Author Topic: Project Q Updated to v2.0  (Read 11509 times)

Legacy_Zwerkules

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« Reply #630 on: September 01, 2014, 03:09:58 pm »


               


Mountainous Forest - just waiting for Zwerkules to give the thumbs up.




You can add it to Q if you like. Like Meaglyn I don't see why it should be added though. It makes the Q haks bigger even for those who will not use the tileset and there may be a problem later when I get the time to add the water and/or the swamp terrain some people asked for.


               
               

               
            

Legacy_Pstemarie

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« Reply #631 on: September 01, 2014, 04:36:43 pm »


               

Hmm - maybe I can add it in the same fashion I did with Wild Woods. I know some people are concerned about the 2100+ tiles size of TNO, but I used to have an expanded rural tileset that weighed in at 4500 tiles - give or take a few - and never noticed any load time issues.



               
               

               
            

Legacy_The Mad Poet

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« Reply #632 on: September 01, 2014, 09:36:03 pm »


               


You can add it to Q if you like. Like Meaglyn I don't see why it should be added though. It makes the Q haks bigger even for those who will not use the tileset and there may be a problem later when I get the time to add the water and/or the swamp terrain some people asked for.




 


I think it's good to have outside of Q. Could it not be included as part of say... an optional tileset hak? That way builders can choose whether they want to include it or not. I think Q already has one called !tileset.hak or something like that. Except that might just be texture overrides.


 


I find it useful to have players download one large file rather than a dozen smaller files. I can understand why content creators prefer their hak stay in tact, and I can see the use in everyone using the same hak files so that hard drives aren't filled with extra copies of already existing content in separately named hak files. That was a big issue back in the early 2000's when Hard Drives averaged... what... 20 gig's or so? Today... not such a big problem for most people.


               
               

               
            

Legacy_Iskadrow

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« Reply #633 on: September 10, 2014, 09:40:16 pm »


               


Hmm - maybe I can add it in the same fashion I did with Wild Woods. I know some people are concerned about the 2100+ tiles size of TNO, but I used to have an expanded rural tileset that weighed in at 4500 tiles - give or take a few - and never noticed any load time issues.




 


I am all in favor of expanding the TNO until there really are issues. As it stands, the tileset enables strong continuity between areas: While I plan to make use of Zwerkules' Medieval Rural and the Wildlands as well, the expanded TNO is going to serve on quite a lot of fronts (town, ourtskirts of said town, roadside and wilderness, outskirts of a blasted moor, woods) and going to do admirably.


               
               

               
            

Legacy_cervantes35

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« Reply #634 on: September 13, 2014, 02:14:44 am »


               


Are there any updates planned to the Sigil exterior tileset in the foreseeable future? Simply asking because I've made some of my own additions and would need to keep it compatible.




 


I know I have no immediate plans of adding to this as there are other tilesets I am working at this time. Sometime in the distant future I do have plans for some additions. (Mortuary for sure  along with others)


 


I can't speak for Pstemarie but I have not heard about any improvements in this set from him.


 


I would be interested to see what you have added.



               
               

               
            

Legacy_Pstemarie

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« Reply #635 on: September 19, 2014, 08:04:01 pm »


               

What Cerv said regarding Sigil. However, I'm sure once I start building with it, I'll find things to add '<img'>



               
               

               
            

Legacy_Cannonade

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« Reply #636 on: September 20, 2014, 02:46:34 pm »


               

I can't claim much credit as none of this is original work. All I've done is import bits and pieces from other tilesets and slap Bioware/TNO textures on them. They'd likely need more work (probably UVmapping) to have higher quality but it's not exactly part of my skillset just yet.


 


I don't feel they match the Q standard to be added, but they've been good enough for me for time being. I'll include some screenshots since you asked: http://imgur.com/a/wKTRr


 


 


 



               
               

               
            

Legacy_cervantes35

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« Reply #637 on: September 20, 2014, 04:03:06 pm »


               

Nice not bad for someone who says they have no skill set. I particularly like the evil castle as I have toyed with adding it myself by making it the foundry adding smokestacks to the roof and some towers to the corners and making the roof walkable.


 


If we add on to this set I will assist you in making it compatible with your needs, that is if the help is needed.



               
               

               
            

Legacy_Tarot Redhand

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« Reply #638 on: September 20, 2014, 04:47:20 pm »


               

I really like that Romanesque cloister.


 


TR 



               
               

               
            

Legacy_boodah83

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« Reply #639 on: October 12, 2014, 06:11:13 pm »


               

I found another ttw tile that needs a little height adjustment to fit with other tiles: ttw01_e07_01 (that's a WW wall crosser on raised terrain tile, if that helps somehow).



               
               

               
            

Legacy_Iskadrow

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« Reply #640 on: October 13, 2014, 10:52:52 pm »


               

Few things I noticed while building with Project Q:


 


- The roper's .utc has the wrong appearance assigned.


- In the Dwarven Halls tileset you cannot currently use the 'Cave Entrance' group without lots of placeable trickery, since the roof doesn't quite match the floor.


- Baba's spiders do not seem to get along with the spawn-in animations for spiders



               
               

               
            

Legacy_MannyJabrielle

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« Reply #641 on: November 10, 2014, 06:35:26 pm »


               

Found an issue with the shoulder wrap cloaks... The textures are screwy and use the texture for a couple of the FR deity cloaks.  One of the three wraps also uses one of the FR deity cloak icons rather than it's own wrap icon.


I already fixed this for my module... I can pass on the renumbered plts and edited 2da if needed.



               
               

               
            

Legacy_Pstemarie

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« Reply #642 on: November 11, 2014, 11:32:13 am »


               


Found an issue with the shoulder wrap cloaks... The textures are screwy and use the texture for a couple of the FR deity cloaks.  One of the three wraps also uses one of the FR deity cloak icons rather than it's own wrap icon.


I already fixed this for my module... I can pass on the renumbered plts and edited 2da if needed.




 


Please do. I find I have little time for NWN these days. Drop it to my email and I'll be sure it gets uploaded to the updater server.


               
               

               
            

Legacy_LadyoftheCats

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« Reply #643 on: November 11, 2014, 02:57:24 pm »


               



We are in our final stages and wow, I've never worked haks before and it sure has been quite a learning experience! Getting closer to our Big Update.



iit_torch_073 and 074 actually are "designated" numbers for flags. One is the red circle and the other is black checked. Can you give these two torch items different numbers? They also do not have portraits to them.

There is also an issue with one of the bullets in that it has a black icon.


PS - thanks to all those contributing to this Project.





               
               

               
            

Legacy_Pstemarie

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« Reply #644 on: November 12, 2014, 01:44:43 pm »


               


 





We are in our final stages and wow, I've never worked haks before and it sure has been quite a learning experience! Getting closer to our Big Update.


iit_torch_073 and 074 actually are "designated" numbers for flags. One is the red circle and the other is black checked. Can you give these two torch items different numbers? They also do not have portraits to them.

There is also an issue with one of the bullets in that it has a black icon.


PS - thanks to all those contributing to this Project.





 




 


I'll look into the missing "portrait" (icon) issue for the torches - I think they just have a placeholder icon. However, I'm not too keen on relocating them as this is something you can do easily enough - just change the models to another number (you'll also need to change the internal names as well).


 


The bullet icon was a HotU problem - the alpha channel was incorrectly set. Furthermore, model ranges 50, 60, 70, 80, 90, and 100 had no color variation 4 due to a naming convention issue. All icon related issues are now fixed.