Author Topic: Project Q Updated to v2.0  (Read 11557 times)

Legacy_MannyJabrielle

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Project Q Updated to v2.0
« Reply #270 on: June 18, 2014, 03:00:51 am »


               

Might also mean hoods as in helmet items.  LoW has a hood type helmet in his AF haks (although it's texture is sorta washed out in-game), and then there's the hood model in the CEP (forget what original package it came from) which has a less washed out texture, but has a slightly wider shape to it



               
               

               
            

Legacy_Pstemarie

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« Reply #271 on: June 18, 2014, 03:20:34 am »


               

I've uploaded some human male and female heads (which still need a Z adjustment) and new chest parts. The chest parts are for the human male only, but I'll be making versions for all races/sexes.



               
               

               
            

Legacy_Wallack

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« Reply #272 on: June 18, 2014, 08:37:12 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.




 


I was talking more about armor parts to show a scabbard for example. CEP has one but I always wondered why the lack of more customization in this area. Maybe one axe and one shield (just a plain round one) to place on the back and show a little bit more customization would be great.


 


I'm trying to use the VFX from the KRS inventory system, but just the VFX I'd create my own system, but as I'm null at modelling I have some problems because some of the models clip a little bit, was wondering also if there is any plain program to just increase/decrease XYZ global values from a model (the fixes I need are just to move some models a little bit back, some others a little bit left...) and luckily for me I only need it for humans.


 


About the hoods. I was a little bit surprised that no hoods, not eventhe one in the cep (that was originally included in a "masks" hak with all the animal helmets) wasn't here as is an item widely used by a lot of players.


 


I also remember in some old haks a hood made from the human male hoodie head that looked great. I guess I still can take those heads and make them as helmets as wouldn't require any modeling, but they are still great because you still see some eyes. Also I remember some hoodies with a helmet inside, I guess the huge haks from "sinfar" have some of them.


 




I've uploaded some human male and female heads (which still need a Z adjustment) and new chest parts. The chest parts are for the human male only, but I'll be making versions for all races/sexes.




 


When you mean this, mean that I should run the updater now? or that I should wait until 2.1?


 


Also, one question.


 


It took me a while to realize, but seeing the screenshots for project Q I wasn't able to find a white robe from the screenshots, I'm talking about this: http://neverwinterva...lancelesser.jpg


 


Then I realized is from an NPC. Are there any plans to include it?


 


I know is similar to Lisa's Tabbards (http://vnmedia.ign.c...255_fullres.jpg) but while Lisa's Tabbards may look cool, they also make your char look way more fat, while this robe from the purple dragon NPC looks almost perfect. I know there are some robes in Project Q but there's never enough!!


 


Anyway I have more question. I see that the general look and feel is like a more realistic medieval looking, talking about textures, than the original shiny fantasy vanilla. I mainly have two questions about this.


 


Is there any really medieval looking hak? or plans to include more items? cause I have the feeling that if I really like the chars in my PW to look medieval-ish I'd have to use the armor from the wyvern crown of cormyr because is the more medieval-ish and some of the robes of course.


 


My second question is, is there any plans to include here, or if there is any other separated hak, to have a more medieval-ish looking palette? I mean, the "gray" colour in palette (the one that was originally hidden) looks really amazing on armors but is maybe the only one


 


EDIT: also the robes from the Male soldier NPC's are awesome. I feel that the project Q has a lack of tabards and armor customization, because, other than that, I really love more this project than the CEP because of the quality of its content, looks more medieval-ish but there is much less "fashion" customization than in the CEP but I guess I could try to merge something.


 


Also, the luskan guard looks amazing



               
               

               
            

Legacy_Pstemarie

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« Reply #273 on: June 18, 2014, 10:42:10 am »


               

@Walleck


 


I'm evaluating the KRS system now for inclusion in Q. I've already ported over the heads and chest pieces (and will be converting those to work with both sexes and all races).


 


Q uses a rolling update process combined with full hak builds that occur at intervals. You can run the updater daily if you want or, like most people, once every couple of days. I am in the process of porting in a large of content - hence the large number of uploads from me to the server.


