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09, July 2008 Another one! * Shift+W/S Move in Z-Axis * names.bin viewer * Object Builder * Object edit: - array reorganization and sort by element - Some of the details now hidden * Mod packages (WIP) * Region Editor - CTCShop 18, June 2008 Update time! * Graphics.BIG - Blender Wavefront import (only single meshes at this point) * Textures.BIG - Add Texture * Backup, rollback for file list context menu * Region Editor - Map Change - Unfreeze All * Various small bug fixes 08, June 2008 Update! * Saving Names.bin * Teleporting in the same region * Fixed trackball * Fixed keyboard camera * First person mode * BIN/BIG view changes * Delete entry for BIN/BIG * Ground visible in walk mode * Button configurations (WIP) First person mode... Toggle on/off with space, move and look with AWSD and the arrow keys. 02, June 2008 Update! * Bug fixes * ID numbers * Teleporter * Walk area edit * Find by UID Conserning teleporters... the system is currently "optimized" for the "guild pedestal" height. If you try to create a two-way teleporter with other objects, you'll end up inside the object. To go around this problem create the two-way teleporter manually or edit the teleporter marker's z value. 26, May 2008 This application has been in development for quite a while now and I finally decided that maybe it's the time to release this for the public. Basically, I took FableExplorer and AlbionExplorer and fused them together and added a 3D region editor. I also tried to improve the user interface whenever possible. At this point, CBox does not implement every single feature of FableExplorer. It concentrates on the more basic BIN/BIG and 3D world editing functionality. Features * Find objects from BIN/BIG with regular expressions * Improved BIN/BIG object creation process * Improved object selection process * 3D editor with capabilities such as: object copy, collision control, multiple selections, move, rotation, tng property control, etc. * Tip of the Day. Users can create their own tips. * Cutscene text editor * Camera control for 3D model view * Import/export for physics models Requirements * Knowledge of FE and 3D modelling packages, such as Blender * .NET 2.0 * DirectX 9.0c; for those of you who still get 0x8007007E errors, get the latest DirectX Runtimes (Web Installer) * Microsoft Visual C++ SP1 Update * A machine that wasn't built last decade Disclaimer Use it at your own risk. There are no warranties. There are bugs in the application. I'm not going to pretend they aren't there, 'cause they are. If the application crashes while you are using it do not come here shouting "It cr4shes!1!". That's completely pointless. I have no time for that crap. If you want me to deal with these bugs, you need to find out what causes the crash or bug. You can do this by trying to replicate what happened before the error. Post on the forums about your problem only after you have found out what is the sequence of events that cause the problem. Basic instructions for region editor Middle mouse button (MMB) and mouse move -> move the camera Ctrl+MMB and mouse move -> move the camera focus point Shift+MMB and mouse move -> pan, XY plane MMB Scroll to zoom To move an object, you first select it which will reveal the axis handles. With the left mouse button you can move the object and with the right mouse button you can rotate it. ** Moderator edit log ** 07/01/2009 - Added x64-compatible exe download. 09/04/2009 - Links to newer unofficial versions. 22/08/2009 - Unofficial list updated. 02/02/2009 25/03/2009 10/07/2009 16/10/2009 Remove log if desired.
my next suggestion is to include a teleport calculator. It would open a new 3d window of the map that you want to teleport to and you could place the marker, while the first 3d window would have the teleporter object. killer job by the way
I can't do anything with those "it doesn't work" messages. It's like telling me there's a 1000 haystacks in that direction, go find the needle that I want. That's not going to happen. Explain what you did, and what happened. Exactly.
Raziel wrote on Tue, 27 May 2008 15:36 I have exact the same problem. i open chocolatebox and click on editors and then on region editor.next i click file and load region. now when i double-click for example bowerstoneslums a microsoft message says that in chocolate box has been found a problem and has to be closed. That's a bit better. When you open the region editor window, what do you see? Does the right side of the window have a gray area with some white text on it? Is your data\Levels folder proper? The application does check for this, but it's not bullet proof. Does Creature Hub or Lookout Point work? Can you see the models from graphics.big properly? How about physics models? At this point, I'm guessing this might be related to some graphics card issue.
Raziel wrote on Tue, 27 May 2008 18:45 im re-installing fable momentally. i just wanted to look maybe so it is going to work. and no i dont see a map or something. Edit:lookoutpoint and creaturehub are both not working. and if it is because the graphics card i have an ati radeon x850 series graphics card How about the models from graphics.big? And try more than one. Post a screenshot after you open the region editor window, but before you load a region.
