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About Fablecrafter

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  • Birthday 07/18/1989

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    Discord: CJ#2368
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    - Fabled Halls - North East Deliverance


  • Deliverance
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  1. Alright, figured it would work like how Minecraft's resource packs do, that the models wouldn't be loaded via pack, unless they were included in the pack itself, but if that's not how it was being done, guess that makes sense, thanks for the help ^^
  2. So even if I'm not replacing the .wom with something new, I still need the original? *Edit* - So I added the .wom's to the pack and so far all the things are working, with the exception of stone walls thus far... wooden walls seem to be working, not sure what I'd be missing for the stone ones though at present...
  3. hmm... having some trouble playing around with this atm, trying to get just the textures changed for forges and other models ingame, yet the lines are too complex for me to understand what I really have to tweak. Figured I wouldn't really have to tweak anything, long as I used the same folder structure as the original graphics.jar, but they aren't showing up ingame (still using the default textures) These are the lines that I'm referring to, just not sure what I have to tweak here, as I'm only replacing textures, not any models.
  4. I'm sure it's been asked, but was curious about how accounts will be working for the Steam release, like I know that existing accounts are planned to eventually be able to travel to the Steam servers, once everything has settled down and has been worked out. What I want to know is, will we be able to use our existing accounts and start at the base levels on the Steam servers, or do we have to create entirely new ones, or will there be some sort of login via our Steam ID instead?
  5. May seem odd, but I actually like this idea myself, cause sometimes I find myself feeling lazy and set keybinds to do stuff, just so I don't have to open the context menus to find an option, so this'd be a welcome option to me, could even make it a toggle-able option that starts disabled, and if people want it, they could enable it.
  6. Hey, sorry, but I'm taking a break from the project, and the game right now, haven't really had any progress in a while on it, and when I do get back to it eventually, I'll be changing the format of it all so that it'll work with the mod loader instead, sorry that I hadn't posted about taking a break, for anyone else that's been curious.
  7. I would like to see this, especially with the third person camera option coming now, could be a nice change to how the game feels imo
  8. Alright, thanks for letting me know ^^
  9. Just curious, for the Resource Pack Creation, if we haven't altered a texture in any way from how it default maps in the game, and that it isn't a new one, just replacing an existing one, will we be still required to have the mappings.txt for it?
  10. Glad to see the modloader myself, will help with my work on a texture pack for WU ^^ Just also sad that we won't see content updates, especially some of the recent stuff WO has gotten
  11. Was glad that @Steveleeb, had shared this to me, so that I could see the reaction when you entered Fabled Halls, I'm glad that it's that impressive to people seeing it for the first time But I have to credit a huge amount of the work done on it to @Shydow, he had done an insane amount of the mining, including removing all the veins that were in the way, most of what I'd done was the planning work for this, as well as helping with some of the mining when I could outside of a full time job in real life. Also, as Steveleeb, had said, it is still under construction, much to do yet, not sure if it will have a housing area to it, but at some point was kinda planning on it being some sort of trading hub, or a crafting guild of some manner, the plan was to be a public access area for people though, regardless ^^
  12. Just wanted to post a little update, that I'm still currently working on this project, just won't be doing any update posts on progress until I know more about the Mod Loader, that's supposed to be coming to Wurm Unlimited, hopefully at that stage, if they change how texture edits are handled, I'll be able to release an alpha version of the pack for everyone to try, as well as revamp the post to clean it up a bit and include more of the progress I've made since the last update
  13. It's been quite a while since I added the poll for the log cabin walls, or to stick with regular wooden walls, and I'm also back to working on this project, so I decided to go with what the highest vote was, and that was for Log Cabin Walls, so I got a quick example of them done up already, though I feel the boards that overlap the logs need more detail, so that'll be a bit of tweaking yet, hope you all enjoy the first look at them