Those weren't what I meant.
I meant so that if a character is of another race that I can make the background be that race, not the human.
While yes those are in the gump images, the Pdoll itself uses the human background 0xC from non-animated gumps, its not linked to the animation of the human ...
Search found 4 matches
- Wed Sep 10, 2008 12:54 pm
- Forum: General Help (097)
- Topic: Packet for Pdoll Background?
- Replies: 4
- Views: 4583
- Tue Sep 09, 2008 2:48 pm
- Forum: General Help (097)
- Topic: Packet for Pdoll Background?
- Replies: 4
- Views: 4583
Packet for Pdoll Background?
Does anyone know which packet (if any) can be used to stop sending the normal Pdoll background (human) so that it can be intercepted and replaced with a different background?
I ask cause I hate to make custom race gumps that have to be regular items that need to be equipped.
-Nver-
I ask cause I hate to make custom race gumps that have to be regular items that need to be equipped.
-Nver-
- Mon Sep 08, 2008 7:09 pm
- Forum: General Discussion
- Topic: rider / mount animation
- Replies: 6
- Views: 10186
Re: rider / mount animation
Thought I'd go ahead and post these, if they should go somewhere, please feel free to move them. These are the hidden animation blocks inside the "blank" animations
Start is the first block animation in the mount sequence, end is the last. Pretty easy to just pull them out with Michelangelo and ...
Start is the first block animation in the mount sequence, end is the last. Pretty easy to just pull them out with Michelangelo and ...
- Sun Sep 07, 2008 6:31 am
- Forum: General Discussion
- Topic: rider / mount animation
- Replies: 6
- Views: 10186
Re: rider / mount animation
The rideable horse animations like 0x388 are not blank, at least not completely. See the Horses creature animation only goes upto like frame count 65 (or so, don't have my files available and on hand) But rideable mount animations for avatars are at something like frame 115 to start.
So animation ...
So animation ...