Armour with dynamic capes [message #56448] |
Tue, 16 March 2010 20:18 |
nicomon
Messages: 199 Registered: November 2007 Location: Zearth
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nicomon |
Did you see the picture above? Did you believe the cape was dynamic? Well, it is.
It started a few days ago, when I was looking through the graphics.big, and saw a model with a cape. I decided to make it a piece of armour, and this became the early tests.
And a proof of it being dynamic:
Later, after having given up on making a dynamic cape, I was messing around with NPC clothing, trying to get it to work without a model switch, or any modeling at all. The answer was alpha textures, as seen in these screenshots:
It wasn't until after I posted those last two screenshots on Fabletlcmod.com that I realized I could use the alpha textures to hide the rest of the model that had the dynamic cape, and use the CAppearanceModifierDef to put it on a separate piece of armour. The result was the picture at the top of this thread. And here it is again:
And a slightly different one, as proof that it is dynamic:
I hope all you modders have fun with this discovery, and my mod involving it will be released soon.
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I posted that on projectego.net, and here is the file. It contains a caped version of the normal, dark, and light plate, as well as platinum. I give credit to JohnDoe, who's plate/platinum variant package I took the models for the armour(not the cape)from, as the normals models were acting weird. Please tell me if there are any problems. By the way, the FMP was made in shadownet.
EDIT 5: New fmp. It's finally been fixed, and should work this time. Also, since it works now, could a moderator move it back to the objects section?
I divided by zero and survived.
Two of Diamonds, people. This is important.
[Updated on: Sun, 03 April 2011 11:48] Report message to a moderator
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Re: Armour with dynamic capes [message #56504 is a reply to message #56448] |
Sat, 20 March 2010 20:37 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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nicomon, I've attached an FMP that I'd like you to try out. It doesn't do anything to the game.bin, it adds two mesh entries and three textures. Doesn't overwrite anything. It might not work - while I can't find any major differences between those particular textures and others, those used primarily on dynamic mesh don't seem to be viewable in FE/CBox, so there may be something special about them that I don't know about yet. Whether or not it works is what I want you to find out.
Edit: Forgot to say what they are. The meshes are the same as the one you're using as a cape, just retextured.One is red, the other blue. The textures used are standard and so are viewable/editable in FE/CBox. Whether or not these edited textures can be used on dynamic cloth in Fable without crashing is what I'm interested in.
Edit again: I also forgot to say how impressed I am with this idea. I'm not sure if you're aware of the technical bits, but because the mesh uses the Hero's bones and animations instead of the undead general's bones and animations, it moves and adjusts perfectly with the Hero. And how you're doing this gives me an idea for something else that I'll not disclose now. Good work.
[Updated on: Sat, 20 March 2010 21:36] Report message to a moderator
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Re: Armour with dynamic capes [message #56505 is a reply to message #56504] |
Sat, 20 March 2010 22:57 |
nicomon
Messages: 199 Registered: November 2007 Location: Zearth
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JohnDoe wrote on Sat, 20 March 2010 20:37 | nicomon, I've attached an FMP that I'd like you to try out. It doesn't do anything to the game.bin, it adds two mesh entries and three textures. Doesn't overwrite anything. It might not work - while I can't find any major differences between those particular textures and others, those used primarily on dynamic mesh don't seem to be viewable in FE/CBox, so there may be something special about them that I don't know about yet. Whether or not it works is what I want you to find out.
Edit: Forgot to say what they are. The meshes are the same as the one you're using as a cape, just retextured.One is red, the other blue. The textures used are standard and so are viewable/editable in FE/CBox. Whether or not these edited textures can be used on dynamic cloth in Fable without crashing is what I'm interested in.
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I just checked, and it worked.
JohnDoe wrote on Sat, 20 March 2010 20:37 |
I also forgot to say how impressed I am with this idea. I'm not sure if you're aware of the technical bits, but because the mesh uses the Hero's bones and animations instead of the undead general's bones and animations, it moves and adjusts perfectly with the Hero.
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I understand that it should do that, and it does, with the exception of when the hero runs. For some reason, it drags behind, and stays disconnected from the hero until you stop running.
I also have a new screenshot involving the alpha texture idea I used for this, but to a much larger extent.
