Author Topic: Project Q v2.0 Alpha - Test  (Read 2395 times)

Legacy_cervantes35

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Project Q v2.0 Alpha - Test
« Reply #60 on: May 19, 2014, 10:56:17 am »


               

Paul, let me get this, it will be in the dropbox tonight. I have it already completed just have to rename textures as it was for another of my projects so I renamed the textures plus I have the retextured the tails to match the minotaur color instead of the plain gray they are now.  Plus I cleaned up the model file so they are smaller in file size. 


 


Man am I slow with the phone at work you posted before I finished.



               
               

               
            

Legacy_Pstemarie

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« Reply #61 on: May 19, 2014, 11:03:47 am »


               

I have begun compiling the Project Q models which will significantly improve performance on lower end GPUs. I also discovered something about compiled tile models that I'd thought I'd share:


 


It is not uncommon for tiles to have geometry that extends beyond the normal tile edges - for example tps01_stem01 from the revamped Sigil Tileset. However, such tiles, when compiled, WILL cause a "SQRT Domain" error within the toolset. The only way to get around this issue is to leave the tile as an uncompiled ascii format model. Thus, for best practices, I recommend that, when building tilesets, tile geometry does not extend beyond the limits of the 1000x1000 tile. This is what TileSlicer was made for folks.


 


I've also posted this as a separate message in this forum, so please have any further discussion on this there.



               
               

               
            

Legacy_YeoldeFog

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« Reply #62 on: May 19, 2014, 12:12:31 pm »


               


 


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




 


Hey!


 


Where can I find the demo module? It doesn't seem to be up to date? '<img'>



               
               

               
            

Legacy_Pstemarie

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« Reply #63 on: May 19, 2014, 01:38:09 pm »


               


Hey!


 


Where can I find the demo module? It doesn't seem to be up to date? '<img'>




 


I was referring to the Alpha 2A Module which isn't available yet. It will be released with the next Alpha testing package.


               
               

               
            

Legacy_Pstemarie

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« Reply #64 on: May 20, 2014, 01:38:40 pm »


               

Project Q v2 Alpha Test v2 is now available for testing. See the included .txt file for installation and general information.



               
               

               
            

Legacy_boodah83

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« Reply #65 on: May 20, 2014, 03:28:56 pm »


               

The Minotaur Chieftain and Shaman both now give me Assertion failed errors and close down the toolset when selecting them in the drop down menu. 


 


Wildwoods - The Castle and Castle Keep terrain as well as the Castle Gate (1x3) tile group don't work (maybe not lowered like the rest of the tiles?).


 


Maybe on purpose, but Cervantes' Skeleton Pirates seem to not be in it yet.


 


I like the new way appearance 2da is sorted (minor nitpicks: maybe put all the warthogs and boars together with the pig as Swine: xxx, also: is the Shadow Fiend a demon?).


 


 


Shamelessly also abusing this post for a few greedy content suggestions:


 


- How about also putting in Six's wildlands tilesets? The winter version would be a nice stomping ground for the Remorhaz, Frost Giants and Frozen Zombies,


 


- A few LoW creatures to round out the menagerie: Yuan Ti Abominations, Marilith Demons and Shadow + Shadow Fiend replacements.



               
               

               
            

Legacy__six

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« Reply #66 on: May 20, 2014, 08:00:05 pm »


               


Wildwoods - The Castle and Castle Keep terrain as well as the Castle Gate (1x3) tile group don't work (maybe not lowered like the rest of the tiles?).


 




 


Strange as it may sound... paint them in water.



               
               

               
            

Legacy_cervantes35

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« Reply #67 on: May 20, 2014, 08:27:26 pm »


               The skeletal pirates have not been included yet as I haven't put them in the Dropbox yet.  The Minotaur I have reworked copies I'm gonna post up see if they compile better.
               
               

               
            

Legacy_boodah83

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« Reply #68 on: May 20, 2014, 08:52:25 pm »


               


Strange as it may sound... paint them in water.




 


Thanks!


 


Looks like a texture might be missing at the corners (show up all black), though.


