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Re: Help with new item texture =P [message #37745 is a reply to message #37741] |
Thu, 07 February 2008 09:06 |
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You will need to make new entries for the model and texture.
To make new entries of things outside game.bin. Change the symbol name click apply changes. Then choose to create a new fmp. Drag the files you change to that fmp.
Close FE
Open FE
Load the fmps you just made. Then you have new entries.
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Re: Sim =D [message #37751 is a reply to message #37750] |
Thu, 07 February 2008 11:20 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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Bah, perhaps it's better I stick to english.
The thing is that this is a little complicated. It involves many things. Give me a few minutes and I'll post a guide on how to do this.
[Updated on: Fri, 17 October 2008 05:33] Report message to a moderator
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Re: Help with new item texture =P [message #37756 is a reply to message #37754] |
Thu, 07 February 2008 12:49 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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This completely duplicates the platinum armour, twice. One set is called AVO and the other is called SKORM.
Everything has it's own entries, so you can edit the textures without effecting anything else. You can change the text entries for each piece without changing the original. You can tweak and play with anything and it will have no effect on anything original. Also, I've included the suit entries as well, so that they can be pulled up from the suit menu in the clothing inventory.
24 text entries (All at the bottom of text.big)
12 textures (All at the bottom of textures.big)
24 models (All at the bottom of graphics.big)
34 game.bin entries
-10 CAppearanceModifierDefs
-2 CHeroSuitDefs
-10 CInventoryItemDefs
-10 OBJECTs
-2 THINGs
In the game.bin, all the entries have numbers higher than 14760 and will be sorted accordingly in each category, but won't be at the bottom, this is because it is sorted alphabetically by the number rather than numerically, so it would go like 1248, 1249, 125, 1250, 1251.
This mod also edits 6 of the INVENTORY_CATEGORY entries, so that the clothing inventories can hold two more items each. Any item that goes over the limit is just not added to the inventory, so if you have 20 boot clothing items (the limit is 20) you can't get anymore, this changes the limit to 22 so that this isn't a problem.
The other change is in 1 of the INVENTORY_TYPE entries, it simply adds the new suits in the suit menu.
I'm sure you know how to load textures, I just want to tell you to make sure you use DXT1 and set alpha to 0 (when a new texture is loaded it goes to 1 by default). If you already knew this, cool, I just wanted to make sure.
Again, it's all very complicated, that's what took this so long. Weapons are easy, but clothing is a pain in the ass because of the way it's handled by Fable.
If you need help spawning it, there's a guide in my signature, and if you still need help, let me know and I'll help you out. The names to use when spawning is as follows:
OBJECT_HERO_BOOTS_AVO
OBJECT_HERO_TROUSERS_AVO
OBJECT_HERO_SHIRT_AVO
OBJECT_HERO_GLOVES_AVO
OBJECT_HERO_HELMET_AVO
OBJECT_HERO_BOOTS_SKORM
OBJECT_HERO_TROUSERS_SKORM
OBJECT_HERO_SHIRT_SKORM
OBJECT_HERO_GLOVES_SKORM
OBJECT_HERO_HELMET_SKORM
As you can see, the entries for each set can be distinguished from the other by the name, one set has AVO, the other has SKORM.
I've tested this a lot, making sure the mod works in FE, but I haven't tested it in game. So if there is a problem let me know.
Edit: Fixed some grammar issues.
Also, 6 downloads already? It's been up for only a little while, only two people saw it (I think). Le shrug.
[Updated on: Thu, 07 February 2008 13:04] Report message to a moderator
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Re: Help with new item texture =P [message #37758 is a reply to message #37741] |
Thu, 07 February 2008 13:08 |
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I was just trying to let him know how make new entries outside of game.bin.
To actually get this stuff into fable you need to make game.bin entries that link to the new models and the new models will need to link to new textures.
I.E. to do what you talkin about you need to first
Make New model entries.
Then you need to make new texture entries.
Then you need to link your models texture back to new texture entries.
Then you need to make new object entries linking back to the new models. Then you will need to make new Cdefs for the new objects you created, and possibly you will need to make new text entries as well.
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Re: Help with new item texture =P [message #37766 is a reply to message #37764] |
Thu, 07 February 2008 13:34 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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You're very welcome.
If all else fails I would recommend restoring the text.big/textures.big/graphics.big/game.bin (or just the files you edited) from backup or taking the ones off of your discs, or reinstalling (last resort).
Edit: Sorry to hear that, I hate it when such things happen.
[Updated on: Thu, 07 February 2008 14:12] Report message to a moderator
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Re: Help with new item texture =P [message #37770 is a reply to message #37766] |
Thu, 07 February 2008 14:30 |
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NightmareMaker
Messages: 100 Registered: July 2007 Location: Sao Paulo, Brazil.
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Ah, thanks tanro, but i don't have an AIM =/
Phew, I've managed to fix the problem and now, another problem have appeared. A noob problem. Very noob.
I CANT SPANW TEH ITEMS IN A CHEST!!!!!1111111111111
Yeah. I cant o.o
I already spawned lots of items, but since yesterday the chests are making a conspiracy against me.
