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areas in hak pak


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#1
Q.dot

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 this is a really stupid question but I wall ask it anyway. Is it possible to store areas in a hak pak, so you potencially have as many hak paks as many areas as you want?

Modifié par Q.dot, 18 octobre 2011 - 06:25 .


#2
_six

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Yes.

Pretty much anything can go in a hakpak. However once it's in a hakpak you can't edit it with the toolset.

#3
Q.dot

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could point to how to?

#4
Shadooow

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either export the area in erf file and then open the erf file via nwhak.exe extract/open hak import

or go into modules/temp0 (once you open your module) and find three files matching area resref, *.are *.git *.gic - this way is much more clean as it wont add into hak also every script/placeable/creature used in area.

Once you will have it in hak you can safely remove it from your module via toolset.( rather to not delete it manually from temp0, thats not safe)

#5
Baaleos

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It should also be noted - that by puting it in the hak, allows you to extend your mod beyond the 16k limitation.

Areas contribute to this limit, its roughly 3 files per area. Which can add up fast.
Once you have an area finalized, you can move it into a server-side hak as well - Areas 'can' be kept server-side. It is not necessary for the clients to possess them in haks.

Just a FYI - I know this isnt a PW discussion, but just in case you ever wondered.

#6
OldMansBeard

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It's okay to store .are files in hak's because they contain tile lists and that is static information. Storing .git files in hak's can be problematic, however, because they contain dynamic information about creatures, doors, placeables and so on and if you save and reload the module, all their current states are lost as the original file .git gets reloaded from the hak.