James Butts wrote on Tue, 27 May 2008 20:50 One simple to answer question: Are you using freeroam? If not, that is your problem, solved. Actually, not necessarely. ChocolateBox is able to extract the WAD file and it will not run at all if it hasn't been extracted. This isn't 100% bulletproof though as it doesn't check for every single file.
I tried it out. If I clicked on the Region Editor right from the start my application would crash. I received an error 0xC0000005 in the FableMod.Gfx.dll. This was a critical crash where it was forced to close. It wasn't a specific error and it just closes. But from what I remember 0xC0000005 is an access violation error. After reloading application I went to the graphics.big entries. When I clicked the bank I received this unhandled exception. This did it for all banks of any big file. I continued on and selected The Bear Statue and the Duck Statue to receive this error. But after the third time I loaded any model from that bank it appeared. After the model appeared just once was I able to go to the Region Editor and run it. Gotta love those strange bugs
Silverback wrote on Thu, 29 May 2008 00:58 After reloading application I went to the graphics.big entries. When I clicked the bank I received this unhandled exception. This did it for all banks of any big file. Interesting. Now, that's clearly a bug. Hmm. That's never happened to me. Might be something new that I forgot to test. Silverback wrote on Thu, 29 May 2008 00:58 Gotta love those strange bugs Yeah... I have noticed that sometimes it fails to initialize the screen for some reason, but this happens very rarely for me, and it never shows that red X. But some of this might be new. But about that region editor. Where's the houses? Okay, I know that it sometimes happens, but I still have no idea why.
Zip updated. Fixed most of the bugs mentioned in this thread, to varying degree. Can't do much about Satan's report as I don't have a 64bit system to test this on, but I did change a small detail, so who knows it might work now.
See my previous post. This is what happens whenever I go directly to Region Editor. I receive the same error whenever I open models. After following my same method above only does the model open and then I'm able to open the Region Editor error free.
Silverback wrote on Tue, 03 June 2008 00:04 See my previous post. This is what happens whenever I go directly to Region Editor. I receive the same error whenever I open models. After following my same method above only does the model open and then I'm able to open the Region Editor error free. Very strange, also the exception in itself is a little odd. Hmm... what gfx card you have? If it's not that then it may be a Vista issue, probably related to security and how I implement my DX windows. Does this error happen to anybody else?
Also, its not saving changes to map files at all, lot of editing sure went to waste on that discovery ^^
Argh! Easy to fix though... open ChocolateBox.ini and add SaveLEV=true to the Settings section and restart the application.
still dosen't fix my error, even when i plug in SaveLev = True at the end of the settings list. sorry again. I'm a tard.
bug: game.bin entry names are not saved to files, only to memory (if I close game.bin and open it the names are there, but if I close CBox and re-open it (or FE for that matter) then the names are gone
Master_Bankai wrote on Thu, 05 June 2008 04:16 still dosen't fix my error, even when i plug in SaveLev = True at the end of the settings list. sorry again. That SaveLEV thing (it's case sensitive btw) was for Ailia. John was talking about Silver... he figured out a way to go around this bug. morerunes wrote on Thu, 05 June 2008 05:24 bug: game.bin entry names are not saved to files, only to memory (if I close game.bin and open it the names are there, but if I close CBox and re-open it (or FE for that matter) then the names are gone I assume you're talking about new entries?
no, the new entries in game.bin save, but later when I look at them, instead of saying OBJECT_WHATEVER it says (OBJECT)
another bug: making teleporters to the same region opens a new window, even though it's the same set of maps edit: 'nuther bug: cannot select freezed objects in the world editor
new bug: now I get this error when I try to bring up the world editor, and if I press ignore it pops up again. After the second time, it will let me use it, but none of the normal camera controls work except zoom, and you can't select things and also, I needed to go to view>>top for anything to show first person mode works, but still can't select things first person camera controls work without being in first person, while regular camera controls don't
Damn version errors. That button thing should be fixed now.
alright edit: works thanks feature requests: change map and change object type (so if you spawn a fence and you want to make it a different kind of fence) bugs: control + move object no longer duplicates the object, doesn't even move it
i get the program has encountered an error and needs to close dialog followed by this error box
morerunes wrote on Thu, 12 June 2008 08:52 still doesn't save game.bin names It does for me... you're doing something "wrong". Try saving the game.bin to somewhere else than the normal directory.
