Author Topic: Project Q +/& CEP  (Read 844 times)

Legacy_henesua

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Project Q +/& CEP
« Reply #15 on: July 17, 2015, 03:07:00 am »


               

The number of files depend on the asset.


 


Lets say you wanted a particular placeable:


 


You would need the MDL, a PWK if it has one, and as many TGA and/or DDS files (textures) as it uses. And then after that if any of those textures have a special TXI file you would want to get that too.


You would also need to add a line to a "placeables.2da" (I assume this is the one in project Q - in whihc case you extract that from Q, make edits and put it in a new HAK so as not to change your copy of Q).


 


Usually however 1 placeable is 1 MDL, 1 PWK, 1 DDS, 1 TGA, and one line on the placeables.2da.


 


This is a multi step process in which you will learn how to extract resources from HAKs, read and write 2DAs, find texture names in a MDL file, and then combine all the new stuff into a HAK.


 


I started writing the steps below, but then realized that its better that you just get started, rather than get hung up on the exact process.


 


Here's a very rough sketchy and incoplete step by step


 


 


 


How do you go about doing all of this?


Step 1: load up a module which uses CEP and has all of its blueprints (to make it easy on you).


Step 2: call up the "properties" of the placeable that you want. Look at its "Appearance" property. This is a string value.


Step 3: open up CEP's placeables.2da (you previously extracted it from the CEP HAKs) in a TLK editor or if you are an menche use Notepad++ (ubermenche's use vi from commandline). Me I just use Tlkedit.


Step 4: search for the exact appearance name in the placeables.2da (hopefully CEP did not obfuscate these values with TLK entries because I don't feel like adding that step to this) (copy this entire row for later use into a separate text file)


Step 5: On the same row as the matching appearance name, look at the name of the MDL.


Step 6: Find the MDL and PWK with the MDL name in the CEP HAKs and extract (if the PWK is nowhere to be found don't sweat it)


Step 6: open up the MDL in Notepadd++ or any text editor and search for BITMAP, and TEXTURE and write down all the BITMAP/TEXTURE names (someone probably has a script for this. (I did once but don't know where i put it))


Step 7: Get all of the textures from the CEP HAKs


Step 8: Recombine this stuff in a HAK


Step 9: put the copied placeable line at the very end of your placeables.2da and put that in the new HAK too


 


 


 


Edit ....


 


and lastly I want to caution you again from caring about art assets. Build the game content first using default assets. Then worry about going back and providing the shiny art assets. You can spend all your time just curating art assets. I've done far more than my fair share and wrote command line tools to manage this stuff at one point (on linux) because I was dealing with ... far more assets than could be moved about by hand, renaming, changing textures, and so on. And then I stepped back and realized that you can never have enough art assets. You always want more and more and more.


 


My philosophy became use what you've got and make a list of what you absolutely must have. Put that list aside. And then maybe later import the stuff.


 


For you I again recommend just using  Project Q or CEP as they are and try to use everything thats in them. Just build with something that is plug and play. If someone gives you a top hak for merging, great. But don't wait for it. Move forward with teh actual game play.



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #16 on: July 17, 2015, 04:13:05 am »


               

Here is a placeable.2da file I put together that has both Q and CEP. I started with the 2da file Zwerkules had for his witcher 1 placeables. 



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #17 on: July 17, 2015, 04:15:21 am »


               

Thanks henesua I might want to try and do this at some point. I just have a friend who is helping with my module and he is pushing me along so I don't have the time right now. However its something I may try my hand at when I do get the time.


 


 


Edit: So we really have Zwerkules to thank for this placeable.2da.


 


Thanks Zwerkules  '<img'> 



               
               

               
            

Legacy_Jedijax

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« Reply #18 on: July 17, 2015, 05:21:39 am »


               

Such an undertaking has been in the works pretty much forever. The problem I see is it would need be HIGHLY modular, and such usually needs insane amount of work and testing. Neither project was ever meant to fit with the other. Not impossible, but highly unfeasible and unpractical. Still, I bet about 99% of the community has wet dreams about it.





               
               

               
            

Legacy_NWN_baba yaga

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« Reply #19 on: July 17, 2015, 08:27:12 am »


               

my 2 cents. Not everyone uses ProjectQ or CEP and both combined chances are lower that player will want to download such enormous files!


I dont have cep and i dont download it '<img'>


My suggestion would be take out from CEP what you need if pQ is your first preference and create a module hak with everything in it. I hate it myself to download 20 haks just for a module and i would say NO to that. Because keep in mind players also download other stuff... '<img'>


 


Personaly i like smaller modules with specific custom content when needed. And keep your overwrites in mind too '<img'>


And yes stuff is very different from pQ and CEP because of it´s age. So lots of stuff to me from CEP would be completely useless when i try to create an environment that has a look of a continous quality or "feel" to it. The color palette alone comes to mind!



               
               

               
            

Legacy_The Mad Poet

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« Reply #20 on: July 17, 2015, 09:25:56 pm »


               

That's pretty much the reason I made my own haks after it was announced Q was not being developed further. Long ago I stripped what I wanted from CEP, and then merged them with my own hak set. Then I merged Q with them as well because it wasn't going to change any more. Easier to keep up with everything when it was just one hak set for me.