Author Topic: Project Q Updated to v2.0  (Read 11554 times)

Legacy_meaglyn

  • Hero Member
  • *****
  • Posts: 1451
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #420 on: June 27, 2014, 09:14:29 pm »


               

Pstmarie,  Q reserves the entire first 15000 lines of the portraits file which seems a bit over the top but anyway, there's a section labeled  Q-PLACEABLES  starting at 10000.  Any reason why you added a bunch of plc portraits down at 2000? 



               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #421 on: June 27, 2014, 09:23:37 pm »


               


Pstmarie,  Q reserves the entire first 15000 lines of the portraits file which seems a bit over the top but anyway, there's a section labeled  Q-PLACEABLES  starting at 10000.  Any reason why you added a bunch of plc portraits down at 2000? 




 


Laziness. It's Daggerford content and that's where it was already indexed. I'm also trying to keep Q portraits in the lower numbers so that I can trim that reserved range. I didn't do the initial reserve ranges AND I agree that many of them are excessive.


               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #422 on: June 27, 2014, 10:06:40 pm »


               


Those could be dropped in easy enough I just wasn't sure it was worth having that many sitting animations. I wonder if they could be consolidated down into one pheno...




Yeah, if you do this, consolidate. lots of phenos - and the explosion of robes that entails - is not worth it for sitting animations


 


I'd much rather see the fencing animations ported to coats.... '<img'>


               
               

               
            

Legacy_Verilazic

  • Sr. Member
  • ****
  • Posts: 263
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #423 on: June 27, 2014, 10:39:20 pm »


               


Yeah, if you do this, consolidate. lots of phenos - and the explosion of robes that entails - is not worth it for sitting animations


 


I'd much rather see the fencing animations ported to coats.... '<img'>




I agree. Some of the sitting animations aren't that big of a deal I suppose. It'd be nice to have one or two more, but that's it. Hmmm, what about adding some to the social phenotype? That's their main use anyway...


               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #424 on: June 27, 2014, 10:52:10 pm »


               


I agree. Some of the sitting animations aren't that big of a deal I suppose. It'd be nice to have one or two more, but that's it. Hmmm, what about adding some to the social phenotype? That's their main use anyway...




 


Yeah, I'd definitely add them to the Social pheno. 


               
               

               
            

Legacy_MannyJabrielle

  • Sr. Member
  • ****
  • Posts: 275
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #425 on: June 27, 2014, 11:34:16 pm »


               


Manny, in the Q a_ba series there is a "climb from pit" animation in the Custom6 slot that might meet your needs. 




Yes, those work great!


I'll spruce up the spawning with a hole placeable, some rock chucks or dust plume vfx's at the location or such.... works *just* like I was thinking of!


And... some other Q comments....


Icons:  I like the one new hood helmet (hood with a metal helmet face in it).  I use a very similar in my haks, but it doesn't have the helmet face plate.  Having both works nice for me... one for regular joes and janes, one for some mage-hunters all robed and armored up in my module.  Anyway.... The icon for it (and a couple other helmets) kinda looks outa place.  They work fine, no doubt, but they have no transparency to them, so the icon is a big black square with the picture inside the square.  It looks odd against the semi transparent inventory panels.  A couple of the newer addtions have this as well.  If I tweaked the icon plts to have transparency like all other helmet icons, would you like me to email those to you?


Other plt's too.... Don't know if you remember, but many moons ago I had an issue with certain head models not showing their texture.  You looked into it and found it was a GPU issue (mine sucks basically).  Since then, I have reduced the size of the offending plts down to 512 (one is 1024 or larger in the q download).  Would you be interested in those as well, or would it be better overall to have the massive plts for the heads?  I can't compare to a display where the 1024+ textures show, but my 512 renditions still look pretty sharp and detailed, and a 512 sized plt might be good for anyone else who has a lower end machine like mine.


Creatures....


 


I was poking through the creatures in both the appearance and tail model roll-outs in the toolset, and I found some creatures listed in the tail models not found in the regular appearance rollout.


 


In particular, those absolutely GORGEOUS cranes.  They are listed in the tail rollout with a Q prefix (q_crane or somesuch).  I hadn't noticed them before as they are up towards the middle of the list, and I tend to check the bottom of the list for any creature additions after I run my updater/forced updater.  The mount version of the crane also doesn't show in the regular appearance rollout.