nope, I added a new entry, and then saved it to the data folder instead, and the new entry had no name
morerunes wrote on Thu, 12 June 2008 17:52 nope, I added a new entry, and then saved it to the data folder instead, and the new entry had no name Well... I just checked it with game.bin and script.bin and it seems to load the object names just fine. I don't know what's going on. Try different methods of doing it. Use the apply changes button etc. Did you check the file dates?
files have correct date, everything was saved, including names.bin, except for names to game.bin I'll try a few different ways in a sec EDIT - apply changes method doesn't work, if I close CBox afterward (saving the files) then there is no name again
morerunes wrote on Thu, 12 June 2008 18:51 files have correct date, everything was saved, including names.bin, except for names to game.bin I'll try a few different ways in a sec EDIT - apply changes method doesn't work, if I close CBox afterward (saving the files) then there is no name again Just to make sure, you are talking about the object name that you use to refer to it... like in the TNGs? Try saving the bin to a totally different filename. Also, try renaming the names.bin before you save the actual bin. Are you sure, you are using the files that were in the latest zip?
oh, wait, I started using an old version because the control-move object didn't duplicate it
driftking7050 wrote on Fri, 13 June 2008 03:47 driftking7050 wrote on Wed, 11 June 2008 05:11 i get the program has encountered an error and needs to close dialog followed by this error box any help? Vista... are you on a 64bit system? Everything else in order? Where does it actually crash? Does FE or AE work?
Feature Requests: Merging FMPs and "effect viewer" (just show pictures or video files of the effect, you don't need to write an effect player), and also a back-up feature (so you just right click on the file in the file list and say back up, or say roll back)
MacJamus wrote on Mon, 16 June 2008 09:34 Changes i do to the maps on ChocolateBox don't change the actual maps in game. everything else works fine except this. the maps save and when i re-open them on ChocolateBox the changes i made are still there but not in the game. Am i doing anything wrong? By maps, do you mean the normal mode or the walk mode? Did you use freeroam, AE and stuff before this? Check these in the Fable folder: * userst.ini for UseLevelWAD=FALSE * FinalAlbion.WAD is not in the data\Levels folder Did you use Save and Run Fable?
MacJamus wrote on Mon, 16 June 2008 12:10 i mean When i go to save the changes to userst it comes up with Cannot create the C:\Program Files\Microsoft Games\Fable - The Lost Chapters\userst.ini file, Make sure the pathway is correct. "it" = what? Is the UseLevelWAD in there? MacJamus wrote on Mon, 16 June 2008 12:10 and yes i used freeroam and AE before this and i also use Save And Run Fable. FinalAlbion.wad is in the leves folder. Well, the FinalAlbion.wad file cannot be there. Rename it. it'll use that instead of the actual level files. Hmm...
driftking7050 wrote on Tue, 17 June 2008 19:56 ok new error. i tried cbox on my other pc and came up with this. It wasn't able to initialize the graphics mode, your graphics card probably didn't meet the requirements. What is your graphics card?
driftking7050 wrote on Tue, 17 June 2008 20:14 just onboard graphics for my old pc. btw can you figure anything out from my old error report as to why it wont run. XP Pro Sp2 incase you're wondering. It's related to a compability issue. Make sure the .NET, DirectX is up-to-date, etc. Why did the screenshot look like Vista?
FEATURE REQUESTS: object clone: you pick an object, and it clones it, making another of every necessary CDef and property for that type of object (so if it's a weapon, then it would set up a clone of that weapon using cloned CWeaponDef, CObjectAugmentationsDef, graphic, texture, text entries, CInventoryItemDef, CStockItemDef, all being exactly like the one you based it off of) CDef auto-sort a "new" button at the top of entries that will clone that specific entry display the id at the top of .bin entries, like in big entries, so I can copy and paste the id marker placement separate from teleporter object placement in "new teleporter" so it's easier to make stuff like doors into teleporters. [maybe? not a big deal]syntax highlighting for cutscene scripts
morerunes wrote on Tue, 17 June 2008 21:04 marker placement separate from teleporter object placement in "new teleporter" so it's easier to make stuff like doors into teleporters. Explain.
