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Bigass Mushroom [message #30328] Mon, 01 October 2007 21:56 Go to previous message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

ok so this is my bigass mushroom mod as the title suggests, it was previewed in my fable fungus thread as the main one i keeps having problems with but now it is finally done! oldboy has tested this and given it the ok, it is apparently bug free. In the attached sip file is a readme which YOU MUST READ to spawn the mushroom correctly. Also included is all the tng stuff to spawn a base mushroom in the guild exterior.tng

http://fable.pe-ell.net/gallery/albums/Marcopolos-Tests/9_18_2007_11_58_41_PM.jpg

This is just the start of my expanded landscape pack, I'll be releasing the other blue mushrooms later once i figure out some problems with stuff dissapearing before it should, and i will probably make atleast one more normal tree.

i will also be releasing a continuation of this mod later on hopefully with maybe a storyline and a few more big mushrooms if i get up the patience to go through the hell of making it again.

ps. read the readme:

readme


just merge the fmp then copy all the stuff in the other notepad document
into guildexsterior.tng (purely for fitting it correctly's sake)
the mushroom spawns as SEVEN different parts so do not move them individually
unless you want some weird skewed shroom. for ease of use i made it so
they all have the same coords so you could position it wit one bit then
copy over the other stuff

you gotta have a good-ish comp to run this, it is extremely high poly and
taxing on computers due to what i had to do to the model to make it spawn
and texture correctly.






have fun Smile



There once was a member of this land,
a humorous posting he planned,
but when he posted,
by mods he was toasted,
and now he has found himself banned.

[Updated on: Tue, 02 October 2007 14:32]

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