There was a major change in animation structure in 10.57 that difficult to update dat editors :X
I bet Mark has a working one, ask if he wants to release it.
Otherwise you have to pay someone to do it or wait for it
There was an attempt but he later said on github that the changes he did was for nothing.
@EdMignari ObjectBuilder can be updated to support the new animation structure, it would just take someone with knowledge of the code to do it. I'll lay out the basics of what needs to be done for anyone wishing to implement it.
Let's start here: https://github.com/ottools/ObjectBu...243d/src/otlib/things/ThingSerializer.as#L853
This only applies to item and outfit objects, but this whole function now has the possibility of being called multiple times instead of just the once, and introduces extra byte reads. This can easily be done by iterating inside the function itself as I've done here: http://pastebin.com/YWxQS9NT
As you can see, objects can now have many more frames than before. So, not only will the thing object need to be modified to store each iterations data (width, height, pattern, etc.), but the editor will need to be modified so that you can actually edit these frames (the biggest challenge), and, of course, writeSprites() will need to be modified to actually save the .dat file.
Also note that the changes I made will only work for 10.57+. It will need further modifications to keep it backwards compatible with older versions.mm i'll have a play but never done anything like this before.. i'm still a beginner scriptwriter haha
Also note that the changes I made will only work for 10.57+. It will need further modifications to keep it backwards compatible with older versions.
Actually its why i said earlier that 10.57+ has made things harder.Also note that the changes I made will only work for 10.57+. It will need further modifications to keep it backwards compatible with older versions.
Why can't we save this object builder as another program that will only work on 10.57+ and let the old object builder as it is for 10.56 below
Keeping backwards compatibility wouldn't be hard, just a simple if statement in that function and the writeSprites() function. The other changes would handle the rest.Actually its why i said earlier that 10.57+ has made things harder.
Keeping backwards compatibility wouldn't be hard, just a simple if statement in that function and the writeSprites() function. The other changes would handle the rest.
The only issue with my code is that any objects that have more than one frame (anything that animates without moving; e.g., fire fields) will only store and let you modify the last frame. Which is why I said there will need to be changes made to store all frames, and allow you to edit them all. Otherwise, yes, my code will work as-is.I just noticed that the code is basically done? LOL THANKS MAN!!!! WHOOOOO Wuick questio though what program would i edit the sources with? just visual studio?
zzzz nevermind excuse me..
https://github.com/ottools/ObjectBuilder/wiki/Compiling
Also just want to add it doesnt even need to be backwards compatable.. people can just use the old program lol its not like there is any new features.. its just adding extra support.
Keeping backwards compatibility wouldn't be hard, just a simple if statement in that function and the writeSprites() function. The other changes would handle the rest.
The only issue with my code is that any objects that have more than one frame (anything that animates without moving; e.g., fire fields) will only store and let you modify the last frame. Which is why I said there will need to be changes made to store all frames, and allow you to edit them all. Otherwise, yes, my code will work as-is.
True, but retaining backwards compatibility is so easy with adding 10.57+ support that it would be pointless to have two separate versions.
Don't forget though, that code will only read the .dat file correctly. If you don't modify the code to store all of the frames, and modify the writeSprites() function, then when you save your changes you'll just have a broken .dat file.Ahhh i understand now... I only want to add in some custom sprites though so i dont think this will effect me... Its taken me all day to install the compiling tools because trying to do it at work and proxies sucks.. zzzz
And i'm gonna have to argue this... most people only use one version of tibia anyway so would be no need for backwards anyway haha <3
Don't forget though, that code will only read the .dat file correctly. If you don't modify the code to store all of the frames, and modify the writeSprites() function, then when you save your changes you'll just have a broken .dat file.
Go back and read my posts. That code is for the .dat file, and how it's now structured in 10.57. In order to actually edit the .dat file, you will need to modify the code I provided so that it stores each frame of the outer for loop, then edit some other code to actually edit each frame, then modify the writeSprites() function to save it. That code is just a starting point (like I mentioned in my first post), there's a lot more to be done to actually edit the .dat file.>.< ok now i'm getting confused... imported your code and getting couple of errors now :'( And all i want to do is add in custom sprites for outfits/items etc why is it so hard!! i dont ask for much haha... So tell me this.. in order for me to edit my .dat AND my .spr i need to import your code which will help allow me to import the spirtes but then work out how to make it save the spirtes to the .dat?
Go back and read my posts. That code is for the .dat file, and how it's now structured in 10.57. In order to actually edit the .dat file, you will need to modify the code I provided so that it stores each frame of the outer for loop, then edit some other code to actually edit each frame, then modify the writeSprites() function to save it. That code is just a starting point (like I mentioned in my first post), there's a lot more to be done to actually edit the .dat file.