TorrakKeres

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Hey folks,

I've been playing with UOFiddler trying to add some custom hairstyles. I figure it should be possible to get custom gumps to show up in the paperdoll, even if the character model itself will show the original / generic hair art? Has anyone successfully added custom hairstyles to their shard that can share a method with me?

Thanks!
 
It's a job, like with any other gump image and animation. So, as you add new clothes, you do the same with hair or beard. You put the hair item in arts. In tiledata, you set the ID position of gumps, where you put the image for paperdoll. In the Body.def file, you redirect the ID of gumps to the ID of animation. And that's it. So I'll give an example. I'll leave out the ID arts, it's not important. But I'll put the hair image for paperdoll at ID 50500 (50000 male, 60000 female) in gumpart.mul and .idx. I'll enter the number 500 in items in tiledata.mul as animation. But in the body.def file, I'll redirect the number 500 to the number 700 (which will be the hair animation in the game). I made up the ID numbers, they don't match the original game. But to get an idea of how it works, you should understand it.
 
The problem I'm running into is that when I follow this process, it results in baldness in-game on both the character model and paperdoll. If I set the animation to use for instance the standard ponytail, even though the gump art is set to use the custom art, it shows as the standard ponytail both in-game and on the paperdoll.
 

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