Prapilk

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Prapilk submitted a new resource:

Uofiddler for UOP - Uofiddler Anim UOP


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http://prapilk.free.fr/Uofiddler/8.jpg
http://prapilk.free.fr/Uofiddler/9.jpg

SphereX with Orion for a little help.
It's always the same thing but these are hastily written scripts for testing, the only difference is the mobtypes flags.
For the UOP, the following still needs to be done:

- Find a way to activate the new IDs in the UOP so they are visible on the OSI client.

- Parse the Gargoyle body's .bin file, which is more complex because it contains a lot of information from the EC animation definition that isn't used in CC.

- Add support for .VD import/export with cropping to facilitate centering with a bounty box.

- Improve the clients for managing remapping via animation sequence and handling war/peace/mountpeace/mountwar.

- Understand a few more bytes in the unknown .bin files.
 
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I think OSI blocks locations in the client. Just a theory since adding any even in the muls do not show without replacing an exisisting one.
That's not true 🙂 provided that you are in the body id range 1-2047 and you specify correctly the redirects and mobtypes.txt it will work with muls just fine.

uops also doesn't seem to be blocked so I'm not sure what's the issue here 🙂
 
I left the .bin export enabled by right-clicking on the ID to allow byte comparisons. The same applies to the .bin extraction of the animation sequence.
The bytes are 99% identified, and some appear to be "unnecessary" in CC and are likely EC references from the animationdefinition.UOP file.

You can try replacing the existing IDs, and you'll see that it works, ruling out an animation frame issue.

Since I got stuck on this, I added animationframe5.uop (I used Uofiddler so it wouldn't even accept animation frames 7 or 8).
This allows us to make all our additions without affecting the original files (for basic clients) and perhaps the animation sequence itself for slightly newer clients.

I encourage client scripters to add support for complex animation sequence remapping and try to push it further.
Uo handles mount animation well with a different frame count than the body.

It handles different remapping between war/peace and mountpeace/war modes.

This is useful for simple things like a dragon mount that stays in flight mode in war mode and returns to idle in peace mode.
We can even go further than OSI with different death mechanics depending on whether you're in war mode or not, etc.
And above all, we might find some information, or a "modifier" order I've missed, that allows OSI to activate ID in the official client. The per-frame palette allows for ultra-fast imports into Uo without the complications of quantizing a set of frames (which often required creating animated GIFs). Here, we can really do simple conversions.

I left everything set to "nearest" to avoid any issues with PartialHue, but we'll have to see over time and with testing if it's useful.

Basically, there's a lot to say 😀
 
Prapilk updated Uofiddler for UOP with a new update entry:

Bug download

"
Oops! We ran into some problems.
Maximum allowed attachment storage exceeded."


The problem is that I put everything on an old FTP server using HTTP and not HTTPS, which scares the PCs. I can download it because I tell them to "do it anyway."

Normally, I don't upload anything to ServUO anymore because it tells me I don't have enough space.

Read the rest of this update entry...
 
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I couldn't edit my original post which refused to accept .zip, .vd and uop file attachments, but thank you to the moderator for finding a solution to upload my files!
 

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