.

Author:  HellRazor [ Thu May 24, 2007 7:40 am ]
Post subject: 

Oh, and Pallandro, for TDV Mulpatcher, you go to the "Settings" tab first and load the files that you want to add art to. Then you go to the tab for whatever it is that you want to add or edit (gumps, art, etc.)

Author:  Pallando [ Thu May 24, 2007 1:57 pm ]
Post subject:  ty

At this point, I just want to add deco items (walls, plants, furniture, etc)

I'll get to the real difficult crap ltr.

An yes I know i have to do the radar stuff for building items :)

Author:  HellRazor [ Thu May 24, 2007 4:34 pm ]
Post subject: 

Those are easiest of all. Loading up art.mul and its index. Find empty spots in the list, import your .bmps, go back to settings and save.

Then create a tiledata.mul entry for the art at the same ID number. Set flags as appopriate (mostly name, height, weight, passable/unpassable for art items).

Then script the item for your emulator. In RunUO you can take a look at your new item just by using the command ]add static (ID#).

Larger art items need to be split up into more than 1 piece and can be a little tricky to get right. Smaller stuff is very simple tho.

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