Author Topic: Project Q Updated to v2.0  (Read 11538 times)

Legacy_Pstemarie

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Project Q Updated to v2.0
« Reply #555 on: July 09, 2014, 02:23:55 pm »


               

Tom Banjo's Forest Expansion (tbf01) has been incorporated into Q. This is another project that was on the list to be added, but never made it. 



               
               

               
            

Legacy_Pstemarie

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« Reply #556 on: July 09, 2014, 04:52:10 pm »


               

Tileset specific doors (i.e. those painted when a tile is placed) in Wild Woods no longer throw a "Model Not Found" error when you try to edit their properties. Lemme know if any of the other new tilesets do this.


 


For reference - This error is caused by missing entries in doortypes.2da. ANY tile that uses a door and the DoorType doesn't equal "0" MUST have an entry in doortypes.2da where the tileset prefix is called out under the "TileSet" column.  



               
               

               
            

Legacy_Pstemarie

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« Reply #557 on: July 10, 2014, 01:10:32 pm »


               

I've added a Transition Door tile to the Crypt tileset that is set at a 45 degree angle. Its designed to replace a 45 degree corner on the "floor" terrain.



               
               

               
            

Legacy_boodah83

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« Reply #558 on: July 10, 2014, 05:07:00 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




Not sure, but I think the hooded version is missing from the cloakmodel.2da.


 


The added tbx forest expansion is pretty nice! Are there any plans to upgrade it with Q foliage and trees terrain?


 


Btw, I guess the chance for this is very slim, but does Q have the permission to use / include the Rocky Mountains tileset by Lord Rosenkrantz?



               
               

               
            

Legacy_Pstemarie

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« Reply #559 on: July 10, 2014, 05:59:55 pm »


               


Not sure, but I think the hooded version is missing from the cloakmodel.2da.


 


The added tbx forest expansion is pretty nice! Are there any plans to upgrade it with Q foliage and trees terrain?


 


Btw, I guess the chance for this is very slim, but does Q have the permission to use / include the Rocky Mountains tileset by Lord Rosenkrantz?




 


I didn't include the hooded wrap because I want to add it for all races/sexes. However, the model is a real pita.


 


Yes, I'll be making the forest expansion more in line with the current criteria set forth by Q. That means new foliage (prob with fading) and some reworked trees.


 


Sorry, LR pulled all his stuff from Q that hadn't been released along with permission to include any other work not already in Q.


               
               

               
            

Legacy_boodah83

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« Reply #560 on: July 10, 2014, 07:15:30 pm »


               

Too bad about the Rocky Mountains, but I kinda suspected as much. A mountain tileset (or maybe some mountainous terrain added to TNO) would have been pretty great.


 


But great news about the tbx forest!



               
               

               
            

Legacy_Pstemarie

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« Reply #561 on: July 13, 2014, 04:53:56 am »


               

Renamed "*TBX Forest" to "Q Forest." I also uploaded 100+ item icons (misc, belts, boots, bracers, etc.) that were sent in. Some of the boot icons were renumbered and others added to fill out the options available with them.



               
               

               
            

Legacy_meaglyn

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« Reply #562 on: July 13, 2014, 03:35:23 pm »


               


Just waiting for Henesua to finish up with the override hak and the moves on the Server. Won't be too long now.




Any word?


               
               

               
            

Legacy_MannyJabrielle

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« Reply #563 on: July 13, 2014, 04:26:17 pm »


               

Bicep 41 (toolset number) is duplicated in slot 65.  Bicep 30 is also duplicated in slot 60.  Haven't matched up any other duplicates if there area any more.


 


And a general question Q-ish related.... 


How the hell do the parts_X.2da works?  I want to add TAD's CCC dragonscale armors to my module, but I don't want them to overwrite any Q content.  I just cannot figure out how the 2da is working.  I knew at one point as I remember adding the bendy legs to my module prior to them being part of Q, but I can't remember, nor can I find any info on it that is clear on how what row matches up to what mdl.



               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #564 on: July 13, 2014, 06:24:01 pm »


               


How the hell do the parts_X.2da works?  I want to add TAD's CCC dragonscale armors to my module, but I don't want them to overwrite any Q content.  I just cannot figure out how the 2da is working.  I knew at one point as I remember adding the bendy legs to my module prior to them being part of Q, but I can't remember, nor can I find any info on it that is clear on how what row matches up to what mdl.




Yeah, those things are a pain in the posterior.


 


Basic: 2da line number and part model number need to match. Each part number needs a matching 2da line in order to show up in the toolset and game.


 


The AC value determines where the part shows up in the toolset dropdowns. For my own haks (and the upcoming CEP 2.60), I've actually added AC values to every non-chest entry so that armor part numbers in the toolset match up with the actual 2da lines and model numbers...it means lots of "blank" parts, but is much better from a content maker perspective.


 


The only one where the AC value has any actual game effect is parts_chest.2da.  The AC value in that one determines the actual AC value (and weight, max dex bonus, armor check penalties, etc.) of the entire suit of armor/clothing. It's why in the toolset all the torso/chest parts are grouped by AC.


               
               

               
            

Legacy_MannyJabrielle

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« Reply #565 on: July 13, 2014, 07:30:17 pm »


               

Ah, thankya.



Think that was what was throwing me off.  I looked at Q's 2da, and some lines were used, but had no matching MDL in either q_race.hak.



               
               

               
            

Legacy_Pstemarie

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« Reply #566 on: July 13, 2014, 09:57:35 pm »


               

Manny, you sure those are dupes. Some of them may use the same model, but the texture uses different channels. If they are true duplicates lemme know the numbers and I'll look into.


 


2da Entries with missing models - these should be all taken care of. Lemme know which 2da and which numbers.



               
               

               
            

Legacy_MannyJabrielle

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« Reply #567 on: July 13, 2014, 11:13:25 pm »


               

Yes, dupes. I checked the channels first thing.


 


I'll comb through the 2da again later tonight when I get home.



               
               

               
            

Legacy_Jedijax

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« Reply #568 on: July 14, 2014, 06:25:01 am »


               

There's a bug with one of the CODI dusties, the one with the hood. It seems to be the opposite of the issues the dynamic version of the robe with hood had back when. Each time the npc turns its head to respond to perception of something, the face stays set, so it clips. Is there a way to either make the face turn as well, or to keep the hood set, same as the face?



               
               

               
            

Legacy_Carrot Sticks

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« Reply #569 on: July 14, 2014, 03:16:32 pm »


               

There also seems to be a bug with helm040's item model; it renders the texture properly when transparent (before placement in the toolset), but turns white when placed.  I'll have to double-check that in-game, and see if that's the case for helm039 as well.