 


Also in the tail, but not the regular rollout are "Giant, Frost B", and "Giant, Fire C", "Q_Bear Black" and "Q_Bear_Grizzly"


 


There's also a duplicate of the "none" entry in the tail rollout.  The second one appears towards the top of the list between the bugbear shaman and goblin chief.


 


The tailmodel's "Shadow fiend" appearance is the default nwn shadow fiend, not the more wicked looking Q version in the regular appearance rollout.  Likewise, the PDK's in the tail rollout are the default NWN models, not the Q versions.


General creature questions....


 


I love the new skinmeshed creatures (love the goats).  However... I found that some of them cause a substantial hangup when they are initially rendered on my screen in-game, or if selected in the toolset.  Not ALL of them, just certain models.  The biggest hangups come from wolf2, and the new Q bears. The hangups are very significant.  I get a normal slight video hangup from other skinmeshed critters (the chromatic dragons for example or horse mounts in general), but those hangups are only a second or two, maybe 3 if the area is *really* busy with other stuff on-screen.


 


The wolf2 and q_bears however are giving me hangups of upwards of 20 to 30 seconds in game for just a blank microset area with *only* one of them spawning.  In the toolset, I get about 15 to 30 second delays when selecting those appearance in the regular appearance rollout or the tail rollout (for the bears).


 


What I can't figure out is why... they don't look more detailed than say, the skinmeshed goats or deer (which load instantly for me).  Is there anything about those particular models that would cause such massively long delays in rendering them?  I like them a lot, but such a huge delay for me makes it pretty much a no-go to use them as hostile creatures given that half a minute freeze on spawning/rendering them.



Tilesets.....


The caves and mines tileset, the bridge/walkway tiles (tdm01_j02_01/02/03, and tdm01_j03_1 I think, not 100% possitive) have some wonky wok issues for me... my PC and NPCs seem to get "caught" on corners/edges of the wooden planks.  For my PC I have to back away from it, and make sure I'm walking down the very center of the bridge.  I seem to also get 'caught' on one of the floor to stone-bridge tiles.  For NPCs, I have to walk up to them and "nudge" them out of the catch.


Any plans on adding Zwerkle's facelift's for the rural interior, in particular, the ceilings?


               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #426 on: June 28, 2014, 12:09:54 am »


               

Send along any files you want - I'm always open to any help. I'll create a dropbox folder and I'll PM you the link.


 


EDIT


 


I've cleaned up the issues in appearance.2da and tailmodel.2da you noted. As far as lag - its an unfortunate product of the model. The polycounts are pretty high on those skins. Cervantes or Draygoth had mentioned awhile back looking at some of those again and seeing if the polycounts could be reduced. I'd do it myself, but I'm kind of a noob when it comes to skinmesh.


 


I'll look into the tileset issue you've noted. It sounds like a walkmesh issue and should be pretty easy to fix. 


 


I've got some plans of my own for ceilings, but they'll have to wait until Cervantes and I get the city reskin finished.are


 


Fixed the channels on the plt for Sarevok's helmet (helm210) - the skin is now colored by the "Skin" channel and the eye is colored by "Tattoo1."



               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #427 on: June 28, 2014, 01:19:25 am »


               

bugs in q_race.hak


  • belt 150  -- icon cloth 2 should be leath 2

  • chest 91 and 92 are identical

  • chest 98 and 99 are identical

  • feet 30, 116, 117, 118 should be located in the 200 range so they can be used as part of a creature appearance. I will upload the models.

  • Forearm 181 male - bad uv map

  • hands 13 and 14 seem to have a missing texture

  • pelvis 175 icon is cloth should be leather

  • pelvis 163 and 164 should be in 200 range. I can send models.

  • shin 117 should be in 200 range.

I probably missed stuff. I started out with the intention of going closely over the new body/clothing parts, but have too many tasks on my list. So I may have missed a few things here or there in that hak.


 


--edit--


the models i mentioned have been uploaded to Q's DB in my "staged" folder. feet, shin, pelvis



               
               

               


                     Modifié par henesua, 28 juin 2014 - 12:55 .
                     
