I can either place all the individual files into a hak by stripping them out of their folders and saving them into a single hak which then needs to be added to all modules build.
Or I can strip out the individual files as above and just chuck the whole lot ( over 1000 files ?) into my override and accept all occasions if I’m asked if I want to replace what’s there?
Hope that makes sense - the builder zips are mainly there to get any individual files out you want (eg “I want the Tower Shields only”).
The user files are better for general use, either override folder or userpatch version. The recommended is the userpatch version which keeps it to hakpacks and is more easily disabled or uninstalled.
Having looked at the sheer number of files involved I’m amazed you’ve managed to come up with fixes.
Final question as you have all been generous with your time. In my situation where it seems I have downloaded the pack myself and forgotten about it ( my reading of the situation !) I can sort it by adding your fix of the .ini or I need to find where the original HD files were put and remove them to do without the pack entirely? If I choose to add the fix and then build a module in the future, I’d need to find a way to add the HD pack as an optional hak. If I built with it and the person playing didn’t have it, would they just see the original models or would there be missing heads etc. ?
You should remove any previous files since there were some redundant ones which are not needed and may conflict with some other content in modules unnecessarily.
Since there are so many files it means there’s plenty to fix…just time consuming.
If you build with it and add the hakpacks as required files someone will be forced to use it. I’d not recommend this.
If you don’t build with the hakpack, just say with the userpatch version (a fixed version of which is going up today) they won’t be required. If they don’t use it yes they get just the original models.
The new models are amazing, thanks for fixing them.
I noticed a few clipping issues so I used Blender to fix them. The items I changed were human male head 02 and human male cloaks 01 and 03.
But a problem occurred: the models lost detail in the game, they don’t read the files with _n, which I believe are normal maps, so especially the cloaks are all flat.
I tried compiling the models but no avail. Is there something in the .mdl that gets lost when it passes through Blender? Because if I understand right, the file which point to the normal map is the .mtr file, right?
Can someone help me use the models I modified with all the new details?
Each model has a mtr reference that links to the normal file. Can you join us on discord? You could share the models and we can take a look. One thing to note is we’ve made no changes to the cloaks. In fact beamdog didn’t either! They’re the same as the 1.69 ones. Just duplicated to have normals done properly.we do need a few other cloak fixes.
No one is actively working on it AFAIK but it’s on the list. I’m too busy to do adjustments and so we need a volunteer. Anyone offering?
Also note the Beamdog pack will be left more or less as-is since its more a design thing then a bug. It would be part of a bigger HD project I’m leading though.
I 'd love to pitch in to help, though the nearest I ever got to computer programming was BASIC and the Woprldbuilder C+ guide for NWN.
It came as a disappointment to discover the Bioware/-Beamdog originals looked fine but others didn’t.
Ah well…
There are bigger bugs though such as the game-breakling one with EotB II that causes the priests to attack you straight away while in the middle of the cut scene.
A pity that as a hugely evocative scenario that does justice to Westwood’s legacy.
To clarify, the HD Art Pack in both original and community 1.4 update seem to be incompatible with homebrew scenarios/modules, but not the commercial first party modules, where heads and faces are mixed up with a blend of stock heads/faces and the Art pack ones, a strange effect indeed.