Author Topic: Project Q Updated to v2.0  (Read 11507 times)

Legacy_henesua

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Project Q Updated to v2.0
« Reply #645 on: November 29, 2014, 04:07:48 pm »


               

Project Q's Castle Tileset is very nice, but doesn't appear to have all the latest work in it. I recall some years back that Rolo Kipp was modifying the hall windows to cycle through day and night animations. I've been playing with it today and found that the hall windows are always on the day animation - even when I cycle through the options and some show up with moonlight instead of sunlight in the toolset, the tiles in game show full sun.


 


Was this too tricky to get the animations to work or did this work just never get pulled in?



               
               

               
            

Legacy_LadyoftheCats

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Project Q Updated to v2.0
« Reply #646 on: January 05, 2015, 05:14:12 pm »


               

Finally, after a year of crash course in haks and 2das, Kissmet went live with Project Q!


Stuck on version 2, though... brain wore out by the end of the year and still have the clothing and parts to work through.


We have someone who is working on getting us the "parts" of the shields, instead of "next" and "previous" of the main part.


Rolos' statue of Suna and Tarot Redhand's portraits, as well as other placeables have been very well liked!


Thank you to all those on the CCC team! Lots of new creatures from CCC also added and already having fun updating the encounters in these old areas.


 


One issue that I can't figure out with the enhanced Mines and Caverns... we are walking on walls as well as some encounters are spawning on ceilings.


Can anyone help me find the "fix" for that? Am I missing something in the .set? or missing some files? If someone can tell me how that works, I can search to see what I might be missing.


 


Thank you!



               
               

               
            

Legacy_Carcerian

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Project Q Updated to v2.0
« Reply #647 on: January 13, 2015, 12:17:41 pm »


               

Officially donating/submitting to project Q: http://neverwinterva...d-monster-heads


 


(if has the room for them at least)



               
               

               
            

Legacy_Pstemarie

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Project Q Updated to v2.0
« Reply #648 on: January 14, 2015, 12:47:24 am »


               

Thanks. I'll have to look this over when I get the time. the Q head slots are pretty filled up at the moment.



               
               

               
            

Legacy_LadyoftheCats

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Project Q Updated to v2.0
« Reply #649 on: May 17, 2015, 11:40:52 pm »


               

In q_tilesets v2, it enhances the mines and caverns. Kissmet has been using this version and worked hard all last year in using Q haks alongside with our Kissmet haks. There is an issue with walking on the ceilings in Mines and Caverns. I tried to find this issue. I don't know what the walkmesh problem is. I've asked around with no answers. I checked with the latest v17 of Project Q and the Mines and Caverns have reverted back to "non enhanced"? What happened?


 


It was hoped that in the future, Kissmet might be able to update with newer versions of Project Q with some work and edits, but now we can't.


Shields are messed up and I can't seem to find answers from anyone to help us out with these shield parts. To put the conversation on to a tailoring model.


 


All in all, there is just soooo many enhancements to placeables and creatures and other things that Project Q has provided, and we have been happy with that.


Thank you for that... but what happened in your updated versions?



               
               

               
            

Legacy_The Mad Poet

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Project Q Updated to v2.0
« Reply #650 on: May 18, 2015, 06:06:25 am »


               

Do you guys use Mil's tailors at Kissmet? If so I've got a edited script that works with Project Q's shields for Avernostra. I could send you that if your using the same kind.



               
               

               
            

Legacy_Pstemarie

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Project Q Updated to v2.0
« Reply #651 on: May 18, 2015, 10:36:51 am »


               


In q_tilesets v2, it enhances the mines and caverns. Kissmet has been using this version and worked hard all last year in using Q haks alongside with our Kissmet haks. There is an issue with walking on the ceilings in Mines and Caverns. I tried to find this issue. I don't know what the walkmesh problem is. I've asked around with no answers. I checked with the latest v17 of Project Q and the Mines and Caverns have reverted back to "non enhanced"? What happened?


 


It was hoped that in the future, Kissmet might be able to update with newer versions of Project Q with some work and edits, but now we can't.


Shields are messed up and I can't seem to find answers from anyone to help us out with these shield parts. To put the conversation on to a tailoring model.


 


All in all, there is just soooo many enhancements to placeables and creatures and other things that Project Q has provided, and we have been happy with that.


Thank you for that... but what happened in your updated versions?




 


Latest version of Q is v2.0 which you can get via the updater or the link in my signature. The v1.7 you reference is outdated. 


