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Is there a specific guide covering lost textures.


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#1
Friar

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I'm trying to find a step by step intructions on how to recover textures that I lost when I created my .HAK

I'm missing textures for placeables, quite a few tilesets, and a few creatures. Possibly more..
Basically the model appears to be there but the textures are in the default red, blue yellow, and green square "missing" texture.

I think some time ago Tchos urged me to use the MDB cloner to discover which textures were missing.

He wrote: "(It is) a convenient way to see which textures it's looking for, then double-check if those are present in your resources."

I have put this task off because I realize now that I do not know
1) how the MDB cloner shows me this and
2) Why I need to clone something to repair it.
I need my cave textures back that were in cluded in the OC.Therefore, I was wondering if there is already a detailed step by step procedure that the veterans use to fix the problem I am facing. There are a lot of missing textures and so does that mean I have my work cut out for me?

#2
Tchos

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When I say to open it in MDB Cloner, I only mean to look at the names listed in the texture fields, as seen here:

https://dl.dropboxus...cloner tint.jpg

That way you can see what texture(s) a model is looking for. That's to help you find the textures, wherever you have them, so you can put them in the hak or wherever you plan to use them. I don't mean for you to save the MDB as a clone -- just close the file once you have the information.

Modifié par Tchos, 29 octobre 2013 - 05:51 .


#3
Friar

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I do plan on using a .HAK

So in the picture the texture name would be, it_food_012_n? Is that right?

I'm glad I don't have to clone anything, but given the example, what will the name of the file be for the food model? How will I know if there is a discrepancy between the model and the texture?

#4
Tchos

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I need to clarify some terminology, just in case.  A "normal" map is not using the word "normal" in its usual sense -- in the case of a texture, a "normal map" is a texture that creates the bumps and illusion of depth.  They usually appear blue-purple, like this.

The one that you may think of as a texture (such as a picture of wood or stone, like this) is called a diffuse map.

You need to find all of the textures that are listed in those fields (in the example it_food_012_n and it_food_012), and put copies of those textures into your hak.  Unless they're stock NWN2 textures, in which case they're in the normal game resources ("red" is a stock resource here), and they'll appear correctly in the game and toolset without adding extra copies of them.

In the example, the name of the model is the MDB name: it_food_003.  You don't need to pay attention to the model name, because you have that in your hak already.  What's missing are the textures.

Modifié par Tchos, 29 octobre 2013 - 06:03 .


#5
Friar

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Ah thank you!
So , speaking of the stock NWN2 textures, what do you think might be causing stock cave tileset to display color squares? I can understand custom content needing tweaking but for content that already was included in the NWN2 game is just really confusing.

#6
-Semper-

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be aware that if you're loading a multi-mesh model only one textureset will be displayed. without importing the model into a 3d app it's kinda difficult to tell how many textures are used.

koundog1 wrote...

So , speaking of the
stock NWN2 textures, what do you think might be causing stock cave
tileset to display color squares?


something is probably messing up your texturestile*.2da. rename your nwn2 folder inside your "mydocuments" and start the game. it will create a clean nwn2 folder and you could start the toolset to test your vanilla files.

Modifié par -Semper-, 29 octobre 2013 - 07:25 .


#7
Dann-J

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I usually just open the MDB into notepad and look at the header for texture or skeleton names. It gets more complex where multi-part models are concerned though.

#8
Friar

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Thank you guys for trying to help me with this.

So here is what I have done so far.
------
I've verified that it is my .HAK that is causing this.

I have created a test area in the toolset and filled it with all models and tiles that are having issues. My cave and mines tileset show color boxes (texture issues) and all the RWS tilesets I have tried to include don't show at all. (2DA issues)

Manticore and Purple worm are showing color boxes (texture issues)

Bridge placeables are showing texture issues as well.
------

I opened the MDB cloner to quickly review the labels and have begun making notes.
So now what? Once I get the names/labels of the textures where do I go to begin fixing the issue I am facing?

#9
Morbane

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you need to go somewhere private and pull some sheet out of your arse - :pinched:

cause ive had to do this and it is really confusing until you get a method... :blink:
sometimes just searching your parent drive for the texture names can reveal what you need to copy into your hak. :sick:
i like to make a folder outside of my game related folders - a "resources" folder if you will - then when these kinds of problems arise - and they do... you just search that folder... :wizard:

#10
Friar

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Morbane wrote...

you need to go somewhere private and pull some sheet out of your arse - :pinched:

cause ive had to do this and it is really confusing until you get a method... :blink:
sometimes just searching your parent drive for the texture names can reveal what you need to copy into your hak. :sick:
i like to make a folder outside of my game related folders - a "resources" folder if you will - then when these kinds of problems arise - and they do... you just search that folder... :wizard:


lol!

