Author Topic: Keeping only the placeables used?  (Read 358 times)

Legacy_SomeYahoo

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Keeping only the placeables used?
« on: January 08, 2013, 01:19:04 am »


               I have about 10,000+ placeables in one module, I just went and downloaded everything I could find, just fixing the .2da files took a couple days.

Now I'm sorting through the content naming the ones I will be using and putting them into categories.

It's amazing how much interesting stuff you can find in a random hakpack, unfortunately, there is also a lot of bloat: stuff I won't be using yet can't tell apart in the files.

It would be incredibly helpful if I had some sort of way to tell exactly which files are in use with blueprints and which I have not used so I can get rid of the unused files saving space (It's about 9 gb total) and increasing my editor load times.

I know from the .2das you could see which placeable was using which .mdl file, but no way to tell which textures are associated with it (Or if it's sharing textures with an item I'm using), and it's 10,000+ placeables keep in mind so manually doing this could take a very very long time.
               
               

               
            

Legacy_OldTimeRadio

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Keeping only the placeables used?
« Reply #1 on: January 08, 2013, 02:12:14 am »


               

SomeYahoo wrote...
It would be incredibly helpful if I had some sort of way to tell exactly which files are in use with blueprints and which I have not used so I can get rid of the unused files saving space (It's about 9 gb total) and increasing my editor load times.

If you wanted to see what you were actually using in your module, I believe you could use the techniques described here to do so.

I know from the .2das you could see which placeable was using which .mdl file, but no way to tell which textures are associated with it (Or if it's sharing textures with an item I'm using), and it's 10,000+ placeables keep in mind so manually doing this could take a very very long time.

This nifty utility will help you quickly identify which textures a mass of ASCII models want and, on the off chance you ever need to do mass searching (say to find out which models all use the same texture) you can always throw a bunch of ASCII models in a folder and add it as a new index to the NWN Omnibus.