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Hal Sword [message #52242] Sun, 21 June 2009 11:08 Go to next message
Kobra is currently offline  Kobra
Messages: 9
Registered: May 2009
Hello All first this is my First Mod for Fable TLC and I would like some help with it I want to make it so you can Buy this Sword it is Basically the Legendary Hal Sword from Fable 2 I am using the Aeon Sword as the Base Info for this as I was not sure how to do it right.

Below is a Side view of the Blade I am working on top view as I type this I do not have any Ingame shots as yet as I am not there yet with my modding skills

index.php?t=getfile&id=7983&private=0

Re: Hal Sword [message #52246 is a reply to message #52242] Sun, 21 June 2009 14:25 Go to previous messageGo to next message
morerunes is currently offline  morerunes
Messages: 2154
Registered: June 2007
Location: My desk

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It looks good from first sight, but I have found a number of problems right off the bat.

First of all, did you want the blade to be transparent? If so, you should load the texture as DXT3, not DXT1. Also, since you loaded it in DXT1, you need to make sure that the texture is not transparent, and that the alpha value is set to 0, not 1.

index.php?t=getfile&id=7985&private=0

Secondly, in the model entry, you need to set alpha value to 1 if you want to have transparency, and max texture layers to be 1 also.

index.php?t=getfile&id=7986&private=0

After that it should work though, as long as your texture is working right and the model isn't broken
  • Attachment: example.png
    (Size: 27.00KB, Downloaded 3647 times)
  • Attachment: example.png
    (Size: 38.60KB, Downloaded 3632 times)


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

[Updated on: Sun, 21 June 2009 14:25]

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Re: Hal Sword [message #52251 is a reply to message #52246] Mon, 22 June 2009 09:56 Go to previous messageGo to next message
Kobra is currently offline  Kobra
Messages: 9
Registered: May 2009
I did not want the blade to be transparent but now you have said about it I may look in to making it so it is translusent rather then transparent that way you can still see what you are hitting with

also can you give me a pointer as to getting it as Buyible from shops so I can test it out fully

*************** EDITED PART ***************

ok I have made a newer version now has its on damage amount and Augments

Hal_Sword_2.fmp is none compress one
Hal_Sword_3.fmp is compressed one


*************** ReEDITED PART ***************
Correct Mesh Mistake I made it appears not to be using the Texture any help with this would be welcome

[Updated on: Mon, 22 June 2009 12:56]

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Re: Hal Sword [message #52256 is a reply to message #52251] Mon, 22 June 2009 17:06 Go to previous messageGo to next message
jwc2200 is currently offline  jwc2200
Messages: 845
Registered: March 2008
Location: Texas

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This thread will tell you how to add items to shopkeepers:
http://forums.projectego.net/teyrs-little-shopkeeper-modific ation-primer-dummies-6327/

My thread deals with pricing, but more importantly it has a complete list of shopkeepers, if you need it:
http://forums.projectego.net/change-traders-price-percentage -charged-7883/


Re: Hal Sword [message #52264 is a reply to message #52256] Tue, 23 June 2009 10:20 Go to previous messageGo to next message
Kobra is currently offline  Kobra
Messages: 9
Registered: May 2009
What about the Texture Trouble I am having any help there as you can see by the Pictures below


index.php?t=getfile&id=8001&private=0index.php?t=getfile&id=8003&private=0

[Updated on: Thu, 25 June 2009 09:22]

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Re: Hal Sword [message #52285 is a reply to message #52246] Thu, 25 June 2009 05:31 Go to previous messageGo to next message
morerunes is currently offline  morerunes
Messages: 2154
Registered: June 2007
Location: My desk

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morerunes wrote on Sun, 21 June 2009 16:25

...

Secondly, in the model entry, you need to set alpha value to 1 if you want to have transparency, and max texture layers to be 1 also.

index.php?t=getfile&id=7986&private=0

After that it should work though, as long as your texture is working right and the model isn't broken


Are you sure you have the right ID in the texture id box?


