Author Topic: Combining HAKs  (Read 498 times)

Legacy_Taino

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Combining HAKs
« on: May 28, 2011, 02:32:49 am »


               I was wondering if someone or if their is a place where it explains how to combine two haks into one. Or even how to add to a hak?

Why ask is because I would like to add 2 types of underground hak packs into one.

Thanks in advance.
               
               

               
            

Legacy_Bannor Bloodfist

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Combining HAKs
« Reply #1 on: May 28, 2011, 02:43:52 am »


               bwhak.exe is your friend.

First off you should likely extract the files from both haks into a new sub-folder somewhere.

Be careful of overwriting things.

If you end up with two files of the same name from both haks, you may have to combine them... most especially *.2da files.   They typically have to be merged.


Anything else will just add with no issues.

Using NWhak.exe (found in your utils folder)  will open/extract/add/create haks and files etc...  

If you are working with underground tilesets, and if they are named differently, you should have no real issues, other than possibly doortypes.2da may need to be merged.  

If your intention is to make BOTH tilesets work as one, that is a much more difficult issue and not for the faint of heart.  You will have to merge the respective tileset.set files and the respective itp's.  The .set is a list of all the tiles and groups.  The itp adds them to your pallet in the toolset.  If the two tilesets have different terrain names, you would also likely have to do some/lots more work.
               
               

               
            

Legacy_Taino

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Combining HAKs
« Reply #2 on: May 28, 2011, 05:10:54 am »


               Cool thanks..
I went and did the 'merge' thing and everything in the hak went crazy. But I will do as you explained and I really do appreciate you assistance.
               
               

               
            

Legacy_Taino

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Combining HAKs
« Reply #3 on: June 10, 2011, 08:21:58 pm »


               Okay to ask more questions...
a] I couldn't find bwhak.exe anywhere.
b] I tried to figure out how to merge these haks together. Of course without any success.
               
               

               
            

Legacy_Zwerkules

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Combining HAKs
« Reply #4 on: June 10, 2011, 10:06:59 pm »


               I guess we need a little more information here.
What is it you want to combine? Do those 'underground hak packs' contain flat ground placeables or are they some kind of tileset?
How difficult it is to combine two haks depends on what is in the haks. Combining placeable or creature haks is pretty easy. Combining tilesets is a little harder, but it gets really bad if you want to combine haks with body parts. '<img'>
               
               

               
            

Legacy_Taino

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« Reply #5 on: June 10, 2011, 10:23:55 pm »


               These are tilesets and only tilesets. For now.. hehe When I opened the 2da. One of them has 12 and the other has 39, lines that is.
               
               

               


                     Modifié par Taino, 10 juin 2011 - 09:25 .
                     
                  


            

Legacy_Calvinthesneak

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« Reply #6 on: June 10, 2011, 10:51:09 pm »


               Psssh clothing parts are easy really, it's just painstakingly slow because you have to make sure you get all the numbering right.  It's a lot of tedium, and a bit of model knowledge and texture knowledge.

Tilesets shouldn't need any merging except maybe for doortypes.2da and genericdoors.2da
               
               

               
            

Legacy_henesua

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Combining HAKs
« Reply #7 on: June 10, 2011, 10:57:16 pm »


               As long as the SET files for each tileset have different names (FYI do not rename the set files!), the merging of files should be easy. Otherwise merging tilesets into a single tileset... is beyond my experience.

Things to work with are doors.2da, loadscreens etc... you want to ensure that you are able to combine all the numbered lines together. For loadscreens its easy to simply move stuff around to different lines if you need to. If you have to do that for doors... you'll need to also edit the SET file. That requires some study before you dive in.

That said, why do you have to combine it all in one hak? Unless you have too many haks in your mod, tilesets are good candidates for keeping in the same state you found them on the Vault.
               
               

               


                     Modifié par henesua, 10 juin 2011 - 10:01 .
                     
                  


            

Legacy_Taino

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Combining HAKs
« Reply #8 on: June 10, 2011, 10:57:42 pm »


               Well these doesn't have those in them.. If I can figure these two out I may add another Underdark Tileset but for now I wanna learn what I'm doing first.
Here what these two look like:

Underdark One:
2DA V2.0

       Corner1     Edge     Corner2     Height     Model            
0      Floor       ****     Floor       0          drw01_Z01_01     
1      Pit         ****     Pit         0          drw01_Z02_01     
2      Building    ****     Building    0          drw01_Z03_01     
3      Wall        ****     Wall        0          drw01_Z04_01     
4      Wall       ****     Floor    0       drw01_Z05_01
5      Pit       Bridge   Pit         0          drw01_Z06_01     
6      Building       ****     Floor       0          drw01_Z07_01     
7      Floor       ****     ****        0          drw01_Z01_01  
8      Pit        ****        ****    0       drw01_z02_01   
9      Wall       ****        ****        0          drw01_z04_01     
10     Building    ****     ****        0          drw01_Z03_01
11     Floor       ****     Pit         0          drw01_Z08_01
12     Houses      ****     Houses      0          drw01_Z04_01
13     Houses      ****     Wall        0          drw01_Z04_01
14     Houses      ****     Floor       0          drw01_Z09_01

