Author Topic: RE: Taking Charge of Project Q  (Read 892 times)

Legacy_ShadowM

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RE: Taking Charge of Project Q
« Reply #30 on: January 26, 2014, 02:45:02 am »


               Cool. Well yeah I a new version is planned, but you guys keep bringing up great things to include so I feel like a guy jumping on a over packed suitcase hehe I have prepped my base for DG mounts but did not include them yet just for the reason of I want both model version available (mount, non mount). Here some of the stuff in the next update, the update notes needs to be updated though too with some stuff.

Updated PDF
Updated a lot of spells, all minor stuff like wrong time in descriptions etc.. and added spell by class with updated information.
Unlocked Familiars and sorted them into there own creature palette categories.
Made it so small familiars can be worn as necklaces and graphically placed on shoulder.
Unlocked Animal companions and sorted them into there own creature palette categories.
All explanation under System / Animal companions & familiars.
Made creature wizard palette category for DM to be able to make any creature in game.
Added a HR base specific item category and moved everything to it to save the others for module makers and easier sorting each system.
Added in S.T. for undead against healing spells.
Added real 3.5 haste under additional property will explain it use under using haste items.
Made it so Dm / function can scale creatures who have been scaled using the tool-set instead of the integers. They will default to medium size right now.
Overridden hard-coded examine system / UMD to custom examine feat / On acquire script. Now we can script examine function and UMD. Right now it used the same values as the old system did except for items with ARTIFACT additional property cannot be ID with either examine for quest purposes and cannot be overridden by UMD skill. This does not override seeing the pop-up and description.
Note: To support this you need to add umd_open_store and umd_close_store scripts to your shops so that Artifacts cannot be ID through store system.

Added creature's current Appearance number, current tail, and current size to DM short hand information.

Updated cooking so you can keep variables across cooking meats.

Made magic fang and magic fang, greater not give DR to the animal companion. Make sure your animal companions have creature object in there bite, left claw and right claw to support this spell.
Changed Sanctuary, Greater to Sanctuary, Mass.
Changed Ghostly Visage to Blur.
Added Share column to spell.2da to make what spells can be shared with familiars / Animal companions.
Removed spells_evEf.2da and incorporated into spell.2da
Updated visuals for water breathing spell.

Add damage item properties to additional.2da and into durability system so now as the durability goes down the value goes down also.
Updated equip-able torches into durability system.

Reorganized the hak is to a more logical way
Hak & order they go in.
Description
HR_BASE2da
All 2da
Cs_SpellFeat1.69
All resources for spells, feats and skills including icons, effects etc...
HR_Mon
All overridden monsters and humanoid monsters that can mount horses etc..
HR_Placables
All placables, currently has stomach placables.
HR_Items
All overridden bag items and new items added

Override Thieves' Tools item model.



NEED TO DO:
Need to add a HR_SetSize function.
Condense all the food / water functions to one function or two functions
Need to add Faerie Fire spell
Still need to add 50% to ignore spells for Incorporeal creatures.
Review Flame dagger spell.
Review Shadow Conjuration spell.
Review War Cry spell.
Review Ethereal Visage spell.
Review Planar Binding, Greater spell.
               
               

               
            

Legacy_Pstemarie

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RE: Taking Charge of Project Q
« Reply #31 on: January 26, 2014, 03:09:22 am »


               Wow - ok I was referring to HR DM Tool. I evidently missed something. Got a link?
               
               

               
            

Legacy_ShadowM

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RE: Taking Charge of Project Q
« Reply #32 on: January 26, 2014, 03:28:02 am »


               LOL ohh yeah I need to update that too. There hr tools for everyone and hr base which has hr tool included in it with some changes and bunch of custom scripted systems and 2da editing that I using as my base module for making future modules and adventures for my family and friends based off generic 3.5 D&D. The base is my featured project page that at version 9.25. The tools I need to update the project Q apptail.2da that to the latest version. Any thing you want added?
               
               

               
            

Legacy_Pstemarie

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RE: Taking Charge of Project Q
« Reply #33 on: January 26, 2014, 03:42:51 am »


               Not really - I'm still figuring out how to use what's there '<img'>
               
               

               
            

Legacy_ShadowM

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RE: Taking Charge of Project Q
« Reply #34 on: January 26, 2014, 05:07:31 pm »


               Just let you know why have not posted the tutorial yet is because the new vault does not have a nwn1 tutorial category yet. I messaged Rolo and I see what he can throw together. I could put it under nwn2 tutorial if you all want.
               
               

               
            

Legacy_Pstemarie

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RE: Taking Charge of Project Q
« Reply #35 on: January 27, 2014, 01:20:54 am »


               Up to you.
               
               

               
            

Legacy_Tarot Redhand

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RE: Taking Charge of Project Q
« Reply #36 on: January 27, 2014, 01:29:07 am »


               @ShadowM you could always post it as an article/tutorial on there and as your tutorial file(s) as an attachment to said article.

