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 Post subject: Custom graphics?
PostPosted: Mon Apr 21, 2003 12:57 am 
Anyone here know anything about making custom graphic for uo such as weapons, clothing and armor?


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 Post subject:
PostPosted: Mon Apr 21, 2003 4:43 am 
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http://translate.google.com/translate?u=http%3A//www.uofd.info/forum/portal.php&langpair=de|en&hl=de&ie=ASCII&oe=ASCII

go there

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--Admin of some nameless shard that is still in developement


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 Post subject: --custom items--
PostPosted: Wed Jun 04, 2003 2:45 pm 
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the program that works for me is "Very".....you can find it here....

http://homefree.sensewave.com/~s107293/wb/

also, I made the MS paint map making tutorial....if there are alot of ppl who would like me to make a tutorial for adding custom stuff into UO using Very, I will be happy to do it.

good luck!

Melody
a.k.a. Valera Entreri


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 Post subject:
PostPosted: Wed Jun 04, 2003 4:23 pm 
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Young
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no offense but VeRy is VeRy old heh. Patching with very can get time consuming and futile after awhile, especially when it comes to animations. If you want a nice window driven overall .mul editor and patcher I suggest Krrios's ModifyUO if you can get ahold of it.


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PostPosted: Wed Jun 04, 2003 5:42 pm 
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Hi,

True Very is "very" old.....*snickers at the pun*......but it works for me as far as adding it to the verdata.mul......btw i found the link to ModifyUO

http://www.uox3dev.net/files.asp

As for the animations.....it is sooooooooo simple using Very......let me explain, if I may........in the Very script the part where you enter in the # for the animation......just choose an animation that you didnt like in the game......(receding hair for women?!---LOL---I used this animation to add spikey hair because I felt that my shard needed to see more players using receding hairline)--currently working on centuar animations--


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 Post subject:
PostPosted: Wed Jun 04, 2003 6:20 pm 
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Young
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But you see the fact that you have to overwrite stuff using VeRy is a little annoying to say the least. With ModifyUO you get to use unused blocks in the .mul files (you can actually do this using VeRy also, but I don't suggest it.)


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 Post subject:
PostPosted: Wed Jun 04, 2003 6:46 pm 
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Yes, but how do you account for the animations for the new item you added in ModifyUO.......in Very I can add new items just by giving unassigned #'s and the new items to take the place of empty ones......however with the animations........the only way I can think of actually adding a new item so you can visually see it walking/running/dieing is to add animations for it.......the centaur I started......in theory seems simple by adding the top half of human animation to the bottom half of the horse animation by cut and pasting then importing it using whatever tool works.........but the problem still exists........how do you scp or program it in to use the new gump or animation when a player enters the race gate for Centaur? (for example)

I'm talking about using UOXClassic 2.0

it seems that if using a .scp isn't possible, than programing it into UOXC itself seems difficult but not impossible.....Id like to hear more responces to this post, plzzzzzzzzzzzzz?

thx,
Melody


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 Post subject:
PostPosted: Wed Jun 04, 2003 6:52 pm 
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Young
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Ok like i responded I your other post combining Gump art with new anims is completely impossible without 3rd party client and quite a bit of programming knowledge. Adding a new animation to the game via UOXC is easy just combine the animations into a body code, make a new npc in your npc.scp and set its body type to the new body code you made.


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 Post subject:
PostPosted: Wed Jun 04, 2003 7:03 pm 
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Cool!!!

I didn't know that bit about the npc.scp but it makes sence.

thx again for all your help!
Melody


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 Post subject:
PostPosted: Wed Jun 04, 2003 7:27 pm 
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Young
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Also another bit of information to add to the argument about using either VeRy or ModifyUO. VeRy stores all of its imports into the verdata.mul, this of course is ok for temporary modifications, but if you store all your data in there it will get very large very quick (lol i now i'm using massive puns but its ok.... isn't it?). Since verdata.mul supports alot of different things its like a bmp and data in verdata is quickly boosted up to 20-30x the size it would be in the .mul it belongs in.


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 Post subject:
PostPosted: Sat Jun 07, 2003 6:30 am 
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Ok, I finally figured it out & Sydius was right! (although I never got ModifyUO to work for me, I believe Eldamari when he says that it is better than Very)

you do make like a suit......remember the orc suit that came with "Very"?
Well a little tweeking and it works.....I used the same process for this drow paperdoll (my son did the actual tweeking for the artwork of the drow and the centaur--Mark Chesnut a.k.a GM Timmy)......but just to forwarn you, I am still working out the bugs.....however, as soon as I get them worked out, I'll post a tutorial or zip or something to let everyone see what I did and how.

for now here is a little example of what I've done using "Very" and Ultimate FX.....and yes, that is a little centaur in my pocket! LOL

Image


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