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ChocolateBox [message #41627] Mon, 26 May 2008 07:21 Go to next message
BayStone  is currently offline BayStone
Messages: 144
Registered: October 2005
Location: HMQ
09, July 2008


Another one!

* Shift+W/S Move in Z-Axis
* names.bin viewer
* Object Builder
* Object edit:
- array reorganization and sort by element
- Some of the details now hidden
* Mod packages (WIP)
* Region Editor
- CTCShop



18, June 2008


Update time!

* Graphics.BIG
- Blender Wavefront import (only single meshes at this point)

* Textures.BIG
- Add Texture

* Backup, rollback for file list context menu

* Region Editor
- Map Change
- Unfreeze All

* Various small bug fixes




08, June 2008


Update!

* Saving Names.bin
* Teleporting in the same region
* Fixed trackball
* Fixed keyboard camera
* First person mode
* BIN/BIG view changes
* Delete entry for BIN/BIG
* Ground visible in walk mode
* Button configurations (WIP)

First person mode... Toggle on/off with space, move and look with AWSD and the arrow keys.




02, June 2008


Update!

* Bug fixes
* ID numbers
* Teleporter
* Walk area edit
* Find by UID

Conserning teleporters... the system is currently "optimized" for the "guild pedestal" height. If you try to create a two-way teleporter with other objects, you'll end up inside the object. To go around this problem create the two-way teleporter manually or edit the teleporter marker's z value.




26, May 2008

This application has been in development for quite a while now and I finally decided that maybe it's the time to release this for the public.

http://img175.imageshack.us/img175/9894/cbox1ks3.th.jpg http://img147.imageshack.us/img147/5512/cbox2bl1.th.jpg http://img175.imageshack.us/img175/1132/cbox3dv5.th.jpg

Basically, I took FableExplorer and AlbionExplorer and fused them together and added a 3D region editor. I also tried to improve the user interface whenever possible.

At this point, CBox does not implement every single feature of FableExplorer. It concentrates on the more basic BIN/BIG and 3D world editing functionality.

Features
* Find objects from BIN/BIG with regular expressions
* Improved BIN/BIG object creation process
* Improved object selection process
* 3D editor with capabilities such as:
object copy, collision control, multiple selections, move, rotation, tng property control, etc.
* Tip of the Day. Users can create their own tips.
* Cutscene text editor
* Camera control for 3D model view
* Import/export for physics models

Requirements
* Knowledge of FE and 3D modelling packages, such as Blender
* .NET 2.0
* DirectX 9.0c; for those of you who still get 0x8007007E errors, get the latest DirectX Runtimes (Web Installer)
* Microsoft Visual C++ SP1 Update

* A machine that wasn't built last decade

Disclaimer

Use it at your own risk. There are no warranties.

There are bugs in the application. I'm not going to pretend they aren't there, 'cause they are. If the application crashes while you are using it do not come here shouting "It cr4shes!1!". That's completely pointless. I have no time for that crap.

If you want me to deal with these bugs, you need to find out what causes the crash or bug. You can do this by trying to replicate what happened before the error. Post on the forums about your problem only after you have found out what is the sequence of events that cause the problem.

Basic instructions for region editor

Middle mouse button (MMB) and mouse move -> move the camera
Ctrl+MMB and mouse move -> move the camera focus point
Shift+MMB and mouse move -> pan, XY plane
MMB Scroll to zoom

To move an object, you first select it which will reveal the axis handles. With the left mouse button you can move the object and with the right mouse button you can rotate it.


** Moderator edit log **
07/01/2009 - Added x64-compatible exe download.
09/04/2009 - Links to newer unofficial versions.
22/08/2009 - Unofficial list updated.
http://fabletlcmod.com/wiki/lib/images/fileicons/zip.png 02/02/2009
http://fabletlcmod.com/wiki/lib/images/fileicons/zip.png 25/03/2009
http://fabletlcmod.com/wiki/lib/images/fileicons/zip.png 10/07/2009
http://fabletlcmod.com/wiki/lib/images/fileicons/zip.png 16/10/2009
Remove log if desired.

