Fable: The Lost Chapters Mod Scene
Fast Uncompromising Discussions. FUDforum will get your users talking.

Home » Site » General Discussion » Sky city
Sky city [message #36354] Wed, 02 January 2008 10:41 Go to next message
sariach
Messages: 16
Registered: December 2007
I'm currently modeling a city called Archons Haven but its not going so well.I've got the model but i cant make it compatible with fable. i'll post sum screens when i make the fmp file

My mind is so logical i create a vibrational frequence that oblitorates all not prepared to face its fury!!!!
Re: Sky city [message #36372 is a reply to message #36354] Wed, 02 January 2008 17:42 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

you do know that you cannot give new objects collision right?

the export/import for that was never made so you cannot make a new physics mesh for any thing that you add to the game so it wont have collision, you will just fall straight through anything new that you make.


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.
Re: Sky city [message #36379 is a reply to message #36354] Wed, 02 January 2008 20:09 Go to previous messageGo to next message
morerunes is currently offline  morerunes
Messages: 2154
Registered: June 2007
Location: My desk

Administrator

really!?! crap!! I was going to make a building

"All of the work, and none of the play, will surely provide for a speedy decay"

[Updated on: Wed, 02 January 2008 20:09]

Report message to a moderator

Re: Sky city [message #36402 is a reply to message #36354] Thu, 03 January 2008 03:37 Go to previous messageGo to next message
Sean_s is currently offline  Sean_s
Messages: 576
Registered: June 2007
Location: Ohio
In theory you could use a flat but existing model, remove the texture and make it big enough to be the floor for the city. The problem with this is that I've heard that if you make a mesh too big, you'll fall threw it even though it has collision detection (or not, try it and find out).

New? Or looking for information? Look here before posting.
Help the community by adding this to your sig!

Assistant for Conquest
By the way, call me Searyan
Re: Sky city [message #36403 is a reply to message #36379] Thu, 03 January 2008 03:51 Go to previous messageGo to next message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

Administrator
morerunes wrote on Wed, 02 January 2008 22:09

really!?! crap!! I was going to make a building


Collision Meshes use a different unsupported model format. The tagged versions. Again. If someone wants to add support in FE feel free. I have the formats. Wink



Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
Re: Sky city [message #36406 is a reply to message #36403] Thu, 03 January 2008 05:54 Go to previous messageGo to next message
BayStone is currently offline  BayStone
Messages: 144
Registered: October 2005
Location: HMQ
I'll probably look into it, when I have time.

Busy!

[Updated on: Thu, 03 January 2008 05:55]

Report message to a moderator

Re: Sky city [message #36738 is a reply to message #36354] Fri, 11 January 2008 12:39 Go to previous messageGo to next message
sariach
Messages: 16
Registered: December 2007
I have found a program that alloys me to open finalalbion.wad file to view the raw data,so i hope to find a way to reprogram the game scenery.

My mind is so logical i create a vibrational frequence that oblitorates all not prepared to face its fury!!!!
Re: Sky city [message #39844 is a reply to message #36738] Fri, 04 April 2008 15:11 Go to previous messageGo to next message
James Butts is currently offline  James Butts
Messages: 148
Registered: February 2008
I know this is a few months old but just in case: the best object to use for a second floor would be a duplicated OBJECT_DRAGON_TOWER_CENTRE_01 it may be name a little bit differently but that's what I'm using for my city to make multipul levels it's invisible from the bottom though so you might want to put a second one right under it that's upside down also I make it have the same texture as grass does so it looks a little bit more natural. oh yea and it's also got collision detection. You might also want to duplicate the mesh so that way the original one isn't green and grassy.

Dammit
Re: Sky city [message #39850 is a reply to message #39844] Sat, 05 April 2008 04:27 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Nice bumpage...

...and I'm guessing Avo endowed you with these ideas nearly word for word. Neutral
Re: Sky city [message #39852 is a reply to message #39850] Sat, 05 April 2008 09:24 Go to previous messageGo to next message
James Butts is currently offline  James Butts
Messages: 148
Registered: February 2008
No you did I just figured just in case if for some magical reason he didn't find out how to make a city in the sky I would post this.

Dammit
Re: Sky city [message #39855 is a reply to message #39852] Sat, 05 April 2008 16:52 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
James Butts wrote on Sat, 05 April 2008 11:24

No you did
Marcopolo did.
James Butts wrote on Sat, 05 April 2008 11:24

I just figured just in case if for some magical reason he didn't find out how to make a city in the sky I would post this.
He's inactive.
Re: Sky city [message #39856 is a reply to message #39855] Sat, 05 April 2008 17:23 Go to previous message
James Butts is currently offline  James Butts
Messages: 148
Registered: February 2008
No marcopolo told you then you told me

Dammit
Previous Topic: Help: I can't cast the SoA into the vortex!
Next Topic: [DOUBT] EXISTS SOME PROJECT FOR THE FAITH FOR FABLE 2
Goto Forum:
  


Current Time: Fri Dec 27 11:34:08 PST 2024

Total time taken to generate the page: 0.11162 seconds