Look the TNG of the "DemonDoor_GreatwoodCaves" chest:
NewThing Object;
Player 4;
UID 18446741874686296067;
DefinitionType "OBJECT_CHEST_OPENABLE";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 32.075684;
PositionY 39.818359;
PositionZ 5.0;
RHSetForwardX 0.0;
RHSetForwardY -0.999994;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 0.999994;
EndCTCPhysicsStandard;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCEditor;
EndCTCEditor;
StartCTCChest;
ContainerContents[0] "OBJECT_LEGENDARY_CUTLASS";
ContainerContents[1] "OBJECT_HERO_BOOTS_AVO";
ContainerContents[2] "OBJECT_HERO_BOOTS_SKORM";
ContainerContents[3] "OBJECT_HERO_GLOVES_AVO";
ContainerContents[4] "OBJECT_HERO_GLOVES_SKORM";
ContainerContents[5] "OBJECT_HERO_TROUSERS_AVO";
ContainerContents[6] "OBJECT_HERO_TROUSERS_SKORM";
ContainerContents[7] "OBJECT_HERO_SHIRT_AVO";
ContainerContents[8] "OBJECT_HERO_SHIRT_SKORM";
ContainerContents[9] "OBJECT_HERO_HELMET_AVO";
ContainerContents[10] "OBJECT_HERO_HELMET_SKORM";
ChestOpen FALSE;
EndCTCChest;
Health 1.0;
EndThing;
The "legendary cutlass" thing was already in the chest.
So, when I enter in the demon door and open the chest, the items aren't there, except for the cutlass thingy.
No, i've never been to that area before with the savegame i'm using, so there is no reason for the items to disappear/not appear.
Any ideas?
*click to see my gallery* (or else die painfully)
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Re: Help with new item texture =P [message #37777 is a reply to message #37774] |
Thu, 07 February 2008 15:54 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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Try throwing this in the Picnic Area.NewThing Object;
Player 4;
UID 78923465237846524375;
DefinitionType "OBJECT_CHEST_OPENABLE";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 31.207520;
PositionY 32.439450;
PositionZ 82.870530;
RHSetForwardX 0.746903;
RHSetForwardY 0.664933;
RHSetForwardZ 0.000000;
RHSetUpX 0.000000;
RHSetUpY 0.000000;
RHSetUpZ 1.000000;
EndCTCPhysicsStandard;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCEditor;
EndCTCEditor;
StartCTCChest;
ContainerContents[0] "OBJECT_HERO_BOOTS_AVO";
ContainerContents[1] "OBJECT_HERO_TROUSERS_AVO";
ContainerContents[2] "OBJECT_HERO_SHIRT_AVO";
ContainerContents[3] "OBJECT_HERO_GLOVES_AVO";
ContainerContents[4] "OBJECT_HERO_HELMET_AVO";
ContainerContents[5] "OBJECT_HERO_BOOTS_SKORM";
ContainerContents[6] "OBJECT_HERO_TROUSERS_SKORM";
ContainerContents[7] "OBJECT_HERO_SHIRT_SKORM";
ContainerContents[8] "OBJECT_HERO_GLOVES_SKORM";
ContainerContents[9] "OBJECT_HERO_HELMET_SKORM";
ChestOpen FALSE;
EndCTCChest;
Health 1.0;
EndThing; It will be near the benches. If this doesn't work, then there is a problem either with Fable picking up the wad file or with the object entry names in FE.
[Updated on: Thu, 07 February 2008 16:12] Report message to a moderator
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Re: Help with new item texture =P [message #37780 is a reply to message #37779] |
Thu, 07 February 2008 16:07 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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If you put it in PicnicArea.tng it should appear, it sounds like Fable is still picking up the FinalAlbion.wad.
Even if there were no changes made in FE, the chest should show up.
Humor me, go to Microsoft Games/Fable - The Lost Chapters/data/Levels/ and see if there is a FinalAlbion.wad. That is the only thing I can think of, if it's not there then I don't know what to say.
Edit: There is just one other remote possibility. I used AE to come up with quick coordinates and noticed that I had it at 12 meters below sea level (sort of). I thought that if the chests were too low it would rise to ground level, but I've never tried this intentionally, and I never thought about using a negative Z coordinate.
Anyway, I changed the coordinates and UID, throwing it high in the air, which is okay because chests fall.
[Updated on: Thu, 07 February 2008 16:12] Report message to a moderator
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Re: Help with new item texture =P [message #37918 is a reply to message #37741] |
Mon, 11 February 2008 09:22 |
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NightmareMaker
Messages: 100 Registered: July 2007 Location: Sao Paulo, Brazil.
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Sorry for the double post, but YAY! I did it =D (actually, John Doe did almost everything, since I just made the recolors and he modded all the rest =P)
Thanks for everything, as soon as I can i will post some pics of the armors.
EDIT--------------------
here are the screenies, yeah!
If anyone is interested in the Mod, just tell me and i'll post it.
I made it so if you wear the full set of Avo, your alignment will be totally good, and if you wear the full set of Skorm, your alignemt wil be totally evil (even if you are totally good without wearing it). Your good/evil appearence won't change though (if you have horns and wear avo's set, you will still have horns, and if you have a halo over your head and wear the skorm's set, you will still have the halo).
I'm quite sure it don't have any bugs.
I think the red of the Skorm's set is a little too bright, but I like it this way. If anyone wants me to change its red balance, PM me.
@JohnDoe: If you could please work on that tutorial that you were going to do before making the FMP, i would appreciate it =D
Now that i've seen it works, I want to make new sets and recolors =P
*click to see my gallery* (or else die painfully)
[Updated on: Mon, 11 February 2008 13:34] by Moderator Report message to a moderator
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