HOW-TO ADD NEW CLOTHING (and other custom wearables) TO YOUR SHARD
What this tutorial covers:
How to add new wearables to your server using UOFiddler.
What this tutorial does not cover:
How to make custom artwork or animations.
What you need before beginning this tutorial:
UOFiddler
Icon image of the Item that will appear in game on the ground or in the backpacks as loot (.bmp, .tiff, or .jpg only)
Paperdoll image of the clothing/wearable (.bmp, .tiff, or .jpg only)
(Optional) Animations for all directions for your clothing as it will appear when moving in-game (.vd file)
Before we begin...
Always backup your files first!
Getting started...
ADDING YOUR PAPER DOLL GUMP ART:
1. Open UOFiddler and navigate to the GUMPS tab.
2. Once in the GUMPS tab, in the top left, click on Misc > Show Free Slots
3. Scroll down past the intro & spell icon graphics to 0xC350 (50000). Chose a red open space to place your wearable.
Notes about which slot to place your wearable in:
All default* wearables must be placed in slots 50000-50999.
However, there is a possibility that unless your wearable is in between the following slots, it will disappear when you sit:
So, if your wearable needs to appear properly in the sitting position, put it in between slots 0xC4E (50400) and 0xC737 (50999).
Default* wearables are the default graphics used when either no gender or male gender is selected.
If you have an item wearable by only females that corresponds to a wearable that also has a male version of the same, you place the female version of the same in the corresponding 60000 range. (for example, if your default/male long fancy shirt is in spot #50400, then the corresponding female long fancy shirt would go in spot #60400.
Because UOFiddler doesn't let you see empty decimal numbers until you hit Save, this hex/dec convertor may come in handy helping you figure out slot numbers if you are trying to match up male/female hex/dec numbers.
http://www.mathsisfun.com/binary-decima ... erter.html
4. Once you have chosen an empty slot, right click on the red letters and click "Replace". Navigate to the gump art .bmp or .tiff that you would like to use and choose "Open".
5. Lastly, right-click again and choose "Save".
ADDING YOUR IN-GAME ICON (the one that can be picked up and put into your backpack):
1. Now navigate to the ITEMS tab.
2. Right click and choose "Insert at". Type in the number of the spot where you added your image in the Gumps tab (in our case it was number 50400). This number should be the same number used in the Gumps tab.
3. Once added, right click and hit "Save".
ASSOCIATING YOUR GRAPHICS WITH THE PROPER ANIMATIONS (PART 1):
1. Now, navigate to the TILEDATA tab.
2. Scroll down to the same slot number you added the graphics to (in our example case, number 50400).
3. The minimum things that need to be filled in are:
A. the WEARABLE flag needs to be checked and
B. the ANIM number needs to be Your Gump ID # minus 50000 (in our example case, type in 400 (504000-50000=400)).
Optionally,
A. NAME can be filled in with whatever you'd like to call your wearable.
B. Either ARTICLEA or ARTICLEAN can be checked depending if you want "a" or "an" to appear before the wearable's name in game (for example "a" long fancy shirt).
C. QUALITY should be the layer number of the wearable (but does not have to be filled in if it is declared later in the script).
D. WEIGHT, HUE etc. can also be declared either here or in the script.
4. Hit "Save Changes" and then "Save Tiledata".
CHOOSING THE BEST IN-GAME ANIMATION FOR YOUR WEARABLE:
1. Navigate to the ANIMATIONS tab.
2. Scroll down to Equipment > Animations #400-997 and find the animation that looks closest to your new wearable.
3. Take note of the number in parentheses of your animation choice (in our example, we chose fancy shirt (435)).
ASSOCIATING YOUR GRAPHICS WITH THE PROPER ANIMATIONS (PART 2):
A. ASSIGNING YOUR GRAPHICS TO AN ALREADY-EXISTING ANIMATION:
1. Navigate to your CLIENT folder and open "Body.def" in a text editor.
2. Add an entry for your graphic using the following format:
<GRAPHIC # - 50000> {<NEW ANIM ID#>} <NEW HUE #>
Note that 0 = not hued
So, in our example case...
