Author Topic: Project Q Updated to v2.0  (Read 11556 times)

Legacy_MannyJabrielle

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Project Q Updated to v2.0
« Reply #255 on: June 16, 2014, 05:24:53 am »


               

Haga-licious!



               
               

               
            

Legacy_Pstemarie

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« Reply #256 on: June 16, 2014, 12:56:57 pm »


               

I've started updating some of the older Bioware and DLA placeables as I come across them. I'm not looking to upgrade each one, just the ones that look really out of place compared to the others. In some cases I'll be redoing the geometry - slightly higher poly counts - to get a better look. Others will just be a texture upgrade.



               
               

               
            

Legacy_Rumata

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« Reply #257 on: June 16, 2014, 05:24:37 pm »


               
Hi to all, I'm not sure if I may post this here, sorry if i'm in fault, I never post nothing before.

 

At first I want to congratulate Pstmarie for his great work.

 

I can't update. I try to execute "q_update_v20.bat" and "q_force_update.bat".

 


I'm on windows 8.1 64


 

 

------------------------------------------------------------------------------

------------------------------------------------------------------------------

       NWN Updater for q

------------------------------------------------------------------------------

------------------------------------------------------------------------------

 

NWMAIN.EXE found, continuing with updates...

Presione una tecla para continuar . . .

 

----------------------------------------

Update mode : Normal

 

Syncing q/!armoury...

receiving incremental file list

.d..t...... !armoury/

              0   0%    0.00kB/s    0:00:00  Connection to 148.251.86.81 failed,

 aborting...

 

 

 

Thanks in advance.

 

Sorry for basic english.


               
               

               
            

Legacy_henesua

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« Reply #258 on: June 16, 2014, 05:29:31 pm »


               

I've been too busy to run diffs between Q and the Bioware stuff. I'll do that soon and give you a list of resources that I think should go in an optional facelift HAK. It seems to me that the facelifting you are doing on old Bioware and DLA stuff is similar content - in that it is a facelift which doesn't change game play.



               
               

               
            

Legacy_Pstemarie

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« Reply #259 on: June 16, 2014, 05:47:54 pm »


               

Yeah I'm basically running a few really old low poly placeables through the tesseltate modifier and replacing details (like the shields on the DLA shield rack) with components that actually look like what they are supposed to represent.



               
               

               
            

Legacy_henesua

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« Reply #260 on: June 17, 2014, 12:47:27 am »


               

groovy.


 


Zwerkules also did some nice bioware placeable facelifts. I'd focus my efforts on other placeables so that we can maximize the faceliftedness! '<img'>


 


Great effort to do in anycase. Thanks, Pstemarie.



               
               

               
            

Legacy_Pstemarie

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« Reply #261 on: June 17, 2014, 12:56:40 am »


               




groovy.


 


Zwerkules also did some nice bioware placeable facelifts. I'd focus my efforts on other placeables so that we can maximize the faceliftedness! '<img'>


 


Great effort to do in anycase. Thanks, Pstemarie.




 


I already incorporated those into v2.0. I've just retouched a few textures to make them blend more with what I've already got. AND...


 


Soon to be playing in a dungeon near you - THE UNGRATEFUL DEAD: Jerry on lute, Phil on harp, and "Pigpen" on piano. Soon to be accompanied by Mickey on drums.


 


ungratefuldead_zps13b61855.jpg


 


No, those aren't placeables - they're creatures. The musician anims are built into the pianist and harpist, making it a small feat to port them over to a new musician phenotype.



               
               

               
            

Legacy_boodah83

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« Reply #262 on: June 17, 2014, 01:00:31 am »


               

Couple of random things:


 


The Wildwoods loadscreens don't show up for me in toolset. Would work with tga versions of those, but not sure if this is a problem for everyone or just certain graphic cards.


 


Once again not sure about this, but chest 8 and 14 (should be mdls 096 and 071 respectively) kinda look like they should have a higher armor class than 0.


 


In the tailmodel.2da the black rhino is missing and q_bear_polar looks more like a brown bear. Also q_gecko_mount doesn't show up (probably a double entry for Cave Lizard, mount like q_raptor_mount is repeated with Subterranean Lizard, mount. Lastly, q_Paylio_mount is not listed in appearance 2da.


 


Talking about mounts, could the new camels be made mountable? They look amazing and one is even saddled and armored already. Also, how about a few more mounted creatures: Spectral Warriors (you already have the horses for them), MM Orcs and maybe the Q Vampires?



               
               

               
            

Legacy_Pstemarie

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« Reply #263 on: June 17, 2014, 01:16:33 am »


               


Couple of random things:


 


The Wildwoods loadscreens don't show up for me in toolset. Would work with tga versions of those, but not sure if this is a problem for everyone or just certain graphic cards.


 


Once again not sure about this, but chest 8 and 14 (should be mdls 096 and 071 respectively) kinda look like they should have a higher armor class than 0.


