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New weapon from an existing mesh?

  • Thread starter Thread starter DragonsFire
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DragonsFire

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New weapon from an existing mesh?

I was having a look at droded's tutorials and was wonder if it was possible to make a new wep from scratch using an existing mesh? O.o or is that what the tute does,(i never really read it through fully...:blush: )
 
Re: New weapon from an existing mesh?

Possible? Yes. Alot of people have done it, if you check the modding site. Hard? You bet! It is alot harder than just to edit one, and editing one will basicly make it a "new" weapon anyway. You can give it a new name, appearance, damage and agumentations.

So what I am trying to say is: If you follow Drooded's Tutorial, you can pretty much mold a existing weapon into pretty much what you want, making starting from scratch rather unnecessary.
 
Re: New weapon from an existing mesh?

I don't recommend you try it unless the guinea pig (ME) Has figured it out. It screwed up my game forever, and am now trying to fix it.

However I will post a guide as to how to make a fishing rod or a shovel a weapon. In fact, I think any object which is not too big will work.
 
Re: New weapon from an existing mesh?

You'd also need 3-D max or some other type of software as well as some plugins to make the weapons compatible with Fable system files.
 
Re: New weapon from an existing mesh?

Indeed. However I tried to actually make the chicken- animated and all a weapon lol>.< HUGE mistake!
 
Re: New weapon from an existing mesh?

droded;64141 said:
Indeed. However I tried to actually make the chicken- animated and all a weapon lol>.< HUGE mistake!
That would have been funny as hell to see, just like the Chicken Gun in Dungeon Siege! (That's what I hope to see in F2, GUNS! I love my guns!)

Haven't you just tried simply uninstalling the game, deleting all fable files, and reinstalling it to fix it? If you have and that didn't work, never mind. lol

I had to reinstall a couple of times after I really screwed up the game from messing around with the wrong files. LOL
 
Re: New weapon from an existing mesh?

As long as you don't want a new model, making a new weapon is pretty easy, but rather time consuming. First of all, back up your fable files, it's all too easy to wreck your game and then blame any honest advice you were given. If you're ready to take the risk, read on.

First open up OBJECT_WEAPON_WITH_MODEL_YOU_WANT and press 'Export', save with a suitable name (you'll be saving a few of these later on so use self-explanatory names, ideally in their own folder), you don't need an extension. Then right click on game.bin and select new entry, press 'Select Data File' and select your saved file, enter OBJECT under type and enter a valid symbol name such as OBJECT_MY_WEAPON (I'm not sure how important symbol names are, but some messing around revealed that they can crash FE). Now find and open up your entry (should end up somewhere near the the top of the list), it's an exact copy of the sword you used.

Now you can change any values in it. But to change values in links, you'll have to create new entries and link to them, since all links link to entries the weapon you copied used. For example, if you want to rename your weapon, you'll need to create a new entry in CIinventoryItemDef and link to it, and then, in turn, link this to another new entry under text.big containing the sword's name.

When linking, just note the entry ID (number to the left of an entry) and copy it into the required box (for CDefs, the one next to CDataDefEntry).

The differences in adding new entries under text.big (and some other files) is that you have to right click on TEXT_ENGLISH_MAIN instead of text.big for the new entry option, and then only enter symbol name and type (you can change this later, as well as the symbol name). You'll then have to import both 'Sub Header' and 'Entry Data' as explained above from a conveniently similar entry, then edit it as you please.

This may sound complicated, but mess around in FE long enough and it'll become second nature.
 
Re: New weapon from an existing mesh?

Check my Help. thread Neutron.
 
Re: New weapon from an existing mesh?

ok so i have the model and all (summoner sword), but i want to retexture it?
what is the number for the summoner sword? or if possible is there a link from the blue writing... CWeaponDef... stuff... area?
:blush:
 
Re: New weapon from an existing mesh?

