Author Topic: Project Q Updated to v2.0  (Read 11562 times)

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #375 on: June 26, 2014, 02:49:13 am »


               

comments on robe (mostly icons):


robes 35-37, 39 --> icons missing. Not sure how unique these are. more of the greek stuff


robe 40 --> icon shows metal tunic w/ dragon


actual: scale plated tunic w/ eagle


robe 41 --> icon shows cloth tunic


actual: leather scale tunic w/ eagle


robe 42 --> icon shows cloth tunic


actual: tunic with metal scale


plt: grainy with artifacts. I might have a better one.


robe 43 --> icon shows cloth tunic


actual: leather scale tunic


robe 45 --> icon correct


plt: is grainy with artifacts


robe 46 --> icon correct. just wanted to say that this is an awesome model. '<img'>


robes 47-58 --> icons missing. (nice models that I would like to have...)


robe 59 - 60 --> male icon missing. female icon is funky (I have this fixed and will share - from realms of myth fixes I think unless i did them and forgot)


robe 64 --> icon missing. (awesome model)


robe 68-69, 174, 176--> icons are high and this is true of all the greek skirts. (not sure if I have lower icons which would work with torso icons.)


robe 108 --> icon uses metal 1 for scales while model is metal 2 for scales.


robe 166 --> male has icon but no model - this might be a good one to make for monks.


robe 167 --> male has icon but no model. its a short skirt so don't expect anything... but a kilt would be gold.


robe 175 --> female icon funky (color background)


robe 180-181 --> that female dress. models display funny in toolset (don't synch with body). haven't checked in game with latest build.


 


---------------edit-------------------


put my versions of 59, 60, 106, 107, 108 to drop box. you should use any of this that you lack. its all Q compatible, been ported to many of the phenos and the like. I've been using those for years with Q. Plus the icons for 59 and 60 work I did not check to see if I fixed the transposed metal on 108.



               
               

               


                     Modifié par henesua, 26 juin 2014 - 03:02 .
                     
                  


            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #376 on: June 26, 2014, 12:19:04 pm »


               


comments on robe (mostly icons):


robes 35-37, 39 --> icons missing. Not sure how unique these are. more of the greek stuff


robe 40 --> icon shows metal tunic w/ dragon


actual: scale plated tunic w/ eagle


robe 41 --> icon shows cloth tunic


actual: leather scale tunic w/ eagle


robe 42 --> icon shows cloth tunic


actual: tunic with metal scale


plt: grainy with artifacts. I might have a better one.


robe 43 --> icon shows cloth tunic


actual: leather scale tunic


robe 45 --> icon correct


plt: is grainy with artifacts


robe 46 --> icon correct. just wanted to say that this is an awesome model. '<img'>


robes 47-58 --> icons missing. (nice models that I would like to have...)


robe 59 - 60 --> male icon missing. female icon is funky (I have this fixed and will share - from realms of myth fixes I think unless i did them and forgot)


robe 64 --> icon missing. (awesome model)


robe 68-69, 174, 176--> icons are high and this is true of all the greek skirts. (not sure if I have lower icons which would work with torso icons.)


robe 108 --> icon uses metal 1 for scales while model is metal 2 for scales.


robe 166 --> male has icon but no model - this might be a good one to make for monks.


robe 167 --> male has icon but no model. its a short skirt so don't expect anything... but a kilt would be gold.


robe 175 --> female icon funky (color background)


robe 180-181 --> that female dress. models display funny in toolset (don't synch with body). haven't checked in game with latest build.


 


---------------edit-------------------


put my versions of 59, 60, 106, 107, 108 to drop box. you should use any of this that you lack. its all Q compatible, been ported to many of the phenos and the like. I've been using those for years with Q. Plus the icons for 59 and 60 work I did not check to see if I fixed the transposed metal on 108.




 


Thanks for the listing - I'll get to work on those today. As far as the robes go that you posted - I've got em all. Which reminds me, I still need to do the sync models for all the new robes.


 


EDIT - Robe180 and 181 sync fine in vanilla Q. Localized error to your system? When you run the updater, be sure to use the "Force Update" method - basically just checks for a really low file size to see if an update is needed.