Underdark Two:
2DA V2.0

      Corner1       Edge     Corner2       Height   Model          
0     Floor         ****     Floor         0        TTU01_Z01_01   
1     Floor         Wall     Floor         0        TTU01_Z02_01   
2     Water         Bridge   Water         0        TTU01_Z03_01   
3     Chasym        Bridge   Chasym        0        TTU01_Z04_01   
4     Rock          ****     Rock          0        TTU01_Z05_01   
5     Water         ****     Water         0        TTU01_Z06_01   
6     Drow          ****     Floor         0        TTU01_Z07_01   
7     Svirfneblin   ****     Floor         0        TTU01_Z08_01   
8     Poor          ****     Floor         0        TTU01_Z09_01   
9     Poor          ****     ****          0        TTU01_Z10_01   
10    Drow          ****     ****          0        TTU01_Z11_01   
11    Svirfneblin   ****     ****          0        TTU01_Z12_01   
12    Floor         Stream   Floor         0        TTU01_Z13_01   
13    Chasym        ****     Floor         0        TTU01_Z15_01   
14    Chasym        ****     Floor+        0        TTU01_Z14_01   
15    Floor         ****     Rock          0        TTU01_Z16_01   
16    Water         ****     Floor+        0        TTU01_Z17_01   
17    Water         ****     Floor         0        TTU01_Z18_01   
18    Drow          ****     Drow          0        TTU01_Z11_01   
19    Poor          ****     Poor          0        TTU01_Z10_01   
20    Svirfneblin   ****     Svirfneblin   0        TTU01_Z12_01   
21    Rock          ****     ****          0        TTU01_Z05_01   
22    Floor         ****     ****          0        TTU01_Z01_01   
23    Water         ****     ****          0        TTU01_Z06_01   
24    Chasym        ****     Chasym        0        TTU01_Z20_01   
25    Chasym        ****     ****          0        TTU01_Z20_01   
26    Floor         ****     Floor+        0        TTU01_Z19_01   
27    Rock          ****     Floor+        0        TTU01_Y03_01   
28    Rock          ****     Rock+         0        TTU01_Y01_01   
29    Chasym        ****     Rock          0        TTU01_Y02_01   
30    Rock          ****     Water         0        TTU01_Y04_01   
31    Floor+        ****     Floor+        1        TTU01_Z01_01   
32    Floor+        ****     ****          1        TTU01_Z01_01   
33    Rock+         ****     ****          1        TTU01_Z05_01   
34    Rock+         ****     Rock+         1        TTU01_Z05_01   
35    Floor+        Stream   Floor+        1        TTU01_Z13_01   
36    Floor+        Wall     Floor+        1        TTU01_Z02_01   
37    Floor         Ruined   Floor         0        ttu02_a01_09   
38    Floor+        Ruined   Floor+        1        ttu02_a01_09   
39    ****          ****     ****          ****     ****           
               
               

               
            

Legacy_Taino

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Combining HAKs
« Reply #9 on: June 10, 2011, 10:59:14 pm »


               Well I have and using CEP2.4 and want to add these to the module but really don't want a bunch of haks; which it already has.
               
               

               
            

Legacy_henesua

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« Reply #10 on: June 10, 2011, 11:02:38 pm »


               I don't think you should be combining those two 2DA files. What are the names of the respective files? Are you clear that files with different names do NOT need to be merged?
               
               

               


                     Modifié par henesua, 10 juin 2011 - 10:17 .
                     
                  


            

Legacy_Taino

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« Reply #11 on: June 10, 2011, 11:20:26 pm »


               First One:
http://nwvault.ign.c....Detail&id=5082

Second One:
http://nwvault.ign.c...s.Detail&id=948
               
               

               
            

Legacy_henesua

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Combining HAKs
« Reply #12 on: June 10, 2011, 11:37:01 pm »


               No, I meant the names of the files within the haks you are combining.

From glancing at the links, it looks like the Underground City release has two tilesets - one of them modifiying a bioware set the other a completely new set. The other link doesn't clarify much about the tileset so I don't know if its a completely new thing or a modification/addition to standard content.

My guess is that you may have conflicts with the TTU files (thats the modified bioware underdark set) throughout the various hak paks you are using. So....

I recommend looking for files that share the same name in the haks you are combining, and then look for the same thing amongst all the haks you are using in the mod.

For example you could look for TTU related set files throughout your haks.
               
               

               


                     Modifié par henesua, 10 juin 2011 - 10:38 .
                     
                  


            

Legacy_Taino

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Combining HAKs
« Reply #13 on: June 10, 2011, 11:51:38 pm »


               Sorry Henesua, I am totally a newbie on this area. As if you haven't already released it. The names of the files in the hak? Like the resource names...

The first one is completely a new tileset from what I can see in my test module but again I can be mistaken.
               
               

               
            

Legacy_henesua

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Combining HAKs
« Reply #14 on: June 11, 2011, 12:02:14 am »


               yeah, the names of the files inside the HAK.

A HAK is essentially a folder full of files. Think of it as an archive that is difficult for the user to access. To look at the files in a HAK, NWN comes with a utility in its utility folder called NWHAK. Use this application to look inside the HAK, and export all the files to a folder on your desktop. Export the files from the other HAK to a separate folder. You should compare the contents of each HAK you want to combine side by side.

One way to do this is to simply move the contents from one folder to the other, but not allow any of the collisions. Then look at the remaining files that you did not allow to overwrite. You'll need to look at each of these pairs.