Author Topic: Project Q Updated to v2.0  (Read 11540 times)

Legacy_Pstemarie

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Project Q Updated to v2.0
« Reply #150 on: June 08, 2014, 12:42:53 pm »


               

Long slated for Q and sitting in a WIP folder for two years - Gaoneng's City and Castle Interior Windows are finally being added to Q. The City Interior (TIN01) is already up. Next will be the Castle Interior (TIC01), followed by versions for the Castle Interior 2 and City Interior 2 tilesets.



               
               

               
            

Legacy_NWN_baba yaga

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« Reply #151 on: June 08, 2014, 12:53:41 pm »


               

Imo a kitchen shouldnt have a wood floor... you mees with a lot of heat, fire and other things that can get pretty messy and dangerous but i´m just saying... speaking my mind... being bored... '<img'>


 


So a stone floor or at least an area of stone around the ovens and whatnot would make sense '<img'>



               
               

               
            

Legacy_Pstemarie

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« Reply #152 on: June 08, 2014, 01:21:18 pm »


               

Well after some online research seems that medieval kitchens, usually located on the ground floor, had dirt floors - at least in castles. It made it easier to dig refuse pits which could then be filled over with dirt when full. YECH!! No wonder they got sick a lot. 



               
               

               
            

Legacy_NWN_baba yaga

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« Reply #153 on: June 08, 2014, 01:54:42 pm »


               

That makes sense to have kitchens only on the ground levels. And about sickness and deseases... it´s clearly the fault (once again) of the church. Before the church established their reign of terror people bathed themself and knew that some kind of hygiene was important. But the cleric sickos told everyone they are bad sinners and everything good is evil. How can it be that even the inventions of the romans were not used by the same guys on top of the hirarchy when we see the catholic church as the 2nd roman empire? ... they wanted that the people suffer... and yes i hate the clergy sickos and know what they are clearly not '<img'> hehe i dont miss a time not to tell you that... curzed are the sickos of the crime syndicate knows as the vatican!


 


So if you want a town that is cursed by deseases just follow what the clergy told the people during the "dark ages" and voila... you have a complete out-of-mind population that destroys itself! Because why not to tell the folks that one day of the week is "bathing time" and all have to go to the next river and just jump in! It´s that easy and yet no ones seems to had that thing in mind...or just wanted to keep the dirty dirties dirty '<img'> I mean imagine the terrible stench of socks or boots? weeks after weeks not bathed and you go with that thing in a bed?.--- damn that stench of evil i tell you. Thats more horror than anything else what the people had to live trough in that period of time. Horrible!!!


 


and the thing called ader´s duiker... well... who was in charge of such an evil invention? It helped no one and it is clear it was meant to torture and kill instead of healing. Blood is the most precious thing in our body! yet it was advertized by the clergy... another surpise full of goodness from the abyss! If you analyze every method from the catholic church you have the most evil system as an inspiration for module villains. Everything was evil and portayed trough torture and death as good. Where both things dont even exist! It´s this pure madness where the reality is so much more brutal then all our imaginations combined i guess.



               
               

               
            

Legacy_boodah83

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« Reply #154 on: June 08, 2014, 02:32:08 pm »


               

Awesome, every time I refresh, the post above gets bigger, haha. Imo, almost every power structure (churches, governments, even the stupid FIFA) is corrupt and "evil", only interested in making $ and holding on to their power monopoly by keeping the masses uneducated and unaware.


 


Sorry for OT post, I just couldn't resist.



               
               

               
            

Legacy_Pstemarie

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« Reply #155 on: June 08, 2014, 02:36:46 pm »


               

Getting us back on track - all expanded interiors are up except for the City Interior 2. That will be up this afternoon.


 


EDIT - City Interior 2 is up now. BBQ got canceled - so more time for NWN '<img'>  



               
               

               
            

Legacy_henesua

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« Reply #156 on: June 08, 2014, 03:20:50 pm »


               

Which City Interior 1 is this?  Zwerkules' City Interior 1 has the improvements you mention already incorporated, has roofs, and better textures, along with a few little additions like a stage etc....



               
               

               
            

Legacy_Pstemarie

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« Reply #157 on: June 08, 2014, 03:41:21 pm »


               

Didn't use Zwerks. I've got something else in mind for the roofs and didn't want to force another reskin on people. However, the textures are now available in the optional reskin hak.



