Author Topic: Project Q Updated to v2.0  (Read 11534 times)

Legacy_YeoldeFog

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Project Q Updated to v2.0
« Reply #120 on: June 03, 2014, 09:10:40 pm »


               


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




I can't, first there are flowers in the meadow, then the meadow is a... uhm...  it isn't like a regular tile. Doesn't work beside hills, canyons and stuff like that. My explain-fu is not good enough, I know, but it's not the same as a regular tile :/


               
               

               
            

Legacy_Pstemarie

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« Reply #121 on: June 03, 2014, 10:15:35 pm »


               


I can't, first there are flowers in the meadow, then the meadow is a... uhm...  it isn't like a regular tile. Doesn't work beside hills, canyons and stuff like that. My explain-fu is not good enough, I know, but it's not the same as a regular tile :/




 


Ok, just so I'm straight on this - what BASE tileset are you working in. Are you using the Castle Exterior, Rural (aka TNO) or the actual Wild Woods Tileset (which is a version Six did not release to the public)?


               
               

               
            

Legacy_Malagant

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« Reply #122 on: June 04, 2014, 01:35:50 am »


               

A minor but noticeable issue, I saw that pmh0_head002 has a tear in the hood (left side from our perspective) when the hood moves. I was also wondering what causes this because I had that issue with one of the conversions I did and the only way I knew around it was to only use the vertices below that point in auroraflex (which worked for me because it was hair, but on a hood it might look a bit strange).



               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #123 on: June 04, 2014, 03:37:10 am »


               

I went ahead and downloaded and ran the updater to bring my personal copy of Q from 1.7 to 2.0.  Some nice new stuff in there that I'll get to merging into my own 2da files sometime in the near future.


 


I even like the newer newer cave textures the underground caves suddenly got. '<img'>  Although I do now have to remake some placeable textures that were made to match the mine walls.


 


However, I do have one problem.  It seems that almost every new inventory icon included comes with both a .tga and .dds version.  The .dds version isn't needed for icons that aren't overwriting BioWare icons...and they're overriding any icons with the same file names in higher priority haks (namely, the ones with new stuff for my PW and ones I've renamed/renumbered to get Q + CEP + Aenea content available at the same time). I noticed it today with miscellaneous items and with the 3-part shields while playing.  My jump widget icon doesn't look like a little guy jumping anymore, it looks like a stumpy vial of yellowish poison...and my formerly steel tower shield painted with an Aenean deity's symbol now looks like a primitive shield of rough wood planks. '<img'>



               
               

               
            

Legacy_YeoldeFog

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« Reply #124 on: June 04, 2014, 06:23:04 am »


               


Ok, just so I'm straight on this - what BASE tileset are you working in. Are you using the Castle Exterior, Rural (aka TNO) or the actual Wild Woods Tileset (which is a version Six did not release to the public)?




 


Hmm, I think it's the Wild Woods version. First I used Wild Woods (Six version) and made some areas with it. Then I removed it to see if it would still work with PQ2, and it did. I know the Wild Woods (downloadable version from the vault), didn't had the empty tile with rocks and bushes.


 


So to sum it up


 


1. I first used Wild Woods from the vault (public one)


2. I made some areas using that tileset


3. I downloaded and upgraded to Project Q 2.0


4. I removed Wild Woods (public one).


               
               

               
            

Legacy_Pstemarie

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« Reply #125 on: June 04, 2014, 10:35:33 am »


               


I went ahead and downloaded and ran the updater to bring my personal copy of Q from 1.7 to 2.0.  Some nice new stuff in there that I'll get to merging into my own 2da files sometime in the near future.


 


I even like the newer newer cave textures the underground caves suddenly got. '<img'>  Although I do now have to remake some placeable textures that were made to match the mine walls.


 


However, I do have one problem.  It seems that almost every new inventory icon included comes with both a .tga and .dds version.  The .dds version isn't needed for icons that aren't overwriting BioWare icons...and they're overriding any icons with the same file names in higher priority haks (namely, the ones with new stuff for my PW and ones I've renamed/renumbered to get Q + CEP + Aenea content available at the same time). I noticed it today with miscellaneous items and with the 3-part shields while playing.  My jump widget icon doesn't look like a little guy jumping anymore, it looks like a stumpy vial of yellowish poison...and my formerly steel tower shield painted with an Aenean deity's symbol now looks like a primitive shield of rough wood planks. '<img'>




 


Working on this first thing. Will be completed later this morning.



               
               

               
            

Legacy_Pstemarie

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« Reply #126 on: June 04, 2014, 02:30:20 pm »


               

Item icons should be all set, TAD. I've eliminated all DSS versions of the new item appearances, so your overrides should work once more. I also created new models and a set of icons for shuriken #s 051-053 and 061-063 which were never made by Bioware (the icons existed but the models were just a box). They now appear as crystal versions of shuriken 011-014 and 041-044 - color variants are: emerald, amethyst, ruby, and sapphire.