400 {435} 0
B. ASSIGNING YOUR GRAPHICS TO A NEW ANIMATION (see B. below)
SAVE - OVERWRITE YOUR OLD FILES:
1. Navigate to your UOFiddler folder (usually C:\Users\user\AppData\Roaming\UoFiddler).
2. Copy your updated files: art.mul, artidx.mul, Gumpart.mul, Gumpidx.mul, tiledata.mul
3. Paste/overwrite to your CLIENT directory.
MAKE THE WEARABLE SCRIPT SO YOU CAN ADD IT IN-GAME:
1. Open a text editor and write a basic wearable script (see attachment).
2. Change the name of the item, type of the item (layer) and the Item ID (e.g. "ItemID = 50400;")
3. Save your Script to your server/emulator folder.
4. Restart your server/emulator and login.
5. [add WearableName (example: "[add LongFancyShirt")
---------------------------------------------
B. ASSIGNING YOUR GRAPHICS TO A NEW ANIMATION
Additional Information:
HOW TO EXPORT A .VD FILE OF A CURRENT ANIMATION THAT YOU CAN EDIT THEN USE WITH YOUR NEW ARTWORK:
1. In UOFiddler, navigate to ANIMATIONS > EQUIPMENT and find the animation that is closest to what your clothing looks like and take note of the number in parenthesis after the name (e.g.
elven robe e02 (899)")
2. At the bottom of the Animations screen, Go to SETTINGS > ANIMATION EDIT
3. At the top left of the Animation Edit screen, choose "Choose Anim File" > anim
4. Scroll down to the animation that you want to duplicate, right click on the name, and choose "Export > "To .vd"
5. This will export your animation to the default UOFiddler folder (usually C:\Users\dedicated\AppData\Roaming\UoFiddler)
FAQ:
What if there's no animation to export as a .vd for my choice?
If you cannot export a .vd file then the words for the file will be in red ("P:517(517)").
It probably means they are using another animation that has been rehued in that slot, find the original animation that this one is based on and use it.
If you can't find it, choose another animation that does allow you to export the .vd file.
For instance, I wanted to use "elven robe e02 (899)", but found that it was actually just a rehued "Kamishimo (517)", so I used it instead.
However, the animation info for the Kamisho (517) was actually located in "anim4", not "anim".
Navigating to "anim4", we see that Kamisho (517) is actually using the animation for
Note: While I haven't tried this yet, it appears that in order to install new animations, you will have to use the open animation slots from 400-499 only.
Do I have to export the .vd and re-import it or can I use the same animation for multiple items?
You can re-use the same animations for multiple articles of clothing by altering the Body.def file.
ADDING CUSTOM WEARABLES (CLOTHING, ARMOR, WEAPONS)
Forum rules
One rule does apply to this sub-forum; as much as possible, stick to original content. If you are not the creator of a particular client modification, link to the original source. Don't upload content you did not create yourself!
One rule does apply to this sub-forum; as much as possible, stick to original content. If you are not the creator of a particular client modification, link to the original source. Don't upload content you did not create yourself!
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dragon slayer
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dragon slayer
- UOX3 Guru
- Posts: 776
- Joined: Thu Dec 21, 2006 7:37 am
- Has thanked: 4 times
- Been thanked: 26 times
Update to the post since i can't not edit it.
How to Add New Clothing (and Other Custom Wearables) to Your Shard
What This Tutorial Covers
Adding new wearables to your server using UOFiddler.
What This Tutorial Does Not Cover
Creating custom artwork or animations.
Prerequisites
Tools:
UOFiddler
Assets:
Icon image of the item to appear in the game (formats: .bmp, .tiff, or .jpg).
Paperdoll image of the wearable (formats: .bmp, .tiff, or .jpg).
