Home » Fable TLC » Discussion » Requests » More interesting (In my opinion) Avo's Tear.
More interesting (In my opinion) Avo's Tear. [message #61368] |
Mon, 07 February 2011 18:14 |
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AeonicBlade
Messages: 16 Registered: February 2011
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*sigh* From a Noob to someone that knows what their doing, Can anyone take the model of The Sword of Aeons and apply the color scheme of Avo's Tear to it? I prefer the symmetrical design of SoA to the lopsided-ness of Avos Tear. The unfortunate thing is, aside from not knowing what script this game runs in (I curse zoidberg) I'm pretty fluent with a few programming languages; Lua, Python, the lesser of python: Boa, and a little of C++ but not enough to make anything of it. Can anyone help out here?
"Michael Weston: [voice-over] I don't like stealing cars, but sometimes it's necessary. I have rules, though: I'll keep it clean, and if I take your car on a workday, I'll have it back by five."
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Re: More interesting (In my opinion) Avo's Tear. [message #61371 is a reply to message #61368] |
Tue, 08 February 2011 07:38 |
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asmcint
Messages: 1360 Registered: April 2010 Location: Behind the beef
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Moderator
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Actually I don't think you'd need modelling experience for this. Lemme match the avo's tear texture to the SOA and see what happens.
EDIT: I did what you wanted and I've got the mergable big along with screenshots below. Now, I decided instead of making you back files up to get things back to normal, I'd just link the mesh of the SOA to the Avo's tear texture, so you can undo the work all in FE or cbox. Also, this mergable big needs to be merged with graphics.big not textures.big. Have fun!
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.
[Updated on: Tue, 08 February 2011 07:56] Report message to a moderator
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Re: More interesting (In my opinion) Avo's Tear. [message #61433 is a reply to message #61432] |
Sat, 12 February 2011 14:49 |
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AeonicBlade
Messages: 16 Registered: February 2011
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Though it doesn't matter much anymore, quite a few of the old PC sprite games, random things that i can't think of right off the top of my head, run in Lua script. Back to the subject though, Knowing what programming language that the game runs in provides you with a bit more opportunities than an editor program. Knowing the Programming language, and being able to fluently write it in the correct way without it messing up other things, you could add completely new areas, sidequests (though you'd have to get sound samples and a decent voice modulator thingy to make someone like briar rose, or the guildmaster talk during the quest), and other things to add to the game. Thought i'd say that...
Thanks for giving me a link to where I can search around to find out what i need to do too. I was completely lost on this site
"Michael Weston: [voice-over] I don't like stealing cars, but sometimes it's necessary. I have rules, though: I'll keep it clean, and if I take your car on a workday, I'll have it back by five."
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Re: More interesting (In my opinion) Avo's Tear. [message #61434 is a reply to message #61433] |
Sat, 12 February 2011 15:55 |
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asmcint
Messages: 1360 Registered: April 2010 Location: Behind the beef
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Moderator
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AeonicBlade wrote on Sat, 12 February 2011 17:49 | areas, sidequests
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The most we can do for new areas is edit filler areas, and to make it work we'd have to use the STB.(Hex editing hell from what I've heard.) As for new sidequests, we can't do that and have them show up on the map table. It'd have to be initiated by an NPC cutscene, and to do it right we'd probably have to make new cutscene triggers, which is something we can't do. Modding has it's limits, which end in coding hell or crap that destroys the game when you edit it. Trust me, I got the same kind of beatdown on my hopes for mods when I first joined. =/
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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Re: More interesting (In my opinion) Avo's Tear. [message #61456 is a reply to message #61454] |
Tue, 15 February 2011 06:52 |
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asmcint
Messages: 1360 Registered: April 2010 Location: Behind the beef
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Moderator
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JohnDoe wrote on Tue, 15 February 2011 01:33 |
AeonicBlade wrote on Sun, 13 February 2011 10:21 | Changing the Maps and such doesn't seem TOO tricky, Just hack the game a bit to get the map files and something that will cooperate with editing it.
| You have no idea what you're talking about. That's okay though, you'll learn in about, oh, four years? Somewhere around there.
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Oh I don't know about that long. It didn't take me more than a month to realise the basic concept of what can't be done and what's just too much work to be done.
