Bereaver ID Request [message #68043] |
Fri, 12 April 2013 05:34 |
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downward00
Messages: 10 Registered: April 2013
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Doing some re-texturing on my Hero's Bereaver and now it seems to have completely gone haywire in rainbow discoloration, by way of accidentally messing around with the graphic ID's in the Object folder in my FE.
[CODE[/CODE]
If that's not enough, I forgot to back it up while I was doing it too.
So my request, if it's not too much trouble is if someone can look into their FE for 5524_OBJECT_legendary_broadsword_02, then go under the links to ModelID's in the GRAPHIC folder, and tell me the proper Material id's for all the numbers that I have screwed up.
Here are my ID's;
Quite a bit I know, but I do not know how to get the original codes otherwise. Unless I there is a way the revert the process, without undoing all the mod's I have already done to the system. Any advice or help is appreciated.
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Re: Bereaver ID Request [message #68044 is a reply to message #68043] |
Fri, 12 April 2013 18:56 |
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Usually when that happens it's just that the texture was corrupted. Delete the entry for the texture and try again
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: Bereaver ID Request [message #68045 is a reply to message #68044] |
Fri, 12 April 2013 21:14 |
jwc2200
Messages: 845 Registered: March 2008 Location: Texas
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Administrator
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We talked about this a long while back.
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I tried that, it didn't work. The duplicate nor the salt.
I should have said this in my previous post. The way I finally fixed it was to save the Bereaver bmp as a png, then apply it in FE as a DXT-3 w/ Alpha-1.
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Full thread:
http://fabletlcmod.com/forum/index.php?t=msg&goto=64161& amp;&srch=bereaver#msg_64161
ALSO, and this will undo mods, like you don't want to do, but it is better than nothing.
Quote: | [spoiler]
If you did not make backs before you started read this:
Toggle SpoilerYou can get some original files from the Fable disks.
Go to My Computer, right click the drive that the disk is in,
click Explore, right click the zip file(Disk1C~1)[or 2,3,4].
You should be given the option to 'Extract to, now you need
to set it to extract to a folder in MyDocuments or somewhere.
Once this is done you can open the folder and find the file you
need. Highlight that file and copy it to the original location.
Which files are on which disk is here:
Disk 1
game.bin
names.bin
script.bin
text.big
Disk 2
finalalbion.wad
Disk 3
effects.big
graphics.big
Disk 4
textures.big
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Recolor Compilation #1
Recolor Compilation #2
Make Back-Ups
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Re: Bereaver ID Request [message #68046 is a reply to message #68044] |
Sat, 13 April 2013 00:12 |
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downward00
Messages: 10 Registered: April 2013
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Thanks guys I solved the problem. The texture worked fine when I tried reloading the texture as a DTX3 and added Alpha as 1, but then I then encountered a problem with a glowing fuzzy aura around the blade and handle. So I worked around my graphics some more, by going back and forth through the game until the design fit well. I won't into specifics on what numbers I used, but it started functioning as soon as I changed some of the alpha values in graphic degenerate triangles, and the alpha values in graphic weapon.
Just wanted to say this is a great site, and I am having as much fun as when I first started. One suggestion is to update up your wiki section as some of the basic information seems to be missing.
I now have a problem figuring out how to make the augmentation effect a light one-handed sword, compared to a heavy two-handed sword, because right now, only one side of the sword glows due to the effect of the heavy sword id's. Any ideas how to cover the whole blade in flame?
Here's what the sword (texture fixed) and effects now look like on both sides;
[Updated on: Sat, 13 April 2013 00:22] Report message to a moderator
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Re: Bereaver ID Request [message #68069 is a reply to message #68066] |
Thu, 18 April 2013 11:32 |
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You can't really, except by moving the effect helpers in the mesh. There is no way to increase the radius of the effect, except by doing a lot of advanced tweaking.
"All of the work, and none of the play, will surely provide for a speedy decay"
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