[Updated on: Fri, 16 October 2009 06:56] by Moderator


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Re: ChocolateBox [message #41631 is a reply to message #41627 ] Mon, 26 May 2008 09:06 Go to previous messageGo to next message
morerunes  is currently offline morerunes
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my next suggestion is to include a teleport calculator. It would open a new 3d window of the map that you want to teleport to and you could place the marker, while the first 3d window would have the teleporter object.

killer job by the way

[Updated on: Mon, 26 May 2008 09:15]


"All of the work, and none of the play, will surely provide for a speedy decay"
Re: ChocolateBox [message #41669 is a reply to message #41627 ] Tue, 27 May 2008 02:03 Go to previous messageGo to next message
BayStone  is currently offline BayStone
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Registered: October 2005
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I can't do anything with those "it doesn't work" messages.

It's like telling me there's a 1000 haystacks in that direction, go find the needle that I want. That's not going to happen.

Explain what you did, and what happened. Exactly.

[Updated on: Tue, 27 May 2008 02:04]


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Re: ChocolateBox [message #41680 is a reply to message #41627 ] Tue, 27 May 2008 08:40 Go to previous messageGo to next message
BayStone  is currently offline BayStone
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Raziel wrote on Tue, 27 May 2008 15:36

I have exact the same problem.
i open chocolatebox and click on editors and then on region editor.next i click file and load region. now when i double-click for example bowerstoneslums a microsoft message says that in chocolate box has been found a problem and has to be closed.


That's a bit better.

When you open the region editor window, what do you see? Does the right side of the window have a gray area with some white text on it?

Is your data\Levels folder proper? The application does check for this, but it's not bullet proof.

Does Creature Hub or Lookout Point work?

Can you see the models from graphics.big properly? How about physics models?

At this point, I'm guessing this might be related to some graphics card issue.

[Updated on: Tue, 27 May 2008 08:42]


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Re: ChocolateBox [message #41683 is a reply to message #41627 ] Tue, 27 May 2008 10:38 Go to previous messageGo to next message
BayStone  is currently offline BayStone
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Raziel wrote on Tue, 27 May 2008 18:45

im re-installing fable momentally.
i just wanted to look maybe so it is going to work.
and no i dont see a map or something.
Edit:lookoutpoint and creaturehub are both not working.
and if it is because the graphics card i have an ati radeon x850 series graphics card


How about the models from graphics.big? And try more than one. Post a screenshot after you open the region editor window, but before you load a region.


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Re: ChocolateBox [message #41685 is a reply to message #41683 ] Tue, 27 May 2008 11:04 Go to previous messageGo to next message
BayStone  is currently offline BayStone
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James Butts wrote on Tue, 27 May 2008 20:50

One simple to answer question: Are you using freeroam? If not, that is your problem, solved.


Actually, not necessarely. ChocolateBox is able to extract the WAD file and it will not run at all if it hasn't been extracted. This isn't 100% bulletproof though as it doesn't check for every single file.

[Updated on: Tue, 27 May 2008 11:06]


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Re: ChocolateBox [message #41744 is a reply to message #41685 ] Wed, 28 May 2008 14:58 Go to previous messageGo to next message
Silverback  is currently offline Silverback
Messages: 170
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Cow Tipper
I tried it out. If I clicked on the Region Editor right from the start my application would crash. I received an error 0xC0000005 in the FableMod.Gfx.dll. This was a critical crash where it was forced to close. It wasn't a specific error and it just closes. But from what I remember 0xC0000005 is an access violation error.
http://img217.imageshack.us/img217/6270/initee9.th.jpg

After reloading application I went to the graphics.big entries. When I clicked the bank I received this unhandled exception. This did it for all banks of any big file.
http://img217.imageshack.us/img217/4035/init2fr8.th.jpg

I continued on and selected The Bear Statue and the Duck Statue to receive this error.
http://img217.imageshack.us/img217/5366/init3fy3.th.jpg

But after the third time I loaded any model from that bank it appeared.
http://img217.imageshack.us/img217/8623/init4ix2.th.jpg

After the model appeared just once was I able to go to the Region Editor and run it.
http://img217.imageshack.us/img217/5168/init5kt2.th.jpg

Gotta love those strange bugs Very Happy

[Updated on: Wed, 28 May 2008 15:06]

Re: ChocolateBox [message #41750 is a reply to message #41744 ] Wed, 28 May 2008 22:42 Go to previous messageGo to next message
BayStone  is currently offline BayStone
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Silverback wrote on Thu, 29 May 2008 00:58

After reloading application I went to the graphics.big entries. When I clicked the bank I received this unhandled exception. This did it for all banks of any big file.
http://img217.imageshack.us/img217/4035/init2fr8.th.jpg


Interesting. Now, that's clearly a bug. Hmm. That's never happened to me. Confused Might be something new that I forgot to test.

