Aller au contenu

Photo

Hak Help


  • Veuillez vous connecter pour répondre
69 réponses à ce sujet

#51
Jenna WSI

Jenna WSI
  • Members
  • 1 078 messages
Those all look great... the hard part will be choosing what to work with now. Thanks!

#52
Jenna WSI

Jenna WSI
  • Members
  • 1 078 messages
What's a good cap on how large the average hak for a PW should be?

#53
Khuzadrepa

Khuzadrepa
  • Members
  • 188 messages

Jenna WSI wrote...

What's a good cap on how large the average hak for a PW should be?

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.
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
Jenna WSI

Jenna WSI
  • Members
  • 1 078 messages
The longer it takes to use? What do you mean?
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
Calvinthesneak

Calvinthesneak
  • Members
  • 656 messages
What he means is the more files in a resource, the longer it takes to search through it and find the correct one for the player to load.



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
Mecheon

Mecheon
  • Members
  • 439 messages
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

#57
Jenna WSI

Jenna WSI
  • Members
  • 1 078 messages
So is 1.5mb uncompressed way too large of a download for one world's haks? >.>

#58
Calvinthesneak

Calvinthesneak
  • Members
  • 656 messages

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
Jenna WSI

Jenna WSI
  • Members
  • 1 078 messages
whoops... meant GB.

#60
Calvinthesneak

Calvinthesneak
  • Members
  • 656 messages
I would say yes, too large for one hak, though some people will debate that.



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
TheSpiritedLass

TheSpiritedLass
  • Members
  • 765 messages

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
Jenna WSI

Jenna WSI
  • Members
  • 1 078 messages
I'm not able to find the watermill group for worms seasonal + add on... any ideas?

#63
Khuzadrepa

Khuzadrepa
  • Members
  • 188 messages

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.

I actually agree with this whole-heartedly.  Modularity is a lifesaver when it comes to adjustments and fixes.
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
Calvinthesneak

Calvinthesneak
  • Members
  • 656 messages
lol first thing they pounded into us in Systems analysis. Reusability and modularity. Start getting into far fetched stuff like cohession and coupling.



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
Khuzadrepa

Khuzadrepa
  • Members
  • 188 messages

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.

I know exactly where you are coming from here. :)

#66
Jenna WSI

Jenna WSI
  • Members
  • 1 078 messages
Could someone give me some quick and basic instructions on how to add new weapons into a hak? I've got clothing and heads down so hopefully it's not any more difficult..

#67
Calvinthesneak

Calvinthesneak
  • Members
  • 656 messages
No 2da files for weapons, so it's a matter of geting the numbering right.



http://ccg.animecafe...:Part_1_Weapons

#68
henesua

henesua
  • Members
  • 3 863 messages
Well wait a sec, Calvin. The 2da for weapons is baseitems.2da. You don't likely have to make any changes in base items, but then again you might. What you need to look at is the model name for the weapon you want to add and whether that model name matches anything in the baseitems.2da. Have a look and you'll see what I mean.



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
Calvinthesneak

Calvinthesneak
  • Members
  • 656 messages
Indeed, but unless you are using a nwnx plugin such as nwnx_weapons, you cannot have feats for new weapons types.



Everything is explained in the link I attached in gory details, including baseitems.2da

#70
henesua

henesua
  • Members
  • 3 863 messages
Very good. I just wanted to clarify the 2da situation.