Click new teleporter, then place the teleporter, then it would continue like normal by opening the new window and you place the destination object, but then you place the destination marker, and then if you make it two way you would have to place the second marker, instead of it being automatic thanks for listening, I know I'm asking a lot
Request: Camera control revision/addition. I noticed that there are no keyboard controls for camera up/down movement. That'd make my day if it were to be added. If possible, relative up/down movement would be better, but absolute up/down is okay as well, as long as there's something of the sort in place. Something like Ctrl/Shift + W/Up or S/Down arrow. [EDIT] Absolute would be consistent and would probably be easier as well since the other keyboard camera controls are already absolute. Also, I like how it can dump BBB archives, cool stuff. I was wondering if something of the sort can be made for BIG archives, specifically graphics.big/textures.big/frontend.big. Not sure how that would work out with the directories/file names and everything, but just thought I'd mention it. Question: I just reformatted, reinstalled my setup (which should be the same) and recently picked up the latest version (I was one or two updates behind). Question is, were there some drastic changes that would affect speed in the last couple of updates? Because this newest one is much faster, near seamless, and I can't figure out if it's my end or changes in the app. If it was changes in the app, I'm very impressed.
oh yeah, forgot one request: an interface for names.bin so we can add entries manually if we wish this would be handy for adding new bones files to the list, so I can make custom bones for custom creatures
First post updated. JohnDoe wrote on Tue, 17 June 2008 22:54 Request: Camera control revision/addition. I'll probably add that for the next one. JohnDoe wrote on Tue, 17 June 2008 22:54 Question: I just reformatted, reinstalled my setup (which should be the same) and recently picked up the latest version (I was one or two updates behind). Question is, were there some drastic changes that would affect speed in the last couple of updates? Because this newest one is much faster, near seamless, and I can't figure out if it's my end or changes in the app. If it was changes in the app, I'm very impressed. Optimization for speed. morerunes wrote on Tue, 17 June 2008 23:36 oh yeah, forgot one request: an interface for names.bin I'll look into it. Axemagus wrote on Wed, 18 June 2008 11:33 Maybe I missed a post somewhere, but I did search for anything about this. Some of the meshes when viewed in Chocolate Box or Fable Explorer have the textures all messed up. It looks like the tex coords are completely out of sync. For other models, everything works fine. Ideas? You'll just have to learn to live with that. There are limitations to what we can do without any dev support. The important thing is that our imported models work properly.
sounds great, but is there a way to add helpers to imported obj's (I did try importing an obj, and seems to work great! It will really smooth out making stuff like statues and buildings)
morerunes wrote on Wed, 18 June 2008 18:44 sounds great, but is there a way to add helpers to imported obj's (I did try importing an obj, and seems to work great! It will really smooth out making stuff like statues and buildings) No, not yet. That'll require object hierarchies and I haven't done that yet.
The New Fabled Ravrn wrote on Wed, 18 June 2008 15:25 My question is simple, how do you rotate objects? Excerpt: BayStone - Basic instructions for region editor With the left mouse button you can move the object and with the right mouse button you can rotate it. You'll see the red, green and blue arrows, right click and move to rotate. Note: each rotate the object on the axis it represents, will take some getting used to.
I'll throw in the possibility that it's minimized and you need to right-click it in the taskbar and select maximize.
there are some problems with the obj import whenever I import this mesh (see attached) it appears fine in the preview window, but when in game one of the faces reversed normals on it this happens to many meshes that I attempt to import, where one face has inverted normal data also, it doesn't seem to import smoothing groups (the obj's intended texture is 2727) I exported it the old fashion way through 3ds and imported the .x file into cbox however and this problem dissapears, so I know it's not the mesh
I think when you uninstalled Fable, the renamed FinalAlbion.wad remained. Reinstalling Fable put another FinalAlbion.wad in the mix. So Chocolate Box must think that because FinalAlbion.wad is there, the modding environment isn't setup properly, but it can't rename it to whatever it renames it to because there is already a FinalAlbion.wad renamed by Chocolate Box there. Solution: Delete one of them, doesn't matter which.
The New Fabled Ravrn wrote on Thu, 19 June 2008 22:19 Okay, i re-installed Fable to clean everything up and start on my WIP. The first thing i did was go to pen-up CBox, it said... "Your modding enviroment is not setup properly. Do you want ChocolateBox to do it for you?" And, like always, i clicked OK. Then it came up with an error that said... "Cannot Create a new file when that file already exists" Then... "Modding enviroment is not OK. Application will not exit" Does CBox put a file in the Fable Folder? Interesting. Why didn't this come up when I was testing it... Anyway, it's probably userst.ini. Change the UseLevelWAD line from the file manually, that might fix this issue. A little preview of the next big thing: Any opinions?
Thanks for the support OldBoy.