 


I'm not sure what more you want for clothes. We already have a large assortment of tabbards from DLA (from the WCoC via 1.69) and Lisa, including derivatives of those works. As far as other clothing selections we have a fairly decent selection of oriental clothing, the full range of clothing from Lisa, pieces from Shemsu-Heru and Estelindis (including her awesome cloak pack), and many others. You can also find a variety of medieval-styled armor - leather, padded, and studded - implemented as robes. 



               
               

               
            

Legacy_Wallack

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« Reply #274 on: June 18, 2014, 11:10:16 am »


               

First of all, and maybe repeating my self, you did a GREAT job, and is not enough said.


 


I will run the updater later today, I prefer to run it daily to see all the additions, but if you could point me to the exact additions or even some screenshots, that'd be great!


 


I'm Spanish and I'm running a project with some friends to recreate Songs of Ice and Fire as a PW, which means that the customization we should do is only to humans, which means less work for us. This line is just a background of me '<img'>


 


About customization, what I wanted to mean is that I feel that the CEP has much more items in terms of armor-clothing personalization, but that's not a problem, I will create a "merge" hak for my project to mix both projects. What I plan to do is to add the models from CEP on the missing lines of the Q .2da but as a personal hak for our servers.


 


Also I feel that the CEP has much more medieval-ish looking robes but that's not a problem, I'll try to merge some of them. So this is not a problem.


 


The krs system looks really amazing, but their scripts are buggy. Said that, I think more people wouldn't need the system but the VFX. Now they are a little bit clipped into the model and should be redone for all races (currently they only work for humans). That's why I asked if there is a quick way to change XYZ values from the models to adjust them to the 4 humans phenotypes.


 


Then the last thing I would ask/request is if there is any possibility to add the robes/armor pieces (some of them are already included) from the purple dragon knight NPC, male soldier and luskan guard NPC.


 


Thanks for your time!



               
               

               
            

Legacy_Rolo Kipp

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« Reply #275 on: June 18, 2014, 03:32:05 pm »


               

<leaving a couple coppers...>


 


Just my opinion, but KRS *is* too buggy as is and needs a complete overhaul, which I'm kinda putting off until I make at least a single variation of each baseitem model which I'm putting off until I finish... well... gibberingmoutherpurpleworminfernowingsbrokenarchesfeatheredcloakmemorialsgiantspiderrabbitarmoroflight and a few other things...


 


<...when he cleans out the till>



               
               

               
            

Legacy_Wallack

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« Reply #276 on: June 18, 2014, 03:39:16 pm »


               

I meant only the VFx I know the system is really buggy that's why I just want to have the VFx aligned correctly to use them as options. Any tool to change the XYZ position of a model? I know there are for changing the XYZ scale but don't know about something to just move the model without needing GMax or something like that because those models just need slight adjustments (the axe is inside the body for example, just a few pixels back and will be completely on the back).



               
               

               
            

Legacy_Killmonger

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« Reply #277 on: June 18, 2014, 04:20:20 pm »


               

Wallack,


If you open the un-compiled model in notepad you may be able to edit the model's position.


The component(s) of the model will be labelled and somewhere beneath a relevant section you will find a "position" reference.


It will be presented in x, y, and z with a large decimal notation


Edit those numbers directly, save and reload the model to check your work


It is a bit haphazard, but once you identify which dimension you want to edit, it is easy.


Alternately get yourself a free copy of Gmax and start the learning curve <this is the best way for all your modding needs


'<img'>



               
               

               
            

Legacy_Wallack

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« Reply #278 on: June 18, 2014, 04:28:31 pm »


               


Wallack,


If you open the un-compiled model in notepad you may be able to edit the model's position.


The component(s) of the model will be labelled and somewhere beneath a relevant section you will find a "position" reference.


It will be presented in x, y, and z with a large decimal notation


Edit those numbers directly, save and reload the model to check your work


It is a bit haphazard, but once you identify which dimension you want to edit, it is easy.


