Ok I'm looking at using Full Forest Base for the base hak for my forest. Is there anything wrong with this that I should know of? If not then great.
I will work on doing some retextures with it later on. I will like to try an use the Ferns and grass from Le Jax Mod Forest Override Hak, So I will need to find out why it is giving me problems.
Oh and I would then need to learn how to get the ferns to reflect in the mirrored area edge.
Any insight would be great. Thanks for your time.
Ok, sounds like you are likely creating problems by not following good practices when messing around with adding content.
So I am gonna just state some things that may or may not apply to what you are doing, but might suggest where a problem might exist.
1) Haks take precedence over the "override" folder. Meaning, if you have files in your "override" and in a hak included in the same mod, you will likely run into issues....
2) The game engine prefers DDS but will ALWAYS display a TGA whereas a DDS may have issues. Do NOT put both in view of the mod, IE if you have any haks in the mod, those haks, regardless of order, will overwrite anything in your override as I mentioned earlier. Next, proper ordering of haks in a given mod is also necessary. If you have a file names "myfileone.xxx" in hak1, hak2, and hak3, as well as in your override, but you have your haks included in the mod in the order of hak3 at the top and hak1 at the bottom of the list, the actual file that will be used is the LAST one loaded via any of the haks. If you have a graphic file in both tga and dds format, it will use the dds if it finds it, regardless of load order (this is one of the file types that breaks normal load order).
Converting frm TGA to DDS is NOT required, and can be dangerous as the conversion tools out there seldom tell you when there are errors, and the game engine can't tell you that the file is broken, as it sees the file, it just can't use it.
Tilesets require several different controlling files to work correctly.
tileset.SET } -- this will be like "TTF01.SET" for the basic original Bioware forest set.
tileset.ITP }
tileset.PAL } -- these two are related to the tool-set palette entries. you may not always find both of these. However, when you wish to add groups or features to a tile-set, you will have to edit these to get them to show up in the tool-set.
areag.INI } -- this file is more generic, and likely exists in one or more of your various tile-set haks. Contains info on general tielset environment information. it is NOT required to exist.
doortypes.2da } -- contains information on tile-set specific doors. Any tile-set that has custom doors assigned, will have entries in here. If you are using multiple tile-set haks, then likely you will have to merge the various doortypes.2da files. This is another file that will likely exist in most tile-set.hak files, and will have to all be merged to work correctly.
tileset_edge.2da } -- as in TTF01_EDGE.2da This controls what you are wrongfully calling a mirror look for the area edge. It lists additional tiles that are NOT included in the .SET file. These additional tiles are the actual tiles used for those repeating tiles at the edges. If any are not showing up, as in blank, likely it means the tile either was not ever created or there is an error in the 2da file. If the tile was not created, it can be fairly easily created by matching what ever tile is next to the blank, and renaming it, then adding that entry into the 2da, depending on tile type, you might have to rotate the tile by 90 degrees to properly line up. Most tile-sets reserve/use the "TTF01_ZXX_XX" tile names for the various edge tiles. Key being the letter z followed by 2 numbers, underscore, 2 more numbers.
Ok, ferns from one hak to override the ferns in another tile-set hak. Here you are likely running into different names for the tiles themselves OR different names for the textures used, OR a combination of both. You would have to manually compare the .SET files from both haks, see what is different. Then find one tile that has the ferns, and check it to see what name it uses for the ferns in that particular .SET. You will have to find the corresponding texture name that is different in the OTHER .SET file. Should be fairly easy. Once you have that, you can just rename which ever one is not showing up to match the name of the texture that the tile is looking for.
Anyway, tile-sets are truly not that hard to mess with, but they can be a bit complicated to understand at first. Somethings are super easy, others less so. All depends on what you wish to do and how much time you have to accomplish the various tasks.
Site for some tutorials on these and other subjects related to tile-sets: HarvestMoonConsortium-CTP sub-forums Login should not be required here I think.
Good luck with the project and remember it is supposed to be fun!