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Walkmesh Helper Issue


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23 réponses à ce sujet

#1
andysks

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I was building an area which requires some walkmesh ramp work to be done, only to realise that the walkmesh helper ramp placeable has to appearace, therefore i'm unable to do it. I checked appearance drop down menu and the is none for it. I openened a test module I have, and it works fine. First I tried reimporting the erf, then I tried using the package as a hak but nothing. I thought maybe something interferes with it, so here's the list of other hak packs in the particular module. City Hak, RWS Deep Sewer. Any idea why the ramp has no appearance?

#2
Vekin101

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I would guess its the 2da placable file in the haks that are conflicting with each other. If your going to use a number of placable haks its bound to happen so your going to have to merge them or find one thats already done.

#3
andysks

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Isn't this merging needed anyway before the release? As a Hak pack of the work that contains all that is needed to play it? Since there will be no more haks that I will add, I could do it now maybe?

#4
Vekin101

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Yes you could do it now with no issues.

#5
Guest_Iveforgotmypassword_*

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You could just use the walkmesh helper with it's appearance right up until you've finished the area then delete it after the final bake that way nobody will see it and the walkmesh will already be set. By making it something obvious you wont forget to erase it. Just don't bake again because it will be gone.

#6
andysks

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I'm aware of this trick but unfortunatelly I need a ramp and I cannot achieve this with the flat helper :/. Ok, so now I only need to find how to make a hak for the campaign. Thanks for the help .

#7
Tchos

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You don't strictly need to put it all into a hak until you're getting close to finished. You may find it more convenient to put the files you plan to put in your hak into a folder in the override folder, which will behave the same in the toolset and the game, as long as there are no same-named files in the override from other sources.

#8
Guest_Iveforgotmypassword_*

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Look for the Tani's NWN2packer on the vault download then open it click the new button, then import which will bring up a list of your override's/haks select them one by one and it will load them into the packer then save it but put .hak in the name and you have a hak,

Then go to each module of your campaign and in the module properties select the hak packs required bit and add the hak pack you just made ( it works in the same sort of way encounters do ) by browsing through your NWN2 hak pack folder and clicking your shiny new hak pack>

#9
andysks

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Both didn't seem to work. I don't know what I'm doing wrong here. I tried first the Tchos' solution, I made a subfolder in override, copied the 3 haks in there but the problem persists. The override folder is nearly empty since after I play a module that has it's own override I then delete it for reasons like that. Then I tried packing them together with the packer, again the three haks that are required, and now even the placeables of the City Hak where invisible. What am I doing wrong :/?

#10
andysks

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Ok, after 30 minutes of going to hell and back again, I found the problem( at least). After nothing worked, I thought I take it back where it started. So I chose the 3 haks in the module properties again instead of the one I made. Then again, the placeables of City Hak where not visible. And that's where I went insane. I thought something was wrong, and I didn't have a backup for the last week of work. So I started having combinations of them to see which ones are interfering. They Deep Sewer seems ok with all. If all are in, the City Hak doesn't work, and if the walkmesh is out the City Hak works again. I assume it's because City Hak has lots of ramps inside, probably with their own walkmesh. I don't get though why merging them didn't work, and also, walkmesh is supposed to work as an override... which shouldn't mess with the haks right?

#11
Guest_Iveforgotmypassword_*

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You could try opening the hak with the packer and sticking them in 3 separate subfolders in your campaign folder. Some haks don't show up without an erf don't ask me how to do it or why but it's what somebody told me.

I don't like things like this myself but it's a necessary evil when you use custom content.

#12
andysks

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Well, the way it is now I managed to do everything that is needed without the ramp helper. I knew that the custom content would be tough and that's why I tried to use only the necessary ones that I felt my modules needed. I guess now I have to find out how to pack them before the release... shouldn't be THAT hard, and by the next chapter be more careful with what I use :D.

#13
Guest_Iveforgotmypassword_*

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I got carried away with custom placeables and now have to have 3 haks in my latest mod because I didn't have a clue they all need merging and couldn't manage it. Luckily there's only one different type per module so I've got away with it without adjusting 2da files.. Just.

#14
Tchos

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My solution with the override was to have the custom content files in there, *not* in haks. The game will not read the files if you just put hak files in the override. Haks are containers, containing the actual content you want. I was saying you should extract the ones you want and put the loose files in the override, and only when you're about finished do you put those files in a hak (if you even need to do that -- I don't. I put them in the campaign folder.)

#15
bealzebub

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hak city and walkmesh helper both use the placeables 2da.
Here is a combined .hak of rws deep sewers, walkmesh helper, and city hak. I merged the placeables 2da. I haven't tested it, but it should work.
https://dl.dropboxus...ers_hakcity.hak

#16
Morbane

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be careful with the hak the bealzebub made - the horizontal rows have to be EXACTLY the same as the rows you used in your module if not everything will be majorly screwed up.

when you start modifying 2da files if you start pasting at the end with the rows you would like to use BEFORE using them you will be way better off

people rant on and on about reserved rows - just ignore that first off - seriously

first you need to choose which placeables.2da you want as your primary and ONLY placeables.2da

to paste in the middle - if you absolutely have to - remember that all of the rows below that paste will be off - so be prepared to delete rows to repair that new offset - preferably empty rows.

is this making sense? it is really quite simple once you get around the fact the multiple 2da files cannot be the same 2da - NO WAY NO HOW - end of story - just forget having multiple placeables.2da files - it just will not work - ever.

#17
bealzebub

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I didn't paste to the end, the numbering is the same as the .hak authors made it.
walkmesh helper is rows 3001-3004
and hak city is rows 4000-4369
I deleted the rows I replaced, and the numbering is fine.
everything should be the same, ya? Now instead of multiple 2da's there is only one.

#18
Morbane

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...just thought the OP needed a bit of clear explaining - I wasnt bashing your work bealzebub - sorry if it seemed like that

#19
bealzebub

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No worries, I was just in the middle of merging some of my own stuff when I read this post, so I threw it out there for Andy. I probably should have done some explaining myself :)

#20
andysks

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Well thanks bealzebub for the merging... that was really cool. Also thanks Morbane for the warning and general knowledge.But I have another noob question. The link from bealzebub... how does it work exactly?

#21
bealzebub

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I put the .hak in dropbox. just copy the link and paste it to your addressbar.
... or here, I'll make it easy.
dl.dropboxusercontent.com/u/23648432/walkmesh_sewers_hakcity.hak

#22
andysks

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I appreciate the help, but it doesn't work. dropbox shows me the file but doesn't download it. Is that suppose to be the case?

#23
kamal_

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andysks wrote...

I appreciate the help, but it doesn't work. dropbox shows me the file but doesn't download it. Is that suppose to be the case?

Right-click, save-as.

#24
andysks

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Well that worked. I haven't attached it yet, but I have to say that if it works all well, then bealzebub you have earned a co-creation credit or an eastern egg about you :). Thanks so much!