 


I had to leave in the TGA versions of the lower range Bioware icons (e.g. reforged weapons) which are being overridden because just having the DDS versions didn't cut it - I was still seeing the original Bioware icons and not the newer versions.


 


TAD, if you have anymore item icon overrides that are not appearing correctly, send me a PM with the icon numbers and I'll verify that the DDS version of the icon is gone or can be removed without borking Q.



               
               

               
            

Legacy_Pstemarie

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« Reply #127 on: June 04, 2014, 03:05:02 pm »


               


A minor but noticeable issue, I saw that pmh0_head002 has a tear in the hood (left side from our perspective) when the hood moves. I was also wondering what causes this because I had that issue with one of the conversions I did and the only way I knew around it was to only use the vertices below that point in auroraflex (which worked for me because it was hair, but on a hood it might look a bit strange).




 


Screenshot please, I'm not seeing it.


               
               

               
            

Legacy_Pstemarie

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« Reply #128 on: June 04, 2014, 03:46:56 pm »


               


Hmm, I think it's the Wild Woods version. First I used Wild Woods (Six version) and made some areas with it. Then I removed it to see if it would still work with PQ2, and it did. I know the Wild Woods (downloadable version from the vault), didn't had the empty tile with rocks and bushes.


 


So to sum it up


 


1. I first used Wild Woods from the vault (public one)


2. I made some areas using that tileset


3. I downloaded and upgraded to Project Q 2.0


4. I removed Wild Woods (public one).




 


OK, I've added two empty tiles to the Wild Woods .SET file (ttw01). They appear under the "Meadow" terrain.


 


Note, however, with what you seem to want - based on some of your previous notes (e.g. painting meadow terrain along cliffs, etc.) - you'll get much more mileage out of the Wild Woods features if you convert the area over to the TNO tileset.


 


I only included the Wild Woods .SET file in q_!tilesets so that Builders would have access to Wild Woods without all the TNO features if they needed it. Also note, Wild Woods is intended to be a forest tileset; thus, the amount of open terrain would be limited and most likely filled with leaves and flowers as _Six originally modeled it. 



               
               

               
            

Legacy_Malagant

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« Reply #129 on: June 04, 2014, 04:39:26 pm »


               

pmh0_head002, although it looks like both sides at the same point:


 


184233_original.jpg184354_original.jpg



               
               

               
            

Legacy_Pstemarie

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« Reply #130 on: June 04, 2014, 05:54:29 pm »


               


pmh0_head002, although it looks like both sides at the same point:




 


FIXED


               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #131 on: June 04, 2014, 06:24:28 pm »


               


Item icons should be all set, TAD. I've eliminated all DSS versions of the new item appearances, so your overrides should work once more. I also created new models and a set of icons for shuriken #s 051-053 and 061-063 which were never made by Bioware (the icons existed but the models were just a box). They now appear as crystal versions of shuriken 011-014 and 041-044 - color variants are: emerald, amethyst, ruby, and sapphire.


 


I had to leave in the TGA versions of the lower range Bioware icons (e.g. reforged weapons) which are being overridden because just having the DDS versions didn't cut it - I was still seeing the original Bioware icons and not the newer versions.




Thanks, Pstemarie.


 


And yes, any icons that replace BioWare ones do need both .tga version (for the toolset) and .dds version (for in-game). New, non-BioWare-replacing icons need only a .tga icon.


 


It took me a while to figure that one out when doing Project Reforged. Everything looked great in the toolset, then my players kept reporting the old icons still showing up when they were in-game. Eventually I just said "hmmm...what if I convert some of these to .dds?" It's something I'd had to do to replace some tileset textures (which were already using BioWare .dds files), so it couldn't hurt, right? Lo and behold, it worked for the replacing inventory icons. '<img'>


               
               

               
            

Legacy_Pstemarie

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« Reply #132 on: June 05, 2014, 07:19:40 pm »


               

Daggerford placeable portraits have been uploaded.



               
               

               
            

Legacy_henesua

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« Reply #133 on: June 06, 2014, 06:10:55 am »


               

placeables.2da


ben harrison traps


indexes 1851 - 1856 are repeats from earlier in the 2da 1619-1624



               
               

               
            

Legacy_Pstemarie

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« Reply #134 on: June 06, 2014, 01:08:11 pm »


               


placeables.2da


ben harrison traps


indexes 1851 - 1856 are repeats from earlier in the 2da 1619-1624




 


Removed indexes 1851-1856 and changed the templates to point to the other appearances.