The New Fabled Ravrn wrote on Sun, 17 August 2008 22:05 Baystone, is the Object Builder WIP? Cause when making armour, it still uses the same appearancemodifer. Not the actual link though, everything is normal, but in the CAMD, it shares the model with the original clothing. This way, you have to make the graphics.bg entries, link them, and yeah, takes forever. It's not really WIP, but it may be lacking something... but you gotta give me a little bit more. What are the steps?
What's the application path aka. where did you install it to?
morerunes wrote on Mon, 29 September 2008 03:54 hey bay, you still working on loading and saving fmp files? On a hiatus of sorts, I guess, I've been working on another project. I think it was working at least on some level in the latest released version. Or not?
morerunes wrote on Thu, 06 November 2008 04:54 Bug Report: The object builder does not fix paths to self (so if I clone a weapon, some of the CDefs still point to OBJECT_[OTHER_SWORD], when it should point to OBJECT_[WHATEVER_I_PUT_IN_FOR_THE_CDEF_NAME_OVERRIDE] Toggle Spoiler By morerunes If I remember right, that's not really a bug per se. I made it that way by choice. Why, I don't remember. Anywho, does it actually cause problems? morerunes wrote on Thu, 06 November 2008 04:54 also, loading DXT1 images into textures.big sets the alpha to 1 What should it be?
BayStone wrote on Fri, 07 November 2008 01:59 If I remember right, that's not really a bug per se. I made it that way by choice. Why, I don't remember. Anywho, does it actually cause problems? It shouldn't, it can be considered "good practices" to have it match up, but I wouldn't consider it necessary. DXT3 textures use alpha, DXT1 textures don't. While not really a bug, in FE, importing with either DXT1 or DXT3 set the alpha flag to 1 by default. This was inherited by CBox.
Hey, when you build this program, you need to make sure you build it as an x86 program, that way it will run properly on x64 systems. I am assuming you built it in "Any CPU" mode, which tells it to run as a x64 program on 64bit machines, and as an x86 program on 32bit machines, this doesn't work with some libraries(ie, managed DirectX, etc,.). So it CTD's as soon as I start it. The easiest fix is to find a Microsoft tool called Corflags.exe, you just need to run this command on the program("Corflags ChocolateBox.exe /32BIT+"), and it will change the CPU mode to x86, or better yet, just rebuild it with this in mind. (Ie, change the "Platform Target" to x86, should be under project settings, or config manager.(May not be available in the free versions of some .Net languages, so you would have to manually edit the build files, or use corflags..)) This discussion goes over the topic, ninth post from top. http://channel9.msdn.com/forums/TechOff/410567-C-Detect-32-b it-or-64-bit-OS/ --- Edit 1: The program works pretty good, I like it a lot, it makes doing stuff a lot easier, I did notice one little hitch with teleport markers, moving the teleport pad, doesn't move the marker, it stays wherever you originally placed the pad. (And a few times it forgot my rotational data, even though I saved it, so you might want to check that out.. I think it was the green axis, or the red one.. But it wasn't the Z(blue) axis, it works fine..) Edit 2: I don't know if this is allowed or not, but just to be helpful, here is the .exe of CBox, I simply ran Corflags on it to make it run under x64 properly, if posting this is a problem, let me know, and I will remove it.. This will only fix the problem of the .exe not working at all, on an x64 system. Nothing else.
OrionSR wrote on Fri, 05 December 2008 22:47 Is there a method to extend the functionality of CBox so that it is possible to add contents to things besides Chests, Barrels, and Digging and Fishing spots? CBox can display the contents of Scarecrows, Bookcases, and Cabinets but adding items appears to require manual editing. You'll need to edit tngdefinitions.xml file in the data folder. EternalNoob wrote on Sat, 22 November 2008 21:51 Hey, when you build this program, you need to make sure you build it as an x86 program, that way it will run properly on x64 systems. I am assuming you built it in "Any CPU" mode, which tells it to run as a x64 program on 64bit machines, and as an x86 program on 32bit machines, this doesn't work with some libraries(ie, managed DirectX, etc,.). So it CTD's as soon as I start it. Oh, that is it. Thanks for the fix.
Just a heads up if people are still using this, some of the crashes relating to object deletion happen when you select (aka click) one object more than once.
