alfa_textures02.hak
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- AcadiusLost
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alfa_textures02.hak
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.
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.
- Grand Fromage
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- AcadiusLost
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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.
GF, do you have access to the FTP I uploaded those to? Connection info is in Admin/DM.
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.
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.
On indefinite real life hiatus
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
- AcadiusLost
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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.
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.
On indefinite real life hiatus
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
- AcadiusLost
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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).
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).