I divided by zero and survived.
Two of Diamonds, people. This is important.
[Updated on: Sun, 21 March 2010 02:14] Report message to a moderator
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Re: Armour with dynamic capes [message #56509 is a reply to message #56506] |
Sun, 21 March 2010 00:57 |
nicomon
Messages: 199 Registered: November 2007 Location: Zearth
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Ok, I've checked what the problem that jwc2200 was having, and I also have a pretty good idea on what is causing it, as well as a way to fix it. It seems that dynamic models don't like being put in fmps with game.bin entries. In other words, It's just plain weirdness. I'll release a fixed version when I can.
EDIT: OK, it's the fix has been posted. Follow the instructions in "EDIT 2", and it should work.
I divided by zero and survived.
Two of Diamonds, people. This is important.
[Updated on: Sun, 21 March 2010 13:30] Report message to a moderator
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Re: Armour with dynamic capes [message #56544 is a reply to message #56448] |
Wed, 24 March 2010 15:04 |
oryp
Messages: 74 Registered: February 2009 Location: I wish i knew...
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The first fmp (not the fix) doesn't work for me i load it in, and then it just sits there unresponsive until i actually close it after 20 min. Am i missing something here?
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Re: Armour with dynamic capes [message #56547 is a reply to message #56546] |
Wed, 24 March 2010 20:51 |
nicomon
Messages: 199 Registered: November 2007 Location: Zearth
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Is it actually frozen? Because it's loading time is quite quick.
Oh, and you have to apply them both before saving.(Just had to make sure...)
If it still doesn't work, then I don't know what to do, because it's the first time anyone has gotten a dynamic cape to work.
I divided by zero and survived.
Two of Diamonds, people. This is important.
[Updated on: Wed, 24 March 2010 20:54] Report message to a moderator
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Re: Armour with dynamic capes [message #56568 is a reply to message #56547] |
Fri, 26 March 2010 15:32 |
oryp
Messages: 74 Registered: February 2009 Location: I wish i knew...
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I can't get both yours, or john's to work, yours freezes, and john's says it has a thrown exception. I have no idea of the problem, maybe you can PM me how to do it and i can give that a try?
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Re: Armour with dynamic capes [message #60717 is a reply to message #60716] |
Wed, 15 December 2010 18:41 |
nicomon
Messages: 199 Registered: November 2007 Location: Zearth
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Arenar wrote on Wed, 15 December 2010 17:19 | Sorry to necropost but where is the .fmp? O.o
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I took it down because it was bugged. I haven't gotten to making a new working version yet.
I divided by zero and survived.
Two of Diamonds, people. This is important.
[Updated on: Wed, 15 December 2010 18:42] Report message to a moderator
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Re: Armour with dynamic capes [message #65697 is a reply to message #56448] |
Tue, 24 January 2012 16:18 |
Devil Keyz
Messages: 13 Registered: October 2009 Location: Devilz Playground
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Sorry for the necro but how would i go about replacing the plate armor in game with this?.. I have tried playing around a bit in ShadowNet ( tried replacing the playable JOB armor with this mesh but i think if i saved it i would of screwed it up )
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Re: Armour with dynamic capes [message #65701 is a reply to message #62943] |
Wed, 25 January 2012 15:29 |
Devil Keyz
Messages: 13 Registered: October 2009 Location: Devilz Playground
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thanks bro i found it and thanks for making this awesome mod
I attempted to make some armor parts from undead and NPC's playable but alas i failed everytime lol
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Re: Armour with dynamic capes [message #66220 is a reply to message #66218] |
Tue, 27 March 2012 05:23 |
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asmcint
Messages: 1360 Registered: April 2010 Location: Behind the beef
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Moderator
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It was implemented in Conquest I believe, though I'm not entirely sure. As for the tattered cape, it can't be made whole as far as I know, as it's pretty much a cape mesh from undead that was sewn onto the plate armor via the CAppearanceModifierDef, and if you were to try and complete this with a modelling program, Fable wouldn't have it, as it doesn't like us importing dynamic meshes.
Read the site rules, as well as individual thread rules, stickies and announcements, and use search, or you will have smartassy or exasperated ownage rained down upon you by the site's crack team of mods and admins. Also, you can find all you need to get started on modding here.
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