Author Topic: Project Q v2.0 Alpha - Test  (Read 2392 times)

Legacy_cervantes35

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« Reply #45 on: May 17, 2014, 10:31:12 pm »


               

Black texture to the pelvis easy enough. What color would you say would be the best suited for the boot six any suggestions?


 


Maybe just maybe they were superduper skeletons ever think about that six (LOL).



               
               

               
            

Legacy_Pstemarie

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« Reply #46 on: May 17, 2014, 11:42:36 pm »


               

I would go with maybe a lighter shade of black - maybe like on the shirt.



               
               

               
            

Legacy_Pstemarie

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« Reply #47 on: May 18, 2014, 12:14:52 am »


               

Well it took almost two hours but I've got all the mounted skeletons situated so that they actually hold the reins and use the stirrups.  '<img'> Now back to tree foliage.  ':unsure:' 



               
               

               
            

Legacy__six

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« Reply #48 on: May 18, 2014, 02:06:27 am »


               


Maybe just maybe they were superduper skeletons ever think about that six (LOL).




 


Superskeletor really needs to wash his clothes more often.


               
               

               
            

Legacy_MannyJabrielle

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« Reply #49 on: May 18, 2014, 02:35:22 am »


               


Superskeletor really needs to wash his clothes more often.





Now now, you know how he only bleaches his bones, he doesn't bleach his britches.


               
               

               
            

Legacy_cervantes35

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« Reply #50 on: May 18, 2014, 04:41:04 am »


               

Another quickshot ARRH they be pirates matey's.


 


skel-pirate1_zpsb9d651f1.jpg


 


I already noticed the floating bracelet and it has now been fixed.



               
               

               
            

Legacy_Pstemarie

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« Reply #51 on: May 18, 2014, 05:42:26 am »


               

I've finished with the relabeling project for appearance.2da - the drop down menu in the toolset is now sorted in a much more user friendly manner. Should I relabel placeables.2da so that sorts better as well?



               
               

               
            

Legacy_YeoldeFog

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« Reply #52 on: May 18, 2014, 08:30:22 am »


               

Looks really great, everything! But I wish you would include the animated traps togheter with a working set of scripts. And when you're at it, why not add TADs Wilderness traps from CCC October 2013 Wilderness Traps and Real Spike Traps.


 


I have tried to set up your traps from the Aurora module you provided, but it doesn't work, and the animations for some of the traps seems to be broken.



               
               

               
            

Legacy_Pstemarie

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« Reply #53 on: May 18, 2014, 10:49:01 am »


               


Looks really great, everything! But I wish you would include the animated traps togheter with a working set of scripts. And when you're at it, why not add TADs Wilderness traps from CCC October 2013 Wilderness Traps and Real Spike Traps.


 


I have tried to set up your traps from the Aurora module you provided, but it doesn't work, and the animations for some of the traps seems to be broken.




 


Traps work fine in my PW where I took the scripts from. I'll look into it further - I might have missed something.


 


EDIT: All Fixed. I have only tested three of the traps. I've left the demo area for the trapporium in the module (Classic Dungeon) with a trapped door linked to a falling bricks trap so people can see how its setup. Lacero's readme on how to use the trapporium is now included as part of "q_inc_traps.nss." 



               
               

               
            

Legacy_Pstemarie

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« Reply #54 on: May 18, 2014, 01:09:18 pm »


               

I've incorporated Ben Harrison's Old/Frail phenotype for all races/sexes from his Farewell Content Collection. I've also added Aribeth's sword (with 3 additional color variants), the Fantasy Shields, and the "Royo" Aribeth Head from that collection as well.


 


EDIT: Which gives us a rather tired looking Aribeth


 


aribeth_zps99ae7bfa.jpg



               
               

               
            

Legacy_Pstemarie

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« Reply #55 on: May 18, 2014, 10:46:07 pm »


               

Ben Harrison's Spike Traps are in. Currently working on the traps from the Wilderness CCC.



               
               

               
            

Legacy_Pstemarie

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« Reply #56 on: May 19, 2014, 01:38:02 am »


               


Ben Harrison's Spike Traps are in. Currently working on the traps from the Wilderness CCC.




 


The revised trapporium scripts now include an additional 10 traps beyond what Lacero and Firehazurd originally created : trip wires, snares, and a swinging spike from the Masters of the Wild CC Challenge. In addition, Ben Harrison's floor and wall spike traps have also been fully scripted and implemented as true trigger driven traps.


 


The demo module includes two areas so testers can try out the traps.


               
               

               
            

Legacy_YeoldeFog

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« Reply #57 on: May 19, 2014, 06:40:27 am »


               

Really great! Thank you!



               
               

               
            

Legacy_Gruftlord

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« Reply #58 on: May 19, 2014, 08:28:36 am »


               

Hello Pstemarie,


 


i found a bug with the Lord of Worms Minotaurs: two of the models have completelly black horns. it appears, that the texture is pure black in the parts, where the other model has the horns.


1270349669_fullres.jpg


maybe this could be fixed for a new release of rpoject q, and would fit in nicelly with the new rapid small release model.


 


if you are interested in this, i can also send you my private fix, where i copied the horns from the complete textures to the textures with the missing horns.


if you prefer the horns to remain dark, i could still send you improved versions of the texture, where i darken the horns propperly, so they still appear with a it of texture. the pure 0,0,0 RGB just doesn't look right.



               
               

               
            

Legacy_Pstemarie

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« Reply #59 on: May 19, 2014, 10:37:13 am »


               


Hello Pstemarie,


 


i found a bug with the Lord of Worms Minotaurs: two of the models have completelly black horns. it appears, that the texture is pure black in the parts, where the other model has the horns.


1270349669_fullres.jpg


maybe this could be fixed for a new release of rpoject q, and would fit in nicelly with the new rapid small release model.


 


if you are interested in this, i can also send you my private fix, where i copied the horns from the complete textures to the textures with the missing horns.


if you prefer the horns to remain dark, i could still send you improved versions of the texture, where i darken the horns propperly, so they still appear with a it of texture. the pure 0,0,0 RGB just doesn't look right.




 


Already taken care of, but thanks. I noticed it the other day while playing around with things so I fixed the textures myself.