I've a couple more suggestions. I've actually been thinking about these for a while, but I haven't gotten around to mentioning them until I posted this, and thought it worthwhile to bring it up. Would it be possible to have CBox read into the models for certain helpers, namely: HDMY_CREATEBUILDING-any BUILDING entry HDMY_CREATEOBJECT-any OBJECT entry and have the meshes assigned to those entries be shown as well? The point of origin, the place where the meshes would spawn in relation to the tng coordinates for the base model, is given by the position and rotation of the helper. Another thing to mention, some game.bin entries have a CMultiStaticMeshDef giving it more than one mesh. I've noticed this especially for buildings. In CBox, only the mesh for the game.bin entry for the tng definition is shown, meaning only the interior or exterior would be shown. If possible, having CBox look into the entries that have the CMultiStaticMeshDef and throwing in the other meshes would fix this.
ChocolateBox needs a specific environment to work properly. It extracts the levs/tngs from the FinalAlbion.wad file, then renames the FinalAlbion.wad file. By doing this, Fable uses the levs/tngs instead and CBox can easily edit make level edits to individual files. It also edits the userst.ini file, changing UseLevelWAD TRUE; to UseLevelWAD FALSE;. Though this is an unnecessary edit, it's classic, timeless, and has been done for eons, so I'm guessing it's tradition or somesuch. The list of problems ChocolateBox can experience when setting up the modding environment is short and common. Too many FinalAlbions If you used ChocolateBox with a previous installation of Fable that was uninstalled, then tried to use ChocolateBox with a new installation of Fable, you will get this error because the name that ChocolateBox tries to rename the FinalAlbion.wad to is already taken. The most appropriate action to take is to navigate to the data\Levels folder in your Fable install directory and delete the _FinalAlbion.wad (prefixed with an underscore (_)) and the FinalAlbion directory, leaving only the new FinalAlbion.wad file. This will allow CBox to set up the environment. This also removes any previous level edits, but seeing as how this is a new installation of Fable, this is most appropriate. Be advised that you may need to delete your saves and start a new profile. Simple yet complex If ChocolateBox cannot find the levs/tngs or the FinalAlbion.wad file, you will get this error. If you manually dumped the FinalAlbion.wad using FreeRoam, then renamed the FinalAlbion.wad like you're supposed to, it is likely that you dumped the files into the wrong place. In the data\Levels directory of your Fable install directory, you might find yet another Levels directory (data\Levels\Levels). Right-click the Levels directory inside of the Levels directory, select Cut. Go to the data directory, right-click|Paste. Confirm the overwrite. You're done. If you moved/deleted the FinalAlbion.wad without having dumped the files, you'll need to get another copy off of the discs. If you have an FE-compiled FinalAlbion.wad (from using a mod that edits the FinalAlbion.wad, as could be determined by whether or not it makes an edit to a level), it is possible that ChocolateBox will be unable to extract the files. This is because when FE recompiles the FinalAlbion.wad, it "breaks" it. I haven't figured out exactly why this happens, because as far as I can tell all that happens is some padding between files gets removed, but anyway, moving on. You'll need to get a fresh copy off of your discs. If you can think of anything else that you may have done that could cause a problem, tell us. If you were following some guide, tell us which one and provide a link. Edit: Glad you got it working. I'll just leave this here in case anyone else needs it. In fact, suggestion #3 for BayStone today: If CBox could be made to look for _FinalAlbion.wad, as well as the FinalAlbion directory, in addition to the FinalAlbion.wad, could it be made to figure out that all that's going on is an excess file? This would stop a lot of future headaches.
I'll see what I can do. EDIT: JohnDoe wrote on Thu, 22 January 2009 19:36 Another thing to mention, some game.bin entries have a CMultiStaticMeshDef giving it more than one mesh. I've noticed this especially for buildings. In CBox, only the mesh for the game.bin entry for the tng definition is shown, meaning only the interior or exterior would be shown. If possible, having CBox look into the entries that have the CMultiStaticMeshDef and throwing in the other meshes would fix this. CBox loads both the interior and exterior when it notices that the object has that CMultiStaticMeshDef, but the interior is only shown when the camera is inside its bounding volume.
Alomst there...
Okay, an update of sorts. I'm not updating the first post, 'cause this isn't really final... call it Beta or something. It might work just fine, it might not. If it doesn't, it's an f'ing shame. If we were living in Theory this would work just fine and it would fix most of the issues mentioned in this thread.
It looks and works just fine for me. I even tried a few typical user errors mentioned throughout the thread and didn't have a problem, good work. I also wanted to work in a string theory joke, but couldn't think of one that would both fit and be funny.
