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Configuration Adding New Outfits / Looktypes [Detailed + Free Samples]

Shadowsong

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ShivaShadowsong
Adding New Looktypes Tutorial
(100% newb friendly guide)


Updated for modern OT standards (2015-2016).

McCHYor.png

What you are about to learn, is how to edit your .dat and .spr to add new looktypes (outfits) to your server. Make yourself comfortable, and let's go.

What are the .dat and .spr files?

These 2 files come together with your Tibia client. The Tibia.spr file contains all the sprites that the client can display, the Tibia.dat file contains data that configures these sprites into objects with attributes.

To put it more directly, the .spr file contains only the images of gold coins, but the .dat file tells the client that these coins are a pickupable object, can be stacked, are not blocking movement when placed on the floor, etc. (lots of attributes).

We are looking to edit the .spr file, to insert new outfit sprites into it, and edit the .dat file to tell the client the attributes of our new outfit.

Needless to say, once you modify your .dat/.spr, if you run a server that will display these new objects in the client, the client must be using this modified version of .dat/.spr that contains your new stuff. This means that, once you do this, you will need to make your .dat/.spr files available to your audience to download, in order for them to play your server without issues and see these new objects/sprites.

If they are not using your .dat/.spr and they run into such objects, their client will either crash or glitch out heavily.

Required Tools

To modify our .dat/.spr file, we'll use a tool called ObjectEditor, which supports most old and new clients. There are builds and modifications that can be found within this thread (link below) to make it work for even the latest Tibia versions.

Go to this thread to download ObjectBuilder.
If your version is not supported in the default ObjectBuilder, try to search the thread for download links for newer versions.

You will also need a new outfit to implement. For the sake of testing, I will provide you with a sample sprite-sheet that you can use to practice.

Behold, the blue orc!

qlfhXMI.png


Save this image somewhere on your computer.

Loading your .SPR and .DAT with ObjectBuilder

Open ObjectBuilder once you've installed it, go to File -> Open -> Browse and select the folder where your client is located. The program will look for your .spr/.dat file there, and if you haven't screwed up something immensely, it should be there already.

Before you do any experimentation, make a backup copy of your .spr/.dat files and put them in some safe place on your pc.

Nagivating and understanding ObjectBuilder Interface (for outfits)

Once your sprites are loaded, go to the Outfit browser.
ZVglky8.png


Click "New" in the bottom menu (below the Outfit Preview).

shZ7tDq.png


Now, you will be presented with a new empty slot for an outfit. Mine is 939.
This number represents the "looktype" ID of the outfit. This is an important number, as it is needed later - but we'll get to that.

TvJRcVr.png


Double click on this empty outfit object that was just created.
Doing this, will open the object editing interface in the middle, which looks like this.

e3UDBuI.png


Now, we need to fill the Frame Builder with the sprites of our outfit.
But before we start doing that, we need to implement the sprites, load them into our .spr.

Loading Sprites into ObjectBuilder

Like I've mentioned before, all sprites are the size of a single tile (32x32 pixels). If we have an outfit or, for example, a wardrobe, that is bigger than that, we will need to cut it into 32x32 pieces before we can implement it.

We can do this via other software (e.g. Photoshop), or we can actually do it with ObjectBuilder itself. It has an in-built tool called Slicer that does this job for us.

Let's open it and load the spritesheet of the Blue Orc I provided into it.

sTn9sKx.png



NgS0G87.png


Find the spritesheet where you saved it and open it with Slicer.

This is how it will look when you open it. In the image below, I'll describe the functions/steps of working with the slicer:

R0zkUfV.png


Once you have Imported the sprites, they will appear in the main window on the right side in the 'Sprites' section.

kdvjCjE.png


Now, we're ready to start assembling the outfit.

Assembling the Outfit into the Frame Builder.

Go to the empty outfit object we created and open it. Set the attributes to what you want them to be. (For this Orc, we'll be using Width: 1, Height: 1, Crop Size: 32, Layers: 1, PatternX: 4, PatternY: 1, PatternZ: 1, Animations: 3)

Now select the arrow of the direction you want to start implementing, and use the 'Animations' slider to determine which frame of the animation you are editing.

Animation 1 is always the frame where your character is standing still in place. 2,3,4,5, etc. are the frames for sprites of the character in movement.

Take a look at the following GIF to see a quick example of how to do the implementation:

2h0y9jq.gif


Once you've assembled the entire outfit, press save below the outfit attributes. And that's it.

Saving your changes and compiling the new .dat/.spr


Click here:

TXfMQy4.png


If you press the Compile button, the changes you made will be saved into the .spr/.dat files that you opened with ObjectBuilder. If you press Compile As, then you can save your changes into a new set of files in another folder instead.

In order to see your new sprites, like I said before, your client needs to be using your new modified Tibia.spr/Tibia.dat files (they need to be in the same folder as the Tibia.exe client executable basically).

Using your new outfit

Remember the looktype ID number that we mentioned at the start of the tutorial?
This number.

WdGf4Qa.png


That's the number of your outfit.
So, now, if you go to your monsters and create a new monster XML file, you can make this monster use this new outfit simply by using this looktype ID.

<monster name="Orc" nameDescription="a orc" race="blood" experience="25" speed="150" manacost="300">
<health now="70" max="70"/>
<look type="939" corpse="5966"/>

Put your id here (red colored text) and your monster will be using this new outfit.

And that's it, now you know how to add new looktypes to your game!

Adding outfits with addons and other features is a bit more complicated. I will not be making a guide on that for now. If you wish to learn, the best way is to browse your .dat/.spr file in the editor, and look at how other outfits with such features are done, then try to replicate those attributes and methods of implementation.

Cheers.
 
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lmao nice
this way we dont need to edit old outfits
 
No , the sprites are not mine , I'd have to ask for permission and sh*t , i dont want that , anyways , I only want to use those sprites myself , sorry :/
 
Somebody helps me, when I find that I made all certainty, more when I I go I show to sumonar it, it of debug and speaks that looktype does not exist! : @ it helps me!
 
You need to edit talkactions of your server if you want to be able to use
/newtype command on it.

BUT, still you can use it on monsters, in monster file , just put the Itemtype[number of new sprite - look in tutorial] in monsters looktype on .xml file , and it will work. Worked for me for so far :)
 
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Thanks! he gave now certain! only that, I created the body of I show when it from there to it I die, that ID I leave in the body of it pra to be the body that I created?
 
Thanks for making this long and very useful thread for us people using YATC. Rep+.
 
more because it will be that all time that I open dat publisher and go there to create one I show new I show, it old that I created I am with the sprites of the new I show that I go to create?
 
How can i add the outfit in the game or (sources) since i have it already on .dat?

If possible pics plx?
 
How can i add the outfit in the game or (sources) since i have it already on .dat?

If possible pics plx?

Everything is already there in tutorial.
When u got it in .dat , go to data > monsters > serpents > create a new file named "corn snake.xml" and paste the script I gave in this tutorial. [read the tutorial again if u didnt understand]

and then in monsters.xml add this;
Code:
<monster name="Corn Snake" file="Serpents/corn snake.xml"/>

Hope this helps :p
 
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