Author Topic: Project Q Updated to v2.0  (Read 11530 times)

Legacy_ShadowM

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« Reply #90 on: May 31, 2014, 08:20:26 pm »


               

Which lizards are we talking about because I redoing the drow lizard for my familiars I asked Dray' if he had any other lizards, but have not heard from him. I got the drow lizard down to around 800 poly with no quality lose and started to rig him for animation from the bullette. Just like to know if I doing work that already been done or there more complete ones.



               
               

               
            

Legacy_Pstemarie

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« Reply #91 on: May 31, 2014, 08:24:42 pm »


               


Which lizards are we talking about because I redoing the drow lizard for my familiars I asked Dray' if he had any other lizards, but have not heard from him. I got the drow lizard down to around 800 poly with no quality lose and started to rig him for animation from the bullette. Just like to know if I doing work that already been done or there more complete ones.




 


The NwNE lizards, which were originally done by NWN Baba.


               
               

               
            

Legacy_boodah83

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« Reply #92 on: May 31, 2014, 08:29:40 pm »


               

The tile tdm01_a02_03 seems to have a walkmesh issue - When walking through, it looks like you're droped down below the floor before emerging again on the other side.



               
               

               
            

Legacy_ShadowM

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« Reply #93 on: May 31, 2014, 08:32:40 pm »


               


The NwNE lizards, which were originally done by NWN Baba.




Ah ok I looking over though do not like the body placement and animation but an could be an option to change it. hmmm


               
               

               
            

Legacy_Randomdays

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« Reply #94 on: May 31, 2014, 08:37:08 pm »


               

I think I sent Dray at least one lizard.


 


I did not send him one from DAoC but if you know how to get it to work in NWN I can send it your way. Looks like 1 mesh and some reskins. 


 


http://www.etaew.net...ch=Submit Query



               
               

               
            

Legacy_Pstemarie

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« Reply #95 on: May 31, 2014, 08:49:58 pm »


               


The tile tdm01_a02_03 seems to have a walkmesh issue - When walking through, it looks like you're droped down below the floor before emerging again on the other side.




 


Fixed the walkmesh - for some reason the aabb geometry was rendered in the .WOK file but not the .MDL file. The aabb surface data was in the .MDL file but all the geometry had been erased on export and compiling. I'm reporting this to MDA. 


               
               

               
            

Legacy_Mecheon

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« Reply #96 on: June 01, 2014, 02:28:41 am »


               


Ah ok I looking over though do not like the body placement and animation but an could be an option to change it. hmmm




They're komodo dragons and not regular lizards so it does work for them


               
               

               
            

Legacy_cervantes35

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« Reply #97 on: June 01, 2014, 04:05:36 am »


               

NwNE lizards are up in my Q-staged box with an animation model.


 


Let's get Boodah to test them he'll test anything. I say this because I am not the greatest at playing around with animation models.



               
               

               
            

Legacy_cervantes35

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« Reply #98 on: June 01, 2014, 05:01:48 am »


               

I was playing around with wild woods and had a few problems ttw01_j23_01 did not place left a blank hole in the keep.


 


Keep roof not all tiles have the texture set to rotate.


 


Small gap in roof either ttw01_j12_01 or J13_01 could not tell which tile was the offender but j13_01 would be my guess.



               
               

               
            

Legacy_Pstemarie

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« Reply #99 on: June 01, 2014, 08:29:38 am »


               


I was playing around with wild woods and had a few problems ttw01_j23_01 did not place left a blank hole in the keep.


 


Keep roof not all tiles have the texture set to rotate.


 


Small gap in roof either ttw01_j12_01 or J13_01 could not tell which tile was the offender but j13_01 would be my guess.




 


I haven't built J23 yet. I'm still tweaking keep tiles.


 


EDIT: J23 is built. Fixed gap/seam issues (should be none now) and turned on texture rotation for the cobble ground and the keep roof. 



               
               

               
            

Legacy_boodah83

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« Reply #100 on: June 01, 2014, 11:37:02 am »


               


NwNE lizards are up in my Q-staged box with an animation model.


 


Let's get Boodah to test them he'll test anything. I say this because I am not the greatest at playing around with animation models.





Animations seem to work fine and the lizards look good too, great job!


 


However, the game seems to think they are much bigger than they actually are, which causes them to not fit through corridors in the Cave/Mines tileset for example (the same is true for the Mist Dragon). I'm not a 100% on this, but it also looks to me like they have a bit more distance to their opponent in combat as they should have.


 


Not sure if this has something to do with the settings in appearance.2da or if this is a problem with the models themselves.


               
               

               
            

Legacy_gutwrench66kg

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« Reply #101 on: June 01, 2014, 11:48:00 am »


               


Animations seem to work fine and the lizards look good too, great job!


 


However, the game seems to think they are much bigger than they actually are, which causes them to not fit through corridors in the Cave/Mines tileset for example (the same is true for the Mist Dragon). I'm not a 100% on this, but it also looks to me like they have a bit more distance to their opponent in combat as they should have.


 


Not sure if this has something to do with the settings in appearance.2da or if this is a problem with the models themselves.




 


 


it's one of the 2da entries.. baba accidentally left the default personal space for the creature as being very very large in comparison.


               
               

               
            

Legacy_Pstemarie

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« Reply #102 on: June 01, 2014, 12:25:37 pm »


               

Fixed the 2da entries on the lizards. I also fixed an issue in the animation super with the casting animations - front feet were detaching from the rest of the model.



               
               

               
            

Legacy_Pstemarie

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« Reply #103 on: June 01, 2014, 01:37:53 pm »


               

Uploading the dynamic armor rack I made some time back. The rack uses phenotype 10 and the human male and female appearances. I still have to confirm that all robes sync with it.



               
               

               
            

Legacy_cervantes35

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« Reply #104 on: June 01, 2014, 02:31:09 pm »


               

Now we know why I don't play around with animation models.


 


Nice catch boodah and gutwrench I only tested it outdoors so I never would have found that error.


 


Dynamic armor rack interesting.


 


Thank you Baba for the great lizards you did all the hard work.