Author Topic: Project Q - MASSIVE Update Under Development  (Read 754 times)

Legacy__six

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« Reply #15 on: May 11, 2014, 04:20:44 pm »


               


I'm all for including WW into TNO, but for people who would like to keep it seperate like Henesua, how about making two versions of it, one with and one without the wild wood tiles? All that would be needed for that are two different set and itp files, I think.




 


Wild Woods as pstemarie integrated it into TNO is not really the same tileset as Wild Woods. I'm not sure why you want a version of TNO with less options in it, you could always just not use the options.


 


 


 


Personally I prefer the original Wild Woods tileset anyway. But what do I know? '<img'>


               
               

               
            

Legacy_boodah83

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« Reply #16 on: May 11, 2014, 04:47:24 pm »


               


Wild Woods as pstemarie integrated it into TNO is not really the same tileset as Wild Woods. I'm not sure why you want a version of TNO with less options in it, you could always just not use the options.


 


 


 


Personally I prefer the original Wild Woods tileset anyway. But what do I know? '<img'>




 


'<img'> My English must totally suck.


 


I really like the wild woods additions to tno (as well as the original ww tileset), I just wanted to suggest a (probably stupid) way to make the people who didn't want it included happy as well.


               
               

               
            

Legacy_henesua

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« Reply #17 on: May 11, 2014, 05:15:54 pm »


               

I prefer a version of TNO with less options as I have tried both ways, and think the TNO is greatly bloated with Wild Woods in it. I do really like the conversion of "grassy trees" to the more open wild woods style that Pstemarie did for this, and I am already using them. I also went about setting up edge tiles because Pstemarie's set up doesn't have them as far as I can tell. The entire thing though is definitely not to my taste.


 


Nevertheless this is not that big of a deal to me because I can edit a set file on my own and include what I want.



               
               

               
            

Legacy_Pstemarie

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« Reply #18 on: May 11, 2014, 09:55:31 pm »


               


I prefer a version of TNO with less options as I have tried both ways, and think the TNO is greatly bloated with Wild Woods in it. I do really like the conversion of "grassy trees" to the more open wild woods style that Pstemarie did for this, and I am already using them. I also went about setting up edge tiles because Pstemarie's set up doesn't have them as far as I can tell. The entire thing though is definitely not to my taste.


 


Nevertheless this is not that big of a deal to me because I can edit a set file on my own and include what I want.




 


The edge tiles are there.


               
               

               
            

Legacy_Pstemarie

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« Reply #19 on: May 11, 2014, 10:27:51 pm »


               


Can you elaborate more on what these are/include?  It could save me some personal hak building work.  Thank you!




 


That's a big list...


 


Carrion Crawler


Q Skeletons w/ Evil Glowing Eyes


Fire Giant Smith


Frost Giant Warrior 3


Reworked Oozes


Green Slime


Puddings


Crystal Ooze


Donkey


Pack Donkey


Pack Horses


Fable Knights (the ones you did - assuming that's ok)


Female Barbarian


Giant Frogs (by NWN Baba Yaga)


Light Orb (similar to Will-O-Wisp)


Pig


Crawling Claw (by zar... - pending)


Dread Wraiths (Nazghul)


Gandalf (white and grey)


Gargoyle


Hobgoblins (NWN Baba - Lotr orcs)


Lord Antoine - ghost


Owlbear


Skeleton Dragon


Skeleton Archer


Skeleton Soldier


Zombie Dragon


Frozen Dragon


 


Items


Bone Club


Dwarven Urgosh (double ax addon)


More Holy Symbols (torches)


Baseitem override models - gold and ring (replace the bags)


New small misc, thin misc, and mid misc icons (about 6 in total) - component pouch, spell tome, etc.


 


Placeables


Bioware Reskins by Zwerkules


Dragon Hoards


Anvil on Stump


Quench Barrel


Tombs - from crypt tileset


Gothic Coach


Mirkwood Trees


PHOD Sarcophagi


Classic Dungeon Placeables (reworked and improved)


World Map 3D Icons


World Map Compass VFX (similar to the one in NWN2)


Bone Piles by Zar... (pending)


Colored Mist VFX (based on 1.69 DLA Mist)


 


And more....


               
               

               
            

Legacy_cervantes35

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« Reply #20 on: May 12, 2014, 12:28:33 am »


               

Holy ?&#$ go away for a couple days and seems like everything changes. Schools done for a couple weeks and I am back from my 3 day trip is there something I can help with?



               
               

               
            

Legacy_Pstemarie

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« Reply #21 on: May 12, 2014, 12:45:58 am »


               

Just plug away at what you have been. All this stuff is done - just need to trim the 2DA files.



               
               

               
            

Legacy_Tiberius_Morguhn

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« Reply #22 on: May 12, 2014, 06:03:15 am »


               
Fable Knights (the ones you did - assuming that's ok)

 


Of course!  and thank you.


               
               

               
            

Legacy_Stylesetter

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« Reply #23 on: May 12, 2014, 01:21:05 pm »


               

Are you planing to add baba's Carrion Crawler or is it a completely new project?


               
               

               
            

Legacy_Pstemarie

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« Reply #24 on: May 12, 2014, 01:24:57 pm »


               


Are you planing to add baba's Carrion Crawler or is it a completely new project?




 


The carrion crawler is the one I did based off atom's work - improved animation and texture. I could try adding the skin from Baba's and see what happens.


               
               

               
            

Legacy_Pstemarie

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« Reply #25 on: May 12, 2014, 03:37:31 pm »


               

I'm going to throw the Sigil Tileset in q_!tilesets. We have the rest of CODI's stuff - not having this doesn't make sense.



               
               

               
            

Legacy_Stylesetter

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« Reply #26 on: May 12, 2014, 03:45:00 pm »


               

I am currently using baba's CC in my modules but the model is kinda buggy (walking animations and death animations)



               
               

               
            

Legacy_Pstemarie

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« Reply #27 on: May 13, 2014, 01:19:46 pm »


               

I have completed the merge of all content and am now beginning the first steps of alpha testing. Once I'm satisfied there are no glaring errors I'll post the HAKs, tlk, and a test module to dropbox so people can begin playing with it. The more people we have looking at things, the faster it'll be public.


 


Wild Woods and TNO


 


Wildwoods v0.8 - never released - has been merged fully into q_tilesets.hak; however, it is ONLY visible if q_!tilesets.hak is also attached to the module (which houses the edge 2da, set, and itp files). Thus, when using q_!tilesets.hak in conjunction with q_tilesets.hak you have access to the upgraded TNO tileset which includes elements of wild woods AND the full wild woods tileset as a standalone. 


 


Note: The wild woods vfx can be turned off by unchecking Animation Loop 1 under tile properties.


 


Mines and Caverns


 


Zwerkules' BioWare Mines and Caverns override has been incorporated into q_tilesets.hak as part of the base hak structure. Some people may have problems with the visual aethetics. I went back and forth with this one for some time because it forces a color reskin onto the end user - something Q does not like to do. However, I felt the gains were worth the color change AND the textures can always be retooled to be more like the original BioWare coloration.