(Optional) Animations for all directions for the wearable (format: .vd).
Important Note
Always back up your files before making changes!
Step 1: Add Your Paperdoll Gump Art
Open UOFiddler and navigate to the GUMPS tab.
Click Misc > Show Free Slots in the top left corner.
Scroll to slot 0xC350 (50000) or higher to find an empty red space.
Slot Placement Tips:
Use slots 50000–50999 for default wearables.
If your wearable must appear correctly while sitting, place it between 0xC4E8 (50400) and 0xC737 (50999).
Female versions of items corresponding to male items should be placed in the 60000 range. Example: if the male wearable is in slot 50400, the female version goes in 60400.
Right-click on an empty slot and select Replace.
Choose your gump art file (.bmp or .tiff) and click Open.
Right-click again and select Save.
Step 2: Add the In-Game Icon
Navigate to the ITEMS tab.
Right-click and select Insert at. Enter the same slot number used in the GUMPS tab (e.g., 50400).
Once added, right-click and select Save.
Step 3: Associate Graphics with Animations (Part 1)
Navigate to the TILEDATA tab.
Find the same slot number used earlier (e.g., 50400).
Configure the following:
WEARABLE: Check this flag.
ANIM: Enter the Gump ID minus 50000 (e.g., 50400 - 50000 = 400).
Optional Settings:
NAME: Enter the item's name.
ARTICLEA or ARTICLEAN: Check the appropriate box for "a" or "an" to appear before the name in-game.
QUALITY: Enter the wearable’s layer number (optional if defined in the script).
WEIGHT and HUE: Set here or in the script.
Click Save Changes, then Save Tiledata.
Step 4: Choose an In-Game Animation
Navigate to the ANIMATIONS tab.
Scroll to Equipment > Animations #400–997 to find an animation similar to your wearable.
Note the animation number in parentheses (e.g., 435 for a fancy shirt).
Step 5: Associate Graphics with Animations (Part 2)
Option A: Assign Graphics to an Existing Animation
Open the Body.def file in your client folder using a text editor.
Add an entry using this format:
Example:
(Where 0 means no hue.)
Option B: Assign Graphics to a New Animation
Refer to the "How to Export a .VD File" section below for creating new animations.
Step 6: Save and Overwrite Files
Navigate to your UOFiddler folder (usually located at C:\Users\<YourName>\AppData\Roaming\UOFiddler).
Copy the updated files:
art.mul
artidx.mul
gumpart.mul
gumpidx.mul
tiledata.mul
Paste these files into your client directory, overwriting the originals.
Step 7: Create the Wearable Script
Open a text editor and write a basic wearable script. (Refer to the attachment for examples.)
Update the script with:
Item Name
Item Type (Layer)
Item ID (e.g., ItemID = 50400;.)
Save the script in your server/emulator folder.
Restart the server/emulator.
Add the wearable in-game using the command:
(e.g., [add LongFancyShirt).
Additional Information: Exporting a .VD File
Navigate to ANIMATIONS > EQUIPMENT in UOFiddler.
Locate an animation similar to your wearable. Note the animation number (e.g., 899).
At the bottom of the screen, go to SETTINGS > ANIMATION EDIT.
Select Choose Anim File > anim.
Scroll to the desired animation, right-click, and choose Export > To .VD.
The .vd file will be saved to your UOFiddler folder.
FAQ
Q: What if there’s no animation to export as a .vd?
If the file name appears in red (e.g., P:517(517)), it is a rehued animation. Locate the original animation or select a different one.
Q: Can I reuse animations for multiple items?
Yes, by editing the Body.def file and assigning the same animation to multiple items.
Note: New animations can only be assigned to open slots between 400–499.
How to Add New Clothing (and Other Custom Wearables) to Your Shard
What This Tutorial Covers
Adding new wearables to your server using UOFiddler.
What This Tutorial Does Not Cover
Creating custom artwork or animations.
