Fable: The Lost Chapters Mod Scene
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Home » Fable TLC » Discussion » Level Scripting » Ashenvale (Formerly Marcoville)  () 3 Votes
Ashenvale (Formerly Marcoville) [message #5988] Sun, 29 January 2006 14:45 Go to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

okay probably should have changed this first post a while ago

this is the thread for my new town called ashenvale or as bluetooth has named it, marcoville

there is a base story for the town on the second page somewhere

the main concept for this town is based on the original bowerstone, the center of the town is circular and there are now multiple layers of different heights

so if anyone has some questions or suggestions to make this mod better feel free to say them


Very Happy


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: Sun, 14 January 2007 17:38]

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Re: mods in progress [message #6112 is a reply to message #5988] Sat, 04 February 2006 13:55 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

here are some pics of my upcoming town mod

index.php?t=getfile&id=587&private=0


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: mods in progress [message #6113 is a reply to message #6112] Sat, 04 February 2006 14:00 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

i have no idea how to put more than one fils so here is another
also if you have any ideas please tell me ive got a few but i need more

index.php?t=getfile&id=588&private=0


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: Sat, 04 February 2006 14:01]

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Re: mods in progress [message #6149 is a reply to message #5988] Tue, 07 February 2006 15:57 Go to previous messageGo to next message
Draykose is currently offline  Draykose
Messages: 1
Registered: January 2006

This isn't one I'm working on, and I don't know if it can be done, because I think it requires a whole new code, but I have this idea.

Is it possible to create a pool of water, much like the one on the front of the box, the depicts the future?

The code would look back on the decisions you've made in the game, and what your current alignment is, and your current skills and abilities, and would show a movie of what you might be doing in the long run?

I know this requires a lot of hard work, and I don't know if it could even be done, but I think it would be a great addition to the game.

I don't think this can done until we break the hardcoded stuff, but....

I apologize if this expands beyond the thread a little bit, and I break off topic.


Collecting evidence had gotten old a few hundred bullets back.
Re: mods in progress [message #6178 is a reply to message #6149] Wed, 08 February 2006 18:10 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

hey i need a small amount of help for my town mod
does anyone know off hand what the texture file for the blasted tree is


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: mods in progress [message #6179 is a reply to message #5988] Wed, 08 February 2006 18:48 Go to previous messageGo to next message
LostInGeneral is currently offline  LostInGeneral
Messages: 104
Registered: September 2005
Location: Canada, eh?
I believe the textures with the IDs of 3802 through 3809 are the ones the blasted tree uses. Sort through them to find what you're looking for.

Also, out of curiousity, what area are is it that you are putting this in?


ON AN INDEFINITE ABSENCE I know, short notice... sorry everyone.
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Re: mods in progress [message #6183 is a reply to message #6179] Wed, 08 February 2006 23:01 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

thanks i found the textures after i asked but thanks anyway Smile

the area is the chamber of fate i just shifted all of the storyelements and the dome and pretty much everything that is originally in the frescodome tng up to 300 that is i added a three before that z for everything and everything still works as it should

edit: umm i am having trouble getting the environment to change in creature hub i studied the albion environment change mod and i did the same thing but it just wont change its just the damn bright and sunny Evil or Very Mad


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: Thu, 09 February 2006 20:11]

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Re: mods in progress [message #6210 is a reply to message #6183] Fri, 10 February 2006 12:25 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

so far its not going to be evil only uber most of the buildings still need doors and markers for population spawning and the buyable house signs and i will release it when its done but dont expect anything that soon
might do a beta
if you have any other ideas please say them im always open to new ideas


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: Fri, 10 February 2006 12:43]

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Re: mods in progress [message #6224 is a reply to message #6210] Fri, 10 February 2006 19:20 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

i might make an evil town later but this one is NOT going to be evil but i am making a graveyard to tie into a sort of miniquest and thatll be pretty evil as well as the quest (sort of)

yeah so convince me with PMs not here but if you have any ideas then please post them here


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: Sun, 05 March 2006 20:05]

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Re: mods in progress [message #6241 is a reply to message #5988] Fri, 10 February 2006 21:48 Go to previous messageGo to next message
LostInGeneral is currently offline  LostInGeneral
Messages: 104
Registered: September 2005
Location: Canada, eh?
You're asking too much.

Level textures are in the STB, which is way over the head of your average modder. I still have quite a bit of difficulty with it.