Silverback wrote on Thu, 29 May 2008 00:58

Gotta love those strange bugs Very Happy


Yeah... I have noticed that sometimes it fails to initialize the screen for some reason, but this happens very rarely for me, and it never shows that red X. But some of this might be new.

But about that region editor. Where's the houses? Shocked Okay, I know that it sometimes happens, but I still have no idea why.

[Updated on: Wed, 28 May 2008 22:43]


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Re: ChocolateBox [message #41937 is a reply to message #41627 ] Mon, 02 June 2008 08:08 Go to previous messageGo to next message
BayStone  is currently offline BayStone
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Zip updated.

Fixed most of the bugs mentioned in this thread, to varying degree. Can't do much about Satan's report as I don't have a 64bit system to test this on, but I did change a small detail, so who knows it might work now.

[Updated on: Mon, 02 June 2008 08:09]


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Re: ChocolateBox [message #41953 is a reply to message #41627 ] Mon, 02 June 2008 14:04 Go to previous messageGo to next message
Silverback  is currently offline Silverback
Messages: 170
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Cow Tipper
See my previous post. This is what happens whenever I go directly to Region Editor.
http://img152.imageshack.us/img152/718/errorfg4.th.jpg
I receive the same error whenever I open models. After following my same method above only does the model open and then I'm able to open the Region Editor error free.
Re: ChocolateBox [message #41956 is a reply to message #41953 ] Mon, 02 June 2008 14:52 Go to previous messageGo to next message
BayStone  is currently offline BayStone
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Silverback wrote on Tue, 03 June 2008 00:04

See my previous post. This is what happens whenever I go directly to Region Editor.
http://img152.imageshack.us/img152/718/errorfg4.th.jpg
I receive the same error whenever I open models. After following my same method above only does the model open and then I'm able to open the Region Editor error free.


Very strange, also the exception in itself is a little odd. Confused Hmm... what gfx card you have? If it's not that then it may be a Vista issue, probably related to security and how I implement my DX windows.

Does this error happen to anybody else?

[Updated on: Mon, 02 June 2008 14:55]


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Re: ChocolateBox [message #41978 is a reply to message #41627 ] Mon, 02 June 2008 22:59 Go to previous messageGo to next message
Ailia  is currently offline Ailia
Messages: 57
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Also, its not saving changes to map files at all, lot of editing sure went to waste on that discovery ^^
Re: ChocolateBox [message #41979 is a reply to message #41978 ] Tue, 03 June 2008 00:02 Go to previous messageGo to next message
BayStone  is currently offline BayStone
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Argh! Easy to fix though... open ChocolateBox.ini and add SaveLEV=true to the Settings section and restart the application.


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Re: ChocolateBox [message #42031 is a reply to message #41937 ] Wed, 04 June 2008 18:16 Go to previous messageGo to next message
Master_Bankai  is currently offline Master_Bankai
Messages: 149
Registered: September 2007
still dosen't fix my error, even when i plug in SaveLev = True at the end of the settings list. sorry again. Embarassed

I'm a tard.

