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#26
Estelindis

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I find that the CEP team tends to hang out on their forums much more, especially since their Bioware forum was combined with general custom content discussion on the Social site.

#27
Jenna WSI

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Sigh. Any idea why the robes are all clipping?

Modifié par Jenna WSI, 07 février 2011 - 05:30 .


#28
Fester Pot

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You need to make sure that the entires in your partsrobe.2da file match the names of the files you're using in the hak, otherwise clipping will occur. This happens when merging clothing HAKs, especially older ones, that use an older numbering system that newer NWN updates are now using.



If you add one new robe from a HAK and go to add it to your own custom partsrobe.2da file, you need to add a new line to partsrobe.2da.



So, as an example, let us say the new addition is line #39.



You copy and paste the robe line from the clothing HAK and paste the line to your own custom partsrobe.2da and renumber it to 39.



This is where clipping normally occurs. Although partsrobe.2da has been padded to include this new addition, the clothing files themselves also have to be renamed to now match your numbering sequence.



_six wrote...



Ah, here's your issue: your 2da line numbers should match up to the robe model numbers. So if you're adding your 2da lines at 39 and 40 you should rename the models to _robe039 and _robe040. Currently you not only have them set to different numbers, but the model numbers appear to overwrite standard robe models.



You should also open up the .mdl files in Notepad (or another text editor of your choice) and do a search and replace for the phrases _robe030 to _robe039 (replacing these numbers with the actual before and after renaming file names).



Oh and try not to be confused by the robe number given in the toolset. It's fairly arbitrary and you only need to make sure the robe numbers in both your 2da and the model files are the same.




I had the same issue in this thread and realized that clothing is not worth the hassle. After fixing the issue, I've stayed away from adding any new clothing. Pain. In. The. @ss.



FP!




#29
Calvinthesneak

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Fixing clothes is always worthwhile, giving players choice is always appreciated. Yes it can be a pain in the ass and extremely tedious at times, but few things I've found manage to please players more, especially since once it's done, it never needs touch up again, at least till they ask for *more* clothes.

#30
Jenna WSI

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Thanks! Since I didn't make either hak, I'm not sure how to tell. I'm looking at this robe 2da file and... I have no idea what to compare it to, to see if my robes match up. It appears to at a glance but obviously there's some issue going on. Even the bioware robes are clipping and those are not in my hak. Are they in CEP?

http://jenshumate.co...orage/parts.jpg

Also CEP has parts 2da in it, is that conflicting if I place the clothing hak with new 2das above it in the hak list?

Modifié par Jenna WSI, 07 février 2011 - 05:45 .


#31
Fester Pot

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Yup, they'll conflict.

You need to rip out the partsrobe.2da file from CEP and use this as a base for your custom HAK. This is the partsrobe.2da file you want to modify and ADD to it.

Jenna WSI wrote...
Even the bioware robes are clipping and those are not in my hak. Are they in CEP?


CEP 2.3 has no clipping as a stand alone HAK.

Whatever HAK you're adding at the TOP of CEP 2.3 is the problem.

Just remember, simply adding the required lines to partsrobe.2da will not be enough. You will need to rename all of the .plt and .mdl files to match the line number in partsrobe.2da for all new clothing additions, as well as the reference lines inside of the .mdl file itself.

I would start looking in this clothing HAK you're trying to add. It's most likely the *robe.mdl and *robe.plt that is using a numbering sequence that 1.69 / CEP 2.3 is using, and thus, clipping occurs. Basically, this clothing HAK is not compatible with CEP 2.3 or 1.69 or BOTH and you'll have to make it so, just like I had to with the Codi Dustman Robe.

FP!

Modifié par Fester Pot, 07 février 2011 - 06:07 .


#32
Jenna WSI

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Oooh. I think I get it now. And if the line isn't empty, choose a different number line?

#33
Jenna WSI

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Didn't work...
I moved my unique 2da robe lines into the empty CEP 2da robe lines and made a 2da hack with the parts files and placed it above CEP on the CC list. ALL robes are still clipping.

http://jenshumate.co..._parts_robe.2da

http://jenshumate.co..._parts_robe.2da

http://jenshumate.co..._parts_robe.2da

Edit: AND tried adding my parts file to the CEP hak itself, which also did not work.

Modifié par Jenna WSI, 07 février 2011 - 07:18 .


#34
Fester Pot

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Did you RENAME all of the .MDL and .PLT files for the UNIQUE clothing you're adding, as well as modify the file references INSIDE of the .MDL files?



Simply creating your own HAK with a modified .2da will not fix the clipping. You have to do EVERYTHING that Six quoted me to do.



FP!

#35
Jenna WSI

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I'm not sure what numbers to change them to. Like.. a new line on 199, if the original 2da file has a blank space on 199... I thought the clothing was still 199 and didn't need a change? I'm probably just missing something obvious. >.<

Modifié par Jenna WSI, 07 février 2011 - 07:40 .


