I was wondering if someone or if their is a place where it explains how to combine two haks into one. Or even how to add to a hak?
Why ask is because I would like to add 2 types of underground hak packs into one.
Thanks in advance.
Combining HAKs
Débuté par
Taino
, mai 28 2011 01:32
#1
Posté 28 mai 2011 - 01:32
#2
Posté 28 mai 2011 - 01:43
bwhak.exe is your friend.
First off you should likely extract the files from both haks into a new sub-folder somewhere.
Be careful of overwriting things.
If you end up with two files of the same name from both haks, you may have to combine them... most especially *.2da files. They typically have to be merged.
Anything else will just add with no issues.
Using NWhak.exe (found in your utils folder) will open/extract/add/create haks and files etc...
If you are working with underground tilesets, and if they are named differently, you should have no real issues, other than possibly doortypes.2da may need to be merged.
If your intention is to make BOTH tilesets work as one, that is a much more difficult issue and not for the faint of heart. You will have to merge the respective tileset.set files and the respective itp's. The .set is a list of all the tiles and groups. The itp adds them to your pallet in the toolset. If the two tilesets have different terrain names, you would also likely have to do some/lots more work.
First off you should likely extract the files from both haks into a new sub-folder somewhere.
Be careful of overwriting things.
If you end up with two files of the same name from both haks, you may have to combine them... most especially *.2da files. They typically have to be merged.
Anything else will just add with no issues.
Using NWhak.exe (found in your utils folder) will open/extract/add/create haks and files etc...
If you are working with underground tilesets, and if they are named differently, you should have no real issues, other than possibly doortypes.2da may need to be merged.
If your intention is to make BOTH tilesets work as one, that is a much more difficult issue and not for the faint of heart. You will have to merge the respective tileset.set files and the respective itp's. The .set is a list of all the tiles and groups. The itp adds them to your pallet in the toolset. If the two tilesets have different terrain names, you would also likely have to do some/lots more work.
#3
Posté 28 mai 2011 - 04:10
Cool thanks..
I went and did the 'merge' thing and everything in the hak went crazy. But I will do as you explained and I really do appreciate you assistance.
I went and did the 'merge' thing and everything in the hak went crazy. But I will do as you explained and I really do appreciate you assistance.
#4
Posté 10 juin 2011 - 07:21
Okay to ask more questions...
a] I couldn't find bwhak.exe anywhere.
b] I tried to figure out how to merge these haks together. Of course without any success.
a] I couldn't find bwhak.exe anywhere.
b] I tried to figure out how to merge these haks together. Of course without any success.
#5
Posté 10 juin 2011 - 09:06
I guess we need a little more information here.
What is it you want to combine? Do those 'underground hak packs' contain flat ground placeables or are they some kind of tileset?
How difficult it is to combine two haks depends on what is in the haks. Combining placeable or creature haks is pretty easy. Combining tilesets is a little harder, but it gets really bad if you want to combine haks with body parts.
What is it you want to combine? Do those 'underground hak packs' contain flat ground placeables or are they some kind of tileset?
How difficult it is to combine two haks depends on what is in the haks. Combining placeable or creature haks is pretty easy. Combining tilesets is a little harder, but it gets really bad if you want to combine haks with body parts.
#6
Posté 10 juin 2011 - 09:23
These are tilesets and only tilesets. For now.. hehe When I opened the 2da. One of them has 12 and the other has 39, lines that is.
Modifié par Taino, 10 juin 2011 - 09:25 .
#7
Posté 10 juin 2011 - 09:51
Psssh clothing parts are easy really, it's just painstakingly slow because you have to make sure you get all the numbering right. It's a lot of tedium, and a bit of model knowledge and texture knowledge.
Tilesets shouldn't need any merging except maybe for doortypes.2da and genericdoors.2da
Tilesets shouldn't need any merging except maybe for doortypes.2da and genericdoors.2da
#8
Posté 10 juin 2011 - 09:57
As long as the SET files for each tileset have different names (FYI do not rename the set files!), the merging of files should be easy. Otherwise merging tilesets into a single tileset... is beyond my experience.
Things to work with are doors.2da, loadscreens etc... you want to ensure that you are able to combine all the numbered lines together. For loadscreens its easy to simply move stuff around to different lines if you need to. If you have to do that for doors... you'll need to also edit the SET file. That requires some study before you dive in.
That said, why do you have to combine it all in one hak? Unless you have too many haks in your mod, tilesets are good candidates for keeping in the same state you found them on the Vault.