[Updated on: Fri, 28 November 2008 15:13] by Moderator

Re: ChocolateBox [message #42033 is a reply to message #42031 ] Wed, 04 June 2008 19:24 Go to previous messageGo to next message
morerunes  is currently offline morerunes
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bug: game.bin entry names are not saved to files, only to memory (if I close game.bin and open it the names are there, but if I close CBox and re-open it (or FE for that matter) then the names are gone


"All of the work, and none of the play, will surely provide for a speedy decay"
Re: ChocolateBox [message #42038 is a reply to message #42031 ] Wed, 04 June 2008 23:05 Go to previous messageGo to next message
BayStone  is currently offline BayStone
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Master_Bankai wrote on Thu, 05 June 2008 04:16


still dosen't fix my error, even when i plug in SaveLev = True at the end of the settings list. sorry again. Embarassed



That SaveLEV thing (it's case sensitive btw) was for Ailia. John was talking about Silver... he figured out a way to go around this bug.

morerunes wrote on Thu, 05 June 2008 05:24

bug: game.bin entry names are not saved to files, only to memory (if I close game.bin and open it the names are there, but if I close CBox and re-open it (or FE for that matter) then the names are gone


I assume you're talking about new entries?

[Updated on: Wed, 04 June 2008 23:11]


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Re: ChocolateBox [message #42046 is a reply to message #42038 ] Thu, 05 June 2008 12:35 Go to previous messageGo to next message
morerunes  is currently offline morerunes
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no, the new entries in game.bin save, but later when I look at them, instead of saying OBJECT_WHATEVER it says (OBJECT)


"All of the work, and none of the play, will surely provide for a speedy decay"
Re: ChocolateBox [message #42075 is a reply to message #41627 ] Fri, 06 June 2008 20:57 Go to previous messageGo to next message
morerunes  is currently offline morerunes
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another bug: making teleporters to the same region opens a new window, even though it's the same set of maps

edit: 'nuther bug: cannot select freezed objects in the world editor

[Updated on: Sat, 07 June 2008 19:28]


"All of the work, and none of the play, will surely provide for a speedy decay"
Re: ChocolateBox [message #42099 is a reply to message #42075 ] Sun, 08 June 2008 02:50 Go to previous messageGo to next message
BayStone  is currently offline BayStone
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First post updated.


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Re: ChocolateBox [message #42109 is a reply to message #41627 ] Sun, 08 June 2008 11:24 Go to previous messageGo to next message
morerunes  is currently offline morerunes
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new bug: now I get this error when I try to bring up the world editor, and if I press ignore it pops up again. After the second time, it will let me use it, but none of the normal camera controls work except zoom, and you can't select things

and also, I needed to go to view>>top for anything to show

http://img376.imageshack.us/img376/5374/errormessageaf9.png

first person mode works, but still can't select things

first person camera controls work without being in first person, while regular camera controls don't

[Updated on: Sun, 08 June 2008 11:33]


"All of the work, and none of the play, will surely provide for a speedy decay"
Re: ChocolateBox [message #42112 is a reply to message #42109 ] Sun, 08 June 2008 11:46 Go to previous messageGo to next message
BayStone  is currently offline BayStone
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Damn version errors. That button thing should be fixed now.


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Re: ChocolateBox [message #42114 is a reply to message #42112 ] Sun, 08 June 2008 12:18 Go to previous messageGo to next message
morerunes  is currently offline morerunes
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alright

edit: works Very Happy thanks

feature requests: change map and change object type (so if you spawn a fence and you want to make it a different kind of fence)

bugs: control + move object no longer duplicates the object, doesn't even move it

[Updated on: Sun, 08 June 2008 12:41]


"All of the work, and none of the play, will surely provide for a speedy decay"
Re: ChocolateBox [message #42122 is a reply to message #41627 ] Sun, 08 June 2008 15:10 Go to previous messageGo to next message
Silverback  is currently offline Silverback
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Cow Tipper
New build fixed my error.
Re: ChocolateBox [message #42242 is a reply to message #42122 ] Wed, 11 June 2008 05:11 Go to previous messageGo to next message
driftking7050  is currently offline driftking7050
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i get the program has encountered an error and needs to close dialog followed by this error box


index.php?t=getfile&id=6255&private=0

  • Attachment: error.JPG
    (Size: 30.60KB, Downloaded 33073 time(s))


http://i78.photobucket.com/albums/j99/theking_7050/Rytir.jpg
Re: ChocolateBox [message #42297 is a reply to message #42242 ] Wed, 11 June 2008 22:52 Go to previous messageGo to next message
morerunes  is currently offline morerunes
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still doesn't save game.bin names


"All of the work, and none of the play, will surely provide for a speedy decay"
Re: ChocolateBox [message #42301 is a reply to message #42297 ] Thu, 12 June 2008 02:29 Go to previous messageGo to next message
BayStone  is currently offline BayStone
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morerunes wrote on Thu, 12 June 2008 08:52

still doesn't save game.bin names


It does for me... you're doing something "wrong". Smile Try saving the game.bin to somewhere else than the normal directory.

