Bannor, why I am doing this or solving this is because I started to patching NWN core data files and thats an unexplored place and I am experiencing various issues. Not just that PLT files arent working in BIFs but also any textures and I am trying to find a way how to ensure that everyone that downloads the project I am working on will see the same. And after few tests I tracked both these issues to the single cause -> texturepacks.
Also note that I dont want to mess with override folder because thats reserved for users. And hak-packs are not option too since it wouldnt work in modules created without a hak I created.
Anyway I tried your test and since you have right I tried few more tests that also confirmed _six know-how, but I tried to mess with BIFs too and I found this pattern:
if there is a DDS in texturepacks
and
there is not a TGA of the same name in any other texture pack
then
TGA in override will override it no matter if DDS of the same name exists in override too
but if there is TGA of the same name in any texturepacks (which doesnt happen by default) it will use always DDS from texturepacks
Now if there isn't DDS in texturepacks which will happen with any CUSTOM texture! then:
DDS from override take precedence over TGA of the same name in override
And now take in consideration also BIF files:
if there is DDS in texturepacks, it won't use TGA texture from BIFs ever.
If there is not DDS in texturepacks then:
- if there is TGA in override then TGA from override is used
- if there is both TGA and DDS or just DDS in override then DDS from override is used
- if there is non of them in override DDS from BIFs will be used unless video card doesnt support DDSs in which case TGA will be used
And the last is my problem. I want to patch the game with new textures and I want to put them into BIFs. Now because of texturespacks it doesn't work and I got only two options: 1) distribute my own version of the xp2_gui.erf texture pack file which is loaded after textures_tpa.erf or add high res textures into BIFs and delete the texturepacks in patch instalation.
And now when I ran these tests I start to think that if I would do that it would make many things easier. I dont really understand your issue with TGA/DDS however so I dont know if this would solved it. If you want to use TGA why dont you delete the DDS or otherwise if both textures are the same whats the problem?
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EDIT: there is also third option, I could use a so called patch-hak, which have higher priority then texturepacks, but then if user would put TGA texture that is contained in my patch.hak into override, then it wouldnt worked again. SO I would just created another bloody texturepack.
Modifié par ShaDoOoW, 19 avril 2011 - 03:30 .