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I could use some help from you all with haks


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24 réponses à ce sujet

#1
Tonden_Ockay

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Hey all

I downloaded Zwerkules Facelife haks and I would like to have the Grass from the biorural.hak (Rural) in the bioforest.hak (Forest)

I really don't know what I am doing but I am giving it a try. I don't mined learning new things.

I got NWNExplorer and opened the both haks found the .set files. So I exported them and opened them up with NWNExplorer.

Facelift%20haks.png

I exported the text so I could now change them. However I'm now stuck and unsure what all I should change or if I need to make a different hak and how to do that if I do need to. I could use some help from this point on.

Would one of you mined taking me step by step from this point to help me use the biorural grass with the bioforest.hak.

thanks for your time.



#2
Tonden_Ockay

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If I changed the forest hak  

[GRASS]
Grass=1
Density=3.000
Height=0.800
AmbientRed=0.9
AmbientGreen=1.0
AmbientBlue=0.8
DiffuseRed=0.9
DiffuseGreen=0.9
DiffuseBlue=0.7
 
 
to read just like the rural hak
 
[GRASS]
Grass=1
GrassTextureName=ttr01_3dgrass01
Density=6.0
Height=0.7
AmbientRed=1.0
AmbientGreen=1.0
AmbientBlue=1.0
DiffuseRed=1.0
DiffuseGreen=1.0
DiffuseBlue=1.0
 
 

  and then put the Rural hak above the forest would this do what I want?



#3
NWN_baba yaga

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Ok you mean the 3d grass... not completely sure but you can try out using the override folder. Just add the ttf.set file into it!

It doesnt makes any difference what hak is above the other one in that specific case because they dont override themself. You just change one file for forest and that is the 3d grass that is modifided within the set file.

And you could also just extract the ttr_3dgrass texture into override and the engine will find it for you. It searches the override!


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#4
Tarot Redhand

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I doubt that will work as IIRC what is in haks will override what's in the override folder.

 

TR



#5
Tonden_Ockay

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Ok you mean the 3d grass... not completely sure but you can try out using the override folder. Just add the ttf.set file into it!

It doesnt makes any difference what hak is above the other one in that specific case because they dont override themself. You just change one file for forest and that is the 3d grass that is modifided within the set file.

And you could also just extract the ttr_3dgrass texture into override and the engine will find it for you. It searches the override!

 

So would I add the ttr.set file to the rural hak (biorural) ?

 

or 

 

Would I add the ttr_3dgrass from the rural hak (biorural.hk) to the forest hak (bioforest.hak)?



#6
Tonden_Ockay

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Once you broke a .set file down to a .txt file how do you get it back to a .set file?



#7
NWN_baba yaga

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Once you broke a .set file down to a .txt file how do you get it back to a .set file?

 

just change the file ending back from *.*txt to *.*set. Usualy dont save your set file as a txt. Just hit save when you edit ;)


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#8
NWN_baba yaga

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So would I add the ttr.set file to the rural hak (biorural) ?

 

or 

 

Would I add the ttr_3dgrass from the rural hak (biorural.hk) to the forest hak (bioforest.hak)?

 

I think -hope it makes absolutely no difference for the engine. I suggest just try it out ;). Last tileset stuff i did is long ago for myself and i just get back into it. TRial and Error is number one rule :D


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#9
Proleric

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Under Windows, you can make your text editor the default program for .set, .mdl and any other extensions that are really just text files.
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#10
boodah83

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So would I add the ttr.set file to the rural hak (biorural) ?

 

or 

 

Would I add the ttr_3dgrass from the rural hak (biorural.hk) to the forest hak (bioforest.hak)?

 

Neither, just put the changed ttf.set file (as per your second post) into your own custom hak which you place on top of everything else (at least on top of bioforest) in the hak list of your module and see if it works.

 

Edit: That is if you have biorural in your hak list as well. If not, you also would need to add the ttr 3d grass texture to your custom hak.

 

Edit 2: All the above is assuming you use biorural and bioforest as "normal" haks attached to your module. If you use the patch hak method instead (and you only want to use it for yourself for aesthetics), the easiest way to do this would be to just put the changed ttf set file back into the bioforest hak.