ON AN INDEFINITE ABSENCE I know, short notice... sorry everyone.
http://img.photobucket.com/albums/v324/Dragontoothmoon/newersig.png
Re: mods in progress [message #6247 is a reply to message #5988] Fri, 10 February 2006 22:00 Go to previous messageGo to next message
LostInGeneral is currently offline  LostInGeneral
Messages: 104
Registered: September 2005
Location: Canada, eh?
Mostly all you talked about was changing the textures.

And also the landscape, and that's LEV which (in terms of difficulty to edit and understand) is also probably above Marco.

As far as music, I think you could probably change that without much difficulty.


ON AN INDEFINITE ABSENCE I know, short notice... sorry everyone.
http://img.photobucket.com/albums/v324/Dragontoothmoon/newersig.png
Re: mods in progress [message #6249 is a reply to message #5988] Fri, 10 February 2006 22:19 Go to previous messageGo to next message
LostInGeneral is currently offline  LostInGeneral
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Location: Canada, eh?
Of course Microsoft Word can't read it.

When did you get the impression it was a text file?


bluetooth - don't abuse the size. Smile


ON AN INDEFINITE ABSENCE I know, short notice... sorry everyone.
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[Updated on: Fri, 10 February 2006 22:21] by Moderator

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Re: mods in progress [message #6250 is a reply to message #5988] Fri, 10 February 2006 22:23 Go to previous messageGo to next message
Keshire is currently offline  Keshire
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The level mesh and the level textures are seperate. The grass and trees are also part of the STB. None of this can be easily editted. And you can't swap them due to the way their stored.


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: mods in progress [message #6255 is a reply to message #5988] Sat, 11 February 2006 01:03 Go to previous messageGo to next message
LostInGeneral is currently offline  LostInGeneral
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...I edited that back to normal right before you edited it. So it was edited twice. It's because I was on a different forum where I used that format of posting, which would make it small there but enormous here.

The STB and LEVs are odd files. If you really felt like devoting the time to it you probably could, but it would take painstaking effort and time on your part.


ON AN INDEFINITE ABSENCE I know, short notice... sorry everyone.
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Re: mods in progress [message #6256 is a reply to message #6255] Sat, 11 February 2006 01:09 Go to previous messageGo to next message
Keshire is currently offline  Keshire
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LostInGeneral wrote on Sat, 11 February 2006 03:03


The STB and LEVs are odd files. If you really felt like devoting the time to it you probably could, but it would take painstaking effort and time on your part.


I think not. No casual forum goer here could possibly decompress the files. And thats assuming they figured out the compression. We never released a stand alone app for decompression. It's built into FE.



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: mods in progress [message #6333 is a reply to message #6256] Sun, 12 February 2006 22:01 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

i need help ive figured everything else out but the shadows in the town im making arent appearing and i know that things are supposed to have self shadowing
do you know any reason why it might be screwed
is it defined by some camera point scripted spline or something

nvm i figured it out, the chamber of fate was never made to be a town so they got lazy and didnt put shadows in also the stupid doors dont appear Evil or Very Mad


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: Sun, 19 February 2006 12:26]

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Re: mods in progress [message #6583 is a reply to message #6333] Wed, 22 February 2006 18:19 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
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Location: north vancouver

are doors supposed to automatically spawn with the building or do you have to postiton them


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: mods in progress [message #6585 is a reply to message #5988] Wed, 22 February 2006 21:14 Go to previous messageGo to next message
LostInGeneral is currently offline  LostInGeneral
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They have to be added.

ON AN INDEFINITE ABSENCE I know, short notice... sorry everyone.
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icon14.gif  Re: mods in progress [message #6590 is a reply to message #5988] Thu, 23 February 2006 12:19 Go to previous messageGo to next message
archons soul is currently offline  archons soul
Messages: 4
Registered: February 2006
ey, i have a idea for your mod

maybe you could make an kinda arena or something in the centre of the town
Re: mods in progress [message #6591 is a reply to message #6590] Thu, 23 February 2006 13:42 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
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Registered: January 2006
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the only problem with having an arena is that is wouldnt fit and im not going to reposition the buildings anymore but good idea

got any more


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, 14 March 2006 20:01]

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Re: mods in progress [message #6684 is a reply to message #5988] Tue, 28 February 2006 00:41 Go to previous messageGo to next message
Siroh is currently offline  Siroh
Messages: 1
Registered: November 2005
Location: Menfi

Hi, i'm italian, i don't understand something.
U have create new houses and replace with the old ones?
What'is possible to do in fable at the moment?
In wich sense can i create new quests? Why don't we do a important TOPIC where it's written what is possible to do at the moment.
tnx and excuseme^^

[Updated on: Tue, 28 February 2006 00:55]

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Re: mods in progress [message #6749 is a reply to message #5988] Thu, 02 March 2006 10:33 Go to previous messageGo to next message
Satan
Messages: 1033
Registered: September 2005
Location: Hades

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Quote:

U have create new houses and replace with the old ones?

