Author Topic: Project Q Updated to v2.0  (Read 11555 times)

Legacy_Mecheon

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« Reply #435 on: June 28, 2014, 11:07:18 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?




Cockroach


 


Well, I haven't dived as much into his other stuff as I have his creatures, but I do notice that Swamp tileset in the later versions is basically a stripped down version of Mirkwood. I'd say his placable trees would be good though, but that's really the only one of his things I know placable wise. I'm sure there's bound to be more stuff though


               
               

               
            

Legacy_MannyJabrielle

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« Reply #436 on: June 28, 2014, 12:24:37 pm »


               

The hood helmet in his AF haks.  It has a very nice shape to it, dangly-meshed.  The only thing I would change on it is to tweak the plt so the color isn't so washed out.


I was thinking the other day there was something else in his AF haks I thought would be cool for PQ, but dangit, I can't remember what it was now!



               
               

               
            

Legacy_boodah83

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« Reply #437 on: June 28, 2014, 01:49:09 pm »


               

Seconding the jungle tileset (plus associated placeables).


 


Other than that, I think there are some pretty neat placeables in the LoW haks that might fit well into Q.


 


 


Not LoW related, but talking about heads and helmets, how about adding Carcerian's Animal Heads (or at least the tiger heads for dynamic Rakshasas)? To preserve some head space, maybe they could be added as helms.



               
               

               
            

Legacy_Pstemarie

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« Reply #438 on: June 28, 2014, 04:49:45 pm »


               

I've started uploading the syncing models for all the new robes. Should be done by this afternoon - might require a third robe hak to be added.



               
               

               
            

Legacy_Jedijax

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« Reply #439 on: June 28, 2014, 06:21:07 pm »


               

The whole freezelags for spawning creatures with high polygon counts is a very annoying thing, but as I have always wondered, can it be assuaged by more powerful components in your system? I have discussed this over and over but found no concrete answer. I do get lags but NOTHING like the 20-30 seconds that were previously mentioned! I hope someone with a really high-end NVIDIA card could shed some light on this particular especially within the Project Q frame which uses high quality content and the new skinmeshed creatures.



               
               

               
            

Legacy_henesua

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« Reply #440 on: June 28, 2014, 06:22:49 pm »


               

we are using Project Q's newer creatures (not the mounts though) and do not get lag like you are talking.



               
               

               
            

Legacy_Draygoth28

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« Reply #441 on: June 28, 2014, 06:27:56 pm »


               Actually the mounts are on my to re-do list I am planning on replacing the high poly models with the ones Randomdays sent me. Two things the new models fit into nwn visually better I think and should completely do away with the lag.
               
               

               
            

Legacy_MannyJabrielle

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« Reply #442 on: June 28, 2014, 08:17:56 pm »


               

The lags on those three mentioned creatures are so long probably because yes, my system is at the very low end.  I do get lags for other skinmeshed creatures (mounts, the new chromatic dragons), but they are only a second or two and I completely expect that.  It's that those bears and wolf have such an extremely different length of hangup compared to all the others that I mentioned it at all.  Had the difference been say, 5 or 6 seconds compared to the 1 or 2 seconds for all the others, I would have just wrote it off as an annoyance.  15 to 30 compared to 2 or 3 though... It made me really wonder what was so different about those three models.



               
               

               
            

Legacy_Pstemarie

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« Reply #443 on: June 28, 2014, 08:37:21 pm »


               

The most lag I get is from the new tank that I converted over for my Baba Yaga module - and that's about 15 seconds to load. 


 


The remaining Q robes are being uploaded to the server now. All robes should now be available for the various phenos derived from the normal pheno. I haven't done the large pheno derivatives - mounted and jousting - yet.


 


The new robes are split between q_robe2.hak and q_robe3.hak - which is another new hak. Place q_robe3.hak BELOW q_robe2.hak.



               
               

               
            

Legacy_henesua

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« Reply #444 on: June 28, 2014, 09:07:50 pm »


               

Pstemarie, do you recall the sitting height issue with non-humans of the social phenotype? Here's an elf an a dwarf sitting through their chair.


 


Llyra_social_chair_dwarf.jpg


Llyra_socia_chair_elf.jpg


 


the sitting height of each of the races needs to be adjusted in the social phenotype.



               
               

               
            

Legacy_Pstemarie

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« Reply #445 on: June 28, 2014, 09:14:42 pm »


               

I recall it now.  '<img'> I think the best solution is going to be putting the sitting animation for the smaller races into the pheno model so that the sitting anim in the super gets overwritten with the adjusted anim. 



               
               

               
            

Legacy_Pstemarie

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« Reply #446 on: June 28, 2014, 10:28:30 pm »


               

I've uploaded an excel sheet of all the PC parts that lists which indices are used for each part and for which gender they are available. It might contain some errors - please let me know if you see any. This sheet replaces the robe spreadsheets that were in the /Q-docs folder. 



               
               

               
            

Legacy_MannyJabrielle

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« Reply #447 on: June 28, 2014, 11:19:13 pm »


               

NOW I remember what I was thinking of out of LoW's AF haks.... SHIELDS!


He's got a bunch of wicked looking shields in there. I'm not sure what their original source was, but they look very nice.  Very gothic/demonic/dark.  Those would rock.


 


(and a side thought about Mr ERMAGHERD! above... the *shape* of the helmet is what would appear in a hakless NWN module, so it's likely that with Q attached, the helmet head model is the same, but the plt it's referencing is overwritten by that greco-roman helmet?  Ah well... too bad those heads can't be selected in the toolset.... I would actually take advantage of that quirk to make some magically mutated mutant NPCs!).



               
               

               
            

Legacy_boodah83

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« Reply #448 on: June 29, 2014, 12:27:09 am »


               


(and a side thought about Mr ERMAGHERD! above... the *shape* of the helmet is what would appear in a hakless NWN module, so it's likely that with Q attached, the helmet head model is the same, but the plt it's referencing is overwritten by that greco-roman helmet?  Ah well... too bad those heads can't be selected in the toolset.... I would actually take advantage of that quirk to make some magically mutated mutant NPCs!).




 


Couldn't you do that via a custom OnSpawn script with the SetCreatureBodyPart function?


 


EDIT: Nevermind, I just tried it myself and just get the helmet heads with their normal textures for the npcs. Odd indeed.



               
               

               
            

Legacy_boodah83

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« Reply #449 on: June 29, 2014, 01:34:08 am »


               


I've uploaded an excel sheet of all the PC parts that lists which indices are used for each part and for which gender they are available. It might contain some errors - please let me know if you see any. This sheet replaces the robe spreadsheets that were in the /Q-docs folder. 




 


Disregarding the shins that are only available for males/females atm, Robe 63 and 64 as well as Belt 40, 41 and 42 are only available for males.


 


Also, some shins and feet show up blank or are missing (related to the recent migration of the tiefling and hobbit stuff into the 200+ range, I suspect).