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Re: PC version of Anniversary... hmmm... [message #69903 is a reply to message #69901] |
Wed, 18 December 2013 01:11 |
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CultOfByron
Messages: 31 Registered: January 2013 Location: Ilkley
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Polls are nice and informative but unfortunately Lionhead are not the people to be petitioning about this.
Since the word is that they have now retired the "FablEd" tools, they could release these to the modders. It would be a "nice" gesture on their part, but they do not owe us anything, they are a business.
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Re: PC version of Anniversary... hmmm... [message #70225 is a reply to message #69915] |
Thu, 03 April 2014 07:23 |
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Sparrow
Messages: 562 Registered: March 2011
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CultOfByron wrote on Fri, 20 December 2013 12:17 | Fable "Nostalgia"
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Someone should make a project called Fable: Nostalgia...
Sounds like what I'm feeling now and also would make a nice name for a remake of Fable anniversary. I say someone should pick up where oogaboogabooga left off. Maybe I should give it a shot.
But I'm well known for abandoning projects...
Are you shpongled?
[Updated on: Thu, 03 April 2014 07:23] Report message to a moderator
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Re: PC version of Anniversary... hmmm... [message #70247 is a reply to message #70246] |
Fri, 04 April 2014 03:31 |
xxNick
Messages: 54 Registered: March 2014 Location: San Antonio, TX
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Sparrow wrote on Fri, 04 April 2014 02:52 | In FE it says it opens bbb files (.wad) so I changed the meshes.bbb to meshes.wad but no luck when trying to open it.
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No surprise. You could try renaming it to .big but my guess is the format is changed. For textures probably not too much, but I'm betting they changed up the way they handled collision, animations and models on a drastic level.
Sparrow wrote on Fri, 04 April 2014 02:52 | Did the meshes you extracted include the bones and skinweights? Then we can just throw them into the current Fable, no?
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Nope. For the same reason. If they're using the exact same format, yes, but only if there's nothing silly like a platform flag. Even the smallest little change will break it, and make it so manual editing will be required to get it into FE and in a state that won't crash TLC.
Depending on how different the format is, it will require a conversion. Export from F:A, import to 3DS, export as DirectX, import to FE, which by itself rules out bringing over anything dynamic.
These are the stupidest limitations to be having. Back in the days of yore, the limitations were things like not being able to go over 255 of something, or only being able to have so many things on-screen at one time because the 333MHz cpus couldn't handle it. Now it's mostly formats and hardcoded hocus pocus. With the later Fable games it was sheer file structure madness, and the limitation was your hard drive's MFT. Can't wait to see what limitations there are on Anniversary.
How to make a good Fable game.
And how to make it even better.
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Re: PC version of Anniversary... hmmm... [message #70249 is a reply to message #70247] |
Fri, 04 April 2014 06:21 |
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Keshire
Messages: 1266 Registered: July 2005
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Administrator
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xxNick wrote on Fri, 04 April 2014 05:31 |
Sparrow wrote on Fri, 04 April 2014 02:52 | In FE it says it opens bbb files (.wad) so I changed the meshes.bbb to meshes.wad but no luck when trying to open it.
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No surprise. You could try renaming it to .big but my guess is the format is changed. For textures probably not too much, but I'm betting they changed up the way they handled collision, animations and models on a drastic level.
Sparrow wrote on Fri, 04 April 2014 02:52 | Did the meshes you extracted include the bones and skinweights? Then we can just throw them into the current Fable, no?
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Nope. For the same reason. If they're using the exact same format, yes, but only if there's nothing silly like a platform flag. Even the smallest little change will break it, and make it so manual editing will be required to get it into FE and in a state that won't crash TLC.
Depending on how different the format is, it will require a conversion. Export from F:A, import to 3DS, export as DirectX, import to FE, which by itself rules out bringing over anything dynamic.
These are the stupidest limitations to be having. Back in the days of yore, the limitations were things like not being able to go over 255 of something, or only being able to have so many things on-screen at one time because the 333MHz cpus couldn't handle it. Now it's mostly formats and hardcoded hocus pocus. With the later Fable games it was sheer file structure madness, and the limitation was your hard drive's MFT. Can't wait to see what limitations there are on Anniversary.
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They aren't drastic changes from what I've seen. Cbox opens the FinalAlbion.wad, and almost opens some of the smaller .bbb files. But the difference is enough that Cbox and FE can't properly parse them. I doubt it'll be that hard to fix. I haven't touched the Models or Textures yet, other than the unreal engine versions. And those are trivial and standardized.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
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