At the moment it is not publically possible to create entirely new models. What you see in the pictures in this thread are buildings that already exist in the game.

Quote:

In wich sense can i create new quests?]

It is not currently possible to create entirely new quests and integrate them into the game.

Quote:

What'is possible to do in fable at the moment?

Quote:

Why don't we do a important TOPIC where it's written what is possible to do at the moment


A read through of the forum will explain what can and cannot be done at the moment. A what can be done thread is not considered necessary due to the existence of the "search" button at the top of each page.


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There is no point to it's being.
I wish there was a reason.
There is nothing in the Void,
But what we put there.

[Updated on: Thu, 02 March 2006 10:33]

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Re: mods in progress [message #6764 is a reply to message #6749] Thu, 02 March 2006 21:26 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
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hey lost do you know off hand what the marker for the door is called ?

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: mods in progress [message #6782 is a reply to message #6764] Sat, 04 March 2006 12:05 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

heres some more screens
of my mod attempt

http://img318.imageshack.us/img318/1467/342006115754am4nn.th.jpg

http://img318.imageshack.us/img318/2691/342006115729am8lv.th.jpg

http://img318.imageshack.us/img318/2215/342006115648am5zn.th.jpg


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: mods in progress [message #6786 is a reply to message #6782] Sat, 04 March 2006 16:30 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

thanks

hey if anyone has any ideas for the town dont be shy
if you wanted to see some of your ideas brought to life but didnt really know how then here you go.
i dont guarantee that any will get in but if theyre good in my opinion then i dont see why they wouldnt.
any town name suggestions too

also any ideas to make it more project ego like if youve seen any of the concepts/screens of old towns then you know what im talking about

okay you can do evil ones too


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: Fri, 10 March 2006 19:49]

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Re: mods in progress [message #7047 is a reply to message #6786] Tue, 14 March 2006 19:56 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
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Location: north vancouver

more screens
index.php?t=getfile&id=817&private=0
the pics up at the top are outdated it doesnt look exactly like that now


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, 14 March 2006 20:14]

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Re: mods in progress [message #7050 is a reply to message #5988] Tue, 14 March 2006 20:51 Go to previous messageGo to next message
Keshire is currently offline  Keshire
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Sure are taking advantage of those bowerstone walls. Smile


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: mods in progress [message #7051 is a reply to message #7050] Tue, 14 March 2006 20:53 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
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actually i think there are less im my town than in bowerstone
i only have them around the perimeter


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: mods in progress [message #7052 is a reply to message #7051] Tue, 14 March 2006 20:55 Go to previous messageGo to next message
Keshire is currently offline  Keshire
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marcopolo wrote on Tue, 14 March 2006 22:53

actually i think there are less im my town than in bowerstone
i only have them around the perimeter


Very True. But the base bowerstone has no way to get on top of them for walking.



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: mods in progress [message #7053 is a reply to message #7052] Tue, 14 March 2006 20:57 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
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Location: north vancouver

im gonna makeup for the whiteness maybe dense forest
the original one had kinda walkways on top of the walls im trying to bring that back a bit

blue im gonna kill you for naming it marcoville Razz


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, 14 March 2006 21:04]

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Re: New Village Mod: MarcoVille! [message #7054 is a reply to message #5988] Tue, 14 March 2006 22:59 Go to previous messageGo to next message
BayStone is currently offline  BayStone
Messages: 144
Registered: October 2005
Location: HMQ
Looks good marco.

Few things I've been wondering... does the perimeter wall element still exist? I haven't found it. The one with the walking surface?

If not we need to recreate it. Smile

Oh, another point, I think you could even walk inside the wall at some point when they were developing this. To me, that is very cool indeed.

And about walking on the wall, the idea propably was that you would need to go through some building to walk on it.


Busy!