[Updated on: Thu, 12 June 2008 02:31]


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Re: ChocolateBox [message #42302 is a reply to message #42301 ] Thu, 12 June 2008 07:52 Go to previous messageGo to next message
morerunes  is currently offline morerunes
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nope, I added a new entry, and then saved it to the data folder instead, and the new entry had no name


"All of the work, and none of the play, will surely provide for a speedy decay"
Re: ChocolateBox [message #42306 is a reply to message #42302 ] Thu, 12 June 2008 08:49 Go to previous messageGo to next message
BayStone  is currently offline BayStone
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morerunes wrote on Thu, 12 June 2008 17:52

nope, I added a new entry, and then saved it to the data folder instead, and the new entry had no name


Well... I just checked it with game.bin and script.bin and it seems to load the object names just fine. I don't know what's going on. Try different methods of doing it. Use the apply changes button etc.

Did you check the file dates?

[Updated on: Thu, 12 June 2008 08:50]


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Re: ChocolateBox [message #42307 is a reply to message #42306 ] Thu, 12 June 2008 08:51 Go to previous messageGo to next message
morerunes  is currently offline morerunes
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files have correct date, everything was saved, including names.bin, except for names to game.bin

I'll try a few different ways in a sec

EDIT - apply changes method doesn't work, if I close CBox afterward (saving the files) then there is no name again

[Updated on: Thu, 12 June 2008 08:55]


"All of the work, and none of the play, will surely provide for a speedy decay"
Re: ChocolateBox [message #42314 is a reply to message #42307 ] Thu, 12 June 2008 11:54 Go to previous messageGo to next message
BayStone  is currently offline BayStone
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morerunes wrote on Thu, 12 June 2008 18:51

files have correct date, everything was saved, including names.bin, except for names to game.bin

I'll try a few different ways in a sec

EDIT - apply changes method doesn't work, if I close CBox afterward (saving the files) then there is no name again


Just to make sure, you are talking about the object name that you use to refer to it... like in the TNGs?

Try saving the bin to a totally different filename. Also, try renaming the names.bin before you save the actual bin. Are you sure, you are using the files that were in the latest zip?

[Updated on: Thu, 12 June 2008 11:57]


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Re: ChocolateBox [message #42322 is a reply to message #42314 ] Thu, 12 June 2008 12:49 Go to previous messageGo to next message
morerunes  is currently offline morerunes
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oh, wait, I started using an old version because the control-move object didn't duplicate it


"All of the work, and none of the play, will surely provide for a speedy decay"
Re: ChocolateBox [message #42361 is a reply to message #42242 ] Thu, 12 June 2008 23:33 Go to previous messageGo to next message
BayStone  is currently offline BayStone
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driftking7050 wrote on Fri, 13 June 2008 03:47

driftking7050 wrote on Wed, 11 June 2008 05:11

i get the program has encountered an error and needs to close dialog followed by this error box


index.php?t=getfile&id=6255&private=0



any help?


Vista... are you on a 64bit system? Everything else in order? Where does it actually crash? Does FE or AE work?


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Re: ChocolateBox [message #42623 is a reply to message #41627 ] Sat, 14 June 2008 18:31 Go to previous messageGo to next message
morerunes  is currently offline morerunes
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Feature Requests: Merging FMPs and "effect viewer" (just show pictures or video files of the effect, you don't need to write an effect player), and also a back-up feature (so you just right click on the file in the file list and say back up, or say roll back)

[Updated on: Sat, 14 June 2008 18:32]


"All of the work, and none of the play, will surely provide for a speedy decay"
Re: ChocolateBox [message #42779 is a reply to message #41627 ] Mon, 16 June 2008 00:26 Go to previous messageGo to next message
BayStone  is currently offline BayStone
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MacJamus wrote on Mon, 16 June 2008 09:34

Changes i do to the maps on ChocolateBox don't change the actual maps in game. everything else works fine except this. the maps save and when i re-open them on ChocolateBox the changes i made are still there but not in the game. Am i doing anything wrong?


