Author Topic: Project Q Updated to v2.0  (Read 11550 times)

Legacy_Rolo Kipp

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« Reply #465 on: June 29, 2014, 10:56:10 pm »


               

<just...>


 


The Gemworld of Amethyst may not do gnomes, but we do kobolds...


 


Edit: Is Q using that Bio-empty row 7 for dynamic races...? Always wanted to play with that...


Edit2: Bird parrot? Sheesh...:-P :-)


 


<...saying>



               
               

               
            

Legacy_boodah83

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« Reply #466 on: June 29, 2014, 11:31:50 pm »


               

All this talk about dynamic kobolds reminded me of these dynamic goblins. Which in turn made me think of one of my favorite haks: link (mostly a nice compilation of other works).


 


Maybe some of this stuff is also of use to you.



               
               

               
            

Legacy_MannyJabrielle

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« Reply #467 on: June 29, 2014, 11:32:22 pm »


               

Updated last night (ran the forced updating).  Those cranes still don't seem to be in the regular appearance rollout, just the tailmodel rollout.


 


Also noticed..... they don't have eyes O_o  Thought they had eyes when I looked at them the other day, but all they have is an empty without a texture.


 


iitem_gem_037 appears to be a duplicate of gem icon 017


 


Love the new beggars!  They're very well, beggerish looking!


 


The The LoW orcs used as hobgoblins rocks, especially since they do bear a closer resemblence to the Q goblins than they do to the NWN style orcs..  Any chance of adding some of the other LoW orcs as additional hobs?  A fighter and a wizard type are good, but would be sweet for one or two more for variety such as a hobbie champion or chief.



               
               

               
            

Legacy_Shadooow

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« Reply #468 on: June 29, 2014, 11:42:13 pm »


               


All this talk about dynamic kobolds reminded me of these dynamic goblins. Which in turn made me think of one of my favorite haks: link (mostly a nice compilation of other works).


 


Maybe some of this stuff is also of use to you.




btw has anyone made a fix for the 1.68 crash?

 all these custom dynamic races are suffering with it, this crash was fixed in 1.69 in animations, I thin a_ba, but these races are independant on it.


               
               

               
            

Legacy_Pstemarie

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« Reply #469 on: June 30, 2014, 12:12:00 am »


               


Updated last night (ran the forced updating).  Those cranes still don't seem to be in the regular appearance rollout, just the tailmodel rollout.


 


Also noticed..... they don't have eyes O_o  Thought they had eyes when I looked at them the other day, but all they have is an empty without a texture.


 


iitem_gem_037 appears to be a duplicate of gem icon 017


 


Love the new beggars!  They're very well, beggerish looking!


 


The The LoW orcs used as hobgoblins rocks, especially since they do bear a closer resemblence to the Q goblins than they do to the NWN style orcs..  Any chance of adding some of the other LoW orcs as additional hobs?  A fighter and a wizard type are good, but would be sweet for one or two more for variety such as a hobbie champion or chief.




 


Cranes - look under "(Mount) Crane: ...". They are listed in the 2das in both q_2da and q_!fightingsfx.


 


The beggars come from Baba via his Zombie pack. I'm looking at the zombies now - they'll be in later tonight.


 


I gotta do more hobgoblin variants from those. I'm trying to avoid using his Uruks since they look more like the Monster Mash (MM) Orcs than they do the new hobgoblins.


               
               

               
            

Legacy_Pstemarie

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« Reply #470 on: June 30, 2014, 12:12:32 am »


               


btw has anyone made a fix for the 1.68 crash?

 all these custom dynamic races are suffering with it, this crash was fixed in 1.69 in animations, I thin a_ba, but these races are independant on it.




 


Thanks for noting that. I'll have to be careful if I include any of them.


               
               

               
            

Legacy_Pstemarie

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« Reply #471 on: June 30, 2014, 02:50:09 am »


               

Got sidetracked from Zombies - I get them done up tomorrow...