               
               

               
            

Legacy_boodah83

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« Reply #158 on: June 08, 2014, 04:15:04 pm »


               

Hm, City Interior 2 got a little screwed up, wall terrain has now some kitchen terrain mixed in.


 


EDIT: The vista features and window terrain also don't seem to work.


 


Not a bug and very low priority, but would be nice to have the TNO landscape windows in the city interiors as well and at least some of the "old school" vistas (ocean and desert) in castle interiors.



               
               

               


                     Modifié par boodah83, 08 juin 2014 - 03:28 .
                     
                  


            

Legacy_Pstemarie

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« Reply #159 on: June 08, 2014, 04:32:54 pm »


               


Hm, City Interior 2 got a little screwed up, wall terrain has now some kitchen terrain mixed in.


 


EDIT: The vista features and window terrain also don't seem to work.


 


Not a bug and very low priority, but would be nice to have the TNO landscape windows in the city interiors as well and at least some of the "old school" vistas (ocean and desert) in castle interiors.




 


Was fixing as you posted - run the Force_Update.bat to get the changed .SET file.


 


Working on fixing the windows now.


 


EDIT - Should be all set. Be sure to use the Force_Update.bat to ensure you get the changes.



               
               

               
            

Legacy_henesua

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« Reply #160 on: June 08, 2014, 04:44:05 pm »


               


Didn't use Zwerks. I've got something else in mind for the roofs and didn't want to force another reskin on people. However, the textures are now available in the optional reskin hak.




You mean people are using the optional reskins outside of a patch hak? thats a shame. Replacement textures should always be optional and I thank you for doing that in this case.


 


One suggestion I have is to relocate all of the overriding textures and/or models in Q to an optional override hak (I'd rename this one for that affect - perhaps Project Q Facelifts). This would only be stuff that uses the same name as the bioware standard resource which have the same basic behavior as the standard resource but look different. I could do this for you I think. as long as I was able to dump all of the standard art asset resources to a folder I would run difs between it and the content in Q HAKs and then only put the unique content in the HAK. I've been doing this lately with my own HAKs anbd Q sinc eyou are changing Q to be more inclusive of assets not made by the Q team, and so I've eliminated content in my own HAKs as you do so. I've got the process down at this point so could do this with Q as long as I was able to easily get all of the standard art assets out of Bioware's data. (Shadooow would be very helpful at this). The advantage of such an approach is a leaner set of HAKs for Q with all purely aesthetic enhavments as optional.


               
               

               
            

Legacy_Pstemarie

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« Reply #161 on: June 08, 2014, 05:05:32 pm »


               

I like the sound of that. Feel free to peck away at - I'd be curious to see what you come up with. 


 


One thing I've been trying to do is include content that ties in with the existing Q material and has been widely requested by end users. I'm also trying to ensure that all the content included is tied together aesthetically. Thus, I don't exactly see the Bioware overrides as something that are optional. That being said, I can see the value of including such overriding content into the patch_hak format so its available for everything. 



               
               

               
            

Legacy_henesua

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« Reply #162 on: June 08, 2014, 05:10:32 pm »


               

ok... I'll poke Shadooow for help with getting all of the standard resources in a single directory of files to compare against.



               
               

               
            

Legacy_boodah83

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« Reply #163 on: June 08, 2014, 05:24:49 pm »


               

Just as a little side note to this, some of the overriding q creature models have different names than the vanilla nwn ones (like the orcs). In that case, the appearance 2da entry was changed.



               
               

               
            

Legacy_henesua

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« Reply #164 on: June 08, 2014, 05:34:36 pm »


               


Just as a little side note to this, some of the overriding q creature models have different names than the vanilla nwn ones (like the orcs). In that case, the appearance 2da entry was changed.




Exactly. And that is a good way to work because it does not create conflicts with users who wish to override the default resources to their own preferences. You get the best of both worlds in this case, and also avoid redundant duplications of overrides of overrides of overrides etc.. which just contributes to needless bloat and frustration of the the end user who is going for a different look.


 


The content that I think should be in an optional HAK is purely overriding content - meaning art assets with the same name as the standard bioware asset.