Author Topic: I could use some help from you all with haks  (Read 789 times)

Legacy_Tonden_Ockay

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I could use some help from you all with haks
« on: June 12, 2015, 03:13:16 pm »


               

Hey all


I downloaded Zwerkules Facelife haks and I would like to have the Grass from the biorural.hak (Rural) in the bioforest.hak (Forest)


I really don't know what I am doing but I am giving it a try. I don't mined learning new things.


I got NWNExplorer and opened the both haks found the .set files. So I exported them and opened them up with NWNExplorer.


Facelift%20haks.png


I exported the text so I could now change them. However I'm now stuck and unsure what all I should change or if I need to make a different hak and how to do that if I do need to. I could use some help from this point on.


Would one of you mined taking me step by step from this point to help me use the biorural grass with the bioforest.hak.


thanks for your time.



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #1 on: June 12, 2015, 03:28:46 pm »


               

If I changed the forest hak  


[GRASS]

Grass=1

Density=3.000

Height=0.800

AmbientRed=0.9

AmbientGreen=1.0

AmbientBlue=0.8

DiffuseRed=0.9

DiffuseGreen=0.9

DiffuseBlue=0.7

 

 

to read just like the rural hak

 


[GRASS]

Grass=1

GrassTextureName=ttr01_3dgrass01

Density=6.0

Height=0.7

AmbientRed=1.0

AmbientGreen=1.0

AmbientBlue=1.0

DiffuseRed=1.0

DiffuseGreen=1.0

DiffuseBlue=1.0


 

 

  and then put the Rural hak above the forest would this do what I want?



               
               

               
            

Legacy_NWN_baba yaga

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« Reply #2 on: June 12, 2015, 07:12:28 pm »


               

Ok you mean the 3d grass... not completely sure but you can try out using the override folder. Just add the ttf.set file into it!


It doesnt makes any difference what hak is above the other one in that specific case because they dont override themself. You just change one file for forest and that is the 3d grass that is modifided within the set file.


And you could also just extract the ttr_3dgrass texture into override and the engine will find it for you. It searches the override!



               
               

               
            

Legacy_Tarot Redhand

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« Reply #3 on: June 12, 2015, 07:50:13 pm »


               

I doubt that will work as IIRC what is in haks will override what's in the override folder.


 


TR



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #4 on: June 12, 2015, 08:47:45 pm »


               


Ok you mean the 3d grass... not completely sure but you can try out using the override folder. Just add the ttf.set file into it!


It doesnt makes any difference what hak is above the other one in that specific case because they dont override themself. You just change one file for forest and that is the 3d grass that is modifided within the set file.


And you could also just extract the ttr_3dgrass texture into override and the engine will find it for you. It searches the override!




 


So would I add the ttr.set file to the rural hak (biorural) ?


 


or 


 



Would I add the ttr_3dgrass from the rural hak (biorural.hk) to the forest hak (bioforest.hak)?


               
               

               
            

Legacy_Tonden_Ockay

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« Reply #5 on: June 12, 2015, 09:21:34 pm »


               

Once you broke a .set file down to a .txt file how do you get it back to a .set file?



               
               

               
            

Legacy_NWN_baba yaga

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« Reply #6 on: June 12, 2015, 09:55:27 pm »


               


Once you broke a .set file down to a .txt file how do you get it back to a .set file?




 


just change the file ending back from *.*txt to *.*set. Usualy dont save your set file as a txt. Just hit save when you edit '<img'>



               
               

               
            

Legacy_NWN_baba yaga

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« Reply #7 on: June 12, 2015, 09:57:19 pm »


               


So would I add the ttr.set file to the rural hak (biorural) ?


 


or 


 


Would I add the ttr_3dgrass from the rural hak (biorural.hk) to the forest hak (bioforest.hak)?




 


I think -hope it makes absolutely no difference for the engine. I suggest just try it out '<img'>. Last tileset stuff i did is long ago for myself and i just get back into it. TRial and Error is number one rule '<img'>



               
               

               
            

Legacy_Proleric

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« Reply #8 on: June 13, 2015, 12:37:54 am »


               Under Windows, you can make your text editor the default program for .set, .mdl and any other extensions that are really just text files.
               
               

               
            

Legacy_boodah83

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« Reply #9 on: June 13, 2015, 01:04:30 am »


               


So would I add the ttr.set file to the rural hak (biorural) ?


 


or 


 


Would I add the ttr_3dgrass from the rural hak (biorural.hk) to the forest hak (bioforest.hak)?




 


Neither, just put the changed ttf.set file (as per your second post) into your own custom hak which you place on top of everything else (at least on top of bioforest) in the hak list of your module and see if it works.


 


Edit: That is if you have biorural in your hak list as well. If not, you also would need to add the ttr 3d grass texture to your custom hak.


 


Edit 2: All the above is assuming you use biorural and bioforest as "normal" haks attached to your module. If you use the patch hak method instead (and you only want to use it for yourself for aesthetics), the easiest way to do this would be to just put the changed ttf set file back into the bioforest hak.



               
               

               
            

Legacy_ehye_khandee

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« Reply #10 on: June 13, 2015, 01:24:53 am »


               


I doubt that will work as IIRC what is in haks will override what's in the override folder.


 


TR




 


IIRC it goes module, then haks, then overrides so overrides trumps all as the name implies.


               
               

               
            

Legacy_GunnersaurusRex

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« Reply #11 on: June 13, 2015, 01:45:25 am »


               


IIRC it goes module, then haks, then overrides so overrides trumps all as the name implies.




 


You'd think so from the name, but actually files in a hak have higher priority. Textures in the override file (but not in a hak) can also be overridden by Bioware's texture packs in the 'texturepacks' folder.



               
               

               
            

Legacy_ehye_khandee

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« Reply #12 on: June 13, 2015, 02:51:29 am »


               


You'd think so from the name, but actually files in a hak have higher priority. Textures in the override file (but not in a hak) can also be overridden by Bioware's texture packs in the 'texturepacks' folder.




Refreshed memory, and stand corrected. thx.


               
               

               
            

Legacy_Tonden_Ockay

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« Reply #13 on: June 13, 2015, 04:14:17 am »


               

Ok guys I got it to work Wooooohooooo. Thanks that was my first hak project and I got it to work thanks to you all.


 


Now there is just one problem. Most of the forest is dirt so the new grass is only where there is grass spots. So how do I get rid of all the dirt and just have all grass like the rural has?


               
               

               
            

Legacy_Shadooow

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« Reply #14 on: June 13, 2015, 04:22:34 am »


               


Ok guys I got it to work Wooooohooooo. Thanks that was my first hak project and I got it to work thanks to you all.


 


Now there is just one problem. Most of the forest is dirt so the new grass is only where there is grass spots. So how do I get rid of all the dirt and just have all grass like the rural has?




you would have to edit every forest tile and change the walkmesh and replace the value that uses the dry floor to grass