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Help needed for HAK File Cleanup


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#26
Tchos

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If it turns out it's overwhelming to sort through everything, just do some broad strokes like cleaning out the sound files and anything you happen to come across that you're sure you won't use, and at least the files will be a little smaller.  Don't let it get in the way of your creative work.

 

As for weapons, since they're on a SF server, those maces might be some kind of futuristic weapon, or maybe just some other ambient non-weapon items for characters to carry around that aren't meant to be used as weapons.


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#27
kamal_

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It's not a plugin, but there are programs for detecting duplicate files in a folder. You could extract the files somewhere, run the program and remove duplicates.


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#28
DukeVega

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Tchos your right but the end result has to be that players log on and DONT need to download 15 gb just to play this server, So i may as well TRY and fix it now.

 

 

Im wandering if i can back engineer this in a way

 

 

ALL of my cave, swamp, forest maps are actually duplicates of themselves with the items moved around

so the variety of actual content isnt so huge

 

 

the ONLY other areas are a human colony which uses a fair amounf of resources from the original hak files

 

 

Whats your thoughts, should i get in the editor then make a list of EVERY single item i am using

+ ofc inventory graphics and items like weapons etc

 

 

then least i know what i am using, and i can just try find all the files related to these and delete the rest



#29
DukeVega

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thanks for the help though everyone, its funny how such a task turns into a week long job!! its hard to actually get my head around the entire workload.

BUT 

 

Rome was not built in a day ;)



#30
DukeVega

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ok question time!!! (again)

 

 

 

I am looking under Area contents to list all the items,

 

Am i right by saying anything listed under "NATURE PROPS" is just standard material from NWN2 ?

 

Or could it be that sneaky little other models have been put in there????



#31
Tchos

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Tchos your right but the end result has to be that players log on and DONT need to download 15 gb just to play this server, So i may as well TRY and fix it now.

 

ALL of my cave, swamp, forest maps are actually duplicates of themselves with the items moved around

so the variety of actual content isnt so huge


Whats your thoughts, should i get in the editor then make a list of EVERY single item i am using

 

I recall you said all of your areas are already built.  One way you could visually determine which items you're actually using from the haks would be to first remove the hak file association with the module(s), so that you're relying on the contents of the haks that you put in your override or campaign folder, then temporarily move all of the textures out of there, to a place where the toolset can't find them.  Then open the areas and see what's missing.  Restoring the content that's missing would be a much smaller task.

 

I say only move the textures, not the models, because if you remove the models, you might not notice some of the missing things, but if you just remove the textures, you'll get multicoloured objects announcing that they're missing something.

 

(And yes, it's possible that some blueprints could be miscategorised as "nature props", if the Xenograph content comes with blueprints.)


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#32
kamal_

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It's not a plugin, but there are programs for detecting duplicate files in a folder. You could extract the files somewhere, run the program and remove duplicates.

I've used winmerge before. Free and open source.

http://winmerge.org/



#33
DukeVega

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this is so weird how can a NWN2 server .. infact sci fi server contain so much bondage gear like wtf were these guys role playing .....



#34
DukeVega

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sorry kamal what does winmerge do mate?  - err remove duplicates yeh?



#35
DukeVega

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Okay so i have managed "so far" to whittle the entire stack of files down to about 8 gig which is a good start!

 

Sorry earlier we were talking about NOT using .hak files and just dumping all these files into overide folder

Can they all go in one folder? or need to be separated?

 

Any files that must stay in .hak?

 

 

And ofc I will back up my Directory, but when i open it up do i need to tell it NOT to hak files?

 

Brain is hurting now, but getting there ;)



#36
kamal_

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sorry kamal what does winmerge do mate?  - err remove duplicates yeh?

iirc it identifies duplicates. Up to you to remove, I think you can right-click remove directly from the program though. Useful for things like identifying that you have five copies of the same texture for instance.



#37
Tchos

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this is so weird how can a NWN2 server .. infact sci fi server contain so much bondage gear like wtf were these guys role playing .....

 

What, you don't think there'll be bondage in the future or an alternate SF setting?  Could be something like Jabba's palace...

 

Yes, the loose files can all be in 1 folder, and don't need to be separated into subfolders.



#38
DukeVega

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look i could understand one or two gimp masks and maybe a small selection of bondage gear might make it into a NWN2 mod... but the amount i have found here is quite shocking lmao



#39
kevL

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goldmine! (quite frankly too much of that stuff gives me the creeps)


iirc it identifies duplicates. Up to you to remove, I think you can right-click remove directly from the program though. Useful for things like identifying that you have five copies of the same texture for instance.

winmerge sorta does that, but that's not what it was meant for (it compares files, or two very similar directory structures). google for something like "find duplicate files" to get an app that doesn't depend on similar hierarchies.

#40
DukeVega

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DAY 2.

 

After installing Blender, I am now going through the items i am using in them mod.. one by one. checking the name, finding it, crossref on 2da file

then opening cleaner to find out textures whilst then opening model in blender

 

 

 

KILL ME

 

 

KILL ME NOW !!!!



#41
rjshae

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In Blender, nobody can hear you scream...


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#42
DukeVega

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LOOOOOOOOOOOOOOOOOL

 

 

okay Q time!!!!

 

 

With blender obv u have to use the import option which is kind of annoying, i was hoping for a double click on file open straight up! kind of option, this possible?

 

otherwise i have to direct myself through the import menu / selecting files etc.. its a waste of time, despite my effort to create a routine



#43
rjshae

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No, the Blender Import pick is an add-on script so, unfortunately, you need to go through the menu process.

 

 

For this type of task, I use a hex editor (instead of Blender) and search for the RIGD entries.

 

It's much faster once you get used to it. But I suspect it probably will not be to your liking. :sick:



#44
PJ156

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Sorry folks, I have not read the thread and I may be saying things below that have been discussed. There might be some gems amount the sand though?

 

I would use mdb cloner. You can see the model name and texture. Okay, some use two textures but the worst that's going to happen is you end up with a few spurious textures hanging around. You may even be able to find those if you can infer the connection from the name of the model. You might need to be careful that two models do not use the same texture but you will soon see when you open the tools as you will get the multicolour check to tell you you've screwed it up.

 

You may also consider doing this the other way. Look first at what you have used that's cc. Open up your areas and take a look at what's stock and what's not and then seek out the models and textures you've used put them in a new override folder. Then look at what you might use in a separate module and pull that to the override too.

 

You can hak the whole override when you're done.

 

PJ



#45
kamal_

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Theres also the "screw it, people have broadband" approach :)

#46
DukeVega

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QQ

 

I have noticed that a lot of different buildings seem to share the same texture files, although the shape of the buildings is different.

 

this would be normal?

 

or do i need to dig deeper and find more files, which possibly have the same name?



#47
DukeVega

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Theres also the "screw it, people have broadband" approach :)

 

 

LOOOOOOOOOOOOOOOL. love it, look ill do what i can for the majority of the files, but yes some of it will come down to this



#48
DukeVega

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and yeh PJ i am using Cloner with a bit of blender, its going quite fast actually as i have duel screen TV's set up



#49
kamal_

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Yes, lots of buildings share the same texture file. This is normal. It might save you time to download my arid placeable pack to compare instead of opening each building, as the buildings are already grouped with their texture in the pack.

#50
rjshae

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QQ

 

I have noticed that a lot of different buildings seem to share the same texture files, although the shape of the buildings is different.

 

this would be normal?

 

or do i need to dig deeper and find more files, which possibly have the same name?

 

Yes, that is common; I try to do that approach myself because the texture files tend to be much larger than the models.