Things to work with are doors.2da, loadscreens etc... you want to ensure that you are able to combine all the numbered lines together. For loadscreens its easy to simply move stuff around to different lines if you need to. If you have to do that for doors... you'll need to also edit the SET file. That requires some study before you dive in.
That said, why do you have to combine it all in one hak? Unless you have too many haks in your mod, tilesets are good candidates for keeping in the same state you found them on the Vault.
Modifié par henesua, 10 juin 2011 - 10:01 .
#9
Posté 10 juin 2011 - 09:57
Well these doesn't have those in them.. If I can figure these two out I may add another Underdark Tileset but for now I wanna learn what I'm doing first.
Here what these two look like:
Underdark One:
2DA V2.0
Corner1 Edge Corner2 Height Model
0 Floor **** Floor 0 drw01_Z01_01
1 Pit **** Pit 0 drw01_Z02_01
2 Building **** Building 0 drw01_Z03_01
3 Wall **** Wall 0 drw01_Z04_01
4 Wall **** Floor 0 drw01_Z05_01
5 Pit Bridge Pit 0 drw01_Z06_01
6 Building **** Floor 0 drw01_Z07_01
7 Floor **** **** 0 drw01_Z01_01
8 Pit **** **** 0 drw01_z02_01
9 Wall **** **** 0 drw01_z04_01
10 Building **** **** 0 drw01_Z03_01
11 Floor **** Pit 0 drw01_Z08_01
12 Houses **** Houses 0 drw01_Z04_01
13 Houses **** Wall 0 drw01_Z04_01
14 Houses **** Floor 0 drw01_Z09_01
Underdark Two:
2DA V2.0
Corner1 Edge Corner2 Height Model
0 Floor **** Floor 0 TTU01_Z01_01
1 Floor Wall Floor 0 TTU01_Z02_01
2 Water Bridge Water 0 TTU01_Z03_01
3 Chasym Bridge Chasym 0 TTU01_Z04_01
4 Rock **** Rock 0 TTU01_Z05_01
5 Water **** Water 0 TTU01_Z06_01
6 Drow **** Floor 0 TTU01_Z07_01
7 Svirfneblin **** Floor 0 TTU01_Z08_01
8 Poor **** Floor 0 TTU01_Z09_01
9 Poor **** **** 0 TTU01_Z10_01
10 Drow **** **** 0 TTU01_Z11_01
11 Svirfneblin **** **** 0 TTU01_Z12_01
12 Floor Stream Floor 0 TTU01_Z13_01
13 Chasym **** Floor 0 TTU01_Z15_01
14 Chasym **** Floor+ 0 TTU01_Z14_01
15 Floor **** Rock 0 TTU01_Z16_01
16 Water **** Floor+ 0 TTU01_Z17_01
17 Water **** Floor 0 TTU01_Z18_01
18 Drow **** Drow 0 TTU01_Z11_01
19 Poor **** Poor 0 TTU01_Z10_01
20 Svirfneblin **** Svirfneblin 0 TTU01_Z12_01
21 Rock **** **** 0 TTU01_Z05_01
22 Floor **** **** 0 TTU01_Z01_01
23 Water **** **** 0 TTU01_Z06_01
24 Chasym **** Chasym 0 TTU01_Z20_01
25 Chasym **** **** 0 TTU01_Z20_01
26 Floor **** Floor+ 0 TTU01_Z19_01
27 Rock **** Floor+ 0 TTU01_Y03_01
28 Rock **** Rock+ 0 TTU01_Y01_01
29 Chasym **** Rock 0 TTU01_Y02_01
30 Rock **** Water 0 TTU01_Y04_01
31 Floor+ **** Floor+ 1 TTU01_Z01_01
32 Floor+ **** **** 1 TTU01_Z01_01
33 Rock+ **** **** 1 TTU01_Z05_01
34 Rock+ **** Rock+ 1 TTU01_Z05_01
35 Floor+ Stream Floor+ 1 TTU01_Z13_01
36 Floor+ Wall Floor+ 1 TTU01_Z02_01
37 Floor Ruined Floor 0 ttu02_a01_09
38 Floor+ Ruined Floor+ 1 ttu02_a01_09
39 **** **** **** **** ****
Here what these two look like:
Underdark One:
2DA V2.0
Corner1 Edge Corner2 Height Model
0 Floor **** Floor 0 drw01_Z01_01
1 Pit **** Pit 0 drw01_Z02_01
2 Building **** Building 0 drw01_Z03_01
3 Wall **** Wall 0 drw01_Z04_01
