Author Topic: Project Q v2.0 Alpha - Test  (Read 2388 times)

Legacy_Mecheon

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« Reply #30 on: May 15, 2014, 01:04:07 pm »


               

HELLO GODZILLA HAS HAPPENED. I REMAIN HYPE.




Mecheon, can you provide more info on these two issues?


 


·         Green Slime seems to have an odd vertex on the top around the middle? - Can you post a screenshot?




kpjnMSn.png


Circled for convenience.



               
               

               
            

Legacy_Pstemarie

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« Reply #31 on: May 15, 2014, 01:24:25 pm »


               


HELLO GODZILLA HAS HAPPENED. I REMAIN HYPE.


kpjnMSn.png


Circled for convenience.




 


Fixed - thank-you. That picture was literally worth a 1000 words - soon as I saw it I knew what the problem was.  '<img'>


               
               

               
            

Legacy_boodah83

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« Reply #32 on: May 15, 2014, 03:04:48 pm »


               

Displacer Beast and Owlbear are missing portraits as well. The Griffons portraits are set to po_pegasus (which doesn't exist in Q yet) so it can probably be switched to some already existing one like for all the other DG creatures.


 


Furthermore, how about turning being targetable off for all the invisible creatures? IMO, it looks much better that way when scaling creatures, but maybe other people would object to this.



               
               

               
            

Legacy_Pstemarie

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« Reply #33 on: May 15, 2014, 03:24:50 pm »


               


Displacer Beast and Owlbear are missing portraits as well. The Griffons portraits are set to po_pegasus (which doesn't exist in Q yet) so it can probably be switched to some already existing one like for all the other DG creatures.


 


Furthermore, how about turning being targetable off for all the invisible creatures? IMO, it looks much better that way when scaling creatures, but maybe other people would object to this.




 


Portraits added to queue.  Targeting should be off on the invisible scaling models. I forgot to update the appearance.2da in q_2da.hak - I've since remedied that issue.



               
               

               
            

Legacy__six

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« Reply #34 on: May 15, 2014, 07:46:29 pm »


               

The Wild Woods you've added, as included in TNO is very outdated. If you hit me up on Skype I'll send you the latest (not all of it is game-ready, but the revamped water is done and its awesome). Hopefully it wouldn't be a huge amount of work to integrate.



               
               

               
            

Legacy_MannyJabrielle

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« Reply #35 on: May 17, 2014, 05:02:58 am »


               

Although I do love TAD's classic elementals, I see in qv2, they replace the bioware elementals.  I still find use for the default models, even if not as elementals, and set TAD's models as additions rather than replacements.  Are the replacers a set thing?


 


*edit*


And perhaps a small question/request.... could there be a version of the orc shamans without the flags on the backs?


 


 


And an oddity with the skeleton archer model.  It's ribcage clips through it's chainmail shirt, and it looks a little weird.



               
               

               
            

Legacy_Pstemarie

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« Reply #36 on: May 17, 2014, 11:18:18 am »


               


Although I do love TAD's classic elementals, I see in qv2, they replace the bioware elementals.  I still find use for the default models, even if not as elementals, and set TAD's models as additions rather than replacements.  Are the replacers a set thing?


 


*edit*


And perhaps a small question/request.... could there be a version of the orc shamans without the flags on the backs?


 


 


And an oddity with the skeleton archer model.  It's ribcage clips through it's chainmail shirt, and it looks a little weird. 




 


Classic Elementals - I prefer to keep these as overwriting. What I will do is change the new model names so that only a 2da edit is required to switch back to the old models.


 


Orc Shaman - I can do a variant without flags.


 


Skeletons in Chainmail (Archer, Common 2) - The clipping issue has been taken care of.


               
               

               
            

Legacy_Pstemarie

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« Reply #37 on: May 17, 2014, 03:55:50 pm »


               

I've shamelessly stolen TM's new skeleton shin and forearm models and incorporated them into the Q skeletons. They look great!


 


undead_zpscfdee8b1.jpg



               
               

               
            

Legacy_cervantes35

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« Reply #38 on: May 17, 2014, 06:22:23 pm »


               

I am reworking my Skeletal Pirates from a CC Challenge and was looking for some input. These are the first 2 which eyes do everyone perfer right or left or should I just include both.


 


Skel-Pirate_zps82943f4b.jpg



               
               

               
            

Legacy_Rolo Kipp

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« Reply #39 on: May 17, 2014, 06:57:41 pm »


               

<eyeballin'...>


 


Both, of course :-)


But if only one, the one to the right. While a clean white eyeball is startling (and has a place, as "Pirates of the Caribbean" showed), I prefer my undead a bit more decayed :-P


 


<...dem bones>



               
               

               
            

Legacy_Pstemarie

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« Reply #40 on: May 17, 2014, 07:15:45 pm »


               


I am reworking my Skeletal Pirates from a CC Challenge and was looking for some input. These are the first 2 which eyes do everyone perfer right or left or should I just include both.


 




 


Nice. I like em both. Once you get them set, port them to dropbox and I'll retool the forearms and shins.


               
               

               
            

Legacy_boodah83

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« Reply #41 on: May 17, 2014, 07:16:18 pm »


               

I agree with Rolo Kipp.



               
               

               
            

Legacy_MannyJabrielle

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« Reply #42 on: May 17, 2014, 07:52:09 pm »


               

I agree... both!  Having both options is always better than not having options



               
               

               
            

Legacy_Pstemarie

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« Reply #43 on: May 17, 2014, 08:55:26 pm »


               

Project Q skeletons are all done. I've also added mounted versions for all of them.



               
               

               
            

Legacy__six

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« Reply #44 on: May 17, 2014, 10:11:11 pm »


               

I'd add the black texture to the pelvis. With the shirt texture on their crotch it looks like they're going all superman undies. I'm not sure the white rim on the boots works with the more detailed upper body either.


 


But otherwise, awesome.