This tutorial covers the basics of merging hak packs and 2da files, and how to create an override.
Includes step by step pictures as well as descriptions.
Attachment | Size |
---|---|
hakpack2damerging.rar (876) | 333.03 KB |
Bloodright - The Blood Royal |
91.1% |
EE2 - Excrucio Eternum (Full Version) |
98.8% |
Lankhmar Nights |
92.9% |
Gladiatrix |
88.5% |
Madness and Magic |
92.7% |
Aribeth's Redemption - Chapter Three |
93.3% |
Lords of Darkness 1 - The Fugitive (V3.0) |
84.7% |
HeavensGate 2: Islands of the Undead Legion |
92.5% |
Shadewood |
96.7% |
Resurrection Gone Wrong |
91.1% |
The Aielund Saga Act IV - The Fall of Aielund (Part One) |
95.3% |
Foreboding in Sylvani |
78.2% |
Snow Hunt |
91.2% |
Cormyrean Nights |
86.7% |
Shadowlords, Dreamcatcher, and Demon Campaigns |
89.3% |
The tutorial correctly describes how to merge two haks into one.
TOP HAK METHOD
These days, builders often choose to merge the 2da files (so that the haks play nice with each other) but leave the other files in the original haks. The merged 2da files are placed in a "top hak", so called because it is placed at the top of the hak list in module properties. For example, if the original haks are X and Y, and the merged 2da files are in hak XYcombo, the hak order is
XYcombo
X
Y
The benefits of doing this are
2DA LINE NUMBERS
It often happens that both haks are using the same line number in a 2da file for different purposes.
It's normally safe to copy the content of one of those lines to a new, unused line number, but only before creating templates or instances in the module, because the line number is stored as a reference in the template or instance.
If a hak ships with an erf (allowing templates to be imported to the module), the old 2da line number will be embedded in those templates, so don't change the 2da line number unless you have to.
SAFE 2DA LINES
When choosing new 2da lines, it helps to avoid those reserved for future official purposes or major projects. There is a list on the wiki.
FILE NAME CONFLICTS
It may happen that two haks contain a file with the same name, but different content, which is not a 2da file. Typically, these will be models or textures. If the builder does nothing, the version in the higher hak (in the module properties hak order) is used in game.
If the file is a model (.mdl etc) it is possible to rename one version, but it's not simply a question of changing the file name. The model has to be decompiled first, then every instance of the model name inside the model needs to be changed using a text editor. The model name also needs to be changed in the top hak 2da line.
If the file is a texture (.dds, .tga etc) it can be renamed. To get a model to use the new texture name, decompile it, then change any BITMAP directives that refer to the texture.
CAVEAT
These notes are generally correct, but there are various exceptions, which can be discussed in the Vault forum.