#36
Calvinthesneak

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Look at this post I made a while back, it might not explain everything, but it was a short tutorial on how to move and renumber a part.



http://social.biowar...5064269#5065616

#37
Jenna WSI

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I still don't know what numbers to make the parts though, heh

#38
Fester Pot

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It all depends on what NEW lines you added to partsrobe.2da.



If the CEP 2.3 partsrobe.2da ENDS at say, line number 142, whatever clothing HAK you want to use, needs to be MERGED. So you take the CEP 2.3 .2da file and ADD lines from the clothing HAK to the bottom of your custom partsrobe2da file. That means, these lines would start at 143.



Now, the .mdl and .plt files from the clothing HAK, need to be RENAMED by you manually. So if the robes in the clothing hak are pfh0_robe039.MDL and pfh0_robe039.PLT as an example, you need to RENAME them to pfh0_robe143.MDL and pfh0_robe143.PLT.



Then you need to OPEN in a text editor, pfh0_robe143.MDL and look for pfh0_robe039 and CHANGE it to pfh0_robe143. You must do this for EVERY SINGLE robe you wish to add to the partsrobe.2da file.



The number reference you ADD to partsrobe.2da MUST BE the same number associated to the FILE of the clothing .MDL and .PTL file, otherwise clipping will occur.



FP!

#39
Jenna WSI

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Oh! Got it now, thanks for being so patient.

#40
Jenna WSI

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I'm about to just give up on having robes at this point. I added several new lines at 200+, the end of where CEP was using lines in the 2da, and those robes were originaly the same numbers... so I should not have to renumber them if they are number 203 staying on line 203. I also just opened up the files and made sure all the references inside were the same number, and they are.

And it still clips.

Modifié par Jenna WSI, 08 février 2011 - 02:32 .


#41
Jenna WSI

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Oh FML. I had a hak in there for showing all the parts/heads in the toolset and on a hunch opened it and it had all the parts 2da files. No wonder.



Works now.

#42
Lightfoot8

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Are you remaking the item after adjusting the 2da's  Or juat taking an already made item in the game and looking at it ?

I can see problems if you made the item with a bad entry.   I have never messed with this much myself so I can only guess.  

If you have not read the Documentation: Item Format . You may want to give it a read to get a better understanding.

#43
Jenna WSI

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edit: fixed

Modifié par Jenna WSI, 08 février 2011 - 05:02 .


#44
Jenna WSI

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I keep getting an error with nwhak when adding files. Unable to add 'u' 'a' 'e' or 's'. It changes the error each time I try to make a hak. 

I'm working with a hak that had no issues last time I used nwhak to remake it, just unpackaged it to add something. I tried using the original off the vault hak, unpackaging, and making it into a hak again.... same issue. So all this work for nothing? It only gives this error for this single hak that I based all my work on (other haks are fine), now it refuses to repackage it.

Modifié par Jenna WSI, 09 février 2011 - 08:58 .


#45
Calvinthesneak

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Hmmm post the entirity of the error message please. That sounds odd. Of course I almost never use NWHak, I tend to edit haks with tlkEdit instead, I find the java run interface nicer to work with.

#46
Jenna WSI

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Okay, moving along with this... heads done, looking at tilesets. Are there more mountain and high views than this one? This was all I found but I could swear there was more out there.



http://nwvault.ign.c....Detail&id=1497

#47
Calvinthesneak

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Belive Lord Rosenkrantz did more work with Rocky Mountains. I'm sure there's other stuff out there, I just don't know off hand.

#48
Darkophagus

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Yes Calvin is right they can be found here http://nwvault.ign.c....Detail&id=6963
It is a very basic set but it is by far the cleanest set out there that I have seen.  

#49
Karvon

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JXP set isn't bad, allowing a range of textures.

My fav for mountains and tunnels though is Bloody Monkey's Rocky Mountains 1.02.

A more recent multi-textured mountain hak, which I just came across, so haven't tried out yet is,
New Rocky Deser Winter and Rocky.  This looks to be the most recent of the collections.

Karvon

Modifié par Karvon, 14 février 2011 - 06:55 .


#50
Mecheon

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Karvon wrote...

JXP set isn't bad, allowing a range of textures.

My fav for mountains and tunnels though is Bloody Monkey's Rocky Mountains 1.02.

A more recent multi-textured mountain hak, which I just came across, so haven't tried out yet is,
New Rocky Deser Winter and Rocky.  This looks to be the most recent of the collections.

Karvon


Just be bloody careful with rocky mountains, because there are a few combos that have crashed all three of the computers I play NWN on, no exceptions. Generally stuff involving streams and raised tiles

Its a great tileset, don't get me wrong, just those crashes