Aller au contenu

Photo

Help needed for HAK File Cleanup


  • Veuillez vous connecter pour répondre
78 réponses à ce sujet

#51
DukeVega

DukeVega
  • Members
  • 205 messages

tbh mate, im actually going through this pretty quick! duel screens works a treat ;)

 

2da file open, Search screen for the folders with unpacked haks, New Directory for transfered files

Blender / Toolset / Cloner on the other screen

 

 

-i would say ill have all the placeables done by the weekend.

Then i might "look at" character items and weapons,hair etc...

 

at the end of this horrific exercise with regards to the 2da files, would it be better to make new ones, or just keep the current ones?



#52
DukeVega

DukeVega
  • Members
  • 205 messages

also you were right about duplicated files there is hundreds if not thousands of them, whoever made these haks originally must of rushed it through



#53
PJ156

PJ156
  • Members
  • 2 982 messages

I think that would have to be the case to rack up 15 GB of content. I am bit sure there is that much out there but I may be wrong :)

 

PJ



#54
Tchos

Tchos
  • Members
  • 5 042 messages

also you were right about duplicated files there is hundreds if not thousands of them, whoever made these haks originally must of rushed it through

 

Well, if they have identical names, then all but one of those files are redundant, because the game will only find one of them.  My question is: are they different models with the same name, or are they identical in every way?  Is there actual unique content in the haks that you can't access because they have identical names?



#55
4760

4760
  • Members
  • 1 204 messages

at the end of this horrific exercise with regards to the 2da files, would it be better to make new ones, or just keep the current ones?

Keep the current ones: they're not that big, and they normally use reserved ranges (so if you find duplicates, it should only be a matter of copying lines from one to the other: typically what winmerge is for!)
Besides, creating new 2da will most probably imply modifying the blueprints as well.

#56
DukeVega

DukeVega
  • Members
  • 205 messages

Well, if they have identical names, then all but one of those files are redundant, because the game will only find one of them.  My question is: are they different models with the same name, or are they identical in every way?  Is there actual unique content in the haks that you can't access because they have identical names?

 

nah what i mean is liek there will be 5 "modern Houses" but those 5 different models all link to the same texture files

but i keep finding multiple copies of each one, (all the same size)

 

im guessing its just where the orginal hak maker was being lazy 



#57
DukeVega

DukeVega
  • Members
  • 205 messages

btw do hak files accept folders as the way i am setting this out is so they every category of object then has sub-category of the type

seems the only way this will be kept in a un-chaotic working order



#58
Tchos

Tchos
  • Members
  • 5 042 messages

No, you can't have folders in hak files.

 

Are there blueprints in this pack?  For instance, .UTP.  Did you import any .UTP files?

 

Regarding the modern houses, though I don't know if this is the case, it is possible that they used a single model and a single texture file, but different UV mapping on the model to arrange the textures in a different way to create variations.  Did you look at them in a place where the textures are applied to see that they're the same?


  • DukeVega aime ceci

#59
DukeVega

DukeVega
  • Members
  • 205 messages

one little problem, probably not going to be solved .. but ill ask here for "ideas"

 

There is a object that is labeled in the toolset as a "crane" with a bleak description of modern_undescribed

 

I cannot ****** find it anywhere

 

 

thoughts?



#60
DukeVega

DukeVega
  • Members
  • 205 messages

No, you can't have folders in hak files.

 

Are there blueprints in this pack?  For instance, .UTP.  Did you import any .UTP files?

 

Regarding the modern houses, though I don't know if this is the case, it is possible that they used a single model and a single texture file, but different UV mapping on the model to arrange the textures in a different way to create variations.  Did you look at them in a place where the textures are applied to see that they're the same?

 

 

hard to tell, i guess once i finished i can start testing out, im pretty sure it should work!

 

as for blueprints, no everything has been made fresh by me



#61
Tchos

Tchos
  • Members
  • 5 042 messages

Look in the placeables.2da for "crane", past all of the stock resources, and if you're lucky there'll only be one new "crane", and you can learn the model name from there.



#62
DukeVega

DukeVega
  • Members
  • 205 messages

Look in the placeables.2da for "crane", past all of the stock resources, and if you're lucky there'll only be one new "crane", and you can learn the model name from there.

 

 

nah thats the problem its not in the 2da



#63
DukeVega

DukeVega
  • Members
  • 205 messages

well...not as Crane anyway



#64
Tchos

Tchos
  • Members
  • 5 042 messages

If its label as it appears in the "Appearance" field of the object's properties says "Crane", and there's no object called "crane" in the 2da (aside from the stock ones, of which 2 should be in there), then the object must be using a string ref for its label, which would be a little more complicated to find.  You may not want to get into that.


