Fable: The Lost Chapters Mod Scene
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Re: ChocolateBox [message #69128 is a reply to message #69115] Thu, 18 July 2013 12:34 Go to previous messageGo to previous message
Sparrow
Messages: 562
Registered: March 2011
JohnDoe wrote on Thu, 18 July 2013 01:52

At the risk of littering Bay's thread, I'll explain. Bay should have the capacity to clean up the thread if he wants. Smile

Sparrow wrote on Wed, 17 July 2013 15:28

I don't need a damn landscape. Lol how do u make a new map? I wanna make one! Razz
-
Sorry if I'm sounding like a brat lol I just wanna be the very best. Like no one ever was.

Simple. I'll walk you through it.

Take a map. Let's say FrescoDome. We're going to copy and paste the LEV and TNG for this map, renaming them to... FresnoDome. Note the spelling. Let's adjust the WLD to include our new map.


NewMap 399;
MapX 32320;
MapY 32320;

LevelName "FinalAlbion\FresnoDome.lev";
LevelScriptName "FresnoDome";
MapUID 1000001;
IsSea FALSE;
LoadedOnPlayerProximity TRUE;
EndMap;

NewRegion 142;
RegionName "FresnoDome";
NewDisplayName "TXT_REGION_FRESNO_DOME";
RegionDef "REGION_FRESNO_DOME";

AppearOnWorldMap;
MiniMapGraphic MINIMAP_FRESNODOME;
MiniMapScale 1.0;
MiniMapOffsetX 7.0;
MiniMapOffsetY -6.0;
WorldMapOffsetX 448.0;
WorldMapOffsetY 320.0;
NameGraphicOffsetX 0.0;
NameGraphicOffsetY 0.0;
ContainsMap "FinalAlbion\FresnoDome.lev";
EndRegion;



Large numbers will prevent overlap with existing maps, keep these numbers divisible by 32. Good practice, use a personal 3 digit number in your coords for a reason explained in the next line.
UIDs over 1000000 will prevent conflict with existing maps. A good practice would be to include a personal 3 digit number at the start to prevent conflict with other created maps from other members... if we can ever do this on a large and wide scale.
Create these entries.
And note the AppearOnWorldMap - this allows for cullis gates should you want to use one on the map. Speaking of...

You can add a new map section "NEWMAP 399" in the GTG. This is where you will put cullis gates, holy sites, region entrances and region exits.

Flip UseCompiledWorldFiles in userst.ini to FALSE, this bypasses the bwd so that the game only uses the wld.

Rename the STB. Load Fable. No crash? You have a new map! Now if only it had a landscape, one that we could modify, and if only we could change the navdata. Then custom mapping would be fully complete and the possibilities would be endless. Next to this, being able to modify gameflow and quests, and create and invoke completely new and custom cutscenes, then we would have a game that can be truly modded.

Why isn't this in the tutorials section?


Are you shpongled?
 
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