 


In the tailmodel.2da the black rhino is missing and q_bear_polar looks more like a brown bear. Also q_gecko_mount doesn't show up (probably a double entry for Cave Lizard, mount like q_raptor_mount is repeated with Subterranean Lizard, mount. Lastly, q_Paylio_mount is not listed in appearance 2da.


 


Talking about mounts, could the new camels be made mountable? They look amazing and one is even saddled and armored already. Also, how about a few more mounted creatures: Spectral Warriors (you already have the horses for them), MM Orcs and maybe the Q Vampires?




 


Looking into the others now. You're right about those armors - they are banded mail.


 


EDIT -


  1. Wildwoods loadscreens should now appear in the toolset.

  2.    
  3. Cleaned up tailmodel.2da - removed gecko and raptor references (positive I've done this already)

  4.    
  5. Added bear2_mt, bear3_mt, and paylio_mt to appearance.2da

  6.    
  7. bear_mt is a polar bear - I'll have to look at the texture and the lighting settings on the model

  8.    
  9. The critters you listed are all on the short list - should be up this weekend.


               
               

               
            

Legacy_henesua

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« Reply #264 on: June 17, 2014, 02:36:33 am »


               

I already incorporated those into v2.0. I've just retouched a few textures to make them blend more with what I've already got.


No problem. As soon as I am not working 16 hour days or trying to fit in actually being a father, I'll run those diffs. Its easy to do, but I need to sit down and focus on it. I think it should be easy to set up an optional HAK for all overriding/facelift content. Players can use as a Patch HAK to improve the look of the game, and builders can also opt to use it in their module as a requirement. I think its the best way to do this thing.
 

The musician anims are built into the pianist and harpist, making it a small feat to port them over to a new musician phenotype.


The music and dancer animation are in the social phenotype (#40) I think. Will these other animations fit in that too? I'd prefer that so that we can minimize the number of robes and cloaks we need to port about.
               
               

               
            

Legacy_Pstemarie

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« Reply #265 on: June 17, 2014, 10:51:55 am »


               


The music and dancer animation are in the social phenotype (#40) I think. Will these other animations fit in that too? I'd prefer that so that we can minimize the number of robes and cloaks we need to port about.




 


That was my plan. Right now the pianist and harpist use ANIMATION_LOOPING_CUSTOM1 as the playing animation and link to the a_ba_tav phenotype. I'll just have to see which custom anim slots I can overwrite in a_ba_tv and a_fa_tav to accommodate the new playing anims. I'm leaning towards using custom slots 2 and 4 which will overwrite FB's "Jumping Down" and DLA "knighting" animations - but only when the social pheno is assigned.


 


BTW - The dancing anims are Custom19 and Custom20 in the normal phenotype.


               
               

               
            

Legacy_boodah83

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« Reply #266 on: June 17, 2014, 02:39:19 pm »


               

Longbow Top model 11 gives a sqrt: DOMAIN error. Maybe it can be deleted or maybe it (and some other parts) is missing,


 


Regarding those musical skeletons; does this mean we'll get dynamic skeletons or will you make special skeleton models with the musician animations attached?


 


Also, what is the difference between the four Gothic Columns? They appear to be all the same to me. Took a look at placeables.2da and they are in fact all the same (all set to model CFcolumn01).



               
               

               
            

Legacy_Pstemarie

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« Reply #267 on: June 17, 2014, 09:00:54 pm »


               


Longbow Top model 11 gives a sqrt: DOMAIN error. Maybe it can be deleted or maybe it (and some other parts) is missing,


 


Regarding those musical skeletons; does this mean we'll get dynamic skeletons or will you make special skeleton models with the musician animations attached?


 


Also, what is the difference between the four Gothic Columns? They appear to be all the same to me. Took a look at placeables.2da and they are in fact all the same (all set to model CFcolumn01).




 


Long and short bow icons and models 111-114 (toolset ID 11 colors 1-4) have been deleted as no model geometry was ever made for them.


 


The special skeleton models will remain confined to my module haks for now as they're pretty special interest and a little too linear for Q. Q will be getting an addon to the Social Pheno that includes the harp and piano playing anims.


 


I have not ruled out the possibility of an undead dynamic race that combines zombies, skeletons, and mummies. Its a lot of work and I'm not sure the payoff will be worth the effort. 


 


The placeables.2da has been fixed.



               
               

               
            

Legacy_Wallack

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« Reply #268 on: June 17, 2014, 11:09:55 pm »


               

I really like the Q project, even more than CEP but I feel that lack of certain customization items like scabbards and hoods mainly. Also I would love to see shields wore on the back, that'd be great.


 


Great job!



               
               

               
            

Legacy_Pstemarie

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« Reply #269 on: June 18, 2014, 01:51:05 am »


               

You talking VFX scabbards and hoods? If so, I'm waiting for some more developments on Rolo's VFX Project before I delve into those.