               
               

               
            

Legacy__six

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« Reply #69 on: May 20, 2014, 09:02:30 pm »


               

I dunno how much pstemarie has tested the castle stuff, but it was heavily unfinished as I left it - missing walkmeshes, maybe a few missing entirely tiles. Not been able to check out the Q version yet.



               
               

               
            

Legacy_boodah83

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« Reply #70 on: May 20, 2014, 09:42:10 pm »


               

There are some white gaps when using the Wildwoods water together with the Raise/Lower terrain (in both tilesets). A few examples:


 


ttw01_g15_01_zpsd40c068a.jpg


 


ttw01_b08_01_zps5d78406e.jpg


 


I divided by 0 again...


ttw01_g26_01_zps6a0321ca.jpg


 


 


EDIT: Another minor thing:


 


In the cave tileset, tile tdm01_m05_01 has a waterfall that flows down into lava. This can be disabled by unchecking the animation loop box, but it would be cool if the water could be replaced by lava.



               
               

               
            

Legacy_Pstemarie

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« Reply #71 on: May 20, 2014, 11:44:18 pm »


               


The Minotaur Chieftain and Shaman both now give me Assertion failed errors and close down the toolset when selecting them in the drop down menu. 


 


Wildwoods - The Castle and Castle Keep terrain as well as the Castle Gate (1x3) tile group don't work (maybe not lowered like the rest of the tiles?).


 


Maybe on purpose, but Cervantes' Skeleton Pirates seem to not be in it yet.


 


I like the new way appearance 2da is sorted (minor nitpicks: maybe put all the warthogs and boars together with the pig as Swine: xxx, also: is the Shadow Fiend a demon?).


 


 


Shamelessly also abusing this post for a few greedy content suggestions:


 


- How about also putting in Six's wildlands tilesets? The winter version would be a nice stomping ground for the Remorhaz, Frost Giants and Frozen Zombies,


 


- A few LoW creatures to round out the menagerie: Yuan Ti Abominations, Marilith Demons and Shadow + Shadow Fiend replacements.




 


Minotaurs - FIXED. The entries had been blanked out by the 2da Tool I was using to copy and paste the LABEL column from one 2da to the other. I also found some other blanked entries and fixed those.


 


Wildwoods Castle and Keep - See post by _Six


 


TNO Wildwoods Gaps - Caused by different vert alignments between TNO and Wildwoods. If you give me the Wild Woods tile numbers I'll fix them up.


 


Skeleton Pirates - See post by Cervantes


 


Appearance.2da Sorting - Good idea about swine. Yes, Shadow Fiend is actually a demon. I should probably put it back to "Shadow: Fiendish" so folks can find it easier.


 


Wildlands - What do you say _Six? Is it in a complete enough state to add to Q?


 


Lava Falls - That would be cool.



               
               

               
            

Legacy_MannyJabrielle

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« Reply #72 on: May 21, 2014, 12:04:16 am »


               


- A few LoW creatures to round out the menagerie: Yuan Ti Abominations, Marilith Demons and Shadow + Shadow Fiend replacements.




 


I would shamelessly second this shameless suggestion.  The default shadow models are just plain horrible, but LoW's shadow (and invisible stalker too for that matter) are just amazing.  The abomination and mariliths are rather groovy as well.


               
               

               
            

Legacy_Pstemarie

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« Reply #73 on: May 21, 2014, 12:06:17 am »


               


I would shamelessly second this shameless suggestion.  The default shadow models are just plain horrible, but LoW's shadow (and invisible stalker too for that matter) are just amazing.  The abomination and mariliths are rather groovy as well.




 


We have permission for any LoW stuff we wish to add so its certainly a likely thing to happen. They in Arbor Falls HAKs?


               
               

               
            

Legacy_boodah83

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« Reply #74 on: May 21, 2014, 12:13:46 am »


               

Yes, but I already have them in a small top hak (minus the Invisible Stalker, I think - missed that one) I used on top of PQ and your haks, so I could send that to you, if it helps.