Author Topic: Project Q Updated to v2.0  (Read 11564 times)

Legacy_Pstemarie

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Project Q Updated to v2.0
« Reply #360 on: June 24, 2014, 01:41:19 pm »


               


found this file in q_items


Dark_Falchion_ELV-k.dds


 


the filename is too long. you'll need to rename that. I recall renaming that for myself once upon a time.


 


--edit--


similar errors as I find them (using elven's nwn-erf tool since the old erf tool was crapping out on me)


 


q_creatures


c_dracolich_wing2.dds




 


FIXED


               
               

               
            

Legacy_henesua

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Project Q Updated to v2.0
« Reply #361 on: June 24, 2014, 03:31:59 pm »


               

thanks Pstemarie. and i apologize for not doing my diffs yet. been having trouble getting the updater to work on my ubuntu box. With help from meaglyn and elven and kivinen, i was able to muddle through, and have a working script.


 


I can now run builds of q whenever i need so will be more easily able to do what i set out to do for ya.



               
               

               
            

Legacy_henesua

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Project Q Updated to v2.0
« Reply #362 on: June 25, 2014, 12:47:49 am »


               

I was wondering about horse carts and whether we can get a variant of the ox cart cut scene (placeable and tail) which works as a mount. The current ox cart cut scene is a bit obscene when used for a mount. Those dirty old men!


v2_horsecarts.jpg


Top Left is human on the ox cart cut scene. Middle is a human on the Q-horse cart. Bottom right is the Ox Cart cutscene as a critter. Just off screen to the right is a cart that almost looks like the cut scene cart. I would really like to have a cart with 4 wheels that i can have as a placeable without an animal or driver. And then a cart tail with animal so that the driver NPC/PC can move it around. Would be fun.


 


Possible?


 


Wouls also like a placeable of the Q horse cart... but it might be there already, and if not I might just rip it up and repurpose as a placeable if you won't.



               
               

               
            

Legacy_Randomdays

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Project Q Updated to v2.0
« Reply #363 on: June 25, 2014, 01:42:54 am »


               

I have a few carts like that from EE3 I could make into placeables and send your way if you want to check them out.



               
               

               
            

Legacy_Randomdays

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« Reply #364 on: June 25, 2014, 07:53:42 am »


               

Less choices than I thought when I looked thru things. Don't know if they're what you're looking for. Two carts loaded with trade goods below, one Arabic style. I can easily remove the driver and animals so that nwn animals can replace them if you want.


 


cart_zps93ce3a90.jpg



               
               

               
            

Legacy_Pstemarie

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« Reply #365 on: June 25, 2014, 11:53:17 am »


               

Centaur phenotype has been uploaded to the server. The new phenotypes work for humans/half-elves only and fully support robes and cloaks. There may be some mild clipping issues, which I'll work to resolves as I work with the new models.


 


This most current addition to Project Q required the creation of another hak - q_robe2.hak. Place this hak BELOW q_robe.hak.


 


The current full implementation of Project Q (including all optional haks) is as follows:


 


q_!vd_build (remove when module is complete)


q_!armoury


q_!fightingsfx


q_!tilereskins


q_!tilesets


q_2da


q_creatures


q_items


q_placeables


q_portraits


q_race


q_race2


q_robe


q_robe2


q_sounds


q_tilesets


q_vfxgui


               
               

               
            

Legacy_Draygoth28

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Project Q Updated to v2.0
« Reply #366 on: June 25, 2014, 01:23:37 pm »


               Hard to find time to get anything done between RL and work. If you guys want those wagons as mounts I could take a look at them. If I have a descent Ox skin, could make both versions (horse/Ox). Not to sound silly but who would have thought skinning a Giraffe would be so difficult/frustrating. Lol
               
               

               
            

Legacy_cervantes35

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Project Q Updated to v2.0
« Reply #367 on: June 25, 2014, 02:03:12 pm »


               

Hard to find time to get anything done between RL and work. If you guys want those wagons as mounts I could take a look at them. If I have a descent Ox skin, could make both versions (horse/Ox). Not to sound silly but who would have thought skinning a Giraffe would be so difficult/frustrating. Lol




I know that feeling Dray. Pstemarie is just a machine don't know how he does it.
               
               

               
            

Legacy_Pstemarie

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« Reply #368 on: June 25, 2014, 04:18:08 pm »


               


I know that feeling Dray. Pstemarie is just a machine don't know how he does it.




 


I have all Summer off and this is the only real hobby I've got atm. Although, my son and I will be starting on a new 40k table once I get the rest of the materials.


               
               

               
            

Legacy_Pstemarie

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« Reply #369 on: June 25, 2014, 04:18:55 pm »


               


Hard to find time to get anything done between RL and work. If you guys want those wagons as mounts I could take a look at them. If I have a descent Ox skin, could make both versions (horse/Ox). Not to sound silly but who would have thought skinning a Giraffe would be so difficult/frustrating. Lol




 


Sounds good Dray - you're a wizard with skins.


               
               

               
            

Legacy_Verilazic

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Project Q Updated to v2.0
« Reply #370 on: June 25, 2014, 08:20:38 pm »


               

Please forgive a newb's confusion, but I've been looking and looking, and can't find a complete summary of all the content in Project Q. Not a big deal for most of it, but I hear it includes the ACP pack, and it's kinda hard for me to figure out what animations are in there. I'd like to combine it with a few other animation sets, like Vaei's and the romantic suite, but I'm not quite sure where to start since I'm not sure if those are actually already included... >.<


 


Currently downloading, so maybe it'll be more clear once it's finished.



               
               

               
            

Legacy_henesua

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« Reply #371 on: June 25, 2014, 08:22:07 pm »


               

That info is in the docs. But to cu to the chase: all of those animations are in.



               
               

               
            

Legacy_Verilazic

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« Reply #372 on: June 25, 2014, 10:34:27 pm »


               


That info is in the docs. But to cu to the chase: all of those animations are in.




Whoohoo! Also, I found the Project Q Wiki finally, but it seems pretty sparse; I don't think it lists the ACP phenotypes, and there are a few other animations I might like to add... I assume the docs are included in the download.


               
               

               
            

Legacy_Pstemarie

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« Reply #373 on: June 25, 2014, 11:05:15 pm »


               

I've been so busy adding content that I've pretty lax with the documentation. However, the animation sets you're looking for are included and are documented. If you're thinking of adding animations to the primary animation supers, you'll find there just isn't that much space left. However, its fairly easy to implement then through other phenos. 


 


What animation sets are you interested in particular?


 


The wiki is being added to constantly, but the primary caretaker of that site had some computer issues recently and has been working on content. 



               
               

               
            

Legacy_Randomdays

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« Reply #374 on: June 25, 2014, 11:57:13 pm »


               

Draygoth, I can send the wagons your way. I can delete any of the driver, the animals or the reins/harness that you want.


 


On the giraffe, is it skinmeshing or texturing giving you problems?