Author Topic: Updating Haks to 1.69  (Read 401 times)

Legacy_Tonden_Ockay

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Updating Haks to 1.69
« on: July 18, 2015, 05:17:51 am »


               

Hi all


 


What all would I need to do to update a hak to 1.69?



               
               

               
            

Legacy_The Amethyst Dragon

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Updating Haks to 1.69
« Reply #1 on: July 18, 2015, 06:43:58 am »


               

For anything involving 2da files, you'd need to get the 1.69 version from the BioWare expansion (I suggest using NWN Explorer Reborn), then move any lines that may conflict with BioWare material (unless the hak's content is designed to replace BioWare content, like with parts of Project Q). However, if a module you're working on already uses content from that hak that has a changed line number (creature appearances, for example), you'll then need to go into the module to update/fix those appearances.



               
               

               
            

Legacy_Tonden_Ockay

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Updating Haks to 1.69
« Reply #2 on: July 18, 2015, 07:18:23 am »


               

So I need to update the 2da files some how?


 


I just don't know what it is I would need to update.


 


I opened the hak and it has 6 2da files


 


1. doortypes


2. loadscreens


3. tcr10doors


4. tcr10_edge


5. tcr40doors


6. tcr40_edge


               
               

               
            

Legacy_Pstemarie

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Updating Haks to 1.69
« Reply #3 on: July 18, 2015, 11:14:36 am »


               

You need a tool to compare 2da files and then update the 1.69 2da files with the changes made in the 2da files from the hak. In some cases - for example, if you have conflicting lines in the 2da files, you'll need to give priority to the 1.69 2da and move the conflicting line in the hak 2da to a new line, The Excimer made a tool for just this purpose - the Excimer's 2da Combinulator. It should be on the new vault.


 


From the list you provided, it should only be doortypes and loadscreens that need to be merged. I think the other 2da files are custom ones that aren't part of the original game - don't remember off the top of my head.



               
               

               
            

Legacy_Tonden_Ockay

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Updating Haks to 1.69
« Reply #4 on: July 18, 2015, 03:32:18 pm »


               

Ok Pstemarie I will try just updating those two files



               
               

               
            

Legacy_Tarot Redhand

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Updating Haks to 1.69
« Reply #5 on: July 19, 2015, 12:41:57 am »


               

I personally use WinMerge for all my comparison needs not just NwN (other comparison tools are available). It's quite small too. The installer version is only 6.14 megs. It's open source and is designed so that it will integrate with source control software as well as doing standalone comparisons. You can compare single files and whole directories. Finally it is available from the right click menu.


 


TR



               
               

               
            

Legacy_Tonden_Ockay

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Updating Haks to 1.69
« Reply #6 on: July 28, 2015, 02:06:56 pm »


               

Ok here is what I got going on.


 


I downloaded Silvercloud's Builder Base, but I think its out dated or something because it has missing tiles here is what I'm talking about.


 


Missing%20Tiles.jpg


 


 


 


Now I can cycle through the tiles and fill it in, but I would like to find out how to fix it so no tiles are missing.



               
               

               
            

Legacy_Bannor Bloodfist

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Updating Haks to 1.69
« Reply #7 on: July 31, 2015, 11:04:07 pm »


               

First, right click on the area properties to determine what tile-set that particular area is supposed to be using.  I suspect that it is that tcr10 OR tcr40 tile-sets, which you have referenced above with several different file names.


3. tcr10doors


4. tcr10_edge


5. tcr40doors


6. tcr40_edge


 


From those names, look for tcro10.set and tcr40.set files.  Inside of those are where the errors are coming from (IF they are the tile set used for that area in the tool-set).  Basically, an error like the blank white tile viewed in your images is caused when a tile variation is defined in the .set file but has no actual file associated with that name in existence, so you either have to create the missing tile or find the entry that is defined yet missing and correct that, by either removing the extra entry or creating the missing tile.


 


edit:


 


Most likely, it is an error in the specific groups that are painted, whereby the group has a tile referenced for a position that does not exist in the actual tile-set.  This could be caused by say a 3x3 group, defining a connection to a possible tile of say "grass" that would have a specific reference,,,it gets a little complicated, you would have to learn a bit about how tile-sets are created etc... what a "group" definition is, what a "feature" definition is, etc...