Author Topic: Project Q Updated to v2.0  (Read 11536 times)

Legacy_cervantes35

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Project Q Updated to v2.0
« Reply #105 on: June 01, 2014, 03:01:34 pm »


               

Pstemarie I was looking over Drays critters in his WIP folder and models skin look sound but I think theses will will probably need your attention any problems with these will be animation based and probably will be more than I can tackle.



               
               

               
            

Legacy_cervantes35

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« Reply #106 on: June 01, 2014, 07:19:57 pm »


               

The ttw01_j13_01 still has a gap after running the updater it also has a different texture map on the roof maybe 1x1 instead of 2x2 to it and is not set to rotate. I would run the keep tiles thru CM3 and have it map that texture on those tiles so they are all consistent and have it also set the rotation of that texture. I have used this method before to a bunch of tiles to get mapping consistent works really good better than I could do by hand in max.


 


You could also have CM3 map the wall texture as well as there are small inconstentency on it as well and probably because you did some of tiles and six did some of the tiles.



               
               

               
            

Legacy_Pstemarie

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« Reply #107 on: June 01, 2014, 09:02:28 pm »


               

Whoops forgot to upload the final version of that tile - fixed.


 


I also fixed a flickering issue with the stone seams on tiles j11_01 and j21_01. I also fixed the misaligned wall texture mapping on both j13_01 and j23_01. I just have one more mapping alignment to fix then everything should be good.


 


I prefer to do mapping myself.



               
               

               
            

Legacy_Pstemarie

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« Reply #108 on: June 02, 2014, 12:26:26 pm »


               

I'm thinking of renaming the "Monster: Animal: Horse" category on the custom creature palette to "Mounts" and pushing it up to a major category which would house templates for ALL mountable creatures. The new major categories would look like this:


  • Monsters

  • Mounts

  • NPCs

  • Special

  • Tutorial

What do folks think of this?



               
               

               
            

Legacy_Surek

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« Reply #109 on: June 02, 2014, 03:21:49 pm »


               

Coming from a builder’s perspective I like the idea.


               
               

               
            

Legacy_SHOVA

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« Reply #110 on: June 02, 2014, 03:26:27 pm »


               

Perhaps adding an extra entry of Module with 5 sub trees under it would help too. otherwise, love the idea.



               
               

               
            

Legacy_Pstemarie

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« Reply #111 on: June 02, 2014, 04:44:26 pm »


               


Perhaps adding an extra entry of Module with 5 sub trees under it would help too. otherwise, love the idea.




 


Wouldn't that be kind of redundant with the "Custom" category already existing in the palette? What subcategories did you have in mind?


               
               

               
            

Legacy_boodah83

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« Reply #112 on: June 02, 2014, 04:59:15 pm »


               

I'd sugest having the complete


  • Monsters

  • Mounts

  • NPCs

with all sub catagories as well in this Module (or whatever) entry.


 


OR maybe a Project Q entry with all the above and the Q blueprints moved there, freeing up the palette for the builder.


               
               

               
            

Legacy_SHOVA

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« Reply #113 on: June 02, 2014, 06:45:35 pm »


               

It might be redundant, but usually when I build the custom 1-5 gets rather full. I was thinking more in line for PW, and in particular NPCs, Most PWs have set NPCs for shops, quests, or even bosses. Having a spot to put NPCs that are for DM events, and not tied to special conversations, would be helpful.


Another line of thinking is having it as a working directory while building. everything under the module category is being worked on, while stuff under the others complete.



               
               

               
            

Legacy_Malagant

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« Reply #114 on: June 02, 2014, 11:53:47 pm »


               


I'm thinking of renaming the "Monster: Animal: Horse" category on the custom creature palette to "Mounts" and pushing it up to a major category which would house templates for ALL mountable creatures...


What do folks think of this?




I use brackets for this method.


 


Parentheses put things at the top of the list, but as to not have the top cluttered with all manner of categories I use brackets to place them at the bottom. Thus, all my (Dynamic) and dynamic (Mounted) selections all appear first, then the wealth of creatures, then at the bottom I have things like [Mount], [Object], [Unique] for NPC models and those intended as one-off appearances, [VFX], etc.


 


Go with what's comfortable for you, it's easily changed on this end, but I, like you, prefer them organized.


 


Edit: I completely misread that, as I missed palette and was thinking appearances. Haven't tested it within the palette so don't mind me. Too much going on today. My apologies.



               
               

               
            

Legacy_YeoldeFog

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« Reply #115 on: June 03, 2014, 10:15:28 am »


               

Heya!


 


I've found a tileset error (Oh, those are so funny right?!)


 


http://snag.gy/aSH93.jpg



               
               

               
            

Legacy_Pstemarie

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« Reply #116 on: June 03, 2014, 01:05:02 pm »


               

Wildwoods wall - I get on it tomorrow. Too busy today.



               
               

               
            

Legacy_YeoldeFog

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« Reply #117 on: June 03, 2014, 07:13:03 pm »


               

I'm tooling around with the Wildwoods... thingie that isn't the wildoods (I don't fully understand if it's the wildwoods or a reworked verison of it! '<img'>  ). Anyway, would it be possible to make a tile with no rocks or bushes at all - a clean grass tile only and add that to the Project Q tileset? '<img'>


 


And I also need to mention - great work with everything!



               
               

               
            

Legacy_cervantes35

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« Reply #118 on: June 03, 2014, 08:22:52 pm »


               Wild woods was in corporated into the tno castle rural exterior and is a stand alone as well. The stand alone version is the most current version of sixes tileset which he never released prior to project q version 2.0.
               
               

               
            

Legacy_Pstemarie

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« Reply #119 on: June 03, 2014, 08:31:30 pm »


               


I'm tooling around with the Wildwoods... thingie that isn't the wildoods (I don't fully understand if it's the wildwoods or a reworked verison of it! '<img'>  ). Anyway, would it be possible to make a tile with no rocks or bushes at all - a clean grass tile only and add that to the Project Q tileset? '<img'>


 


And I also need to mention - great work with everything!




 


You need a plain grass tile for Wild Woods? I believe you can find those when you paint "Meadow" terrain.