               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #377 on: June 26, 2014, 12:39:16 pm »


               

If you have all the robes, thats great. You should still use my icons. They are better.


 


As far as 180-181 goes: I have not tested in game with the new update. I've never had issues with those robes in game before so until I give you a definitive bug don't sweat it. Toolset displays are typically buggy anyway.



               
               

               
            

Legacy_Draygoth28

  • Hero Member
  • *****
  • Posts: 574
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #378 on: June 26, 2014, 01:07:30 pm »


               Randomdays, yes please send what ever you thing would make a good mount of any kind. I need to wrap up the skin mesh animal pack and get back to overhauling the mounts . The skin mesh on the giraffe is the culprit. It is being like my one year old daughter..lol
               
               

               
            

Legacy_meaglyn

  • Hero Member
  • *****
  • Posts: 1451
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #379 on: June 26, 2014, 02:45:45 pm »


               

Hi, pstmarie, thanks for all the work on this. Will be nice to remove the extra haks which you've pulled into Q.


 


I'm starting to merge this in with my hak set which is custom-over-q-over-cep, so there is some complexity. I noticed you've gone outside the Q reserved range in placeables.2da.  Any thoughts on pulling those ~100 lines down into the reserved range somewhere?


               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #380 on: June 26, 2014, 02:49:33 pm »


               


Hi, pstmarie, thanks for all the work on this. Will be nice to remove the extra haks which you've pulled into Q.


 


I'm starting to merge this in with my hak set which is custom-over-q-over-cep, so there is some complexity. I noticed you've gone outside the Q reserved range in placeables.2da.  Any thoughts on pulling those ~100 lines down into the reserved range somewhere?




 


Which lines are you looking at - 5000+ right? Yeah, I mean't to move those and forgot  ':wacko:'



               
               

               
            

Legacy_Hekatoncheires

  • Full Member
  • ***
  • Posts: 219
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #381 on: June 26, 2014, 02:50:48 pm »


               

Worth mentioning: the centaur model comes with mounted cloak animations. It should be possible to create an iteration for the for other mounted phenos if its modified a bit to sit on shoulders properly.



               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #382 on: June 26, 2014, 02:53:01 pm »


               


Worth mentioning: the centaur model comes with mounted cloak animations. It should be possible to create an iteration for the for other mounted phenos if its modified a bit to sit on shoulders properly.




 


You read my mind


               
               

               
            

Legacy_meaglyn

  • Hero Member
  • *****
  • Posts: 1451
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #383 on: June 26, 2014, 02:57:11 pm »


               


Which lines are you looking at - 5000+ right? Yeah, I mean't to move those and forgot  ':wacko:'




 


Yep. There are 86 lines tagged with [PS] at 5001.  I'll hold off merging that one '<img'>


               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #384 on: June 26, 2014, 03:03:28 pm »


               


If you have all the robes, thats great. You should still use my icons. They are better.


 


As far as 180-181 goes: I have not tested in game with the new update. I've never had issues with those robes in game before so until I give you a definitive bug don't sweat it. Toolset displays are typically buggy anyway.




 


I've got your icons in. I've started crossing stuff off the list as I fix it.


               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #385 on: June 26, 2014, 03:05:02 pm »


               


Yep. There are 86 lines tagged with [PS] at 5001.  I'll hold off merging that one '<img'>




 


They're supposed to drop down to 4001 and up - I'll move them ASAP.


               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #386 on: June 26, 2014, 06:43:01 pm »


               


I would really like to have a cart with 4 wheels that i can have as a placeable without an animal or driver. 




 


I've taken Tom's cart, removed the driver and ox and rendered it as a placeable - two versions: one empty, one loaded.


               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #387 on: June 26, 2014, 07:06:54 pm »


               

how about that as a creature so that we can add to the tail and make ridable?



               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #388 on: June 26, 2014, 07:08:20 pm »


               


how about that as a creature so that we can add to the tail and make ridable?




 


That's next. You want both versions?


               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #389 on: June 26, 2014, 07:14:12 pm »


               

hell yeah. Thanks much. Cogline thanks you too. He's this NPC you see, and.... *gets yanked away for babbling*