TR
               
               

               
            

Legacy_ShadowM

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RE: Taking Charge of Project Q
« Reply #37 on: January 27, 2014, 02:55:54 am »


               You right it under article. So here you go.
Skinmesh Turtorial
               
               

               
            

Legacy_Pstemarie

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RE: Taking Charge of Project Q
« Reply #38 on: January 27, 2014, 10:20:56 am »


               Very well done tutorial.
               
               

               
            

Legacy_Draygoth28

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RE: Taking Charge of Project Q
« Reply #39 on: January 28, 2014, 01:14:30 pm »


               All the models I submit are free to use. I glanced at the tutorial and wanted to say good job. The goat turned out very well. I agree on the stretched textures just not sure how to proceed. Also I would like to set up a list so we don't both end up doing the same creatures. I have the wolf, husky and German Shepard almost complete and have started on the elephant. Just let me know how you want to handle this.
               
               

               
            

Legacy_Childe of the Night

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RE: Taking Charge of Project Q
« Reply #40 on: February 02, 2014, 05:52:54 pm »


               Kissmet is one of the oldest servers still around (since October 2013) and not many changes have been made to the haks in the last 10 years until 2013. We are now looking into Project Q and find that its very complimentary to our old haks (with some fixes here and there in our own kk haks and 2das). Its good to know that we can chose which haks we wish and will abide by your terms with not renaming them. We do hope you continue with the Project Q and bring us some gorgeous work in enhancing our old servers. We are not huge, but we are loved.

Our forum is at
http://z13.invisionfree.com/Nwnkiss
and if anyone wants to contact me, I am Lady of the Cats on there.
If you go to our Welcome to Kinky Kingdom Kissmet and then to the Hak List, you can see that we are also using six CTP tilesets

If you sign up, you can read what changes we have plans for in 2014 (including mentioning Project Q) at:
z13.invisionfree.com/Nwnkiss/index.php

And you can read what we did in 2013!
z13.invisionfree.com/Nwnkiss/index.php

Thank you so very much!
':wub:'

'Image'Image
               
               

               


                     Modifié par Childe of the Night, 02 février 2014 - 05:53 .
                     
                  


            

Legacy_ShadowM

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RE: Taking Charge of Project Q
« Reply #41 on: February 04, 2014, 11:06:47 pm »


               Sorry it took so long to get back to you on this subject. When I was talking about converting your models, I was talking after I get a few other projects done. That why I made the tutorial on skinmesh so other could start on the work. I did take the time to look over some of the other models. I found that some of the poly were way high and the texture tearing, so I found out that blender had some great tools to fix these issues, so I spent most of the past week learning blender. I learned some great texture tricks, look in the tutorials sticky under blender /
Texturing in Blender 3d (clone painting). A good place for you to start. For test subject I fixed the jaguar, took it down from 10k to under 2k and fixed the texture on it. Randomdays say in his thread that he has some other models that you may want to look at also. If you all have any more questions let me know.
               
               

               
            

Legacy_Master Jax

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RE: Taking Charge of Project Q
« Reply #42 on: February 05, 2014, 06:09:04 am »


               Err... sorry to bring this back up again, but, I still don't know the answer...

Are the robes included in Project Q compatible with the Alternate Combat Animations by Ragnarok? I tried to make them available in the 15 required variations for those as well as the horseback riding animations, but they didn't seem to work. Same question goes for the Coats aggregated in the 1.69 patch. I know those weren't compatible, but did Team Q manage to fix them?

Also, if the Q phenotypes include the Alternate Combat Animations, are those compatible with the custom social ones? Or are those separate?

Thanks for any info you can provide!
               
               

               
            

Legacy_Pstemarie

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RE: Taking Charge of Project Q
« Reply #43 on: February 05, 2014, 11:26:48 am »


               Jax, never saw your original questions...here goes...

The ACP is part of Project Q. You don't need to add it to Q so I'm not sure what you're trying to do here. All necessary robe models are included and work with the Q version of the ACP. Some robes may be missing if you do not attach q_robe.hak as well as q_race.hak.

Coats and cloaks currently only work with the Demonblade style. At some point in the future I'll be adding support for the other ACP phenotypes.

Some robes work with the mounted phenotypes and some don't. Sorry, but I don't have time to list out which ones do. At some point, I might get around to going through them and seeing what's up. Someone made a filter function for their PW that removed robes that didn't work when the character was mounted, but I can't recall whom.

The ACP fighting styles are implemented as separate phenotypes. This means that a model using the Social pheno cannot use one of the ACP phenos at the same time.

NOTE: I inherited the ACP from the original Q Team - with virtually NO documentation on what was planned for it. Since Ragz has moved onto other things, I'm doing my best to work with what I know, but it is mostly through trial and error.
               
               

               


                     Modifié par Pstemarie, 05 février 2014 - 11:30 .
                     
                  


            

Legacy_Master Jax

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RE: Taking Charge of Project Q
« Reply #44 on: February 06, 2014, 06:03:54 am »


               Thanks for the reply! I just wanted to know what was what in general terms! We all appreciate your work!