Re: Editing fmps + changing weather for XBox version [message #13935 is a reply to message #13921] |
Sun, 29 October 2006 18:10 |
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Silverback
Messages: 170 Registered: July 2005 Location: Illinois
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Cow Tipper
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henri wrote on Sun, 29 October 2006 13:59 | Hi, thanks for the quick reply.
I am a little confused, sorry for my idiocy.
If I follow correctly, each fmp is just a file with a string (CRC). The fmp then is composed of a concatination of the values in the def.xml file. Or conversly, the def.xml file is the fmp file split into little parts (1 byte for XBox, 4 for PC).
I am a bit trying to figure out how to take this fmp (.BIG archive right?) and decompress it so I can then edit the string. I think I remember someone saying it was an archive which used the ZLib to compress it. Is the fable:tlc zlib the same as this: http://www.zlib.net/ zlib?
Thanks,
Henri
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The fmp is just a collection of the .bin (or .big) entry it pertains to. I think you are taking my reference of where the CRC is coming from out of context. .Big files are not compressed, .Biz are.
The CRC reference was just simply saying what the values stood
for. We do not have them all. The xml would be done 100% if we did. The string value only matters for the xml and user to see.
The binary equivalent is what Fable Explorer uses and you can see this. Just look at the structure of each. Objects must follow the structure as defined in the xml for Objects.
The arhive layout matches that of .bigs. Not the properties of what it does and is controlled.
In reality, most mods are not hard to convert by hand. There are so many ways the game would crash without paying attention. My 2 cents.
[Updated on: Sun, 29 October 2006 18:11] Report message to a moderator
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