Author Topic: Project Q Updated to v2.0  (Read 11541 times)

Legacy_Pstemarie

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Project Q Updated to v2.0
« Reply #510 on: July 04, 2014, 02:51:34 pm »


               




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




 


Don't wear coats  '<img'> I'll look into it. Meanwhile something from my module - Phil on harp for the Ungrateful Dead...


 


phil_zps732feebc.jpg


               
               

               
            

Legacy_Tarot Redhand

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« Reply #511 on: July 04, 2014, 04:18:42 pm »


               

Is it still just under 24 hours (i.e. the 5th July) to an official release?


 


TR



               
               

               
            

Legacy_Pstemarie

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« Reply #512 on: July 04, 2014, 05:17:20 pm »


               

Looking closer to Monday. I've found some issues I want to get cleaned up and Henesua is doing some work on his end.


 


What Henesua is doing is compiling all of the overwriting content (i.e. content that shares the same name as BioWare content) into an optional override hak called "q_!override." This hak will only contain mdl files and associated textures and will be able to be preloaded into a NWN installation using patch.ini. It will also be made available as part of the regular optional haks so that Builders can attach it directly to modules. Splitting the overriding content off like this will accomplish two primary goals:


  1. Making Q more accessible to Players, and

  2.    
  3. Trimming the core haks slightly to make room for newer content.

As the new q_!override.hak will only contain models with the same name as Bioware assets there will be no compatibility issues with previous releases. Builders will just have to add the new hak to their modules if they want the Q override content to be visible. 



               
               

               
            

Legacy_Pstemarie

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« Reply #513 on: July 04, 2014, 05:56:42 pm »


               

Speaking of issues - I have incorporated the cloak wraps into Q that vivienne uploaded to the new vault, but the hooded version is only available for human males. The original hak doesn't seem to be available on the new Vault. The original package was listed here - http://nwvault.ign.c...s.Detail&id=385



               
               

               
            

Legacy_Gruftlord

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« Reply #514 on: July 04, 2014, 06:03:21 pm »


               Woooooot. this is awesome. I can not tell you how much i am looking forward to this override hak. This saves me so much time on my end (and makes so much of what i already did meaningless. But whatever) :-D


I'll try to release a cep2custom hak in conjunction to go along with this file (might require some shuffling depending on what and how henesua stuctures this override file). Would you give me permission to release renamed project q meshes inside a cep2custom file, please? (Basically overriding all those extra cep orcs and bugbears and what not with project q ones, all by it with a somewhat reduced diversity)
               
               

               
            

Legacy_Pstemarie

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« Reply #515 on: July 04, 2014, 06:08:05 pm »


               

Project Q is as much mine as it is the Community's - feel free to do as you will. We've made/combined this stuff to be used.



               
               

               
            

Legacy_Killmonger

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« Reply #516 on: July 04, 2014, 06:35:01 pm »


               

<in anticipation>


 


Many blessings be upon you @Pstemarie (and the Q team)


 


Know always that your fine Qv2 work(s) will be used and treasured....


 


'<3'


               
               

               
            

Legacy_Kendaric Varkellen

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« Reply #517 on: July 04, 2014, 07:50:15 pm »


               

A huge thanks for adding the q_override hak, that's extremely useful for players.



               
               

               
            

Legacy_Beccarte

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« Reply #518 on: July 05, 2014, 08:38:58 am »


               

Can anything be done to make PC bodies less blocky looking? That's probably an impossibly tall order, but I noticed how out-of-place Aluvian Darkstar looks wandering about the Wild Woods area I made.



               
               

               
            

Legacy_MannyJabrielle

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« Reply #519 on: July 05, 2014, 10:33:10 am »


               

How do you mean "blocky"?  The head models, or the body in general?  Many of the armor/clothing parts in Q are a good deal less "blocky/low poly" looking than the default NWN stuff.  Heads... for default heads, would require someone to touch up the models in max/gmax.  There's a couple elf heads in Q which are just that, although they are added as additional heads, not overriding ones.