4 Wall **** Floor 0 drw01_Z05_01
5 Pit Bridge Pit 0 drw01_Z06_01
6 Building **** Floor 0 drw01_Z07_01
7 Floor **** **** 0 drw01_Z01_01
8 Pit **** **** 0 drw01_z02_01
9 Wall **** **** 0 drw01_z04_01
10 Building **** **** 0 drw01_Z03_01
11 Floor **** Pit 0 drw01_Z08_01
12 Houses **** Houses 0 drw01_Z04_01
13 Houses **** Wall 0 drw01_Z04_01
14 Houses **** Floor 0 drw01_Z09_01
Underdark Two:
2DA V2.0
Corner1 Edge Corner2 Height Model
0 Floor **** Floor 0 TTU01_Z01_01
1 Floor Wall Floor 0 TTU01_Z02_01
2 Water Bridge Water 0 TTU01_Z03_01
3 Chasym Bridge Chasym 0 TTU01_Z04_01
4 Rock **** Rock 0 TTU01_Z05_01
5 Water **** Water 0 TTU01_Z06_01
6 Drow **** Floor 0 TTU01_Z07_01
7 Svirfneblin **** Floor 0 TTU01_Z08_01
8 Poor **** Floor 0 TTU01_Z09_01
9 Poor **** **** 0 TTU01_Z10_01
10 Drow **** **** 0 TTU01_Z11_01
11 Svirfneblin **** **** 0 TTU01_Z12_01
12 Floor Stream Floor 0 TTU01_Z13_01
13 Chasym **** Floor 0 TTU01_Z15_01
14 Chasym **** Floor+ 0 TTU01_Z14_01
15 Floor **** Rock 0 TTU01_Z16_01
16 Water **** Floor+ 0 TTU01_Z17_01
17 Water **** Floor 0 TTU01_Z18_01
18 Drow **** Drow 0 TTU01_Z11_01
19 Poor **** Poor 0 TTU01_Z10_01
20 Svirfneblin **** Svirfneblin 0 TTU01_Z12_01
21 Rock **** **** 0 TTU01_Z05_01
22 Floor **** **** 0 TTU01_Z01_01
23 Water **** **** 0 TTU01_Z06_01
24 Chasym **** Chasym 0 TTU01_Z20_01
25 Chasym **** **** 0 TTU01_Z20_01
26 Floor **** Floor+ 0 TTU01_Z19_01
27 Rock **** Floor+ 0 TTU01_Y03_01
28 Rock **** Rock+ 0 TTU01_Y01_01
29 Chasym **** Rock 0 TTU01_Y02_01
30 Rock **** Water 0 TTU01_Y04_01
31 Floor+ **** Floor+ 1 TTU01_Z01_01
32 Floor+ **** **** 1 TTU01_Z01_01
33 Rock+ **** **** 1 TTU01_Z05_01
34 Rock+ **** Rock+ 1 TTU01_Z05_01
35 Floor+ Stream Floor+ 1 TTU01_Z13_01
36 Floor+ Wall Floor+ 1 TTU01_Z02_01
37 Floor Ruined Floor 0 ttu02_a01_09
38 Floor+ Ruined Floor+ 1 ttu02_a01_09
39 **** **** **** **** ****
#10
Posté 10 juin 2011 - 09:59
Well I have and using CEP2.4 and want to add these to the module but really don't want a bunch of haks; which it already has.
#11
Posté 10 juin 2011 - 10:02
I don't think you should be combining those two 2DA files. What are the names of the respective files? Are you clear that files with different names do NOT need to be merged?
Modifié par henesua, 10 juin 2011 - 10:17 .
#12
Posté 10 juin 2011 - 10:20
First One:
http://nwvault.ign.c....Detail&id=5082
Second One:
http://nwvault.ign.c...s.Detail&id=948
http://nwvault.ign.c....Detail&id=5082
Second One:
http://nwvault.ign.c...s.Detail&id=948
#13
Posté 10 juin 2011 - 10:37
No, I meant the names of the files within the haks you are combining.
From glancing at the links, it looks like the Underground City release has two tilesets - one of them modifiying a bioware set the other a completely new set. The other link doesn't clarify much about the tileset so I don't know if its a completely new thing or a modification/addition to standard content.
My guess is that you may have conflicts with the TTU files (thats the modified bioware underdark set) throughout the various hak paks you are using. So....
