Vrark

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Vrark submitted a new resource:

My finished animations - combined - Instead of spamming with new posts, I will just keep the animations in this post.

These animations has several different sources. Some are made from sprites ripped from games, some are made from downloaded, custom sprite sheets, some are rendered from assets from games, and some are simply just exports from the enhanced client and the old Kingdom Reborn client.
They have all been tested in ClassicUO, and works there. I have not tested all of them in the legacy classic client, so I cannot guarantee that they will work in that client. If you really want to use them, you...

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Vrark updated My finished animations - combined with a new update entry:

One new animation added.

Added the JX ox mount to the Google Drive folder. I have now also created a sub-folder that contains a miniature of the creatures to be used as shrink items.
Preview:
View attachment 26812
And a note on this particular animation: I know it looks a bit wonky in the movements, but that is only on this .gif. The actual creature has been fixed!

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Vrark updated My finished animations - combined with a new update entry:

Two new animations added.

Added the following two animations:

Bezrog the Ogre.
Seal of Evil taurus oni.

Also added miniatures of these two creatures, plus several other miniatures of other animations, also animations made by other people. I have also added miniatures for animations that I have not released yet, but will release once they are finished.

Previews of the two new animations:
View attachment 26831View attachment 26832

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That depends on where you add them in Fiddler.
This is my first attempt to import a new monster into ServUO so I'm missing a few steps here apparently. I'm assuming I would use an unused slot in Fidder Animations tab and then find that slot in the Animation Editor to match the anim file to be targeted. Which one would you add those to and what would the bodytype and mobdef be in that example?
 
This is my first attempt to import a new monster into ServUO so I'm missing a few steps here apparently. I'm assuming I would use an unused slot in Fidder Animations tab and then find that slot in the Animation Editor to match the anim file to be targeted. Which one would you add those to and what would the bodytype and mobdef be in that example?
Let's say you want to add Bezrog the Ogre to your anim2 file, H slot 80. You import the .vd file, and save your anim. And if you are saving in another directory than your game's install, you have to move the new anim2 files into your game's install folder, overwriting the existing ones.
In bodyconv.def, you add the following line:
1681 80 -1 -1 -1 -1 #Bezrog the Ogre
This is assuming you have the recent version of the official game, which has its last bodyvalue as 1680. You can also start higher if you want to be sure. This line defines which anim file you are using. The first is anim2, then anim3, anim4 etc. Where it says 80, is the slot you see in Fiddler. Anything written after the # sign is being ignored by the game, but for your own sake, I would note either a name or description there, so you can keep track of the stuff you add. Especially if you end up adding a lot of stuff.
In mobtypes.txt you add the following line:
1681 MONSTER 0 #Bezrog the Ogre
Again, after the # sign the game ignores it. I am not sure what the 0 does though.
After saving the files, if you open Fiddler again, and look in anim2 slot 80, it should now say 80 (1681) there. If it does, and the animation is there, you are good to go. You can then just spawn a creature and do [set bodyvalue 1681 on it. If it changes to your new animation, you have done everything right. If not, you are missing something. :p
I hope this works, and if you have other questions you are welcome to send me a PM. :)
 
Vrark updated My finished animations - combined with a new update entry:

7 new animations added

I am in the process of finally finishing all of my many unfinished animations, so I have uploaded a few of those, plus some brand new ones.
The ones I have added this time:
Dark and Light elephant.
Dark and Light cyclops.
Solen warrior mount.
WoW bloodbeast mount.
KR bake-kitsune mount.
WoW bloodtroll female.
Conan Exiles horse foal mount.

Previews:
View attachment 26846View attachment 26847View attachment 26848[ATTACH...

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Let's say you want to add Bezrog the Ogre to your anim2 file, H slot 80. You import the .vd file, and save your anim. And if you are saving in another directory than your game's install, you have to move the new anim2 files into your game's install folder, overwriting the existing ones.
In bodyconv.def, you add the following line:
1681 80 -1 -1 -1 -1 #Bezrog the Ogre
This is assuming you have the recent version of the official game, which has its last bodyvalue as 1680. You can also start higher if you want to be sure. This line defines which anim file you are using. The first is anim2, then anim3, anim4 etc. Where it says 80, is the slot you see in Fiddler. Anything written after the # sign is being ignored by the game, but for your own sake, I would note either a name or description there, so you can keep track of the stuff you add. Especially if you end up adding a lot of stuff.
In mobtypes.txt you add the following line:
1681 MONSTER 0 #Bezrog the Ogre
Again, after the # sign the game ignores it. I am not sure what the 0 does though.
After saving the files, if you open Fiddler again, and look in anim2 slot 80, it should now say 80 (1681) there. If it does, and the animation is there, you are good to go. You can then just spawn a creature and do [set bodyvalue 1681 on it. If it changes to your new animation, you have done everything right. If not, you are missing something. :p
I hope this works, and if you have other questions you are welcome to send me a PM. :)
that worked perfectly - I have added the new monsters and it's working, thank you!
 