I've a request. James Butts actually brought this one to my attention. When trying to spawn items to filler maps, CBox tosses an error. This is because there is no quest section for CBox to put the tng item in. The tngs will just say "Version 2;" or something like that. Could CBox be made to add a NULL quest section to such tngs? It's a small, but it's still something to be desired.
JohnDoe wrote on Mon, 23 March 2009 09:58 I've a request. James Butts actually brought this one to my attention. When trying to spawn items to filler maps, CBox tosses an error. This is because there is no quest section for CBox to put the tng item in. The tngs will just say "Version 2;" or something like that. Could CBox be made to add a NULL quest section to such tngs? It's a small, but it's still something to be desired. Oh, right, of course. I'll fix that.
Fixes. Like that one above. I think.
James Butts wrote on Thu, 26 March 2009 20:53 I just noticed a sort of glitch thingy, sometimes, when you've saved and closed cbox, then go to open the level again, it may have some items wrongly placed, sometimes all the way across the map, and when I go in game, it is also out of place, and once the item goes through this glitch, it's misplace every time you open it and close it, I don't know if you've noticed or looked into it at all, but it is a terribly annoying glitch, and strongly interferes with my modding progress. I think'll need a little bit more information. What kind of objects are these, are they children of other objects, where does this happen, etc.
thor23 wrote on Sat, 28 March 2009 21:09 I tried using this program for the first time and I don't know what I'm doing wrong. I downloaded a mod package and loaded it into ChocolateBox, then I clicked "Apply" (I also tried clicking "Get Modified" on my second attempt), then I clicked "Save and run Fable". So the game starts normally, but when I try to load a saved game or start a new game, it crashes. I recommend using FableExplorer for the mod package stuff. There may still be a few things CBox doesn't do properly when it comes to FMPs. Also, the "Get Modified" button is for building FMPs rather than applying them.
Feature Request: Object Replacement Say I place an object, and get it positioned just right, and then I realize I used the quest item version, or the fence I used doesn't match the fences around it. I'd just select all the pieces, and up next to where it says what object it is, I'd just click the change button and select an item. Poof, maybe at most I would just have to move the objects a little to make up for differences in size.
DarkenedSoul wrote on Sun, 12 April 2009 19:26 Bug report: If you use the region editor, finish and save, then save and run fable, once you've closed fable, if you open the region editor back up, the window you view the region in is just a black box. Meaning you can't view regions anymore until you restart the software. More a feature than a bug actually. It's because of DirectX and my lack of willpower to start dealing with lost surfaces.
Another cool feature would be a tng cleaner, that would search the tng files for errors and spawned objects that don't exist (so if you edited it manually and typed it in wrong, instead of crashing the game it would be removed when the tng got cleaned) --EDIT-- Also, I cannot seem to use the restore function on files after backing them up from within CBox
Here's an alternate tng definitions file for CBox to display Cameras and Camera Splines and edit them. Good for messing with cutscenes. Just put it in the data folder in the CBox folder.
morerunes wrote on Sat, 18 April 2009 09:21 Another cool feature would be a tng cleaner, that would search the tng files for errors and spawned objects that don't exist (so if you edited it manually and typed it in wrong, instead of crashing the game it would be removed when the tng got cleaned) I'm not sure I want to write to code to fix problems that other people make on their own. I'll try to fix problems that I make, but... morerunes wrote on Sat, 18 April 2009 09:21 Also, I cannot seem to use the restore function on files after backing them up from within CBox "Seem to use" as in what? Good job on the definitions.
morerunes wrote on Wed, 22 April 2009 06:26 Here's an alternate tng definitions file for CBox to display Cameras and Camera Splines and edit them. Good for messing with cutscenes. Just put it in the data folder in the CBox folder. Way to go. I've been meaning to put some time into that myself, for TrackNodes and Things and various other scripts, as well as finishing off the CTC definitions. BayStone wrote on Wed, 22 April 2009 07:54 I'm not sure I want to write to code to fix problems that other people make on their own. I'll try to fix problems that I make, but... Agreed.
Thread pruned for the billionth time. New rule - If your problem/question/suggestion/commentary is related to a mod, post in the thread for the mod. Only post in the thread for the tool if your problem/question/suggestion/commentary is related to the tool. Anyone who continues to post mod problems in the FE/CBox threads will have their posts deleted, not moved.
Another one of these beta updates.
Bug report: whenever you move something on the blue or red axis, it also moves slightly on the green, too.
nicomon wrote on Wed, 22 July 2009 00:42 Bug report: whenever you move something on the blue or red axis, it also moves slightly on the green, too. Need more information, 'cause I can't get this to happen. What are you doing?