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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Re: More interesting (In my opinion) Avo's Tear. [message #61459 is a reply to message #61454] |
Tue, 15 February 2011 14:40 |
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AeonicBlade
Messages: 16 Registered: February 2011
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Like i said previously, i DONT know how to work with Hex editors or anything like that. But honestly IF someone were to somehow get ahold of the kind of tech that Lionheadgames used modding this game would be extremely easy, and In that case truly thats all you would have to do, get the bitmap/Map file whichever the case, and load it up into whatever they used and editing would be Marginally easier. Weapons and other things could be added very easily. You are right though, I'm not directly sure what I'm talking about when it comes to this game.
"Michael Weston: [voice-over] I don't like stealing cars, but sometimes it's necessary. I have rules, though: I'll keep it clean, and if I take your car on a workday, I'll have it back by five."
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Re: More interesting (In my opinion) Avo's Tear. [message #61460 is a reply to message #61459] |
Tue, 15 February 2011 15:00 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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AeonicBlade wrote on Tue, 15 February 2011 16:40 | But honestly IF someone were to somehow get ahold of the kind of tech that Lionheadgames used
| That will never happen. They won't even give loosely accurate format specs or any sort of documentation. Right now, they won't even acknowledge the existence of a modding community. This is why Fable modders are bitter, spiteful and hardcore, and modders of other games working with studio tools or at least with the support of the game developers are a bunch of entitled little girls.
Look, you do what you want to do. I suggest you stay and learn a while, you'll find plenty of learning opportunities I assure you. You'll get a completely new understanding of how games are designed. You'll also lose your soul and wish for the demise of developers who use rushed, piss-poor design principles.
In the meantime, you can use our tools to do common things like adding weapons, changing textures, there's really no shortage of what you can do, plenty of stuff, and you don't need to know any programming languages.
[Updated on: Tue, 15 February 2011 15:02] Report message to a moderator
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Re: More interesting (In my opinion) Avo's Tear. [message #61521 is a reply to message #61508] |
Mon, 21 February 2011 07:23 |
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asmcint
Messages: 1360 Registered: April 2010 Location: Behind the beef
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Moderator
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AeonicBlade wrote on Sun, 20 February 2011 15:05 | Erm, I seem to be having issues loading the mod File in FE, It says: " Invalid Content Type " Missing file somewhere?
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If you're referring to the BIG file then here's how you use it. Since this one edits the graphics.big and not textures.big you have to merge this with graphics.big instead of textures.big. Now, open up FE, once it's loaded, right click graphics.big. Click merge BIG and a browse window will come up. find the big file, and load it. Save mods and run fable, and boom it will work just fine. With standard retextures, do the same only with textures.big.
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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Re: More interesting (In my opinion) Avo's Tear. [message #61734 is a reply to message #61733] |
Sun, 06 March 2011 08:19 |
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AeonicBlade
Messages: 16 Registered: February 2011
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Yeah, Thats a fail on my part, The "story" behind me wanting to do this is: I like to play through the game as a good character, through and through, I always toss out the sword of Aeons. And I don't like how Avo's Tear has a deformed/melted kinda look to it, so what I wanted was a way to turn Avo's Tears' Mesh, Into the Sword of Aeons mesh, where it is just long and thin and has the neat looking handle, instead of being a bit shorter, wider and all twisted looking. So the way that I happened to say it before didn't actually mean what I REALLY meant, since I worded it wrong it made it seem that I wanted the sword of Aeons modded to have the colors of Avo's Tear. TRULY I want the Shape of SoA (which I thought was called a Mesh but im not sure) Modded over the original Avo's Tear "shape/Mesh" so that it has the shape, and the color scheme. And Unfortunatly when using the file that you gave, I have to Keep the sword of Aeons, or use a Trainer.
"Michael Weston: [voice-over] I don't like stealing cars, but sometimes it's necessary. I have rules, though: I'll keep it clean, and if I take your car on a workday, I'll have it back by five."
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Re: More interesting (In my opinion) Avo's Tear. [message #61736 is a reply to message #61734] |
Sun, 06 March 2011 09:00 |
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asmcint
Messages: 1360 Registered: April 2010 Location: Behind the beef
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Moderator
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Go into Avo's Tear and SOA Object entries, scroll down until you find graphic on both, and take the number from SOA's entry, put it into that of Avo's Tear. Apply changes on avo's tear, Then click actions save mods and run fable. Easysauce.
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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