I recommend looking for files that share the same name in the haks you are combining, and then look for the same thing amongst all the haks you are using in the mod.
For example you could look for TTU related set files throughout your haks.
From glancing at the links, it looks like the Underground City release has two tilesets - one of them modifiying a bioware set the other a completely new set. The other link doesn't clarify much about the tileset so I don't know if its a completely new thing or a modification/addition to standard content.
My guess is that you may have conflicts with the TTU files (thats the modified bioware underdark set) throughout the various hak paks you are using. So....
I recommend looking for files that share the same name in the haks you are combining, and then look for the same thing amongst all the haks you are using in the mod.
For example you could look for TTU related set files throughout your haks.
Modifié par henesua, 10 juin 2011 - 10:38 .
#14
Posté 10 juin 2011 - 10:51
Sorry Henesua, I am totally a newbie on this area. As if you haven't already released it. The names of the files in the hak? Like the resource names...
The first one is completely a new tileset from what I can see in my test module but again I can be mistaken.
The first one is completely a new tileset from what I can see in my test module but again I can be mistaken.
#15
Posté 10 juin 2011 - 11:02
yeah, the names of the files inside the HAK.
A HAK is essentially a folder full of files. Think of it as an archive that is difficult for the user to access. To look at the files in a HAK, NWN comes with a utility in its utility folder called NWHAK. Use this application to look inside the HAK, and export all the files to a folder on your desktop. Export the files from the other HAK to a separate folder. You should compare the contents of each HAK you want to combine side by side.
One way to do this is to simply move the contents from one folder to the other, but not allow any of the collisions. Then look at the remaining files that you did not allow to overwrite. You'll need to look at each of these pairs.
A HAK is essentially a folder full of files. Think of it as an archive that is difficult for the user to access. To look at the files in a HAK, NWN comes with a utility in its utility folder called NWHAK. Use this application to look inside the HAK, and export all the files to a folder on your desktop. Export the files from the other HAK to a separate folder. You should compare the contents of each HAK you want to combine side by side.
One way to do this is to simply move the contents from one folder to the other, but not allow any of the collisions. Then look at the remaining files that you did not allow to overwrite. You'll need to look at each of these pairs.
#16
Posté 10 juin 2011 - 11:07
Yes I know of NWHAK which I have been using and know how to use it but not what I'm trying here.
I think I got it. Extract each file[s] from each hak[s] and compare the two. Then combine them into a new hak and export them back as a new hak.
I think I got it. Extract each file[s] from each hak[s] and compare the two. Then combine them into a new hak and export them back as a new hak.
#17
Posté 10 juin 2011 - 11:12
Yes, exactly. Its only the files which share the same name that you will have trouble with. If these namesake files, are text files such as 2DAs or SETs or ITPs, you'll need to merge them. This is tricky, and there are people here with enough expertise to walk you through it. I tend to use a text editor or specialized 2DA editor. If the files are game assets like MDLs or TGA or DDS, you should pick the superior of the two resources and use that.
OH! I want to add that your new hak which is the combination of other haks should have a completely new name itself.
AND some of the text files within your HAK doortypes.2da or loadscreens etc... will likely collide with other 2DAs in your modules custom content. For this reason, I usually create a hak just for common 2DA files and place that at the top of the mod's custom content list.
OH! I want to add that your new hak which is the combination of other haks should have a completely new name itself.
AND some of the text files within your HAK doortypes.2da or loadscreens etc... will likely collide with other 2DAs in your modules custom content. For this reason, I usually create a hak just for common 2DA files and place that at the top of the mod's custom content list.
Modifié par henesua, 10 juin 2011 - 11:17 .
#18
Posté 10 juin 2011 - 11:37
Okay I got them all in one hak now. Which 2DA editor would you recommend? I have seen a few on the vault just not sure which to use. Since some of them have been created around 2005.
To bad their isn't some sort of DOC on how to do this... Alfso thanks a bunch for getting me started!
To bad their isn't some sort of DOC on how to do this... Alfso thanks a bunch for getting me started!
Modifié par Taino, 10 juin 2011 - 11:38 .
#19
Posté 10 juin 2011 - 11:44
I use this one. Its a java executable. So you'll need java working on your machine.
I don't think you should get too hung up on which one to use however. Just download a few and pick one that works for you.
I don't think you should get too hung up on which one to use however. Just download a few and pick one that works for you.
#20
Posté 10 juin 2011 - 11:50
Cool! Again thanks a lot..





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