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#11
ehye_khandee

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I doubt that will work as IIRC what is in haks will override what's in the override folder.

 

TR

 

IIRC it goes module, then haks, then overrides so overrides trumps all as the name implies.


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#12
GunnersaurusRex

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IIRC it goes module, then haks, then overrides so overrides trumps all as the name implies.

 

You'd think so from the name, but actually files in a hak have higher priority. Textures in the override file (but not in a hak) can also be overridden by Bioware's texture packs in the 'texturepacks' folder.


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#13
ehye_khandee

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You'd think so from the name, but actually files in a hak have higher priority. Textures in the override file (but not in a hak) can also be overridden by Bioware's texture packs in the 'texturepacks' folder.

Refreshed memory, and stand corrected. thx.


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#14
Tonden_Ockay

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Ok guys I got it to work Wooooohooooo. Thanks that was my first hak project and I got it to work thanks to you all.

 

Now there is just one problem. Most of the forest is dirt so the new grass is only where there is grass spots. So how do I get rid of all the dirt and just have all grass like the rural has?



#15
Shadooow

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Ok guys I got it to work Wooooohooooo. Thanks that was my first hak project and I got it to work thanks to you all.

 

Now there is just one problem. Most of the forest is dirt so the new grass is only where there is grass spots. So how do I get rid of all the dirt and just have all grass like the rural has?

you would have to edit every forest tile and change the walkmesh and replace the value that uses the dry floor to grass


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#16
Tonden_Ockay

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you would have to edit every forest tile and change the walkmesh and replace the value that uses the dry floor to grass

 

This sounds like a lot of work. But I really want to do this

 

After I seen this screen shot

 

owdr%20large.jpg

 

 

I would love to have this look for my woods.

 

So this is what I am aiming for. I think biorural.hak grass combined with bioforest.hak would get me really close.

 

Edit: I just don't know how to do what all you just said I will need to do. :)


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#17
Tonden_Ockay

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you would have to edit every forest tile

 

 

I am guessing you mean all the pics under models ( .mdl files). I was looking and seen there is all kinds of forest pics. So that is why I am guessing all these would need changed.

 

change the walkmesh

 

 

all the  .wok files I am guessing.

 

replace the value that uses the dry floor to grass

 

 

not sure on this one

 

s



#18
boodah83

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I'm not a 100% sure, but I think this can be done in a bulk for all the forrest mdl's with CM3 (link). Though it has been maybe 6 years since I last used it, so I'd wait for someone who actually knows what he's doing to weigh in on this.


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#19
Shadooow

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I'm not a 100% sure, but I think this can be done in a bulk for all the forrest mdl's with CM3 (link). Though it has been maybe 6 years since I last used it, so I'd wait for someone who actually knows what he's doing to weigh in on this.

Indeed I think the option change walkmesh material would work. But this is now not neccessary as the hak for the forest in the screenshot has been released on vault.


Modifié par Shadooow, 13 juin 2015 - 01:09 .

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#20
Pstemarie

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Yes you can change walkmesh values in CM3.  Since you just want to change the walkmesh values I would use the following parameters:

 

snap = no

snap tverts = no

shadow = default

repivot = none

cull invisible = no

apply water fixups = no

raise/lower tileset = no

slice for tilefade = no

change walkmesh material = yes from 1 to 3

tree foliage = ignore

splotches = ignore

placeable with transparency = no


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#21
meaglyn

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Indeed I think the option change walkmesh material would work. But this is now not neccessary as the hak for the forest in the screenshot has been released on vault.

This would be a good opportunity for a link, no?


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#22
boodah83

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This would be a good opportunity for a link, no?

 

Here you go, though it's the project right on top of the front page atm.


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#23
ehye_khandee

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There are a set of what appear to be similar mods here

 

http://neverwinterva...t/nwncq-project

 

IDK if they may help or not, but seem to have a similar goal, offered as hak and override.


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#24
NWN_baba yaga

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well NWNcq from chico is very different in style and many added "decorational" objects from the tiles dont fit their walkmesh (the crypt, caves and forest comes to my mind)... but thats just my oppinion. Rural looked to me like some zelda stuff :D


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#25
Tonden_Ockay

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Thanks all

 

That was what I was after. Now I just got to find out how to get it to work with CEP tilesets :)