Fable: The Lost Chapters Mod Scene
Fast Uncompromising Discussions. FUDforum will get your users talking.

Home » Fable TLC » Discussion » Level Scripting » Ditching STB & Levels
Ditching STB & Levels [message #71169] Sat, 31 October 2015 00:30 Go to next message
Sparrow
Messages: 547
Registered: March 2011
Location: Crossroads

Theoretically, the stb could be ditched and all levels could be gutted and left with their empty shells of infinite potential custom levels. New levels are possible when you ditch the stb. This allows unlimited custom levels which will grant you the ability to completely redesign the game to your liking.

JohnDoe wrote on Thu, 18 July 2013 01:52


Take a map. Let's say FrescoDome. We're going to copy and paste the LEV and TNG for this map, renaming them to... FresnoDome. Note the spelling. Let's adjust the WLD to include our new map.


NewMap 399;
MapX 32320;
MapY 32320;

LevelName "FinalAlbion\FresnoDome.lev";
LevelScriptName "FresnoDome";
MapUID 1000001;
IsSea FALSE;
LoadedOnPlayerProximity TRUE;
EndMap;

NewRegion 142;
RegionName "FresnoDome";
NewDisplayName "TXT_REGION_FRESNO_DOME";
RegionDef "REGION_FRESNO_DOME";

AppearOnWorldMap;
MiniMapGraphic MINIMAP_FRESNODOME;
MiniMapScale 1.0;
MiniMapOffsetX 7.0;
MiniMapOffsetY -6.0;
WorldMapOffsetX 448.0;
WorldMapOffsetY 320.0;
NameGraphicOffsetX 0.0;
NameGraphicOffsetY 0.0;
ContainsMap "FinalAlbion\FresnoDome.lev";
EndRegion;



Large numbers will prevent overlap with existing maps, keep these numbers divisible by 32. Good practice, use a personal 3 digit number in your coords for a reason explained in the next line.
UIDs over 1000000 will prevent conflict with existing maps. A good practice would be to include a personal 3 digit number at the start to prevent conflict with other created maps from other members... if we can ever do this on a large and wide scale.
Create these entries.
And note the AppearOnWorldMap - this allows for cullis gates should you want to use one on the map. Speaking of...

You can add a new map section "NEWMAP 399" in the GTG. This is where you will put cullis gates, holy sites, region entrances and region exits.

Flip UseCompiledWorldFiles in userst.ini to FALSE, this bypasses the bwd so that the game only uses the wld.

Rename the STB. Load Fable. No crash? You have a new map! Now if only it had a landscape, one that we could modify, and if only we could change the navdata. Then custom mapping would be fully complete and the possibilities would be endless. Next to this, being able to modify gameflow and quests, and create and invoke completely new and custom cutscenes, then we would have a game that can be truly modded.


Check out JohnDoe's TNG Editor's Set


[Updated on: Sat, 31 October 2015 00:33]

Report message to a moderator

Re: Ditching STB & Levels [message #71173 is a reply to message #71169] Sat, 31 October 2015 17:52 Go to previous messageGo to next message
Walter253b is currently offline  Walter253b
Messages: 42
Registered: October 2015
Starting map would be FrescoCaves
X: 4608
Y: 4096

FresnoCaves
X: 32320
Y: 32320

To teleport in this new map, is this would work?

Player 4;
UID 19557852985797481915;
DefinitionType "OBJECT_BS_SIGN_POST_DIRECTION_01";
CreateTC "CTCActionUseScriptedHook";
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 47.039063;
PositionY 22.237793;
PositionZ 77.0;
RHSetForwardX 0.0;
RHSetForwardY 0.999994;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 0.999994;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
StartCTCActionUseScriptedHook;
Usable TRUE;
ReversedOnMiniMap FALSE;
HiddenOnMiniMap TRUE;
VersionNumber 1;
ScriptData "Teleport to FresnoDome?";
ForceConfirmation TRUE;
TeleportToRegionEntrance TRUE;
EntranceConnectedToUID 1955785298579748191591501;
SoundName "";
AnimationName "";
ReplacementObject 0;
EndCTCActionUseScriptedHook;
Health 1.0;
EndThing;

NewThing Marker;
Player 4;
UID 1955785298579748191591501;
DefinitionType "GAZE_OUT_OF_BUILDING_MARKER";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 27752.324707;
PositionY 28247.550171;
PositionZ 77.0;
RHSetForwardX 0.0;
RHSetForwardY 0.999994;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 0.999994;
EndCTCPhysicsStandard;
Health 1.0;
EndThing;


Quote:

Now if only it had a landscape, one that we could modify, and if only we could change the navdata.


Was gonna try to figure it out but i'm not sure if I should, might be worthless at this point, I wish I could help, if so how?



[Updated on: Sat, 31 October 2015 17:58]

Report message to a moderator

Re: Ditching STB & Levels [message #71174 is a reply to message #71173] Sat, 31 October 2015 22:58 Go to previous message
The necromancer is currently offline  The necromancer
Messages: 25
Registered: September 2015
Location: Far away, in the northern...
So, this is for making bigger maps, like the tabern cellar make it an underground passage under all of bowerstone?
:v
Previous Topic: Is there a way to change voice of spawn NPC?
Next Topic: Question: Buyable houses in non-village areas
Goto Forum:
  


Current Time: Thu Nov 14 10:57:23 PST 2019

Total time taken to generate the page: 0.02016 seconds