Author Topic: Project Q Updated to v2.0  (Read 11549 times)

Legacy_Pstemarie

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Project Q Updated to v2.0
« Reply #450 on: June 29, 2014, 01:39:34 am »


               


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).




 


I'll look at the feet again - prob 2da entires that need to leave. The robes are proving problematic to convert - I really suck with skinmesh. The belts I haven't decided what to do with yet - might just dupe the male version for females.


 


EDIT - Feet should be all set now. I had indexed them incorrectly in the 2da. I also moved the large hobbit feet to the new index number (210) and deleted the old models.



               
               

               
            

Legacy_boodah83

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« Reply #451 on: June 29, 2014, 02:57:27 am »


               

He, you ninja'ed in new beggars, nice!


 


The parts_shin 2da also needs to be looked at again.


 


About the robes, I'm not sure this is really worth much effort. If everything else fails, you could just use similar, already existing robes to fill in the missing ones.


 


And if the original female belts are beyond all redemption, you could do as you suggested or even just leave them missing, imo anyway.



               
               

               
            

Legacy_MannyJabrielle

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« Reply #452 on: June 29, 2014, 06:18:20 am »


               

Got the KOTOR heads renumbered, and in my dropbox, PSM.  I renamed the folder (still getting the hang of drop boxing, I think it should still be a shared folder).  I took out the previous Q head plts so it's just the kotor stuff in there.  If you need me to put the other plts back in still let me know.


 


With those added in, the human male head ranges (001-049, 100-199) will be completely full.


 


I put in the optional alien heads too (three for human males, two for human females).  The female ones are the last two in the group, #128 and 129.


 


For human males, the alien heads are 140 (overwriting, original was a duplicate of default nwn head 19), 142 (overwriting again, original was a duplicate of default nwn head 21), and 194 (open slot).


 


And... a note on human male heads.  Project Q has one of the arabian heads overwriting a default NWN head in slot 26 (default is the short haired piercings gone wild HotU head).  Could the Q head 26 be moved to slot 155?  Slot 155 is a default NWN head, a slight variation of default NWN head #16.  The only difference between 16 and 155 is the 155 head has some dirt on his face.  Might be better overall to move the Q head to overwrite a less than unique default head, and keep a really unique default NWN head model in.  Or, alternately, if you don't want to use the KOTOR alien heads, swap Q head 26 into slot 140 or 142 since those are exact duplicates of lower numbered heads anyway?


 


 


(edit: Forgot the halfling kotor kiddie heads.  Those are in the folder now too)



               
               

               
            

Legacy_Sumthing

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« Reply #453 on: June 29, 2014, 07:26:38 am »


               

Project Q is so awesome now. I hadn't downloaded any editions of it since about v1.5 or something, but I just downloaded the new version, and it's full of great new content.



               
               

               
            

Legacy_Pstemarie

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« Reply #454 on: June 29, 2014, 12:57:17 pm »


               


Got the KOTOR heads renumbered, and in my dropbox, PSM.  I renamed the folder (still getting the hang of drop boxing, I think it should still be a shared folder).  I took out the previous Q head plts so it's just the kotor stuff in there.  If you need me to put the other plts back in still let me know.


 


With those added in, the human male head ranges (001-049, 100-199) will be completely full.


 


I put in the optional alien heads too (three for human males, two for human females).  The female ones are the last two in the group, #128 and 129.


 


For human males, the alien heads are 140 (overwriting, original was a duplicate of default nwn head 19), 142 (overwriting again, original was a duplicate of default nwn head 21), and 194 (open slot).


 


And... a note on human male heads.  Project Q has one of the arabian heads overwriting a default NWN head in slot 26 (default is the short haired piercings gone wild HotU head).  Could the Q head 26 be moved to slot 155?  Slot 155 is a default NWN head, a slight variation of default NWN head #16.  The only difference between 16 and 155 is the 155 head has some dirt on his face.  Might be better overall to move the Q head to overwrite a less than unique default head, and keep a really unique default NWN head model in.  Or, alternately, if you don't want to use the KOTOR alien heads, swap Q head 26 into slot 140 or 142 since those are exact duplicates of lower numbered heads anyway?


 


 


(edit: Forgot the halfling kotor kiddie heads.  Those are in the folder now too)




 


All of the KotR heads are in. I was able to move the overriding human male head026 to another slot, overwriting a duplicated nordic helmed head. This restores the original BioWare head. Furthermore, as Manny stated, ALL human male head slots (that appear in the toolset) are full. We still have some room for human female heads.