I guess Im on the right track then by what you say.
I took all the .hak files opened them in a respective folder then combined them into another respective folder. Most everything turned out okay except for a couple of "glitches" since that seems to be such a buzz word lately.
I made a test area to display all the things I need to fix...

Image IPB

All of the blacked out areas are exactly one tile from each of the tilesets I have circled on the menu to the right.

#11
andysks

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I need to ask, how does this happen in the first place? I am sorry if it's mentioned, but I got a bit dizzy with all mdb and so on terminology :).

#12
Friar

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It all started when I decided I wanted to make a single .HAK for a series of adventures I have planned.

What I did was I downloaded all the files I decided I would use either immediately or eventually. This way the player wouldn't have to download a new .HAK every time I put out a new adventure in this series.

For the most part it has been successful.

However, once I incorporated some tilesets, such as the ones in that reference picture above, I noticed that some things obviously went wrong.

Thanks to the help of some of the community members I learned that I have a mixture of things going on.

First, I do not have the 2da properly labeled, or if at all.
Secondly, I am missing the lines that tell the 2da what to look for.
Those lines can be easily found by either using the Mdb cloner or by manually looking in the folder itself.

I admit that I am going a little cross-eyed. The reason is because the cave texture is a vanilla texture. It was included in the packaging and is one of the first textures ever in NWN2. Why did it go missing?

Well it definitely has to do with my .HAK file. I say that because in modules that don't use this .HAK file the vanilla texture shows up just fine. This leads me to think that the problem is again my 2da. Labeling got messed up and I'm not sure where to look and I a little scared to tamper with it again because I might make matters worse.

I have been putting off fixing this but now I need to create underground environments. Caves, sewers, and CODI sigil tiles are essential to my story.

I hope that makes better sense.

#13
andysks

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Hmm, I see. You know, I never had problems with the RWS package. So I am certain that it's not them that cause the problem. Maybe you also have some other tilesets, and the two packages got mixed. I use RWS all in one btw.

#14
Friar

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You are right it isn't RWS.

It it is me trying to add more to RWS. I have felt fairly confident that any hiccup I encounter could be worked out but what I might do is start over, use the RWS all in one 2da and then add lines to that 2da from the other existing 2da. In other words it might be time to start fresh rather than spinning my wheels like this.

EDIT: So far everything looks in place but because I have been catching that a lot of things that have gone wrong have to do with case sensitivity I'm looking really close for simple mistakes.

Speaking of which is the 2da file itself case sensitive? I noticed that the file I am using is labeled tiles.2da and there is one in another folder I am not using labeled Tiles.2da.

This might be the problem... I'll be back

Nevermind, it doesn't seem to matter.

Modifié par koundog1, 31 octobre 2013 - 03:56 .


#15
Morbane

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...so your sure you dont have duplicate tile.2da or tilesets.2da in any functioning NWN2 folder??

could be a big problem that way if you do.

otherwise... restarting the hak consolidation is probably a good way to be very very sure of your content.

koundog1 wrote...

lol!


p.s.
glad you found that funny - it was a genuine attempt at humor

:lol:

Modifié par Morbane, 01 novembre 2013 - 03:11 .


#16
Friar

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Shouldn't the .hak override any .2da that may already be there? I'll be looking to see if there is one out of order though, thanks

#17
Morbane

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the hak "should" do that but why test the infamous toolset and all of its contrivances?

#18
Friar

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Fixed a whole hell of a lot, and the hint from you guys most specifically from Morbane was:

"Dupilicate"

This go around, in disassembling and reassembling the .HAK, I looked at it in the mindset that I might have any file duplicated.

I looked and looked.

Then I noticed something strange. I actually included the whole "RWS All in One" .hak in the very .hak I was trying to construct.

Since the files for the RWS all in one were already included in the whole .hak it was duplicating every file from .DDS to .MDB.

Once I took it out I made sure I had every drop of goodness RWS brought us and now I am maybe 90% closer to being done with the .hak portion.

Awesome!!