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alfa_textures02.hak

Posted: Sun Jul 22, 2007 4:54 pm
by AcadiusLost
I know GF is on the 1.06 hotfix, so until we're back in sync I figured I'd try to help get the ball rolling for the haks. They'll need testing, and probably a rework by GF or someone who knows better what they're doing at least.

So far I've pooled the following resources into a single alfa_textures02.hak:

-Deep Halls Tileset

-GF's snow pack

-Tintable Clothing/armor

-Arched Bridges

-Faerun Stained Glass


not 100% sure I've got them all right, but I'll put it up for build teams to test out.

Associate the hak in the toolset, then import the erf to get blueprints for the new placeables. Overwrite exiting ones if you used the earlier hak- some of the 2da positions changed.

hak is here: http://www.alandfaraway.org/downloads/N ... ures02.rar

erf is here: http://www.alandfaraway.org/downloads/N ... res_02.erf

(use save as on the above links)

Builders should read the instructions for Deep Halls, you'll need their overrides and icons to build with it. Use our ERF instead of theirs to import the placeables though.

Posted: Sun Jul 22, 2007 8:29 pm
by indio
Excellent. Downloading now. Will test today.

Posted: Sun Jul 22, 2007 11:10 pm
by Thangorn
Good stuff AL. I'll also test tonight..

Posted: Sun Jul 22, 2007 11:21 pm
by Grand Fromage
To clarify, this is just a testing hak, right? In a final one those things should be split up into four.

Posted: Sun Jul 22, 2007 11:28 pm
by AcadiusLost
You can subdivide however you think is best- the only tileset I put in was deep halls, and it came all mixed in with placeables and such- no clue what ought to go where if we were breaking it up. Hopefully the placeables.2da is workable as is, it's the only one I had to merge at this point- seems shifting the rows in it tend to break the placeable blueprints, so it's something we'll want to finalize early on.

GF, do you have access to the FTP I uploaded those to? Connection info is in Admin/DM.

Posted: Mon Jul 23, 2007 8:56 pm
by indio
I've been using the bridges, windows and deep halls and placeables. All works fine.

Posted: Mon Jul 23, 2007 9:56 pm
by Thangorn
I've been getting erratic toolset crashes since I put the hak in, not sure whats going on also trying to use the texture swapper is causing exceptions for me.

1 toolset crash was when I was laying textures on an exterior the next one was when I was messing with an interior. I had put a deephalls spiral staircase in the interior, not sure whether that was the issue.

Posted: Mon Jul 23, 2007 10:20 pm
by indio
I've not done any texture work and only very limited deep halls, so I can't verify Than's crashes. But interiors in general for me have been a nightmare since 1.6 final...erratic crashes simply when selecting certain placed tiles. So I guess it could be (maybe) something 1.7 will help remedy.

Posted: Tue Jul 24, 2007 7:08 am
by indio
Dez, did you get a whole bunch of spanish items in the erf? Or did I get them from somewhere else?

Posted: Tue Jul 24, 2007 7:52 am
by AcadiusLost
The erf I put up should have had:

-2 bridges (ALFA|Exterior)
-An entry(ALFA|Exterior)
-A floor placeable (ALFA|Exterior)

-17 stained glass windows (7 of them screwy, ALFA|Interior)

Posted: Tue Jul 24, 2007 8:26 am
by indio
And that's what I remember importing. So where did I get these spanish items/creatures/placeables from. I've got thousands of them. They are all tagged "go_" as their prefix. Bizarre.

Posted: Tue Jul 24, 2007 12:17 pm
by Thangorn
lol.. spanish items

must've been when you downloaded that nudey hak indio :)

Posted: Tue Jul 24, 2007 8:31 pm
by indio
lol

I finally found the reason. It's an erf which sits right next to the Domestic Animals erf I imported about 2 weeks ago. I must have mistakenly hit the Spanish one.

Posted: Sun Jul 29, 2007 9:29 pm
by Thangorn
Quick thing.. I cant see any of the stained glass in the toolset either. I've tried rotating every which way.

The tintable armours and Deep Halls work fine though, although I cant get Deep Sewers to work when I have the alfa hak in (i'm using the Deep Halls/Deep Sewers override instead of just the Deep Halls override) so I'm guessing there must be a 2da conflict somehow.

Posted: Sun Jul 29, 2007 11:37 pm
by AcadiusLost
I could only find the deep halls hak, so that's the one I integrated.

With the windows, did you import using the erf I linked? That should have had the placeable appearences set for the new 2da rows. If they are still broken, try associating the blueprints with the "fenetre___" appearances from the list, and they should work (though I was pretty sure I redid them all for the erf I uploaded, and tested them on a clean import).