 


I left the alien heads in because they make good tiefling heads.


 


I also added three more chest models (normal pheno) from LoW's PW haks.



               
               

               
            

Legacy_MannyJabrielle

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« Reply #455 on: June 29, 2014, 02:12:34 pm »


               

(roughly 25 human female head slots still open '<img'> I woulda added the Bastila head too, but that wasn't in Estelinde's package)



               
               

               
            

Legacy_boodah83

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« Reply #456 on: June 29, 2014, 04:41:32 pm »


               


I was able to move the overriding human male head026 to another slot, overwriting a duplicated nordic helmed head.




 


Head 042 in q_race.hak has to be deleted (or overwritten by the one in race2).


 


Too bad all the human male heads are used up now, but maybe other heads could be added as helmets in the future (maybe starting with a tiger head...*hint, hint*).


 


And while I'm subtly repeating myself and totally am not annoying anyone with my OCD: parts_shin.2da still needs a little sorting out.



               
               

               
            

Legacy_Pstemarie

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« Reply #457 on: June 29, 2014, 07:44:54 pm »


               


Head 042 in q_race.hak has to be deleted (or overwritten by the one in race2).


 


Too bad all the human male heads are used up now, but maybe other heads could be added as helmets in the future (maybe starting with a tiger head...*hint, hint*).


 


And while I'm subtly repeating myself and totally am not annoying anyone with my OCD: parts_shin.2da still needs a little sorting out.




 


Silly me - I'll remove it at once. Then I'll take a look at the shins - got sidetracked by NPC models.


               
               

               
            

Legacy_boodah83

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« Reply #458 on: June 29, 2014, 08:39:28 pm »


               

Female Human head 135 shows up all shiny and metallic for some reason.



               
               

               
            

Legacy_MannyJabrielle

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« Reply #459 on: June 29, 2014, 09:39:09 pm »


               

Head 135 had it's texture pointing to a foot texture instead of the head texture.  Fixing it now, will put into my dropbox for PSM


 


 


Edit:  In the dropbox now.  Turned out *all* the references in the model were pointing towards a left foot  ':?' No idea how that happened... I didn't have any foot files open anywhere during the time I was renumbering the kotor heads.  Damn gremlins!



               
               

               
            

Legacy_MannyJabrielle

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« Reply #460 on: June 29, 2014, 10:10:37 pm »


               

And a side note while still on head topics.... Does anyone remember the project the kobold head models comes from?  It was a package that made a new dynamic appearance with halfling sized bodies but the heads were kobold heads, not halfling heads, and the bodies had a scaley skin texture.



               
               

               
            

Legacy_Rolo Kipp

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« Reply #461 on: June 29, 2014, 10:33:35 pm »


               

<climbing the walls...>


 


Would that be CyberDoc's dynamic Kobolds...


qZP0NHO.jpg


AcidChalk's dynamic kobolds...


hZemkna.jpg


Tom Banjo's  merger of ACP with AcidChalk's dynamic kobolds...


v9XXZpW.jpg


or Monferrat's updated version of AcidChalk's dynamic kobold?


oFiRWpc.jpg


 


Just askin' ;-)


 


Edit: *gives boodah a smug look* With *pictures*! ;-)


 


<...to avoid the little fellers>



               
               

               
            

Legacy_boodah83

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« Reply #462 on: June 29, 2014, 10:33:40 pm »


               


And a side note while still on head topics.... Does anyone remember the project the kobold head models comes from?  It was a package that made a new dynamic appearance with halfling sized bodies but the heads were kobold heads, not halfling heads, and the bodies had a scaley skin texture.




 


Hm, I remember it from the CEP and a quick search gave me this and this (updated version).


 


Edit: Once again got ':ph34r:' 'ed, haha.



               
               

               
            

Legacy_MannyJabrielle

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« Reply #463 on: June 29, 2014, 10:46:06 pm »


               

Ooooh! More than I had thought there was!  Wanted to add the heads at least to my personal module.  Will look at all those though, if the bodies are more kobold sized than halfling, that'd rock.  Thankya!



               
               

               
            

Legacy_Pstemarie

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« Reply #464 on: June 29, 2014, 10:51:11 pm »


               

ACP Kobolds - hmmmm very tempting