Alternately get yourself a free copy of Gmax and start the learning curve <this is the best way for all your modding needs


'<img'>




 


Will take a look at it today '<img'>


 


Abou GMax, I have so many things to care about in the PW I'm creating that I don't have time for modelling '<img'>


               
               

               
            

Legacy_Pstemarie

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« Reply #279 on: June 18, 2014, 04:48:03 pm »


               


<leaving a couple coppers...>


 


Just my opinion, but KRS *is* too buggy as is and needs a complete overhaul, which I'm kinda putting off until I make at least a single variation of each baseitem model which I'm putting off until I finish... well... gibberingmoutherpurpleworminfernowingsbrokenarchesfeatheredcloakmemorialsgiantspiderrabbitarmoroflight and a few other things...


 


<...when he cleans out the till>




 


You know how I like squashing bugs  '<img'>


               
               

               
            

Legacy_Rolo Kipp

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« Reply #280 on: June 18, 2014, 06:10:24 pm »


               

<pinning...>


 


I do, actually :-)


Imo, though, when I say it needs overhauling, I mean keep the *idea* and start from scratch :-P


 


Create container baseitems for the sheaths/quivers/ammo pouches and have the onAcquire/un load/un them. Have onEquip/un move the inventory items and appy/remove effects.


 


So, you pick up a quiver. onAcquire attaches a quiver VFX to the torso. If arrows are handy (in inventory slot), it moves arrows into quiver and applies arrow VFX to torso. Additional arrows are moved into quiver container. Use last arrow and arrow VFX is removed from torso.


 


Acquire bow and bow (in backpack) applies VFX to back. Equip it and VFX is removed. 


 


<...small winged things to a board>



               
               

               
            

Legacy_Pstemarie

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« Reply #281 on: June 19, 2014, 01:52:50 am »


               

Added a bunch more clothing from Feanor's Armoury v2.1. Unfortunately, in doing so I've maxed out q_race.hak. If I add any more clothing options I'll have to make a new hak - q_race2.hak. I'll add Feanor's heads and robes tomorrow - at least the ones that aren't in already.


 


pelvis150 has been overwritten with the model from Feanor's armoury. The Q model was a placeholder that lacked any geometry. Right now the new pelvis only works for normal males. I'll be expanding it to include large males and normal/large females (the placeholder model for those options is still in the Q haks).


 


Note: A couple of the male pelvis models need adjustment - I am aware of this and which ones so no need to post an error report.



               
               

               
            

Legacy_MannyJabrielle

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« Reply #282 on: June 19, 2014, 02:48:46 am »


               


Note: A couple of the male pelvis models need adjustment




If we have dirty minds, we see it '<img'>


               
               

               
            

Legacy_Jedijax

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« Reply #283 on: June 19, 2014, 06:55:47 am »


               

Lo que quieres es básicamente lo que todo mundo quisiera, mi buen Wallack, una mezcla de recursos entre CEP y Q, pero ya se ha discutido largamente y no se llega a nada porque son incompatibles en varios puntos. Lo más cercano que hay es la mezcla que hizo The Amethyst Dragon en su mundo persistente de Aenea.


 


De todo corazón te lo digo, te conviene más hacer tus propios packs, que es lo que todo mundo hace, porque atiende a tus necesidades específicas. Project Q y CEP atienden a las necesidades generales y al gusto del equipo que los mantiene. Yo no tengo mundos persistentes ni creo módulos, y aún así me vi en la necesidad de hacerme packs personalizados, así que imagina cuan más necesarios son si lo tuyo es un proyecto.


 


Mucha suerte!

 



               
               

               
            

Legacy_Jedijax

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« Reply #284 on: June 19, 2014, 06:58:48 am »


               
 

 

 




Added a bunch more clothing from Feanor's Armoury v2.1. Unfortunately, in doing so I've maxed out q_race.hak. If I add any more clothing options I'll have to make a new hak - q_race2.hak. I'll add Feanor's heads and robes tomorrow - at least the ones that aren't in already.


 


pelvis150 has been overwritten with the model from Feanor's armoury. The Q model was a placeholder that lacked any geometry. Right now the new pelvis only works for normal males. I'll be expanding it to include large males and normal/large females (the placeholder model for those options is still in the Q haks).


 


Note: A couple of the male pelvis models need adjustment - I am aware of this and which ones so no need to post an error report.




 


Seems like what happened with Ascadi'as complete clothing. You could go the same way and separate female and male parts into their own haks. I think it works best that way.