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Re: Character run speed in FE [message #57011 is a reply to message #57005] Wed, 28 April 2010 18:14 Go to previous message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
jwc2200 wrote on Wed, 28 April 2010 18:52

I think the change to big really only helps you see which bigs and bins were changed by an fmp. It doesn't show details. This is useful to see which files to replace if an fmp causes problems, but I don't see any other advantage.
It also shows what specific entries were edited, and for advanced users (familiar with a hex editor), one can export the entry data from the entries in the FMP and then export the entry data of the original entry in the game.bin, then do a file compare between the two files, grab the CRC that comes before the differences (if it's a *.bin entry), look up the CRC in the def.xml, but that's a lot of hassle to find out specifically what was edited.

Another way to do it is to make a copy of the game.bin, load the FMP, then manually open the other game.bin in FE, then compare the edited entries to find the difference.

But either way in this case would be useless, because FE doesn't display the CAppearanceDef.


The conventional way is to export the CREATURE_HERO CAppearanceDef, open it using Silverback's CAppearanceDef Sucks tool, then find the walking/running animations and replace them with the animations of your choice.

There's another, faster way that might cause some problems but usually works out alright. Because FE decompresses the CAppearanceDef when exporting, you can open it in a hex editor and run find/replace operations to swap out animations. The numbers to find and replace will be the graphics.big IDs of the animations.

And a good way to find specific animations is with FE. Double-click graphics.big, find and open MESH_HERO, then scroll back near to the top to find the animations (I think they stop somewhere in the 3000s). Click and drag an animation entry over the preview window in the MESH_HERO entry, and the mesh will start looping that animation. If you're using ShadowNet FE, you can use the built-in search to find the walk/jog/run/sprint animations (search for walk and continue to click search until you find some with "HERO" in their names).

When you're done editing the CAppearanceDef, import it over the same entry (or duplicate the entry, import over the new one, then link it in the CREATURE_HERO entry, which ever), Save Mods and Run Fable and you're done.

I'm starting to confuse myself with this post, can't make sense of my words right now. See what you can get with that and if I messed up the advice or if it doesn't make any sense, let me know and I'll see if I can clear it up. For now, rest.
 
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