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Bereaver ID Request [message #68043] Fri, 12 April 2013 05:34 Go to next message
downward00 is currently offline  downward00
Messages: 10
Registered: April 2013
Doing some re-texturing on my Hero's Bereaver and now it seems to have completely gone haywire in rainbow discoloration, by way of accidentally messing around with the graphic ID's in the Object folder in my FE.

[CODEhttp://i1344.photobucket.com/albums/p646/downward00/badpic_zpse896c1af.png[/CODE]


If that's not enough, I forgot to back it up while I was doing it too.


So my request, if it's not too much trouble is if someone can look into their FE for 5524_OBJECT_legendary_broadsword_02, then go under the links to ModelID's in the GRAPHIC folder, and tell me the proper Material id's for all the numbers that I have screwed up.


Here are my ID's;


http://i1344.photobucket.com/albums/p646/downward00/Weapon1_zps77cc7fe7.pnghttp://i1344.photobucket.com/albums/p646/downward00/weapon3_zps36edc21b.pnghttp://i1344.photobucket.com/albums/p646/downward00/weapon2_zpsde88c791.pnghttp://i1344.photobucket.com/albums/p646/downward00/weapon4_zps9a821791.pnghttp://i1344.photobucket.com/albums/p646/downward00/skull1_zpsba90125d.pnghttp://i1344.photobucket.com/albums/p646/downward00/skull2_zpsa3bc9bc5.pnghttp://i1344.photobucket.com/albums/p646/downward00/skull3_zps2dcd245a.pnghttp://i1344.photobucket.com/albums/p646/downward00/skull4_zpsd4528fbc.pnghttp://i1344.photobucket.com/albums/p646/downward00/tri1_zps6e8438ae.pnghttp://i1344.photobucket.com/albums/p646/downward00/tri2_zpsce063cc5.pnghttp://i1344.photobucket.com/albums/p646/downward00/tri3_zps9724ab4a.png




Quite a bit I know, but I do not know how to get the original codes otherwise. Unless I there is a way the revert the process, without undoing all the mod's I have already done to the system. Any advice or help is appreciated.

Re: Bereaver ID Request [message #68044 is a reply to message #68043] Fri, 12 April 2013 18:56 Go to previous messageGo to next message
morerunes is currently offline  morerunes
Messages: 2154
Registered: June 2007
Location: My desk

Administrator

Usually when that happens it's just that the texture was corrupted. Delete the entry for the texture and try again

"All of the work, and none of the play, will surely provide for a speedy decay"
Re: Bereaver ID Request [message #68045 is a reply to message #68044] Fri, 12 April 2013 21:14 Go to previous messageGo to next message
jwc2200 is currently offline  jwc2200
Messages: 841
Registered: March 2008
Location: Texas

Administrator

We talked about this a long while back.
Quote:


I tried that, it didn't work. The duplicate nor the salt.

I should have said this in my previous post. The way I finally fixed it was to save the Bereaver bmp as a png, then apply it in FE as a DXT-3 w/ Alpha-1.


Full thread:
http://fabletlcmod.com/forum/index.php?t=msg&goto=64161& amp;&srch=bereaver#msg_64161

ALSO, and this will undo mods, like you don't want to do, but it is better than nothing.
Quote:

[spoiler]


If you did not make backs before you started read this:

Toggle Spoiler



Re: Bereaver ID Request [message #68046 is a reply to message #68044] Sat, 13 April 2013 00:12 Go to previous messageGo to next message
downward00 is currently offline  downward00
Messages: 10
Registered: April 2013
Thanks guys I solved the problem. The texture worked fine when I tried reloading the texture as a DTX3 and added Alpha as 1, but then I then encountered a problem with a glowing fuzzy aura around the blade and handle. So I worked around my graphics some more, by going back and forth through the game until the design fit well. I won't into specifics on what numbers I used, but it started functioning as soon as I changed some of the alpha values in graphic degenerate triangles, and the alpha values in graphic weapon.

Just wanted to say this is a great site, and I am having as much fun as when I first started. One suggestion is to update up your wiki section as some of the basic information seems to be missing.

I now have a problem figuring out how to make the augmentation effect a light one-handed sword, compared to a heavy two-handed sword, because right now, only one side of the sword glows due to the effect of the heavy sword id's. Any ideas how to cover the whole blade in flame?

Here's what the sword (texture fixed) and effects now look like on both sides;

http://i1344.photobucket.com/albums/p646/downward00/GoodPic_zps1d4a3c21.png

http://i1344.photobucket.com/albums/p646/downward00/badpic2_zps25d0b636.png

[Updated on: Sat, 13 April 2013 00:22]

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Re: Bereaver ID Request [message #68066 is a reply to message #68043] Wed, 17 April 2013 20:27 Go to previous messageGo to next message
downward00 is currently offline  downward00
Messages: 10
Registered: April 2013
--BUMP--


Still looking for a way to spread the flame throughout the blade, and help or advice is appreciated.

Re: Bereaver ID Request [message #68069 is a reply to message #68066] Thu, 18 April 2013 11:32 Go to previous messageGo to next message
morerunes is currently offline  morerunes
Messages: 2154
Registered: June 2007
Location: My desk

Administrator

You can't really, except by moving the effect helpers in the mesh. There is no way to increase the radius of the effect, except by doing a lot of advanced tweaking.

"All of the work, and none of the play, will surely provide for a speedy decay"
Re: Bereaver ID Request [message #68071 is a reply to message #68043] Thu, 18 April 2013 12:33 Go to previous message
downward00 is currently offline  downward00
Messages: 10
Registered: April 2013
I see. Too bad, I guess I'll have to live with it then, because it seems like too much effort if for this one sword. Okay, well thanks anyways.
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