Author Topic: Project Q Updated to v2.0  (Read 11546 times)

Legacy_Verilazic

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Project Q Updated to v2.0
« Reply #480 on: June 30, 2014, 06:43:54 pm »


               

So question: Looks like the reserved lines for Project Q robes.2da go to 225. That's cool, I only have around 20 or so other models I'm considering including in my module. What about all the other parts though? Are you just going to 255 with the rest, like you have with the heads?



               
               

               
            

Legacy_Pstemarie

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Project Q Updated to v2.0
« Reply #481 on: June 30, 2014, 08:07:13 pm »


               


So question: Looks like the reserved lines for Project Q robes.2da go to 225. That's cool, I only have around 20 or so other models I'm considering including in my module. What about all the other parts though? Are you just going to 255 with the rest, like you have with the heads?




 


Aside from cleaning up models and adding missing ones, I'm done clothing and PC parts for the foreseeable future.


 


Also make sure you're looking at this post for reserved lines - I think that wiki page may be outdated.



               
               

               
            

Legacy_Pstemarie

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« Reply #482 on: June 30, 2014, 08:49:30 pm »


               


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




 


Texture has been uploaded to the server - nice job.


 


Shins are done. Working on zombies atm. I'm aiming for ones that are less decomposed - serves as a nice transition from recently dead to dead for a while.



               
               

               
            

Legacy_boodah83

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« Reply #483 on: June 30, 2014, 09:02:20 pm »


               


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.




 


Two other (not ideal) possibilities might be:


 


1) Using heads 50 to 99. They would show up during character creation when numbered sequentially but not in the toolset, which would require builders to use scripting to use them for npcs (to make it a little more convenient, a catalogue with pictures of all those heads and their plt info could be added). I guess it could work similar for heads 200 to 255 (though players can't choose them either, I believe).


 


2) Adding new heads as helmets. As far as I tried this, it works quite ok and just requires renaming. Not sure if this is possible, but maybe the helmet entry in baseitems.2da could be cloned and the copy renamed to Heads (Human/Male). Of course, this is not a good way to provide players with access to them.


 


   2.1) Making helmets out of the helmeted heads added with Feanors Armory, freeing up space for other heads that way.



               
               

               
            

Legacy_Gruftlord

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« Reply #484 on: June 30, 2014, 09:55:17 pm »


               Found another quirk: otrc_deerb03 is small. I guess it. Should be big like the ither two (deeraxx are all three small)
               
               

               
            

Legacy_Jedijax

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« Reply #485 on: July 01, 2014, 06:38:04 am »


               


Two other (not ideal) possibilities might be:


 


1) Using heads 50 to 99. They would show up during character creation when numbered sequentially but not in the toolset, which would require builders to use scripting to use them for npcs (to make it a little more convenient, a catalogue with pictures of all those heads and their plt info could be added). I guess it could work similar for heads 200 to 255 (though players can't choose them either, I believe).


 


2) Adding new heads as helmets. As far as I tried this, it works quite ok and just requires renaming. Not sure if this is possible, but maybe the helmet entry in baseitems.2da could be cloned and the copy renamed to Heads (Human/Male). Of course, this is not a good way to provide players with access to them.


 


   2.1) Making helmets out of the helmeted heads added with Feanors Armory, freeing up space for other heads that way.




 


Carcerian has already proved it is possible. The thing is you need to fit scripting for it to work. It's not a plug and play feature as of yet, I believe.


               
               

               
            

Legacy_Gruftlord

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« Reply #486 on: July 01, 2014, 11:04:31 am »


               

the old version of c_golbone.dds is still in q_placables.hak. not sure this was intended.


 


also: using the regular updater, the new file didn't get added into the creatures (or placables) hak, but it was downloaded at least.


i had to make a complete redownload to get the file into creatures.hak.



               
               

               
            

Legacy_Pstemarie

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« Reply #487 on: July 01, 2014, 11:48:31 am »


               


the old version of c_golbone.dds is still in q_placables.hak. not sure this was intended.


 


also: using the regular updater, the new file didn't get added into the creatures (or placables) hak, but it was downloaded at least.


i had to make a complete redownload to get the file into creatures.hak.




 


Use the "force update" .BAT that is included with the new version of the updater. This will take care of any issues with downloading files but not updating the haks.


 


Yes, I am aware the texture remained in q_placeables.hak as is - I have it to rename it and then change the references within the model that uses it. I might need that darker version to mesh with the other textures used on the model.


 


EDIT - Don't need the older texture after all. The new one has been added to q_placeables.



               
               

               
            

Legacy_Gruftlord

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« Reply #488 on: July 01, 2014, 11:53:02 am »


               

ok, if it's intentional, everything is ok. does the same apply to the deer model i reported above as well?



               
               

               
            

Legacy_Pstemarie

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« Reply #489 on: July 01, 2014, 12:00:19 pm »


               

Haven't looked at the deer yet, but those are OTR's models from the CCC and I think the sizing is intentional.


 


Here's a toolset of some of the Zombies I've been working on...


 


zombies_zps5638df94.jpg



               
               

               
            

Legacy_YeoldeFog

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« Reply #490 on: July 01, 2014, 02:20:43 pm »


               

...The Walking Dead PW coming up? '<img'>



               
               

               
            

Legacy_NWN_baba yaga

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« Reply #491 on: July 01, 2014, 04:37:06 pm »


               

little critique for the female zombies... there clothes should look way more dirty, filthy and more rotten. They look like taken straight out of the washbasin '<img'> At least the bottom trim must look dirty muddy or whatever. Maybe some blood dirty filth between their chest that came down from their mouth... uahggg mjam mjam... And can you open the mouth (via texture is cool too) maybe so they look like they are on the hunt for flesh? Right now they look a bit bored, not realy interested in stalking adventurers or peasants.


 


But you had the right feeling about female zombies. With a little bit more "scare" and rotten factor they will be great '<img'>


 


And i think zombies should look always scary, never generic to keep the contrast between poor people, peasants and real zombies. Except for some specific module event where the transition just happened. Not like in the new zombie movies where people randomly rot in a second into a creepy mummy... lol. I think the day of the dead zombies are the best ever done (the romero movie of course). And well, the night of the living dead remake (the first ones in the house) and that nude woman who bashed trough the window... iekk '<img'>



               
               

               
            

Legacy_Pstemarie

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« Reply #492 on: July 01, 2014, 05:36:27 pm »


               

Yeah I agree about the dresses. I have been experimenting with some brushes to get them to look more "grave worn." Once I get some samples I'm satisfied with I'll post the images and let people pick.



               
               

               
            

Legacy_NWN_baba yaga

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« Reply #493 on: July 01, 2014, 07:37:20 pm »


               

When i try to add another detail to a texture i create a copy from the (lets say robe texture) and add the dirt or whatever detail below this layer. Then i just use the eraser tool to get trough the texture. It´s very simple and yet effective because you know 100 % where you add the dirt or moos etc.



               
               

               
            

Legacy_Pstemarie

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« Reply #494 on: July 01, 2014, 11:33:50 pm »


               

Took a little break from zombies and bashed these two NPCs together - House Guard and Female Gypsy. Both replace the default Bioware models.


 


npcs2_zpscf8865d7.jpg