Vrark updated My finished animations - combined with a new update entry:

New animations, trophies and statues added.

Added the following animations to the Google Drive folder:

Infinity Engine frost giant.
WoW Ardenweald stag mount.

Besides these, I have added miniatures for these two, plus some trophies and statues of these, and several other animations. A note on the frost giant: I know this has been released already, but the old version was missing some actions, and the alignment was off on several of the actions as well. This also includes a full idle for the first idle action. If you do not like the...

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Vrark updated My finished animations - combined with a new update entry:

21 new animations added.

I have been at work aligning a lot of my older animations that I have not released. In total there are 21 new additions!
These are the ones I have added this time:

Custom horse grey I.
Custom horse grey II.
Custom horse brown.
Custom horse palomino.
Neverwinter Nights 2 palomino horse.
Neverwinter Nights 2 pinto horse.
Neverwinter Nights 2 white horse.
Neverwinter Nights 2 undead horse.
Throne of Darkness forest oni.
Vanguard: Saga of Heroes purple drake.
Vanguard: Saga of Heroes green...

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Some of the new additions:

Custom_horse_brown_L.gifCustom_horse_grey_1_L.gifCustom_horse_grey_II_L.gifCustom_horse_palomino_L.gif
Some more new additions:

NWN2_palomino_horse_L.gifNWN2_pinto_horse_L.gifNWN2_undead_horse_L.gifNWN2_white_horse_L.gif
And some more additions:

Throne_of_Darkness_forest_oni_L.gifVanguard_drake_green_L.gifVanguard_drake_purple_L.gifVanguard_kraken_L.gifVanguard_treant_L.gif
WoW_dragonhawk_I_H.gifWoW_dragonhawk_II_H.gifWoW_dragonhawk_III_H.gifWoW_dragonhawk_IV_H.gifWoW_dragonhawk_V_H.gifWoW_dragonhawk_VI_H.gifWoW_dragonhawk_VII_H.gifWoW_dragonhawk_VIII_H.gif
 
Vrark updated My finished animations - combined with a new update entry:

Four new animations added.

Added the following new animations:

Bless Unleashed griffon I.
Bless Unleashed griffon II.
Bless Unleashed griffon III.
Troll brute.

Also added miniatures and statues for them.
The three griffons are optimised for the legacy classic client as well!

Previews:
View attachment 26972View attachment 26973View attachment 26974View attachment 26975

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I really like the Griffons in recent update. I will be looking at these to adjust them for the regular classic UO client. excellent work. Can these only be moded to low animations? as default?
ok well darn looks like all the frames are correct nice!!!!!!!!!!!!!!!!!!!!!!!!
Works great really like the size proportion as well.
Untitled.jpg
 
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I really like the Griffons in recent update. I will be looking at these to adjust them for the regular classic UO client. excellent work. Can these only be moded to low animations? as default?
ok well darn looks like all the frames are correct nice!!!!!!!!!!!!!!!!!!!!!!!!
Works great really like the size proportion as well.
View attachment 26976
Yeah, I stopped slacking and actually followed the correct frames this time. Lol
I guess they could be made for H slot as well. I believe they have a few more actions I left out.
They should also work as mounts, if you don’t mind the wings being under the avatar.
 
Vrark updated My finished animations - combined with a new update entry:

One new animation and some statues added.

Added the following animation to the Google Drive folder:

Lineage II Orbis ancient hero.

Besides this, I also added a miniature and a statue for this animation, plus some granite versions of some of the other statues. They are all inside the sub-folders as usual.
The ancient hero animation should match the legacy classic client's animation frames.

Previews:

View attachment 26988View attachment 26990View attachment 26991[ATTACH...

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