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Re: Looking for a Tutorial [message #40983 is a reply to message #40982] Thu, 08 May 2008 16:32 Go to previous messageGo to previous message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
It's important to learn how the maps and regions are laid out and how they work, as well as the general idea of how .TNGs and .LEVs work before you go into the more complex things.

.WLD
Tells Fable which .LEVs are which maps and where they are and what .TNGs are used with which .LEVs.
Also tells Fable which maps make up a certain region.

Tools to edit the .WLD: Albion Explorer can edit it, pretty much just "Sees" to "Contains" though. It's a text file and can be opened with any text editor.

.TNG
Tells Fable what game.bin objects, buildings, creatures, things, whatever is on the map it's assigned to and where on the map.

Tools to edit the .TNGs: Albion Explorer, TNG Parser (was that ever needed?), there was a 2D plotter some time ago, but they're text files, and can be opened with any text editor.

.LEV
Tells Fable the length and width of the map, what heights are used where on the map, and the dreaded navdata (still studying that mess).

Tools to edit the .LEVs: Albion Explorer; hex editor

.STB
Tells Fable where plant life is, what landscape models and textures to use where, but nothing has collision (sucks).

Tools to edit the .STB: Hah, you're on your own for that. You can use FE to import and export data and recompile, but truly, unless you're a mad wiz with hex-ray vision, just don't touch it.

graphics.big
Models. No landscape models.

Tools to edit the graphics.big: Using Fable Explorer, you can extract/import models, assign textures and edit model entry properties.

So I'm having a hard time trying to figure out what you mean when you mention Blender and landscape, spawning, etc. Blender's not needed for these things.

Once you have a better idea of how Fable uses all of these things, you'll probably be able to understand how to do what a lot easier.
 
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