Author Topic: Project Q Updated to v2.0  (Read 11567 times)

Legacy_Pstemarie

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« Reply #330 on: June 21, 2014, 08:04:48 pm »


               


http://nwvault.ign.c...id=8963&id=5191


Would Bendy-legs be a suitable suggestion?  They work very nicely for teifling type characters, or half animal type characters.




 


I missed those on the list of content Q has gotten permission to include. They're in now - excellent addition as I like tiefling NPCs in my modules.



               
               

               
            

Legacy_Beccarte

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« Reply #331 on: June 22, 2014, 12:35:42 am »


               

Can you please list out the tile numbers you are having issues with - or is it all of the meadow tiles - and I'll look at the walkmesh?



  I am not sure how to get the tile number from the tileset. I made a Q starter module with the start location set in front of the blockage, though. Just start walking forward with the W key and you will hit it:


 


http://www.speedysha.../JszuS/Test.mod



               
               

               
            

Legacy_henesua

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« Reply #332 on: June 22, 2014, 12:55:45 am »


               

Pstemarie, I was going to edit all the dragons to include Rolo's custom dragon animations in their super, and then noticed that Q has three dragons. So... I was hoping you would make use of Rolo's extra animations in all the dragons in Q.


 


I just uploaded rolo's model to my WIP Staged folder in Q's dropbox. Its not my work, but i figured you'd be able to find it there.



               
               

               
            

Legacy_Pstemarie

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« Reply #333 on: June 22, 2014, 01:14:32 am »


               


  I am not sure how to get the tile number from the tileset. I made a Q starter module with the start location set in front of the blockage, though. Just start walking forward with the W key and you will hit it:


 


http://www.speedysha.../JszuS/Test.mod




 


Module is missing a custom hak. 


 


Anyway to identify a tile in the toolset, Open the area in the toolset and click the "Select Terrain" button. Place your cursor over the tile and the name will be displayed in the bottom of the screen just under the area viewer. It'll say "Tile(#tilemodel#)" - that's the info I need.


               
               

               
            

Legacy_Rolo Kipp

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« Reply #334 on: June 22, 2014, 01:20:35 am »


               

<making...>


Like most of my ABC effort, the anims (Stomp and pounce) are rough, but usable.

Since they don't *detract* from the dragon race (using custom slots), by all means, include them :-)


After discussion with Henesua, I'd recommend using the simple expedient of giving the green dragon (which is the super for most) my godzilla-style model as a super. I'd also seriously consider changing it to a meshless a_dragon_winged super :-P


 


At some point I will get in there and revamp both the winged and wyrm dragon anims.


<...a face>



               
               

               
            

Legacy_Pstemarie

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« Reply #335 on: June 22, 2014, 01:29:09 am »


               

Shin040 - which is a dupe of shin030, has been removed. Missing male and female forearms have been added. Missing Foot models have been added.



               
               

               
            

Legacy_Randomdays

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« Reply #336 on: June 22, 2014, 01:35:41 am »


               

Creature models sent as requested to Cervantes and Draygoth. Possible Lamia Noble and Star Wars Dewback now in the works.



               
               

               
            

Legacy_Pstemarie

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« Reply #337 on: June 22, 2014, 02:01:40 am »


               

I just found four more medieval style hauberks that I've added to the assortment now available in Q. They are robe models 081-084.



               
               

               
            

Legacy_Beccarte

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« Reply #338 on: June 22, 2014, 02:42:14 am »


               


Module is missing a custom hak. 


 


Anyway to identify a tile in the toolset, Open the area in the toolset and click the "Select Terrain" button. Place your cursor over the tile and the name will be displayed in the bottom of the screen just under the area viewer. It'll say "Tile(#tilemodel#)" - that's the info I need.




 


  Looks like it's either ttw01_a01_01 or ttw01_a02_02. Thanks.


               
               

               
            

Legacy_YeoldeFog

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« Reply #339 on: June 22, 2014, 06:28:02 am »


               

Hey Pstemarie! Got a quick one here: Which file hold the looping custom animations? I'm thinking about the "play banjo animation" ?


               
               

               
            

Legacy_Jedijax

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« Reply #340 on: June 22, 2014, 07:17:09 am »


               


Done - much better solution too. Last thing NWN needs is "man-boobs."




 


I resent that!



               
               

               
            

Legacy_YeoldeFog

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« Reply #341 on: June 22, 2014, 08:48:21 am »


               

Another question - I read something about Q tailoring dummies? Do they exist in PQ2?



               
               

               
            

Legacy_Pstemarie

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« Reply #342 on: June 22, 2014, 11:09:49 am »


               


Hey Pstemarie! Got a quick one here: Which file hold the looping custom animations? I'm thinking about the "play banjo animation" ?




 


The play banjo animation is in a_ba_tav.mdl - which is the supermodel for the social phenotype.


 




Another question - I read something about Q tailoring dummies? Do they exist in PQ2?




 


I have a tailoring mirror I released some back as an optional erf. I still have the files, but the scripts need to be updated. Once that is done I'll release the erf so people can use it if they want.


               
               

               
            

Legacy_Pstemarie

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« Reply #343 on: June 22, 2014, 11:17:53 am »


               


  Looks like it's either ttw01_a01_01 or ttw01_a02_02. Thanks.




 


Checked the walkmeshes for both tiles - no issue there. I also laid out an area with those tiles in a vanilla Q module and had no issues.


 


There are some invisible placeables that function as blockers - not to insinuate you're stupid, but did you maybe place one of those down then forget? I only ask because I've done it before myself; although the area I was working in had lots of placeables.


               
               

               
            

Legacy_boodah83

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« Reply #344 on: June 22, 2014, 11:40:41 am »


               


Another question - I read something about Q tailoring dummies? Do they exist in PQ2?




 


There are dummy body parts (head, neck and chest) available for the dynamic humans of both genders as well as an armor stand phenotype so you can make dynamic clothing dummies.


 


 




Shin040 - which is a dupe of shin030, has been removed. Missing male and female forearms have been added. Missing Foot models have been added.




 


Maybe on purpose, but it looks to me like the foot models haven't been uploaded yet.


 


Random bug report: Some textures for mace 25 (colors 2 and 3) are missing.


 


And just to be sure, it's a nay to the Shemsu animal furs?