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XML Unknowns [message #55097] Thu, 26 November 2009 18:19 Go to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Can't find the old threads for this. Confused
It's an important thread to have, so...

Control CRC and type: A7ACBD31; boolean.
Used in: REGION entries.
What it does: Disables shadows for levels using that REGION (as defined in WLD/BWD).

0 = Shadows.
1 = No shadows.

Example: Fresco Dome.
Marcopolo wrote on Mon, 13 February 2006 00:01

i need help ive figured everything else out but the shadows in the town im making arent appearing and i know that things are supposed to have self shadowing
do you know any reason why it might be screwed
is it defined by some camera point scripted spline or something

nvm i figured it out, the chamber of fate was never made to be a town so they got lazy and didnt put shadows in also the stupid doors dont appear Evil or Very Mad
And now we know.

Please, if anyone finds anything, throw it in here. After a while (when there's enough unknowns to label), I'll test and implement the changes in the FE/CBox XMLs.
Re: XML Unknowns [message #55098 is a reply to message #55097] Thu, 26 November 2009 18:44 Go to previous messageGo to next message
James Butts is currently offline  James Butts
Messages: 148
Registered: February 2008
Not that important but the title and description entry labels are fucked up, just go to any weapon and take a look.

Dammit
Re: XML Unknowns [message #55099 is a reply to message #55098] Thu, 26 November 2009 19:09 Go to previous message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
James Butts wrote on Thu, 26 November 2009 20:44

Not that important but the title and description entry labels are fucked up, just go to any weapon and take a look.
And I'll fix that on my next xml fix session. Also a bunch of script.bin stuff that needs to be revised a bit, float <-> uint and etc.

It'd be a good idea to get all these minor fixes in now, I can't remember where they all are.
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