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Re: New here [message #61217 is a reply to message #61216] Thu, 27 January 2011 02:29 Go to previous messageGo to previous message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Open FableExplorer, double-click graphics.big, find and open the entry you wish to export. There will be a button for exporting meshes. It will not be the ones that say subheader or entry data, it will be lower. I forget where it is exactly, and I'm not in the mood to open FE just to find out.

Few notes:
The model doesn't start out as DirectX. The raw data is a proprietary format, FableExplorer converts it to DirectX on export but sometimes a few things are lost in the conversion. This has to do with Fable using custom floating points. This usually comes in the form of UV coordinates being off a little bit or by astronomical amounts. Sometimes a vertex will be in the wrong place. On rare occasion, skinweighting will be a little inaccurate. Most of the time, you won't even notice these things.

Some of the models have frame names that aren't supported in DirectX and require that you change the name so that you can actually use it. Thread.

Autodesk 3DS Max requires DirectX import/export plugins. mofo Xporter plugin for import/static export and Andy Tather's Pandasoft plugin for animated export. Blender should already have plugins but don't expect to get Blender meshes back in Fable unless you're really, really good. And Microsoft's DirectX SDK includes a DirectX viewer.
 
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