I was trying to position a lamp for my town, so I kept moving it up and down trying to get it at just the right spot, and is was moving the side slowly, but when i was moving the lamp up or down.
When i double click ChocolateBox.exe it says my modding environment is not set up properly. then it asks if i want to fix it so i click yes. Then 30 seconds - 1 minute later the extracting window comes up a long wiht a chocolatebox has stopped working window. I use 32 bit vista. and i have also tried using the other exe and i would really like some help. thanks =)
The other executable is for x64 machines for the version available in the first post, don't use it. I think the later versions fix this, if not the one in the first post... don't know. Anyway, have you tried the Vista basics? Are you running as admin? Do you have ownership of the files? Etc. and so on?
JohnDoe wrote on Mon, 03 August 2009 23:52 The other executable is for x64 machines for the version available in the first post, don't use it. I think the later versions fix this, if not the one in the first post... don't know. Anyway, have you tried the Vista basics? Are you running as admin? Do you have ownership of the files? Etc. and so on? Yes i am admin and i have tried running as admin, UAC is off, idk how to check if i own files and ya. Please help i really wanna use cbox EDIT: okay, it says i have full contol over all the files in there and that i am the owner of the files and its still not working. EDIT: Heres a picture of what it looks like Picture As you can see, the loading bar gets a bit done and then crashes, but the pictures change.
Yes, the newer version should have the x64 bug fixed. Is the FinalAlbion.wad the original? 'Cause that straight crash bothers me. If you can't get it to work, do it manually and go around the issue.
BayStone wrote on Tue, 04 August 2009 12:50 Yes, the newer version should have the x64 bug fixed. Is the FinalAlbion.wad the original? 'Cause that straight crash bothers me. If you can't get it to work, do it manually and go around the issue. Thanks baystone, ya, i just had to make it the original .wad file. If it wasnt that then its because i reinstalled fable
You can patch the levs on wad dump using FreeRoam. The new levs can go right over the old ones without any problems.
*entering noob mode* Feature request: Is there any chance of an Undo/Redo function in the Region Editor? Time and time again I click and drag using the wrong click and have to change it back manually.
DarkenedSoul wrote on Sat, 22 August 2009 03:10 *entering noob mode* Feature request: Is there any chance of an Undo/Redo function in the Region Editor? Time and time again I click and drag using the wrong click and have to change it back manually. Yeah, I know. It's a bit of a pain really, but doing the undo/redo without doing it right is like shooting yourself in the leg and doing it right takes some effort... so I'd say it's unlikely.
Bug Report: Using the Object Builder to clone an object with a blank CDef such as OBJECT_CHEST_OPENABLE, CBox crashes (it may have to do with the .unknown)
morerunes wrote on Sun, 06 September 2009 20:58 Bug Report: Using the Object Builder to clone an object with a blank CDef such as OBJECT_CHEST_OPENABLE, CBox crashes (it may have to do with the .unknown) Been off for a while, so this took some time, but I'll look into that. You're probably right too. And the request thing, but it seems a quite bit of work. Might not happen. (You might have now noticed the request text to be missing. That's due to my mess up with the mod buttons. Sorry for that. )
No problem, I actually don't remember what I requested. -edit- Heh, I just remembered
Fix.
Thanks for the fix, but what does that face mean? Does it only mostly work or something?
morerunes wrote on Sat, 17 October 2009 01:19 Thanks for the fix, but what does that face mean? Does it only mostly work or something? I dunno. It should, but you never know. Oh, I forgot to mention that this may and probably will require this
Found an xml issue. I fixed it for the FE thread, I noticed the FE def.xml doesn't work with CBox, so here's the CBox version. Fixed the controls for CE30D4ED and 5800D39A, cutscenes. Edit: It just occurred to me that CBox will need to be changed to be able to edit modes 4 and 5. So... feature request? Only two entries use modes 4 and 5. 511 is one of them, I forget the other.
It works if you have the prereqs. It does. Last time I reformatted, I took the opportunity to try it out. Errors without prereqs, errors with some prereqs, works fine with all the prereqs. Prerequisites are listed in the first post with links to where to download them for your convenience - get them.
Groundwalker wrote on Mon, 16 November 2009 02:31 If you mean the requirements, I tried downloading the DirectX stuff, which I was sure I already had, and it didn't work... All the other stuff I had already downloaded. Do it again to make sure that's not the problem.