 


The walking on ceiling problem was identified during testing for v2.0 and, AFAIK, was fixed and uploaded to the updater server and injected into the q_!tilesets.hak file. It is possible that another tile has the same issue but, without knowing what tiles you are using for that area, its hard to isolate the problem. If you can give me some tile names or a copy of the area file, I might be able to fix it.



               
               

               
            

Legacy_LadyoftheCats

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Project Q Updated to v2.0
« Reply #652 on: May 18, 2015, 05:44:15 pm »


               


Do you guys use Mil's tailors at Kissmet? If so I've got a edited script that works with Project Q's shields for Avernostra. I could send you that if your using the same kind.




Yes, we do! That would be fantastic. I've looked at x0_skill_ctrap of Project Q and the shields (only) is what we need, but I'm not good at scripting so don't know how to transfer that part on to the convo for the tailoring model before applying it to the PC.


 


My email is  nwnkissmet@firststepinternet.com


If you could email me, I would be more than happy to send you our tailoring model convo.


I would appreciate that, if you have time.


Our download page for haks is nwnkiss.org (and to the left is a link to our forums)


~Jenee



               
               

               
            

Legacy_The Mad Poet

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Project Q Updated to v2.0
« Reply #653 on: May 18, 2015, 07:00:44 pm »


               

NP, e-mail sent.



               
               

               
            

Legacy_LadyoftheCats

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« Reply #654 on: May 22, 2015, 04:09:50 pm »


               


Latest version of Q is v2.0 which you can get via the updater or the link in my signature. The v1.7 you reference is outdated. 


 


The walking on ceiling problem was identified during testing for v2.0 and, AFAIK, was fixed and uploaded to the updater server and injected into the q_!tilesets.hak file. It is possible that another tile has the same issue but, without knowing what tiles you are using for that area, its hard to isolate the problem. If you can give me some tile names or a copy of the area file, I might be able to fix it.




Thank you, pstemarie!


We do have v2.0 and then spent like 3 hours with that updater. We are only using q_creatures, placeables, portraits, race, sounds, tilesets and vfxgui. Not using any of the ! haks and I had to fix something in the items hak (renamed it q_items_kk and I think it was the torches) but now with all those updater files, going to do some more comparing. In the q_tileset hak, all I did was removed the tdm01_a02_02 and it fixed the walkmesh issue. I actually did not get a chance to get to the race and vfxgui hak comparing so its included for now, but will also be working with clothes this year.


 


So, am working with Mad Poet with the shield convo and this is great! Just a few tweeks here and there to make sure its working for our server. It would be nice if this was available to others since this three part shield system can sure mess up characters. Glitching their inventories. But, its still nice to have the three parts and not go back to original icon system.


 


Is this the updated shield additions for Q?


http://neverwinterva...ields-project-q


 


Have these shields been implemented ?


http://neverwinterva...r-based-shields


http://neverwinterva...w-small-shields


http://neverwinterva...e-large-shields


http://neverwinterva...ak/more-shields


http://neverwinterva...-deepmist-clams


http://neverwinterva...rhammer-shields


http://neverwinterva...k/heeds-shields


 


From what I can see is that I add a "_b_" and designated # to these shields and then can send that to you for the updated shield additions.


That will help you out, pstmarie? If so, let me get our shield/tailoring model fixed (Mad Poet says we have an outdated mil_tailor system) and then when we add new shields, will use the numbers reserved for Project Q and send all that to you. You're probably busy with other things!


               
               

               
            

Legacy_Pstemarie

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Project Q Updated to v2.0
« Reply #655 on: May 22, 2015, 09:20:52 pm »


               


Thank you, pstemarie!


We do have v2.0 and then spent like 3 hours with that updater. We are only using q_creatures, placeables, portraits, race, sounds, tilesets and vfxgui. Not using any of the ! haks and I had to fix something in the items hak (renamed it q_items_kk and I think it was the torches) but now with all those updater files, going to do some more comparing. In the q_tileset hak, all I did was removed the tdm01_a02_02 and it fixed the walkmesh issue. I actually did not get a chance to get to the race and vfxgui hak comparing so its included for now, but will also be working with clothes this year.


 


So, am working with Mad Poet with the shield convo and this is great! Just a few tweeks here and there to make sure its working for our server. It would be nice if this was available to others since this three part shield system can sure mess up characters. Glitching their inventories. But, its still nice to have the three parts and not go back to original icon system.