Sorry for taking so long to answer, but I've only just got the hang of retexturing (as in linking textures to meshes, not just altering an existing texture). My advice may not be exact, as I'm doing this by recollection (my internet is borked, so I can't post from home), but you should get the idea. You could do this 2 ways:

The simple way is to find the texture of the summoner's sword under textures.big, click save as, choose filename/filetype, edit it using a program of your choice (if you don't have it, Gimp is great). Then in FE, open up the summoner sword texture entry, press load, and choose your edited texture, remembering to import using DXT3. This will work fine but summoners will now have the same texture on their swords as you.

If you want your sword's texture to be unique, create new entries under both graphics.big and textures.big. Now, using the directions in my previous post, import the mesh and texture of the summoner sword into their respective entries. Load your edited texture into the texture entry and apply changes. Now open up the mesh, select the tab labeled textures, there should be a few, select base texture and in the right pane, change the number next to ID to the ID of your texture (open up you texture entry for this). You now have a new mesh, with it's own unique texture. You may now replace the mesh of a sword you own with this mesh, or (if you're feeling adventurous) create an entirely new sword :D

Hope this is clear enough, feel free to ask any questions.
 
Re: New weapon from an existing mesh?

Last time I tried to retexture the moon, I had to reinstall fable.
 
Re: New weapon from an existing mesh?

Sephiroxas;65968 said:
Last time I tried to retexture the moon, I had to reinstall fable.
Did you manage it in the end? I remember seeing some screenshots somewhere of a retextured moon.
 
Re: New weapon from an existing mesh?

Pilgrim;65979 said:
Did you manage it in the end? I remember seeing some screenshots somewhere of a retextured moon.

yeah. I saw them too. One had a skull on it. I tried to put a screenshot of the Jack of Blades, since y'know he's always watching and all. But no I didn't try again. I might but I really don't want to go through all that again:ninja:
 
Re: New weapon from an existing mesh?

I ****ed around with it once... 3 weeks ago... Fable is now corrupt, in my recycle bin, with my CD drive no longer in my laptop...
 
Re: New weapon from an existing mesh?

Sephiroxas;65991 said:
yeah. I saw them too. One had a skull on it. I tried to put a screenshot of the Jack of Blades, since y'know he's always watching and all. But no I didn't try again. I might but I really don't want to go through all that again:ninja:
I can sympathise, though I've never actually had to reinstall yet, guess it's just a matter of time...

droded;65992 said:
I ****ed around with it once... 3 weeks ago... Fable is now corrupt, in my recycle bin, with my CD drive no longer in my laptop...
So your Fable is uterly gone? There must be something you can do:(
 
Re: New weapon from an existing mesh?

Shortcut:

FE supports renaming entries.

Change entry, Rename entry. double click the game.bin to refresh the tree. Add renamed item to FMP. As long as you don't "save and run" you can exit out to cancel the changes and then load the fmp for the new item.

;)
 
Re: New weapon from an existing mesh?

Keshire;66113 said:
Shortcut:

FE supports renaming entries.

Change entry, Rename entry. double click the game.bin to refresh the tree. Add renamed item to FMP. As long as you don't "save and run" you can exit out to cancel the changes and then load the fmp for the new item.

;)

+rep for helping out :cool:
 
Re: New weapon from an existing mesh?

Keshire;66113 said:
Shortcut:

FE supports renaming entries.

Change entry, Rename entry. double click the game.bin to refresh the tree. Add renamed item to FMP. As long as you don't "save and run" you can exit out to cancel the changes and then load the fmp for the new item.

;)
Nice tip, it'll save me a lot of time. +rep
 
Re: New weapon from an existing mesh?

Tsuyu;64103 said:
Possible? Yes. Alot of people have done it, if you check the modding site. Hard? You bet! It is alot harder than just to edit one, and editing one will basicly make it a "new" weapon anyway. You can give it a new name, appearance, damage and agumentations.

So what I am trying to say is: If you follow Drooded's Tutorial, you can pretty much mold a existing weapon into pretty much what you want, making starting from scratch rather unnecessary.

hard, nah

time consuming very

it's really just a huge amount of exporting/importing and creating new entries

you can always jut make a new weapon by exoprting an existing texture and changing that then making a copy of the original weapon and then telling the new one to apply the new textures:D
 
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