"All of the work, and none of the play, will surely provide for a speedy decay"
Re: Hal Sword [message #52291 is a reply to message #52285] Thu, 25 June 2009 09:18 Go to previous messageGo to next message
Kobra is currently offline  Kobra
Messages: 9
Registered: May 2009
this is what I have with my fable explorer (shadownet build)
as far as I can see they are set for the right texture

index.php?t=getfile&id=7999&private=0
index.php?t=getfile&id=8000&private=0
  • Attachment: Hal_Blade.png
    (Size: 11.34KB, Downloaded 3324 times)
  • Attachment: hal_hilt.png
    (Size: 11.33KB, Downloaded 3389 times)
Re: Hal Sword [message #52292 is a reply to message #52291] Thu, 25 June 2009 09:25 Go to previous messageGo to next message
morerunes is currently offline  morerunes
Messages: 2154
Registered: June 2007
Location: My desk

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you need to set Max Texture Layers to 1

"All of the work, and none of the play, will surely provide for a speedy decay"
Re: Hal Sword [message #52293 is a reply to message #52292] Thu, 25 June 2009 09:53 Go to previous messageGo to next message
Kobra is currently offline  Kobra
Messages: 9
Registered: May 2009
ok done that but now the texture is showing up wierd on the sword


index.php?t=getfile&id=8004&private=0

as you see above that is the trouble I am having now
Re: Hal Sword [message #52294 is a reply to message #52293] Thu, 25 June 2009 11:03 Go to previous messageGo to next message
morerunes is currently offline  morerunes
Messages: 2154
Registered: June 2007
Location: My desk

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flip it horizontally and rotate 180 degrees, then re-load the texture

"All of the work, and none of the play, will surely provide for a speedy decay"
Re: Hal Sword [message #52295 is a reply to message #52294] Thu, 25 June 2009 12:15 Go to previous messageGo to next message
Kobra is currently offline  Kobra
Messages: 9
Registered: May 2009
did as you suggested and it works on one side but not on the other so I guess I got to retexture the underside so I can get it to work

[Updated on: Thu, 25 June 2009 13:09]

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Re: Hal Sword [message #52840 is a reply to message #52242] Sun, 19 July 2009 00:55 Go to previous messageGo to next message
cAB0o0se is currently offline  cAB0o0se
Messages: 2
Registered: July 2009
I feel kinda out of place just popping in and suggesting something as my first post, and it looks nice so far by the way, but wouldnt it be a whole lot easier and more (not sure if this is the proper term) "realistic" to pull the model from halo 2, along with the textures, seeing as thats what hals sword was based from anyway, or are we against borrowing other games items? which would make perfect sense, anyway just a suggestion keep up the good work Surprised
Re: Hal Sword [message #52854 is a reply to message #52840] Sun, 19 July 2009 12:39 Go to previous messageGo to next message
Kobra is currently offline  Kobra
Messages: 9
Registered: May 2009
that Would technically be Illegal to do that as it is work from company and not my personal work sorry I have not been around much lately people I had some RL bits to sort out
Re: Hal Sword [message #54550 is a reply to message #52854] Fri, 09 October 2009 11:28 Go to previous messageGo to next message
nicomon is currently offline  nicomon
Messages: 199
Registered: November 2007
Location: Zearth
People rip models from Oblivion and WoW all the time. Unfortunately, we don't have program for ripping from halo

I divided by zero and survived.
Two of Diamonds, people. This is important.
Re: Hal Sword [message #54551 is a reply to message #54550] Fri, 09 October 2009 11:37 Go to previous messageGo to next message
OldBoy is currently offline  OldBoy
Messages: 1112
Registered: October 2005
Location: Groningen

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Ripping models from halo isn't so hard if I recall correct.
Don't know about Halo 2 though. But my guess is that it can be done.

It seems to me that halo stuff is out of place in Fable, but hey; that doesn't mean it can't be done.


http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.
Re: Hal Sword [message #54553 is a reply to message #54551] Fri, 09 October 2009 12:27 Go to previous messageGo to next message
Kobra is currently offline  Kobra
Messages: 9
Registered: May 2009
here is my reason for doing it

http://fable.wikia.com/wiki/Hal%27s_Rifle

http://fable.wikia.com/wiki/Hal%27s_Sword

http://fable.wikia.com/wiki/Hal%27s_armor

now tell me Halo stuff is not in Fable 2 I thought may it in Fable one

if some one can make the Hal Armour I would be greatful
Re: Hal Sword [message #54557 is a reply to message #54553] Fri, 09 October 2009 20:33 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
He said it's out of place in Fable, not that it isn't in Fable II. And I agree with him.
Re: Hal Sword [message #54582 is a reply to message #54557] Sat, 10 October 2009 21:14 Go to previous message
nicomon is currently offline  nicomon
Messages: 199
Registered: November 2007
Location: Zearth
I think the gravity hammer is the only one that even slightly fits with fable. and that's only because what it does can be explained in fable terms.

I divided by zero and survived.
Two of Diamonds, people. This is important.
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