 


Is this the updated shield additions for Q?


http://neverwinterva...ields-project-q


 


Have these shields been implemented ?


http://neverwinterva...r-based-shields


http://neverwinterva...w-small-shields


http://neverwinterva...e-large-shields


http://neverwinterva...ak/more-shields


http://neverwinterva...-deepmist-clams


http://neverwinterva...rhammer-shields


http://neverwinterva...k/heeds-shields


 


From what I can see is that I add a "_b_" and designated # to these shields and then can send that to you for the updated shield additions.


That will help you out, pstmarie? If so, let me get our shield/tailoring model fixed (Mad Poet says we have an outdated mil_tailor system) and then when we add new shields, will use the numbers reserved for Project Q and send all that to you. You're probably busy with other things!




 


Thanks for the enthusiasm, but I'm retired now - too much real-life stuff going on. The Amethyst Dragon (TAD) is now custodian for Q. I will take a look at that tile though.


 


Shield haks you listed -


 


1.69 Shields for Q is unnecessary - it was incorporated into Q quite a while back. The other shields you should offer up to TAD. They look like they'd be good additions.


               
               

               
            

Legacy_LadyoftheCats

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Project Q Updated to v2.0
« Reply #656 on: May 27, 2015, 03:09:26 pm »


               

Thank you for your hard work, pstemarie. Good luck with overcoming Real Life! Its been pretty tough for me.


Thanks to Mad Poet for being diligent in getting my q shields worked out. Maybe can make a special npc for Q? I dunno


 


How do we get ahold of TAD? This same forum or does TAD have a different one we post to?


 


Noticed in q_items that there are .dds and .tga files for "iw" which I think all are weapons. Same name, different extension. In nwnexplorer, the files are the same picture. I believe .dds is just a more compacted file and smaller size then tga. Do we need both? If not, which can be removed to make the hak file smaller?


 


I came across this as I was cleaning out our items hak and checking conflicts.



               
               

               
            

Legacy_shadguy

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Project Q Updated to v2.0
« Reply #657 on: May 27, 2015, 04:41:12 pm »


               

FWIW, Historically you needed both the tga and the dds for many resources. DDS is typically higher resolution.  In the past, folks with fancy machines benefited from the dds, folks with older machines benefited from the tgas.  So, what you need may be a function of your machine, or the machines of the people you play with and support.  The game is old enough that I often disregard tgas in favor of dds for model resources, but there may be a judgement call for you to make.


 


-Dave



               
               

               
            

Legacy_Rolo Kipp

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Project Q Updated to v2.0
« Reply #658 on: June 03, 2015, 10:50:01 pm »


               

<quibbling...>


 


The original texture specification was TGA, uncompressed. Bioware became an early adopter of the DDS specification (Direct Draw Surface, a compressed format) that provides a set of high and/or medium and or low res versions of a texture in one file, all based on power of 2 size (128, 256, 512,1024,etc.). This makes it very efficient for sending to graphics cards.


 


Unfortunately, being an early adopter, Bioware uses a slightly non-standard standard (their DDS files doesn't work for anything else expecting DDS, even NwN2), and needs a special plugin to load into image apps.


 


Where this matters is specifically in overwriting textures. A DDS texture in the hires texture packs will overwrite TGA textures in haks no matter how high up they are in load order. In general, the compression offered with the Bw DDS is pointless for small images (Icons & such), but having the DDS version in a hak means it won't get overwritten by an ancient texture in the texture packs.


 


I discovered all this in a quite embarrassing moment when I noticed the Mistress running around rather... bare... in a mod I made. She protested and I scratched my head for a couple hours until I discovered something I'd installed had modified the DDS textures for bodyparts in the texture packs themselves, so even though I had, er, modest versions of all my textures in the haks, I still had an immodest Mistress tapping her foot at me. Had to re-install the original texture packs from CD <and offer up a wheelbarrow full of Dove's chocolate> to get out of *that* imbroglio!


 


So, yeah, it's good practice to include both versions of a texture (TGA & DDS) unless you are absolutely sure there's no name-space collisions with old textures


 


<...because that's what he does>



               
               

               
            

Legacy_boodah83

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Project Q Updated to v2.0
« Reply #659 on: June 09, 2015, 05:53:00 pm »


               

Small bug report:


 


In the Mines and Caverns tileset, painting the Tracks crosser next to water (trough a wall) will cause a Sqrt: Domain error and kill the toolset.