Author Topic: Project Q Updated to v2.0  (Read 11548 times)

Legacy_cervantes35

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« Reply #195 on: June 10, 2014, 11:52:25 pm »


               

Well maybe we did redo the city exterior tile I see it in the project q tileset hak I'll give it a look as well.


               
               

               
            

Legacy_MannyJabrielle

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« Reply #196 on: June 10, 2014, 11:54:42 pm »


               

Are you sure about Q not editing that one?  I found the tilename my locating the tile in one of the Q haks using nwnexplorer...  (edit: ah, looks like you found the same tile in the hak as well)


 


Is the wok mesh thing easy to fix?  I got the same issue with a non-replacing version of the city exterior using FP's almraiven textures that I put together... I'm at that "let's see what happens when I push this button" level of n00bness when it comes to tilesets so I'm not certain how to go about fixing it



               
               

               
            

Legacy_cervantes35

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« Reply #197 on: June 11, 2014, 12:39:12 am »


               

Actually I'm not seeing a problem in 3ds max with the tcn01_b02_02 wokmesh let me see if there is a pathnoding problem in the set.



               
               

               
            

Legacy_cervantes35

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« Reply #198 on: June 11, 2014, 12:56:15 am »


               

Tile tdm01_a02_02 which is the cave tile you are showing in the picture has no wokmesh data in the model file. I believe this happen to pstemarie on another tile in the caves as well an export glitch with max plus.


 


Fixed in my staged folder



               
               

               
            

Legacy_Pstemarie

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« Reply #199 on: June 11, 2014, 01:05:17 am »


               


Tile tdm01_a02_02 which is the cave tile you are showing in the picture has no wokmesh data in the model file. I believe this happen to pstemarie on another tile in the caves as well an export glitch with max plus.


 


Fixed in my staged folder




 


Not a Max issue with this one - it was compiled outside of Max using compDcomp. The fix is on the server now. I'm going to run the entire set of tiles through CM3 and see what happens.



               
               

               
            

Legacy_cervantes35

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« Reply #200 on: June 11, 2014, 01:11:41 am »


               

Not to sure about the tcn01_a2_02 tile either was wondering if the oar in the wokmesh is making pathnoding really hard since it leaves a narrow corridor around that side of the boathouse.


 


May want to pull the paddle back and let in hang over the water and square up the wokmesh around the boat or even shorten the paddle no need to have a paddle longer than the boat.



               
               

               
            

Legacy_Pstemarie

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« Reply #201 on: June 11, 2014, 01:25:36 am »


               

The city tile - tcn01_b02_02 is fixed. Whoever "fixed" it way back when had added a bunch of extraneous faces to the walkmesh. I'm amazed it even exported in that condition.



               
               

               
            

Legacy_Draygoth28

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« Reply #202 on: June 11, 2014, 01:10:43 pm »


               I have a few more animals almost complete. Was there something I missed on the last set I did?
               
               

               
            

Legacy_cervantes35

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« Reply #203 on: June 11, 2014, 02:05:03 pm »


               No I don't think there is any problem I just wanted Pstemarie to take a look at the  animations but he is really busy getting all the tilesets working that have been added recently.


I have some critters ready myself just waiting for a good time for the drop.
               
               

               
            

Legacy_Pstemarie

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« Reply #204 on: June 11, 2014, 02:24:02 pm »


               


No I don't think there is any problem I just wanted Pstemarie to take a look at the animations but he is really busy getting all the tilesets working that have been added recently.


I have some critters ready myself just waiting for a good time for the drop.




 


Feel free to drop them in anytime. I'll be looking at all the critters this weekend - including those awesome animals Dray has been cranking out.


               
               

               
            

Legacy_Randomdays

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« Reply #205 on: June 11, 2014, 11:17:12 pm »


               

Yay for more critters!



               
               

               
            

Legacy_Pstemarie

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« Reply #206 on: June 12, 2014, 01:38:04 am »


               

Draygoth's second round of animals have been uploaded to the server. Everything seems to be working fine with them. The latest pack includes two male gorillas, an okapi (zebra giraffe), an alligator, and a crocodile. 


 


Note: The gorilla may seem a little small, but remember this isn't one of the obese types you see at the zoo. Wild male gorillas, according to the Gorilla FAQs and Koko.org, average 3'3" tall when standing on all fours and average 5'6" tall when standing upright on their hind legs. They are nowhere near as big as the better fed, lesser exercised gorillas raised and held in captivity.


               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #207 on: June 12, 2014, 06:22:09 am »


               


Draygoth's second round of animals have been uploaded to the server. Everything seems to be working fine with them. The latest pack includes two male gorillas, an okapi (zebra giraffe), an alligator, and a crocodile. 


 


Note: The gorilla may seem a little small, but remember this isn't one of the obese types you see at the zoo. Wild male gorillas, according to the Gorilla FAQs and Koko.org, average 3'3" tall when standing on all fours and average 5'6" tall when standing upright on their hind legs. They are nowhere near as big as the better fed, lesser exercised gorillas raised and held in captivity.




*sigh*  I just updated my hak files this morning and uploaded them for my players (for the new critters that were added to Q between versions 1.7 and yesterday's files). '<img'> And crocs and/or gators were one critter I've been looking for.  And gorillas, too?


 


If we get some good giraffes and ostriches anytime soon, I'm definitely going to have to build out an area of my gameworld that's supposed to be kind of African savanna & light forest type region (with pygmies, African animals, etc.).


               
               

               
            

Legacy_Pstemarie

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« Reply #208 on: June 12, 2014, 11:14:41 am »


               

Found a couple of gothic statues and columns that look like they come from the same placeable series as the grimbook. If anyone recognizes them please let me know who made them - I'm thinking it may have been Ziroc.



               
               

               
            

Legacy_cervantes35

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« Reply #209 on: June 12, 2014, 11:48:28 am »


               

Most of the stuff Ziroc did is prefixed with EFU if not I beleive it came from another source.


 


Correction he did create other material with typical naming conventions.