Author Topic: Project Q Updated to v2.0  (Read 11539 times)

Legacy_boodah83

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« Reply #135 on: June 06, 2014, 06:55:35 pm »


               

Not sure how much work this would need, but would it be possible to add some kind of visual cues to raised black tiles in the Mines/Caverns tileset (like in Crypt or Dungeon)?



               
               

               
            

Legacy_Tarot Redhand

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« Reply #136 on: June 06, 2014, 08:49:13 pm »


               

Not wanting to be a pain but will there be a full download of V2 sometime soon (i.e. everything in a big lump).


 


TR



               
               

               
            

Legacy_Zwerkules

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« Reply #137 on: June 06, 2014, 08:57:37 pm »


               


Not sure how much work this would need, but would it be possible to add some kind of visual cues to raised black tiles in the Mines/Caverns tileset (like in Crypt or Dungeon)?




I have textures for that somewhere. They have 'raised' written along the raised parts.


               
               

               
            

Legacy_MannyJabrielle

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« Reply #138 on: June 07, 2014, 04:18:35 pm »


               

That would be extremely helpful for the caves and the crypt tilesets.  Could they perhaps be put into the vdbuild hak?



               
               

               
            

Legacy_Pstemarie

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« Reply #139 on: June 07, 2014, 05:15:41 pm »


               


That would be extremely helpful for the caves and the crypt tilesets.  Could they perhaps be put into the vdbuild hak?




 


Crypt already has a grid overlay for the raised tiles that highlights the slope. I've added a red texture to q_!vd_build for the mines and caverns tileset.


               
               

               
            

Legacy_Zwerkules

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« Reply #140 on: June 07, 2014, 06:39:28 pm »


               


Crypt already has a grid overlay for the raised tiles that highlights the slope. I've added a red texture to q_!vd_build for the mines and caverns tileset.




If you replace tdm01_raised.dds with a grid texture you'll see the slopes in the mines/caves tileset as well. I left the texture black so it appears black in game. A texture that highlights the slopes was meant for a hak for building with the tileset. Just like you added one to q_!vd_build.


               
               

               
            

Legacy_Shadooow

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« Reply #141 on: June 07, 2014, 06:59:06 pm »


               


If you replace tdm01_raised.dds with a grid texture you'll see the slopes in the mines/caves tileset as well. I left the texture black so it appears black in game. A texture that highlights the slopes was meant for a hak for building with the tileset. Just like you added one to q_!vd_build.




Hmm why didnt you used the method Ive found and provided in my original package? Ive used animloop with tiledefault and it didnt appeared in game at all that way.



               
               

               
            

Legacy_Pstemarie

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« Reply #142 on: June 07, 2014, 08:54:32 pm »


               


Hmm why didnt you used the method Ive found and provided in my original package? Ive used animloop with tiledefault and it didnt appeared in game at all that way.




 


Dungeon and crypt do use your method of tilefade. Zwerks mines and caverns - which have ceilings and are not from your package - are on the list of things to rework so that they use the same methods you did.



               
               

               
            

Legacy_Pstemarie

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« Reply #143 on: June 07, 2014, 10:20:51 pm »


               

Finally got around to adding Este's kitchen tiles to Q - nice job on those btw.



               
               

               
            

Legacy_boodah83

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« Reply #144 on: June 07, 2014, 10:55:47 pm »


               

Cool! Though this inspires me to another one of my dreaded suggestions:


 


Empty versions of tni01 and tni02 terrain tiles (Inn, Living Room, Rich, etc.) and maybe empty rooms (1 tile features) so you can fully customize them with placeables.



               
               

               
            

Legacy_Pstemarie

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« Reply #145 on: June 07, 2014, 11:10:20 pm »


               


Cool! Though this inspires me to another one of my dreaded suggestions:


 


Empty versions of tni01 and tni02 terrain tiles (Inn, Living Room, Rich, etc.) and maybe empty rooms (1 tile features) so you can fully customize them with placeables.




 


Yeah, I've got a ton of those somewhere that I collected from the Vault. I'll have to dust them off and get them in Q.


               
               

               
            

Legacy_YeoldeFog

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« Reply #146 on: June 08, 2014, 07:50:19 am »


               

Are you updating regularly, or will there be a big update soon? '<img'>



               
               

               
            

Legacy_Mecheon

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« Reply #147 on: June 08, 2014, 07:59:37 am »


               

Speaking of tileset addons, one I liked from the City Interior Windows is they include an empty version of that cage in the kitchen that you can put a door on



               
               

               
            

Legacy_Pstemarie

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« Reply #148 on: June 08, 2014, 10:50:49 am »


               


Are you updating regularly, or will there be a big update soon? '<img'>




 


Just tweaks and bugfixes at the moment. I add a few things just about daily as I find them - or need them for the module I'm making.


 


One thing I have found odd is that the kitchen tiles in City Interior 2 all have a wood floor but have the walkmesh material set to stone. I have two options - change material to wood or retexture floor with cobble.



               
               

               
            

Legacy_boodah83

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« Reply #149 on: June 08, 2014, 11:51:14 am »


               

My vote is for staying with wood.