 


You could also go for TheBarbarian's heads (look for them on the new vault).  There's an override version for human and elf heads.  They're rather less blocky looking than the originals.  My only personal reservation about them is while they are revamps of the original heads (not completely different looking), they do appear rather "young/fresh" like.... so it would be a style choice to use them or not.



               
               

               
            

Legacy_MannyJabrielle

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« Reply #520 on: July 05, 2014, 10:35:52 am »


               

Hypothetical question....


I was looking at the issig tall/slight phenos.... and I had a thought.  The slight human phenos would probably work nicely if implemented as a true "half elf" racial appearance (rather than half elves being 100% human in appearance).  Besides convertin all the armor/clothing parts to scale on the body right... what else would be needed to do that?



               
               

               
            

Legacy_Pstemarie

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« Reply #521 on: July 05, 2014, 12:15:16 pm »


               

@Beccarte - We've replaced a lot of the original (low-number) heads in NWN with higher poly versions that are less blocky than the original models and are working on more all the time. I also plan on addressing the other body parts to some degree in future updates.


 


@Manny - in order to implement the slight pheno as you suggest, you'd need to assign it its own racial prefix and update appearance.2da to do this. However, the biggest challenge would be scaling ALL the other PC parts to work correctly with that pheno/race - which is a problem unto itself because Daemon, to my knowledge, never published the scale factors for that phenotype. Thus, you'd have to manually scale each model not already converted. Assuming Daemon's scalle.ini is lost to time, It would be better to reverse engineer the slight phenotype:


  1. Start with the pmh0 and pfh0 models and scale them manually to a close approximation of the slight phenotype.

  2.    
  3. Noting down the scaling factors used, create the scale factor .ini file for use with NWNArmory.

  4.    
  5. Rename the models (including the internal references) to use whatever new prefix you've designated for your new pheno/racial model.

  6.    
  7. Run all the models through NWNArmory, creating all the parts rescaled to the new pheno/race.


               
               

               
            

Legacy_MannyJabrielle

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« Reply #522 on: July 05, 2014, 12:59:52 pm »


               

Thought it would be something along those lines.


Hrmm, what's a good file renamer/text replace program to use?  I tend to work with only small groups of files, and do renaming/internal reference changes in notepad.



               
               

               
            

Legacy_Pstemarie

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« Reply #523 on: July 05, 2014, 01:11:55 pm »


               

I use Textpad for internal references and Winsome File Renamer for filenames.



               
               

               
            

Legacy_NWN_baba yaga

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« Reply #524 on: July 05, 2014, 01:35:39 pm »


               

about blocky models... if you texture them good with no seems so to say even a low poly model looks way better. I compared ultima 9 npcs to nwn ones and they are almost exactly the same meshwise but their textures looks much better. Ingame you dont notice that blocky look just because how they were textured. So what we need is better textures not high poly stuff. High poly models look way more out of place in nwn then low poly stuff but correctly textured. The legs, arms and whatnot all is so miserable textured by bioware they just look plain bad. The highlights and shadows dont even look anatomically correct in close up. The nymph or dryad model is the only nwn creature where they "cared" about how they texture a body of a human shaped creature. I was never a friend of the dynamic stuff anyway because how dull the colors are compared to a rich colorfull npc you can create. IT´s impossible to give a dynamic npc a realy dirty look on his clothes because it´s all just "dark" and "light" in one color.


 


Well, what i want to say is that high poly models arent the best way because they stick out to much in the environment but via texturing you can give everything a good organic or believable look.


 


And if you start with high poly heads only then the neck looks bad, or the feet and the hands etc. You cant have one thing that looks outstanding and then the rest is the old because normaly people see the whole scene as one and dont focus on just this single thing running around being happy that they have a cool looking head but the surroundings are ehm... well. I always felt that everything needs to have an order of art that is one and not many '<img'>