By maps, do you mean the normal mode or the walk mode?

Did you use freeroam, AE and stuff before this? Check these in the Fable folder:

* userst.ini for UseLevelWAD=FALSE
* FinalAlbion.WAD is not in the data\Levels folder

Did you use Save and Run Fable?


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Re: ChocolateBox [message #42782 is a reply to message #42779 ] Mon, 16 June 2008 03:14 Go to previous messageGo to next message
BayStone  is currently offline BayStone
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MacJamus wrote on Mon, 16 June 2008 12:10

i mean When i go to save the changes to userst it comes up with Cannot create the C:\Program Files\Microsoft Games\Fable - The Lost Chapters\userst.ini file, Make sure the pathway is correct.


"it" = what? Is the UseLevelWAD in there?

MacJamus wrote on Mon, 16 June 2008 12:10

and yes i used freeroam and AE before this and i also use Save And Run Fable. FinalAlbion.wad is in the leves folder.


Well, the FinalAlbion.wad file cannot be there. Rename it. it'll use that instead of the actual level files.

Hmm...

[Updated on: Mon, 16 June 2008 03:16]


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Re: ChocolateBox [message #42907 is a reply to message #41627 ] Tue, 17 June 2008 09:58 Go to previous messageGo to next message
BayStone  is currently offline BayStone
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driftking7050 wrote on Tue, 17 June 2008 19:56

ok new error. i tried cbox on my other pc and came up with this.

index.php?t=getfile&id=6370&private=0


It wasn't able to initialize the graphics mode, your graphics card probably didn't meet the requirements. What is your graphics card?


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Re: ChocolateBox [message #42913 is a reply to message #41627 ] Tue, 17 June 2008 11:03 Go to previous messageGo to next message
BayStone  is currently offline BayStone
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driftking7050 wrote on Tue, 17 June 2008 20:14

just onboard graphics for my old pc.

btw can you figure anything out from my old error report as to why it wont run. XP Pro Sp2 incase you're wondering.


It's related to a compability issue. Make sure the .NET, DirectX is up-to-date, etc.

Why did the screenshot look like Vista?

[Updated on: Tue, 17 June 2008 11:05]


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Re: ChocolateBox [message #42914 is a reply to message #41627 ] Tue, 17 June 2008 11:04 Go to previous messageGo to next message
morerunes  is currently offline morerunes
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FEATURE REQUESTS:

object clone: you pick an object, and it clones it, making another of every necessary CDef and property for that type of object (so if it's a weapon, then it would set up a clone of that weapon using cloned CWeaponDef, CObjectAugmentationsDef, graphic, texture, text entries, CInventoryItemDef, CStockItemDef, all being exactly like the one you based it off of)

CDef auto-sort

a "new" button at the top of entries that will clone that specific entry

display the id at the top of .bin entries, like in big entries, so I can copy and paste the id

marker placement separate from teleporter object placement in "new teleporter" so it's easier to make stuff like doors into teleporters.

[maybe? not a big deal]syntax highlighting for cutscene scripts


"All of the work, and none of the play, will surely provide for a speedy decay"
Re: ChocolateBox [message #42917 is a reply to message #42914 ] Tue, 17 June 2008 11:08 Go to previous messageGo to next message
BayStone  is currently offline BayStone
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morerunes wrote on Tue, 17 June 2008 21:04


marker placement separate from teleporter object placement in "new teleporter" so it's easier to make stuff like doors into teleporters.


Explain. Smile


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Re: ChocolateBox [message #42918 is a reply to message #42917 ] Tue, 17 June 2008 11:18 Go to previous messageGo to previous message
morerunes  is currently offline morerunes
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Click new teleporter, then place the teleporter, then it would continue like normal by opening the new window and you place the destination object, but then you place the destination marker, and then if you make it two way you would have to place the second marker, instead of it being automatic

thanks for listening, I know I'm asking a lot Smile


"All of the work, and none of the play, will surely provide for a speedy decay"
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