  • DukeVega aime ceci

#65
Dann-J

Dann-J
  • Members
  • 3 161 messages

If its label as it appears in the "Appearance" field of the object's properties says "Crane", and there's no object called "crane" in the 2da (aside form the stock ones, of which 2 should be in there), then the object must be using a string ref for its label, which would be a little more complicated to find.  You may not want to get into that.

 

The label field not matching the resref value in 2DAs can be a huge annoyance.

 

What you can do is to search the dialog file for the term that appears in the blueprint, determine its resref number (hoping that it's unique), then search for that resref in the 2DA. That's how I figured out that the container base item used for magic bags is called 'largebox' in the label field in baseitems.2DA.



#66
DukeVega

DukeVega
  • Members
  • 205 messages

Having an issue with the floor texture, when i try look at it it tells me its called

 

TT_GZ_Black_01

 

 

but i cant find this file anywhere ...... thoughts plz



#67
DukeVega

DukeVega
  • Members
  • 205 messages

If its label as it appears in the "Appearance" field of the object's properties says "Crane", and there's no object called "crane" in the 2da (aside from the stock ones, of which 2 should be in there), then the object must be using a string ref for its label, which would be a little more complicated to find.  You may not want to get into that.

 

 

this item is quite essential hahah



#68
DukeVega

DukeVega
  • Members
  • 205 messages

Having an issue with the floor texture, when i try look at it it tells me its called

 

TT_GZ_Black_01

 

 

but i cant find this file anywhere ...... thoughts plz

 

 

edit - i can find it listed in terrainmateriels.2da

 

 

 

 

Reason i am looking for this is if I remove all the hak packs from the folder and use overide, my entire floor has got the multi color missing texture.

 

 

EDIT - if i do a search in the original haks for any files beginning with TT_

And then copy them all over to overide, it does work so the file is defo in there. but theres hundreds to sift through



#69
DukeVega

DukeVega
  • Members
  • 205 messages

WEIRD ISSUE WITH MISSING TEXTURE

 

Okay so i have extracted a Spaceship model file, loaded it up in Cloner to get the name for  3 DDS files

Gone back to the original haks and copied the DDS files into the new directory with the model file > then into overide

 

 

the model loads in toolset, but seems to think there are missing textures.

 

 

???????????????????????????????



#70
Tchos

Tchos
  • Members
  • 5 042 messages

Sounds like you had the luck to get one of the relatively few files that use more than one texture per model.  Try Dann's method earlier in this thread.



#71
DukeVega

DukeVega
  • Members
  • 205 messages

okay after opening it up in a txt editor it is not listing any other texture files from what i can see

 

 

 

edit - the texture files look fine as well, cant see why its an issue. they look like they should cover the whole thing without an issue



#72
Tchos

Tchos
  • Members
  • 5 042 messages

You checked the tint map, too?



#73
rjshae

rjshae
  • Members
  • 4 485 messages

edit - i can find it listed in terrainmateriels.2da

 

 

 

 

Reason i am looking for this is if I remove all the hak packs from the folder and use overide, my entire floor has got the multi color missing texture.

 

 

EDIT - if i do a search in the original haks for any files beginning with TT_

And then copy them all over to overide, it does work so the file is defo in there. but theres hundreds to sift through

 

TT_GZ_Black_01 is the standard black terrain texture. You'd find it under one of the NWN2_Materials*/Terrains folders.



#74
4760

4760
  • Members
  • 1 204 messages

btw do hak files accept folders as the way i am setting this out is so they every category of object then has sub-category of the type

seems the only way this will be kept in a un-chaotic working order

 

No, you can't have folders in hak files.

 

As Tchos said, the hak doesn't contain folders, it only includes files. But you can keep the folders and subfolders structure of your override and adding the files to the hak folder by folder.



#75
4760

4760
  • Members
  • 1 204 messages

There is a object that is labeled in the toolset as a "crane" with a bleak description of modern_undescribed

 

Look in the placeables.2da for "crane", past all of the stock resources, and if you're lucky there'll only be one new "crane", and you can learn the model name from there.

 

nah thats the problem its not in the 2da

 

I understand then that "crane" appears in the Name column of the blueprints list (see below, with the example of "Mill mechanism{03}":

901-2-1421393230.png

 

But if you look at the blueprint sheet, you'll see that "Mill mechanism{03}" is only the name I gave it, but its Appearance (which is what is in the 2da) is actually "Mill03":

901-1-1421393230.png

 

In the above example, looking for "mechanism" in the 2da will come up empty: isn't it a similar thing you're facing?