Author Topic: Project Q Updated to v2.0  (Read 11544 times)

Legacy_MannyJabrielle

  • Sr. Member
  • ****
  • Posts: 275
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #180 on: June 09, 2014, 04:18:24 am »


               

I just noticed that some of the newer creature additions do not show up when the q_!Armoury.hak is attached since they don't seem to be added to the appearance.2da in that hak.



               
               

               
            

Legacy_cervantes35

  • Sr. Member
  • ****
  • Posts: 426
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #181 on: June 09, 2014, 04:25:59 am »


               


I just noticed that some of the newer creature additions do not show up when the q_!Armoury.hak is attached since they don't seem to be added to the appearance.2da in that hak.




 


Man that armory appearance 2DA is going to be the death of us do have a list of critters off-hand?


 


I posted a link to my city_ext hak for boodah to get an idea of what might be in store in the future. You know how he likes to play with new toys. Besides I'm looking forward to his feedback give me a general idea if people will like it.



               
               

               
            

Legacy_MannyJabrielle

  • Sr. Member
  • ****
  • Posts: 275
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #182 on: June 09, 2014, 04:51:36 am »


               

Offhand, it looks like:


vampire captain male 2


vampire spawn


the two female lichs


retirever


vargoile


the skeleton pirates


monitor lizards


 


That list I got from comparing the appearances in the tails list to the appearances list (they're all at the bottom of the list).  I haven't compared the two appearance 2da's to each other yet to see if any newer creatures didn't make it into both the armoury appearance and the tail-model's list.



               
               

               
            

Legacy_cervantes35

  • Sr. Member
  • ****
  • Posts: 426
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #183 on: June 09, 2014, 05:04:16 am »


               

When was the last time you updated all the appearances listed show up for me. If you run updater and the problem isn't fixed try running the force updater  Pstemarire put up on the vault and see if that cures the problem.


 


They are all in the dropdown list but have no UTC yet so they will not appear on the pallette.



               
               

               
            

Legacy_MannyJabrielle

  • Sr. Member
  • ****
  • Posts: 275
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #184 on: June 09, 2014, 05:17:07 am »


               

Ran it just an hour ago.


I'll get the forced updater, give that a go and report back after running it.



               
               

               
            

Legacy_boodah83

  • Full Member
  • ***
  • Posts: 247
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #185 on: June 09, 2014, 05:46:58 am »


               

Yeah, I think you'll have to run the forced updater to get the q_!armory hak updated if only the appearance.2da changed.


 


I really love the city reskin with all the new stuff added (i think I already had the chance to play around with an older version of this in the good, old NWNE times) and it fits perfectly with the other Q tilesets (especially when you'll combine it with the Q foliage trees from PSM's NWNE city reskin)! Graveyard terrain, the monestary and the walkable Castle roofs are still my favorites (besides the alleys for boodah-style shady dealings, of course).


 


But you know how I operate, so here is a list of a few things I noticed so far:


 


barbican - not possible to paint winkles yet


building poor - not possible to paint alley crosser yet


building burned 2x1, Group house 1 - 10 (except 5 and 8), arena 9x9, plaza 2x2, pool holy 2x2, all the ships, Tower Ruined, Tower Wizard, building artisan shop, building burned, building destroyed 2, plaza 1 & 2, portal, streetlight, water/dock/bridge low - still old textures


Gate, City 2x2; State Building, Ruined 2x3 - partially still old textures


monastery door, main - door missing



               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #186 on: June 09, 2014, 06:26:45 am »


               

Noticed some wokmesh bugs in the reskin of zwerk's caves while running around in one of my areas. Can't recall which tile it was. One of the cave tiles though, not a corridor. Could have been tdm01_a02_02. Could have been a04_04. Not really sure. Might not be either. I was running aorund one of my own caves but got turned around when attacked by goblins.



               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #187 on: June 09, 2014, 09:45:21 am »


               


I just noticed that some of the newer creature additions do not show up when the q_!Armoury.hak is attached since they don't seem to be added to the appearance.2da in that hak.




 


There is no appearance.2da in q_!armoury - you must mean q_!fightingsfx. I just ran the two appearance.2da files through my compare tool - all appearances are listed.


               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #188 on: June 09, 2014, 12:24:28 pm »


               

Ok, I've got all the tiles renamed and bashed together into one hak. I've started remapping the stonework and stucco on the buildings to the same scale as what's in the TNO tileset - makes a better visual transition between the two. I've also got a new dirty cobble texture for the cobble streets made from the texture in the Wyvern Crown tileset. Doesn't look too bad when tiled and is a nice contrast from the sidewalks.



               
               

               
            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #189 on: June 09, 2014, 02:48:09 pm »


               

<pretending to look...>


 




Don't worry, there'll be always some brownies for you, your piglet-mommy-eating homie ( '<img'>) and all the other NWN dudes reserved in my stash.




Hey! Brownies aren't anywhere near as obnoxious as gnomes! Leave them alone! @_@


1349801595fullres.jpg


 


<...horrified>



               
               

               
            

Legacy_MannyJabrielle

  • Sr. Member
  • ****
  • Posts: 275
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #190 on: June 09, 2014, 05:21:54 pm »


               


There is no appearance.2da in q_!armoury - you must mean q_!fightingsfx. I just ran the two appearance.2da files through my compare tool - all appearances are listed.




Yes, my bad, the !fighting, not !armoury.


DL'ed and ran the forced updater last night.  Everything is working as meant to now


(now to re-do my module's appearance 2da.. again '<img'> )


               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #191 on: June 09, 2014, 11:03:22 pm »


               

The default update looks at the file size of the log file for each folder in the /Q_Updater/Q folder to determine if it needs to repack that particular hak; thus, small changes don't always trigger the packing routine. The Force_Updater.BAT has the file size trigger set to 20 bytes so it will trigger on the creation of the log file.



               
               

               
            

Legacy_MannyJabrielle

  • Sr. Member
  • ****
  • Posts: 275
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #192 on: June 10, 2014, 11:19:36 pm »


               

Ah, ok.  That makes sense.  I didn't know how the updater was checking what files to update.


*****


Some tileset issues:


 


Tile TCN01_B02, when my PC (or any other creature) walks into that tile, they get stuck and can't walk out of it.  Not sure why.  I have had that happen with other city-reskins/remakes of the city that use that tile although I can't recall it happening with the default city tileset.  In the editor, the tile is I believe the "boathouse" feature tile.


 


For the expanded/reskined mines/caverns, I found a funky tile, td01_a02.  In-game, any creature walking onto that tile gets lifted up into the air.  In the toolset, when I try to put any placeables on that tile, they got shot down to lower left corner of the area.


Following is a screenshot to show what I'm trying to explain.  The red "floor design" arrows are placed at the two corners just outside the red grid line showing where each specific tile's area starts.


 


module10.jpg


 


 


 


(edit: For reference, forced-bat update saturday night, tiles behave like this in premade modules such as the OC where the area was made with default NWN tilesets and Q attached afterwards, and in areas made with the Q haks attached prior to creating the area.)



               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #193 on: June 10, 2014, 11:44:15 pm »


               

Yup. with the mines, thats a WOK issue, Manny. And you narrowed down the tile for us. Its the same problem I mentioned above.


 


Sounds like the issue with the city exterior is also a WOK mesh problem.



               
               

               
            

Legacy_cervantes35

  • Sr. Member
  • ****
  • Posts: 426
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #194 on: June 10, 2014, 11:50:21 pm »


               

They are both wokmesh issues but the city exterior we had nothing to do with that tile but its a good heads up since we are putting together a new city exterior tileset.