[Updated on: Tue, 14 March 2006 23:01]

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Re: New Village Mod: MarcoVille! [message #7055 is a reply to message #7054] Tue, 14 March 2006 23:03 Go to previous messageGo to next message
Keshire is currently offline  Keshire
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BayStone wrote on Wed, 15 March 2006 00:59

Looks good marco.

Few things I've been wondering... does the perimeter wall element still exist? I haven't found it. The one with the walking surface?

If not we need to recreate it. Smile

Oh, another point, I think you could even walk inside the wall at some point when they were developing this. To me, that is very cool indeed.

And about walking on the wall, the idea propably was that you would need to go through some building to walk on it.


Some have collision some don't. Also some have interior models some don't. They seperated a lot of the interior models from the exterior so they could mix and match I'm guessing.

Either way. The collision models are seperate models using the tagged model format, instead of the compiled.



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: New Village Mod: MarcoVille! [message #7056 is a reply to message #7055] Tue, 14 March 2006 23:31 Go to previous messageGo to next message
BayStone is currently offline  BayStone
Messages: 144
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BlueTooth wrote on Wed, 15 March 2006 09:03

BayStone wrote on Wed, 15 March 2006 00:59

Looks good marco.

Few things I've been wondering... does the perimeter wall element still exist? I haven't found it. The one with the walking surface?

If not we need to recreate it. Smile

Oh, another point, I think you could even walk inside the wall at some point when they were developing this. To me, that is very cool indeed.

And about walking on the wall, the idea propably was that you would need to go through some building to walk on it.


Some have collision some don't. Also some have interior models some don't. They seperated a lot of the interior models from the exterior so they could mix and match I'm guessing.

Either way. The collision models are seperate models using the tagged model format, instead of the compiled.


I assume now you refer to that recreation comment?


Marco I'd really like to see the top view of this.How about a tng shot?


Busy!

[Updated on: Tue, 14 March 2006 23:32]

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Re: New Village Mod: MarcoVille! [message #7064 is a reply to message #7056] Wed, 15 March 2006 10:25 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

you got it i goit a reallt good one a while ago but im not sure if it is outdated or not
also i looked through all of graphics.big and unless those perim walls have been added they dont exist, unfortunately Sad


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: New Village Mod: MarcoVille! [message #7067 is a reply to message #7064] Wed, 15 March 2006 16:19 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

theres a bit thats cut off but thats most of it
index.php?t=getfile&id=820&private=0


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: New Village Mod: MarcoVille! [message #7091 is a reply to message #7067] Thu, 16 March 2006 20:26 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

heh you want one from underneath too Razz

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: Fri, 17 March 2006 17:31]

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Re: New Village Mod: MarcoVille! [message #7419 is a reply to message #5988] Sat, 01 April 2006 11:00 Go to previous messageGo to next message
best_ninja is currently offline  best_ninja
Messages: 4
Registered: March 2006
dude, this is freakin sweet! PLEASE!! keep up the good work!
Re: New Village Mod: MarcoVille! [message #7619 is a reply to message #5988] Thu, 20 April 2006 09:40 Go to previous messageGo to next message
slayer-reaper6 is currently offline  slayer-reaper6
Messages: 58
Registered: February 2006
Location: dragon cliff

i got to admit that is nasty. i got a few idea though. add like a lake within a forest like one of the original concepts and then have the forest go a little deeper and then change the skys like it does when your close to the bronze gate to red and have the gallows tree in the middle with graves all around it and a few dig spots. that would be nasty. maybe take one of the towers from dragon cliff and add a chest at the top or when you get there a gate like the one at archons folly pops up at the bottom and like 300 minions and a dragon appear and you have to defeat them all to save the town. maybe have scythe walk around and have fields of flowers and parks with benches and stuff. great work though i hope you make the gallows tree or the dragon cliff tower idea to work. keep it up!!!

slayer-reaper6

scythes nig
Re: New Village Mod: MarcoVille! [message #7621 is a reply to message #7619] Thu, 20 April 2006 09:52 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

umm yeah

not possible to make lakes/folige until the stb is cracked also ive put a hold on my town for now and im focusing more on the bs rebuild for fable harsh

i might post a beta when i get around to it


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: New Village Mod: MarcoVille! [message #7718 is a reply to message #7621] Fri, 28 April 2006 20:37 Go to previous messageGo to previous message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

does anyone want a beta

a very crude beta?


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.
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