Author Topic: Project Q Updated to v2.0  (Read 11545 times)

Legacy_boodah83

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« Reply #495 on: July 01, 2014, 11:52:22 pm »


               

One last shin missing: 030 for females.


 


Love the new female zombies!



               
               

               
            

Legacy_Pstemarie

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« Reply #496 on: July 02, 2014, 12:04:58 am »


               

I've uploaded two new female zombie clothing textures. Not sure if I like them - I might have overdone it.  '<img'>



               
               

               
            

Legacy_boodah83

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« Reply #497 on: July 02, 2014, 12:38:39 am »


               

Imo, first one is really good, but for the second one (with the yellow dress) the bloody dirt texture cuts off a little too sharply at both sides of the skirt.



               
               

               
            

Legacy_Pstemarie

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« Reply #498 on: July 02, 2014, 03:16:47 am »


               




Imo, first one is really good, but for the second one (with the yellow dress) the bloody dirt texture cuts off a little too sharply at both sides of the skirt.




 


Big difference after watching a few videos on a photoshop site...


 


zombies2_zpsdf5e6dda.jpg


               
               

               
            

Legacy_Pstemarie

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« Reply #499 on: July 02, 2014, 04:15:20 am »


               

Uploaded a waitress overriding model and another skeleton I had tucked away and forgotten about - Skeletal Hill Giant...


 


The waitress uses the waitress animations from Q.



               
               

               
            

Legacy_Hekatoncheires

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« Reply #500 on: July 02, 2014, 10:14:56 am »


               

Now that feanor's pack and the issig kilt robe parts are in Q, I'd like to know how to scale them properly in nwarmory. I scaled up the human pheno to 1.5 for firbolgs. This works wonderfully for most parts, but when I scale up the issig kilt parts, they're positioned wrong on the model; the top of the robe part on the firbolg is level with the top of the the robe part on a regular scale human.


This seems to be to be the ideal way to handle stuff like the firbolg (1.5x scale), the verbeeg (1.3), and various types of giants (2x and up).



               
               

               
            

Legacy_Pstemarie

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« Reply #501 on: July 02, 2014, 10:45:17 am »


               

I wouldn't use armory to scale models. When I made the "Enlarged" pheno years ago for NwnE, MDA modified the scale wizard to do mass scaling operations. I had no issues with any of the content that was scaled using that tool. The mass scaler is now part of NWMax Plus.


 


Without seeing the kilts you've modified I can't really tell you what the issue is with those particular models. You could try raising the Z-height manually in the files, using a text editor to do a mass search and replace with the corrected Z-height.



               
               

               
            

Legacy_YeoldeFog

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« Reply #502 on: July 02, 2014, 11:08:27 am »


               

Hey Pstemarie!


 


Will you make any more additions to armorparts or heads?



               
               

               
            

Legacy_Pstemarie

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« Reply #503 on: July 02, 2014, 11:45:07 am »


               


Hey Pstemarie!


 


Will you make any more additions to armorparts or heads?




 


I'm always open to suggestions. 


               
               

               
            

Legacy_MannyJabrielle

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« Reply #504 on: July 02, 2014, 12:19:08 pm »


               

How about Misc. icons?  I've come across some really stunning gem icons in a hak or two that I could track down.  A couple more bracer/glove options would be sweet too.  I've seen those somewhere, shouldn't take me too long to track down what upload I saw them in.



               
               

               
            

Legacy_MannyJabrielle

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« Reply #505 on: July 02, 2014, 12:55:27 pm »


               

Er, may have spoken too soon on that.... seems the old vault is having another of it's death-spasms.  I have some glove/bracer/misc/gem icons in the module I'm working on.... I just have no idea which vault page they're off of.  I'm 99% certain they came out of various combo-packs repacked from various sources as well.  Once I finish with my little HDD recovery oddessy here, I'll stick what I got in my q-dropbox.



               
               

               
            

Legacy_Pstemarie

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« Reply #506 on: July 02, 2014, 01:48:16 pm »


               

We're locked for the compilation release on the 5th. Just moving some stuff around, consolidating, and canning dupes. If everyone can stay off the server that would be great.



               
               

               
            

Legacy_Beccarte

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« Reply #507 on: July 03, 2014, 02:43:21 am »


               

You're probably aware of this, but I made an area using the Wild Woods tileset and the minimap has white boxes instead of terrain for some tiles.



               
               

               
            

Legacy_Pstemarie

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« Reply #508 on: July 04, 2014, 12:08:48 pm »


               

I'll be working on those missing minimaps for wildwoods this weekend. In the meantime, I've uploaded another group of Draygoth's animals, some more NPCs, and a few tweaks to some existing models (dog, blink dog, and hellhound feet no longer appear in the ground; and the mezzoloth now has the missing lhand and lforearm nodes so it will now render weapons in the left hand and shields if so equipped. 



               
               

               
            

Legacy_henesua

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« Reply #509 on: July 04, 2014, 02:25:34 pm »


               

Caught a bug recently with coats. Climbing animation (failed bard wall climbing anim) is not mapped to the coat animations.