Author Topic: Project Q v1.5 Status Update  (Read 1188 times)

Legacy_cervantes35

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Project Q v1.5 Status Update
« Reply #30 on: April 13, 2012, 01:38:06 am »


               I was a former member who actually never really completed anything for Q but did contribute some small pieces of work. Neddless to say I am coming back to help six out with the release hopefully we can get it fixed up and out the door soon, keep your fingers crossed.
               
               

               


                     Modifié par cervantes35, 13 avril 2012 - 12:38 .
                     
                  


            

Legacy_Drewskie

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Project Q v1.5 Status Update
« Reply #31 on: April 15, 2012, 09:42:01 pm »


               Q is an amazing package as it stands and we are lucky to have people still working on it after all these years.  I'd hate to see the doors close forever, though, as I think we are unlikely to ever see a game like NWN come out again.
               
               

               
            

Legacy_Pstemarie

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Project Q v1.5 Status Update
« Reply #32 on: June 27, 2012, 12:48:21 pm »


               I'm back...
               
               

               
            

Legacy_Zwerkules

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Project Q v1.5 Status Update
« Reply #33 on: June 27, 2012, 03:13:25 pm »


               Welcome back, Paul!
               
               

               
            

Legacy_Daijin

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Project Q v1.5 Status Update
« Reply #34 on: June 27, 2012, 06:02:52 pm »


               

Pstemarie wrote..

I'm back...


Welcome Back!!!  '<img'>
               
               

               
            

Legacy_The Amethyst Dragon

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Project Q v1.5 Status Update
« Reply #35 on: June 27, 2012, 06:28:47 pm »


               Excellent.
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #36 on: June 27, 2012, 07:40:48 pm »


               Good to have you back '<img'>
               
               

               
            

Legacy_Frith5

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Project Q v1.5 Status Update
« Reply #37 on: June 27, 2012, 10:41:52 pm »


               '<img'>
               
               

               
            

Legacy_cervantes35

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Project Q v1.5 Status Update
« Reply #38 on: June 28, 2012, 12:31:22 am »


               Welcome back good to be working with you again.
               
               

               
            

Legacy_Pstemarie

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Project Q v1.5 Status Update
« Reply #39 on: June 29, 2012, 01:46:52 am »


               Thanks for the warm reception. I've jumped right in to things and have just about finished with tweaking the haks and developer modules. There's not a lot of work to be done, but what remains is going to take a little time to put together into a coherent package.

We've expanded the team - adding three new/returning members: Cervantes, Andarian, and Rolo Kipp. Together with Six and myself we should be able to get this put together and out to the Community. I can see daylight ahead...
               
               

               
            

Legacy_henesua

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Project Q v1.5 Status Update
« Reply #40 on: June 29, 2012, 02:06:18 am »


               Excellent news. I am exited to get my hands on this content.
               
               

               
            

Legacy_Rolo Kipp

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Project Q v1.5 Status Update
« Reply #41 on: July 11, 2012, 03:45:53 pm »


                <fading away...>

Interesting thing happened to me on the way to the sunest...

First, the screenies ;-)

'Posted
'Posted 
'Posted 
'Posted 
'Posted 
'Posted 
'Posted 
'Posted 

Two very interesting points here:
1) I created the day2night anim at 240 frames (8 seconds) because I didn't want a weird insta-sunset. The sunset lasted 2 minutes (1 game hour). It was very subtle and definitely on the right track for that mood shift that comes at twilight. So next, I changed the module's time rate to 1 min/hour. Sunset lasted 1 minute. I.e. Day2night (and presumably night2day) anims are scaled to the timerate of the mod. Sweet.

2) The windowlight is an alpha mapped texture on an alpha animated model. The alpha channels are *additive*. I.e., I animated the alpha on the *model* to fade from 1.0 (opaque) to .5 (half transparent) during the sunset. The alpha *texture map* fades from strong at the end to weak at the base. Now the engine (at least on my two gfx cards) considers any alpha lower than .4 to be utterly transparent. It's a threshold thing. fading... fading... fading... where'd it go!?. As the model fades, the combination of alpha texture and alpha model crosses the threshold in a *texture mapped* fashion. Look at the last two screenies... the windowlight vanished from the tip back toward the base as if it was being erased. Very interesting effect of *partial invisibility*. (edit: Not what I want for the windowlight, but intriguing...)

Onward:
There are two rather conflicting methods of implementing windowlights - the day2night anims or the animloops. (another would be windowlight placeables, but that is a different discussion :-P )

Day2night anims:
Pros: anim scales to game time, effect is very subtle and it is a fire & forget solution.
Cons: No builder control over timing of anims except changing the mods timescale. Cannot disable.

Animloops:
Pros: Builder can enable/disable day, night or none state with a third option available.
Cons: No gradual animation. It is either day (or night) or it is not. Changes must be scripted.

The ideal solution would be to have two variants of every windowed tile - one with day2night and one with animloops.

Something to think about. I am only working on the day2night anims for this release of Q, but if there is enough interest, maybe variants can be made in the future.

<...but not burning out>
               
               

               


                     Modifié par Rolo Kipp, 11 juillet 2012 - 03:43 .
                     
                  


            

Legacy__six

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Project Q v1.5 Status Update
« Reply #42 on: July 11, 2012, 04:53:18 pm »


               Rather than changing the alpha over time, try setting the colour fields to black. Or if you're feeling particularly clever, maybe a blue for a moonlit colour. The yellow tone on the texture should prevent it from being too blue. It's an additive texture, so setting it to black will allow it to fade out with a lot more gradually than playing with the alpha, which does indeed have a cutoff.


Random unrelated screenshot:

'Posted
               
               

               


                     Modifié par _six, 11 juillet 2012 - 03:57 .
                     
                  


            

Legacy_Rolo Kipp

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Project Q v1.5 Status Update
« Reply #43 on: July 11, 2012, 05:11:07 pm »


               <juggling...>

Actually, I'm doing both. I'm fading the model to reduce the strength or *substantiality* of the light, going for a weaker, insubstantial moonlight. On the color keys, I'm gradually reducing intensity and saturation while changing the hue from yellow->red->purple->blue. The keys are closer together toward the end of the anim, as well, so the color/strength shifts faster toward the actual sunset.

I'll just be reducing the model alpha to .6 instead of .5 ;-)

I'm also thinking about adding faint self-illum to the surrounding geometry to enhance the radiosity from the window and strengthen the moods. I really like how the anims are scaled. Thinking about it...

<...paintpots>
               
               

               
            

Legacy_Rolo Kipp

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Project Q v1.5 Status Update
« Reply #44 on: July 11, 2012, 05:13:05 pm »


               <grabs...>

_six wrote...
Random unrelated screenshot:

'Posted

Necromancer! Want!

<...and misses>