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Re: Trying to get Fable Explorer/Shadownet to load .fmp correctly [message #70743 is a reply to message #70741] |
Tue, 07 October 2014 03:56 |
Sentinel Prime
Messages: 14 Registered: September 2014
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I think you can change the .bbb files to a .stb (or something) extension, which can be loaded with ShadowNet.
Seems like we can only change so much now, as the graphics (meshes, textures etc) are stored in a .upk file now for the Unreal Engine, so swapping meshes wont work.
You could always change the files extension of the .fmp to a .bin and view it's content, then replicate the changes manually.
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Re: Trying to get Fable Explorer/Shadownet to load .fmp correctly [message #70748 is a reply to message #70741] |
Tue, 07 October 2014 09:27 |
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Keshire
Messages: 1266 Registered: July 2005
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Administrator
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There are a few individual xml defs that have changed between F:TLC and F:A. Some changes will need to be manually redone. A majority of old FMPs won't work.
The textures and meshes will need to be imported into UnrealED. New objects are a no go though unless someone has the time to figure out workarounds.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
[Updated on: Tue, 07 October 2014 09:28] Report message to a moderator
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