                  


            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #428 on: June 28, 2014, 02:15:01 am »


               


bugs in q_race.hak


  • belt 150  -- icon cloth 2 should be leath 2

  • chest 91 and 92 are identical

  • chest 98 and 99 are identical

  • feet 30, 116, 117, 118 should be located in the 200 range so they can be used as part of a creature appearance. I will upload the models.

  • Forearm 181 male - bad uv map

  • hands 13 and 14 seem to have a missing texture

  • pelvis 175 icon is cloth should be leather

  • pelvis 163 and 164 should be in 200 range. I can send models.

  • shin 117 should be in 200 range.

I probably missed stuff. I started out with the intention of going closely over the new body/clothing parts, but have too many tasks on my list. So I may have missed a few things here or there in that hak.


 


--edit--


the models i mentioned have been uploaded to Q's DB in my "staged" folder. feet, shin, pelvis




 


While you were dropping stuff in dropbox I was uploading it to the server.  '<img'> Go Team!


 


EDIT - The female icon for belt150 now matches up with the male icon and the color channels have been fixed.



               
               

               
            

Legacy_MannyJabrielle

  • Sr. Member
  • ****
  • Posts: 275
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #429 on: June 28, 2014, 03:25:04 am »


               

A question on heads, now that I am reminded...


When new head models are added to Q, is there any particular method, or are they added as-is unless a specific head needs to have it's number swapped to avoid over-writing?


Curious because there are a couple from the KOTOR head pack already in, and I had the others added in my module, but they take up slots now used by newer heads in Q.  I am going to renumber the KOTOR heads for my module, but want to renumber them to something less likely to be taken up by a Q asset if possible.



               
               

               
            

Legacy_MannyJabrielle

  • Sr. Member
  • ****
  • Posts: 275
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #430 on: June 28, 2014, 06:13:32 am »


               

And.... a funny little quirk.... Know how heads 50-99 aren't viewable in the toolset, but can be selected by the player in-game with mods such as Kamiryn's CCOH?  Apparently those "helmet heads" have gone a bit ERHMAGHERD!...


 


screen10.jpg


 


That literally made me laugh out loud.



               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #431 on: June 28, 2014, 06:46:45 am »


               

Seems like some of the PLUSH HYENA OF DOOM stuff got into Q too. '<img'>



               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #432 on: June 28, 2014, 06:50:21 am »


               


A question on heads, now that I am reminded...


When new head models are added to Q, is there any particular method, or are they added as-is unless a specific head needs to have it's number swapped to avoid over-writing?


Curious because there are a couple from the KOTOR head pack already in, and I had the others added in my module, but they take up slots now used by newer heads in Q.  I am going to renumber the KOTOR heads for my module, but want to renumber them to something less likely to be taken up by a Q asset if possible.




 


I prefer to use the number already assigned to the head, only assigning a new number if needed to avoid a conflict. 


 




And.... a funny little quirk.... Know how heads 50-99 aren't viewable in the toolset, but can be selected by the player in-game with mods such as Kamiryn's CCOH?  Apparently those "helmet heads" have gone a bit ERHMAGHERD!...


 


That literally made me laugh out loud.




 


I didn't know that. I always just stayed away from them because i knew there were issues with those slots. The screenshot you have seems to indicate that if a helmet exists in that same numbered slot then the helmet will overwrite the head model, but use the head texture. However, I'm not 100% certain of that because the Q helmet in that slot is one of the Greco-Roman helmets and looks nothing like the shape you have in your screenie.


 


Very odd - and funny.



               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #433 on: June 28, 2014, 08:17:46 am »


               

While looking for an icon in LoW's PW haks I stumbled upon 22 more medieval robes - all with heraldry. They're part of Q now. ':ph34r:'


 


While we're on the subject of LoW, some time back we were given permission to add anything of his to Q that we liked. Aside from creatures - which Cervantes already has an extensive listing for, is there anything else from LoW you guys want to see as part of Q?



               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #434 on: June 28, 2014, 09:13:12 am »


               

I like LoW's jungle tileset, but I think it needs some TLC. I think if Q could pull this in and work on tilefade in that set, and a little bit of dangly for the foliage it would be gold

.