UO CUSTOM CONTENT — WEB PREVIEWS
Open index.html to browse this folder locally. It also works as a static website.
Choose an asset, then choose an action and facing. Animated equipment can be
viewed with male and female neutral mannequins, or as artwork alone. Riding
actions show the rider pose without a mount. Eight views use five stored facings
and the client's usual mirrored views. GIF downloads use view 2; the interactive
viewer contains all available actions and facings.
Armour collections list complete sets only. Open a set and tick the pieces you
want to display; Full set restores all pieces and Clear hides them. The chosen
pieces stay selected while changing action, facing or mannequin. Downloads can
be switched between the full set and individual pieces. A combination selected
in the live viewer does not change the prepared downloadable GIFs.
The small Download link on each card supplies a ZIP of the available native
VDs, item/paperdoll PNGs, effect frames, import files, scripts or layout data.
Each ZIP contains usage notes and checksums. Shared collections remain together
where their import tools require them. No artwork-generation prompts, source
atlases or development/test files are included in these downloads.
Open an item for its format and integration status. Equipment has all 35 native
action slots, including walking, running and riding. Effects use item-art frames,
not VD files. Some visual effects still require server behaviour; interface
artwork needs UI assembly. The dragon includes a client seating integration
patch and requires a compatible client build to use that correction.
The secondary GIF/PNG links are web previews. GIFs cannot be imported as a
complete UO animation, install a mount, deal damage or apply a buff. No account,
world-save, client installation, personal configuration or private log is included.
Creature and equipment GIF speed is a preview choice. The game controls the
actual cadence and equipment layering. Some native creature action slots reuse
idle or attack frames, as in their source package. The dragon's auxiliary slots
retain their existing artwork. The current eyepatch candidate still needs a fit
check in game. The cruiser uses the corrected revision 2 facings.
Thirteen exported stationary slots contain a single visible pose in the source;
they remain still GIF files. Every walking, running, riding and effect GIF changes
visually during playback.
Preview canvases share a dark background. Effect scenes are rendered directly on
that colour; house and wall preview mattes use it too. Actual interface artwork,
including parchment panels, keeps its original design colours.
Energy Bubble uses its five-second sequence. Fire Nova shows the source radius
and ring timing on a flat unobstructed grid. Live terrain, visibility, damage and
targeting depend on the server. Other effects are either their recorded native
sequence or their original scene preview, as stated on each asset. A short pause
between effect loops is presentation time, not additional gameplay duration.
GIFs use an opaque dark background and a 256-colour palette. This is a web format
conversion; original native artwork, animation data and ground anchors are not
changed. PNG sprite sheets preserve custom-frame pixels and registration.
Static objects, buildings and interface designs have still previews. Building
images show layouts made with existing game tiles; interface designs may need
game-sized assembly. Mannequins retain movement silhouettes but omit original
player textures. This folder does not grant or replace underlying artwork rights.