Author Topic: Project Q Updated to v2.0  (Read 11542 times)

Legacy_Rolo Kipp

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Project Q Updated to v2.0
« Reply #525 on: July 05, 2014, 01:58:54 pm »


               

<you cook...>


 




...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




http://neverwinterva...ricks-nwn-stuff :-)


 


<...and i'll clean>



               
               

               
            

Legacy_Pstemarie

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« Reply #526 on: July 05, 2014, 01:59:59 pm »


               

I've uploaded several placeables - from the Community Placeables Pack Classic Dungeon Placeables - that should have made it into Q a long time ago - an oversight on my part. I've also included the missing portraits for the placeables from that set that were already included in Q.


 


@Baba - When I say "higher poly", I'm not talking on the order of the high-poly torso Ragz did. I'm looking more for a happy medium between the 12-face models we have now and the body part packs that were released by Lisa and others. I agree that the texture is key, but unfortunately we seem to be limited by the light/dark plt unless we use txi files for every plt texture.



               
               

               
            

Legacy_MannyJabrielle

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« Reply #527 on: July 05, 2014, 02:38:10 pm »


               

I mostly notice low poly ugliness not so much when it comes to tectures, but lighting.  Certain head models have some very sharp geometry, and NWN's lighting tends to shadow one poly but not the one right next to it, and it really screams "blocky!".  Some of the more high-poly heads get that as well, but not nearly as much, and the jarring illuminated/shadowed contrasted poly's are far smaller.



               
               

               
            

Legacy_Tarot Redhand

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« Reply #528 on: July 05, 2014, 05:12:52 pm »


               

@ MannyJabrielle I use Ant Renamer Portable for external and Notepad++ (aka npp) for internal file renaming.


 


TR



               
               

               
            

Legacy_NWN_baba yaga

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« Reply #529 on: July 05, 2014, 07:33:43 pm »


               

Yeah Pstemarie i agree. Project Q did their best to keep it balanced and trough your textures everything looks much better then original content. So here we also see how textures alone can improve things alot. I didnt pointed my critic at PQ '<img'> And plt´s are lets say a preference one has, some people like their variety in things and i´m happy to have way less but things in more contrast. If we examine the hauberks it´s just one model but the textures are so great and different you can create almost everything with them. Bandits, soldiers, knights and poor people '<img'>


 


And yup, lighting is not always good but there are ways to help nwn. You can use "diffuse" only light placeables and so you can smooth out scenes where it does have to look better then just by default use of lights. I use diffuse lights alot myself btw. I think people dont use selfmade placeable lights that fit scenes or tilesets specific enough. We have this option and i know how you can improve the look of the regular caves  with placeables lights only because they lit out the polys much more advanced and you see it in realtime too '<img'>


 


Try out just a little tunnel and throw in a dla torch. IT looks much better immediately.



               
               

               
            

Legacy_Pstemarie

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« Reply #530 on: July 05, 2014, 10:08:05 pm »


               

@Baba - I credit you, Six, and LoW with the aesthetic look of Q. The three of you are a big influence when it comes to selecting colors and I can't stress enough how much your collective work has influenced my own - although I guess that's apparent to anyone that looks closely  '<img'>



               
               

               
            

Legacy_Beccarte

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« Reply #531 on: July 06, 2014, 12:37:58 am »


               

The placeable appearance "Freestanding Merchant's Placard" (the one with the red stripe on white) has weird shadow effects.



               
               

               
            

Legacy_Pstemarie

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« Reply #532 on: July 06, 2014, 02:15:41 am »


               


The placeable appearance "Freestanding Merchant's Placard" (the one with the red stripe on white) has weird shadow effects.




 


That's a Bioware model - not a Q model. The shadow effect is caused by a tear in the mesh somewhere. I'll add it to the list of content to fix.


               
               

               
            

Legacy_Hekatoncheires

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« Reply #533 on: July 06, 2014, 03:46:26 am »


               

I love the lynx and fox!


Both are having the same issue the tigers originally did, with black cutouts around tufts of fur. the tail on the fox especially.



               
               

               
            

Legacy_Jedijax

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« Reply #534 on: July 06, 2014, 06:59:42 am »


               

Unfortunately I don't agree on the whole low-poly high-texture front. It's not a matter of one or the other. There are plenty of great textures that look cheap due to low-poly models, and plenty of great models ruined by smeared, low-quality/res textures. Sure, I am all for balance, but not a balance that seeks to exchange one for another. To me, low-poly vs great textures looks as bad as horrible textures vs insanely high-poly models.



               
               

               
            

Legacy_MannyJabrielle

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« Reply #535 on: July 06, 2014, 07:49:08 am »


               

Why just one or the other?  Why not middle ground on both poly count and texture quality? '<img'>  NWN will never hit the model/texture quality of modern games, but we can get close enough to be happy



               
               

               
            

Legacy_Jedijax

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« Reply #536 on: July 06, 2014, 08:59:57 am »


               

There seems to be an error in the textures for both the lynx and the tiger (unlike the white tiger). There are zones that should be transparent but were left as black. It is apparent on both models in the dangly hair at the belly and the chin.


 


As for the model texture balance, that was the point all along, I was sort of standing by your request and approach. On the other hand, I keep saying NWN can come very very close to modern games, and every day the ported models and textures confirm it. The less we say it can't be done, the closer it actually comes. The only mayor setback NWN has against newer games is shaders and dual layers of textures, which makes it even more important to compensate with higher poly models and higher resolution, detailed textures.



               
               

               
            

Legacy_Beccarte

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« Reply #537 on: July 06, 2014, 09:08:44 am »


               

I was looking at the new trap varieties and realized that I haven't a clue how to use them. Unlike the default traps, they just "click" when you walk over them. No animation plays and no effect occurs. Some scripting is probably necessary, so I request that the instructions for their use be in the documentation for the next version of Q. '<img'>



               
               

               
            

Legacy_Pstemarie

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« Reply #538 on: July 06, 2014, 11:36:53 am »


               


Unfortunately I don't agree on the whole low-poly high-texture front. It's not a matter of one or the other. There are plenty of great textures that look cheap due to low-poly models, and plenty of great models ruined by smeared, low-quality/res textures. Sure, I am all for balance, but not a balance that seeks to exchange one for another. To me, low-poly vs great textures looks as bad as horrible textures vs insanely high-poly models.




 


No one is talking about trade off between poly count and texture resolution. If anything, we're focused on the middle ground between the two. NWN has limits when it comes to poly count - drop several hi-poly models into an area on a lower-end PC and these limitations become obvious the second vfx start to fire. The real artistry is creating decent looking models and textures that won't choke the life out of PCs not specifically engineered for gaming. 


               
               

               
            

Legacy_Pstemarie

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« Reply #539 on: July 06, 2014, 11:38:34 am »


               

I've fixed the textures on the fox and lynx. I double checked the tiger texture also and its fine - the alpha channel has already been added.