 


Nwn_Soldier_zpsccffaa4f.jpg



               
               

               
            

Legacy_Malagant

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« Reply #472 on: June 30, 2014, 07:23:20 am »


               

 


All of the KotR heads are in.



I wish I had realized that you had forgone the "from other games" policy, because I had noticed this; I just wrapped up on doing the full set of PC heads to get those that Estelindis hadn't done and could have forewarded them to you. I've also been working on others from those files. Some of them need a polish to get around the couple that use transparency with hair and any shadow issues that may creep up (I haven't run them all in game yet), which I was waiting on doing until I had them all converted, but the core work was done.


The problem is, it appears you've pretty much maxed out on male heads and I'm still hitting some of the NPCs that weren't in her package.



               
               

               
            

Legacy_Pstemarie

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« Reply #473 on: June 30, 2014, 12:12:58 pm »


               

Some of those policies that were made for Q were because the original team members were looking at using Q as a sort of resume to get work in the gaming industry. As such they wanted to keep the work in Q as independent - and original - as possible and decided not to include work from other games. I and the rest of the current team have no such aspirations. Thus, we're more flexible on what we include and aren't so tempted to say "no" to an item just because it comes from another game.


 


Teh KotR heads were done on a whim when another user pointed out we already had some Q. Once I had verified that this was true, I decided why not add the others. There might still be some room in Q for more human male heads. I already found one dupe among the nordic helmed heads, making me believe there might be other dupes that can be overwritten.



               
               

               
            

Legacy_meaglyn

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« Reply #474 on: June 30, 2014, 01:28:30 pm »


               

pstmarie, is there any thought to stopping the influx of new content and making an official 2.0 release at some point? I think it would be nice to stabilize what's there and make a real release off of which people could work so that it is not a constantly moving target.  Once that was done you could go back to adding new stuff for say Q2.1. I'm probably not alone in wishing for that...


               
               

               
            

Legacy_Pstemarie

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« Reply #475 on: June 30, 2014, 01:33:18 pm »


               

July 5th, I'll be releasing a compiled update of v2.0. I know its been kind of crazy keeping up with all the changes, but it seems to be the only way this stuff gets tested by a larger group of users. With this latest release I've had bugs reported that go as far back as v1.1. 


 


As I stated at the outset, v2 was a MASSIVE update. Furthermore, June is about the only month I can sit down and fully delve into things. I put in 8-10 hour days on Q during June and save July and August for family time.



               
               

               
            

Legacy_Pstemarie

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« Reply #476 on: June 30, 2014, 01:58:52 pm »


               

Back to revision notes. I'm finishing up now with the shins. I've uploaded a model for shin150 which uses the cloth channels for coloring, but is otherwise a dupe of BioWare shin008 (which uses the leather channels). I'm working now on male models of shin163, shin175, and shin181.



               
               

               
            

Legacy_Gruftlord

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« Reply #477 on: June 30, 2014, 06:01:28 pm »


               Hello , i got a report about the bone golem. The space between the dragon skulls appears metallic. I guess this is because the model has environment mapping set to default in appearance.2da. Disabling the mapping would make some other parts transparent, unless the alpha layer is removed from them.

Speaking of which, i think i have a texture for the bone golem that is an improvement over the current one in projectq. Let me know where i can send it in case you are interested
               
               

               
            

Legacy_Pstemarie

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« Reply #478 on: June 30, 2014, 06:13:36 pm »


               


Hello , i got a report about the bone golem. The space between the dragon skulls appears metallic. I guess this is because the model has environment mapping set to default in appearance.2da. Disabling the mapping would make some other parts transparent, unless the alpha layer is removed from them.

Speaking of which, i think i have a texture for the bone golem that is an improvement over the current one in projectq. Let me know where i can send it in case you are interested




 


Nice catch on the appearance.2da setting - I had updated it in my module hak but forgot to update that setting in the Q 2das. You can send you texture to pstemarie at live.com or share it via dropbox.


               
               

               
            

Legacy_Gruftlord

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« Reply #479 on: June 30, 2014, 06:29:53 pm »


               

email with both versions (with and without alpha) is sent