Hak Help
#51
Posté 14 février 2011 - 07:44
#52
Posté 15 février 2011 - 03:51
#53
Posté 15 février 2011 - 04:08
I try to keep my haks at under 25MB when compressed (7z, rar, zip, etc.) That's my target because anything larger than that for the Vault requires FTP access from the admin, so it's quicker for me to get them up there. Also, I find them to be a relatively painless download for my players at that size.Jenna WSI wrote...
What's a good cap on how large the average hak for a PW should be?
Other than that, I only worry about the number of files in the hak. The higher the number of files there are, the longer it takes to use. I'm not sure on a good number there, but I aim for less than 5000 per hak. But this can also be limited by the size of your files, since the larger the files the heftier the hak. For instance, my creature haks have less than 1000 files each, but they fit right in under the 25MB compression size.
Modifié par Khuzadrepa, 15 février 2011 - 04:09 .
#54
Posté 15 février 2011 - 04:41
And I don't know how you can keep it to 25mb... that's the size of just one good tileset.
Modifié par Jenna WSI, 15 février 2011 - 04:59 .
#55
Posté 15 février 2011 - 06:04
It's not bad advice, but then one looks at the CEP and sees at least a dozen haks that all have 16,000 files in them. I honestly don't know what is better or how much seek time is generated by a larger hak file. I made an altered phenotype hak for robes for different fighting animations (Ragnaroks alternate combat animations) and for horse riding. The whole hak weighed in at nearly 1 GB uncompressed. I didn't notice any significant delay times, however I also didn't test it divided in half and run a stop watch.
So really I don't have a firm answer for you, but just some things to consider.
#56
Posté 16 février 2011 - 12:00
Case in point, Lodrezzon's Superset tilesets. Check them out. Also check out how long it takes to load an area they make. Lovely tilesets, just completely impractical
#57
Posté 16 février 2011 - 05:08
#58
Posté 16 février 2011 - 11:24
Mecheon wrote...
Tilesets are an iffy one to watch out for. Because if your tileset has too many options, it'll take forever to load an area with it
Case in point, Lodrezzon's Superset tilesets. Check them out. Also check out how long it takes to load an area they make. Lovely tilesets, just completely impractical
Thus me in the process of removing SS_Cobblestone. 1200 tiles, pretty but load times.
Isn't completely impractical, but yeah does get to be too much. Worm's Seasonal Forest V10 is another big one if I remember correctly.
@Jenna
1.5 MB? That seems very very small if that's uncompressed. One 512x512 texture is likely to eat up half of that.
Modifié par Calvinthesneak, 16 février 2011 - 11:25 .
#59
Posté 17 février 2011 - 06:08
#60
Posté 18 février 2011 - 03:39
What I moved to doing when doing clothing haks is dividing up into three parts: Male, Female, Robes.
It also makes things easier for future updatability if you design the system so whomever works on the haks next knows approximately where to find what. Tilesets as pointed out can be an obvious exception with sheer sizes of single sets in cases. But everything else I would suggest be broken into modular pieces, a bit more work now, but more pay off long term.
I'm sure others will disagree with my sentiments.
#61
Posté 18 février 2011 - 09:11
Jenna WSI wrote...
What's a good cap on how large the average hak for a PW should be?
The best people to ask this question of would be your player base. They are the ones that will be downloading the haks after all. How much are they willing to do versus what sorts of new goodies would they get?
My general rule of thumb used to be 'Keep the haks smaller than the CEP.' Course now days that isn't an issue as the CEP has gotten to be HUGE.
#62
Posté 20 février 2011 - 04:00
#63
Posté 20 février 2011 - 05:32
I actually agree with this whole-heartedly. Modularity is a lifesaver when it comes to adjustments and fixes.Calvinthesneak wrote...
It also makes things easier for future updatability if you design the system so whomever works on the haks next knows approximately where to find what. Tilesets as pointed out can be an obvious exception with sheer sizes of single sets in cases. But everything else I would suggest be broken into modular pieces, a bit more work now, but more pay off long term.
I'm sure others will disagree with my sentiments.
CEP used to be very modular, but now I have to sigh in exasperation anytime I need to find something in it.
@Calvinthesneak - I wish you luck in your removal of the Cobblestone... that is a huge undertaking.
#64
Posté 20 février 2011 - 07:28
As for cobblestone not so bad, less than half the module had cobblestone, and I had a good set of builders. I think I will be done soon.
#65
Posté 21 février 2011 - 04:53
I know exactly where you are coming from here.Calvinthesneak wrote...
lol first thing they pounded into us in Systems analysis. Reusability and modularity. Start getting into far fetched stuff like cohession and coupling.
#66
Posté 22 février 2011 - 05:50
#67
Posté 22 février 2011 - 11:22
http://ccg.animecafe...:Part_1_Weapons
#68
Posté 23 février 2011 - 05:22
Case in point are a few of the custom weapons in Feanor's armoury. He created new categories for some weapons. His maul for example has its own category.
#69
Posté 23 février 2011 - 06:45
Everything is explained in the link I attached in gory details, including baseitems.2da
#70
Posté 23 février 2011 - 06:56





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