Author Topic: I could use some help from you all with haks  (Read 788 times)

Legacy_Tonden_Ockay

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I could use some help from you all with haks
« Reply #15 on: June 13, 2015, 04:32:22 am »


               


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




 


This sounds like a lot of work. But I really want to do this


 


After I seen this screen shot


 


owdr%20large.jpg


 


 


I would love to have this look for my woods.


 


So this is what I am aiming for. I think biorural.hak grass combined with bioforest.hak would get me really close.


 


Edit: I just don't know how to do what all you just said I will need to do. '<img'>



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #16 on: June 13, 2015, 05:08:15 am »


               
you would have to edit every forest tile

 



 


I am guessing you mean all the pics under models ( .mdl files). I was looking and seen there is all kinds of forest pics. So that is why I am guessing all these would need changed.


 


change the walkmesh

 



 


all the  .wok files I am guessing.


 


replace the value that uses the dry floor to grass

 



 


not sure on this one


 


s


               
               

               
            

Legacy_boodah83

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« Reply #17 on: June 13, 2015, 09:19:14 am »


               

I'm not a 100% sure, but I think this can be done in a bulk for all the forrest mdl's with CM3 (link). Though it has been maybe 6 years since I last used it, so I'd wait for someone who actually knows what he's doing to weigh in on this.



               
               

               
            

Legacy_Shadooow

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« Reply #18 on: June 13, 2015, 10:39:27 am »


               


I'm not a 100% sure, but I think this can be done in a bulk for all the forrest mdl's with CM3 (link). Though it has been maybe 6 years since I last used it, so I'd wait for someone who actually knows what he's doing to weigh in on this.




Indeed I think the option change walkmesh material would work. But this is now not neccessary as the hak for the forest in the screenshot has been released on vault.



               
               

               


                     Modifié par Shadooow, 13 juin 2015 - 01:09 .
                     
                  


            

Legacy_Pstemarie

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« Reply #19 on: June 13, 2015, 10:43:10 am »


               

Yes you can change walkmesh values in CM3.  Since you just want to change the walkmesh values I would use the following parameters:


 


snap = no


snap tverts = no


shadow = default


repivot = none


cull invisible = no


apply water fixups = no


raise/lower tileset = no


slice for tilefade = no


change walkmesh material = yes from 1 to 3


tree foliage = ignore


splotches = ignore


placeable with transparency = no


               
               

               
            

Legacy_meaglyn

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« Reply #20 on: June 13, 2015, 01:55:41 pm »


               


Indeed I think the option change walkmesh material would work. But this is now not neccessary as the hak for the forest in the screenshot has been released on vault.




This would be a good opportunity for a link, no?


               
               

               
            

Legacy_boodah83

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« Reply #21 on: June 13, 2015, 02:11:29 pm »


               


This would be a good opportunity for a link, no?




 


Here you go, though it's the project right on top of the front page atm.


               
               

               
            

Legacy_ehye_khandee

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« Reply #22 on: June 13, 2015, 03:22:57 pm »


               

There are a set of what appear to be similar mods here


 


http://neverwinterva...t/nwncq-project


 


IDK if they may help or not, but seem to have a similar goal, offered as hak and override.


               
               

               
            

Legacy_NWN_baba yaga

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« Reply #23 on: June 13, 2015, 03:44:03 pm »


               

well NWNcq from chico is very different in style and many added "decorational" objects from the tiles dont fit their walkmesh (the crypt, caves and forest comes to my mind)... but thats just my oppinion. Rural looked to me like some zelda stuff '<img'>



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #24 on: June 13, 2015, 11:44:48 pm »


               

Thanks all


 


That was what I was after. Now I just got to find out how to get it to work with CEP tilesets '<img'>