Prerequisites
Tools:
UOFiddler
Assets:
Icon image of the item to appear in the game (formats: .bmp, .tiff, or .jpg).
Paperdoll image of the wearable (formats: .bmp, .tiff, or .jpg).
(Optional) Animations for all directions for the wearable (format: .vd).
Important Note
Always back up your files before making changes!
Step 1: Add Your Paperdoll Gump Art
Open UOFiddler and navigate to the GUMPS tab.
Click Misc > Show Free Slots in the top left corner.
Scroll to slot 0xC350 (50000) or higher to find an empty red space.
Slot Placement Tips:
Use slots 50000–50999 for default wearables.
If your wearable must appear correctly while sitting, place it between 0xC4E8 (50400) and 0xC737 (50999).
Female versions of items corresponding to male items should be placed in the 60000 range. Example: if the male wearable is in slot 50400, the female version goes in 60400.
Right-click on an empty slot and select Replace.
Choose your gump art file (.bmp or .tiff) and click Open.
Right-click again and select Save.
Step 2: Add the In-Game Icon
Navigate to the ITEMS tab.
Right-click and select Insert at. Enter the same slot number used in the GUMPS tab (e.g., 50400).
Once added, right-click and select Save.
Step 3: Associate Graphics with Animations (Part 1)
Navigate to the TILEDATA tab.
Find the same slot number used earlier (e.g., 50400).
Configure the following:
WEARABLE: Check this flag.
ANIM: Enter the Gump ID minus 50000 (e.g., 50400 - 50000 = 400).
Optional Settings:
NAME: Enter the item's name.
ARTICLEA or ARTICLEAN: Check the appropriate box for "a" or "an" to appear before the name in-game.
QUALITY: Enter the wearable’s layer number (optional if defined in the script).
WEIGHT and HUE: Set here or in the script.
Click Save Changes, then Save Tiledata.
Step 4: Choose an In-Game Animation
Navigate to the ANIMATIONS tab.
Scroll to Equipment > Animations #400–997 to find an animation similar to your wearable.
Note the animation number in parentheses (e.g., 435 for a fancy shirt).
Step 5: Associate Graphics with Animations (Part 2)
Option A: Assign Graphics to an Existing Animation
Open the Body.def file in your client folder using a text editor.
Add an entry using this format:
<GRAPHIC # - 50000> {<NEW ANIM ID>} <NEW HUE #>
400 {435} 0
Option B: Assign Graphics to a New Animation
Refer to the "How to Export a .VD File" section below for creating new animations.
Step 6: Save and Overwrite Files
Navigate to your UOFiddler folder (usually located at C:\Users\<YourName>\AppData\Roaming\UOFiddler).
Copy the updated files:
art.mul
artidx.mul
gumpart.mul
gumpidx.mul
tiledata.mul
Paste these files into your client directory, overwriting the originals.
Step 7: Create the Wearable Script
Open a text editor and write a basic wearable script. (Refer to the attachment for examples.)
Update the script with:
Item Name
Item Type (Layer)
Item ID (e.g., ItemID = 50400;.)
Save the script in your server/emulator folder.
Restart the server/emulator.
Add the wearable in-game using the command:
[add <WearableName>
Additional Information: Exporting a .VD File
Navigate to ANIMATIONS > EQUIPMENT in UOFiddler.
Locate an animation similar to your wearable. Note the animation number (e.g., 899).
At the bottom of the screen, go to SETTINGS > ANIMATION EDIT.
Select Choose Anim File > anim.
Scroll to the desired animation, right-click, and choose Export > To .VD.
The .vd file will be saved to your UOFiddler folder.
FAQ
Q: What if there’s no animation to export as a .vd?
If the file name appears in red (e.g., P:517(517)), it is a rehued animation. Locate the original animation or select a different one.
Q: Can I reuse animations for multiple items?
Yes, by editing the Body.def file and assigning the same animation to multiple items.
Note: New animations can only be assigned to open slots between 400–499.