Author Topic: Project Q v2.1  (Read 7556 times)

Legacy_Pstemarie

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Project Q v2.1
« on: August 23, 2015, 02:19:15 pm »


               

I have spoken with TAD and everything is go for me to resume control of Project Q. Even while "retired," I had been picking away at content - adding some new things here and there and fixing things whenever I encountered them while playing with the toolset in my spare time. I had also been watching the forums here, and it didn't take long for all the wonderful content you guys have been piecing together to draw me out of retirement.


 


I've got a pretty long WIP list, but I'm hoping to weedle through the majority of it before the X-Mas release of Project Q v2.1. Just a teaser of some thing I've been working on...


 


1. Integrating Mad Poet's Mil's Tailor (Project Q Edition) into the Q Base Modules and integrating that with Bloodsong's Body Tailor. Both are widely used on PWs and will help make Q more attractive to prospective PW admins who are just starting out.


 


2. Documenting the Q Animations and how they are accessed via chat command.


 


3. Adding roofs to ALL Bioware interior tilesets. I've settled for the most part on Chico's roof models from NWN CQ, but there is a ton of work to do as the pivots for the geometry are all over the place. I'll be using the roofed versions by Zwerkules for both City Interiors (and the Castle Interiors if he covered those as well).


 


4. I've added a q_parts_head.2da. Originally designed for the Body Tailors, this 2da, although no longer used, will remain part of Q so that modders wishing to add heads to Q have a reference for which models are used.


 


5. I've added all of the creatures, placeables, and tiles from the Baba Yaga module I was working on (and might revisit at some point - if anyone wants to collaborate on it, send me a PM).


 


6. I've integrated Boodah's TNO Addon pack for Q. This is a really nice addition and really rounds out the TNO tileset, making it the one stop shop for exterior areas.


 


7. I've decompiled all of the PC animation supermodels. Hopefully this will fix several of the issues that players were experiencing with stiff cloaks.


 


8. Added NW Alleys v1.3 (City Exterior addon by Shadooow). These were supposed to be added to Q way back before v1.0 was released (before my time) - but apparently someone dropped the ball. Anyway, they are in now - and much improved upon thanks to Shadooow.


 


9. Moved all placeable portraits from q_portraits.hak to q_placeables.hak - eliminates replication of files between the two haks.


 


10. Moved all creature portraits from q_portraits.hak to q_creatures.hak. From this point forward, only character portraits will be found in q_portraits.hak. This reallocation of resources creates a more logical organization for files and fully implements Project Q's modular structure for q_creatures, q_placeables, and q_portraits.


 


11. Amended the ACPv4 documentation to include instructions for using the chat command functionality as used in the Q demo modules. The new documentation also covers the chat commands used for the social and flying phenotypes as well as executing Vaei's animations. 


 


12. Added several of the overriding models from the CC Challenge by Shemsu Heru - Blacksmith, Gypsy Females, Nobles, Commoners, etc. 


 


13. Added some feature and group variants for TNO. Right is 1x2 Animal Pen variant with short side door. Left is 4x4 Fantasy Tower variant - replaces cave with stonework and a gatehouse door, connects to road terrain


 


14. Fixed a variety of minor issues on tiles within the TNO set - mostly UVW mapping, retexturing (for continuity with related tile groups and features), and walkmesh issues (material edits)


 


15. Added Andarian's romantic animations conversations and associated scripts (as used in the demo module - InterludeRom.mod - packaged with the Romantic Animation Suite). I have documented the setup of the waypoints and added a "Ball Room" area to the Q Base Module so that Builders can see how the animations have been implemented.


 


16. Added a module switch to toggle on/off a "fix" for the weapon swapping exploit - discussed HERE. This "fix" reduces the PCs number of attacks to 1 for one round if they equip or unequip a weapon while in combat.


 



17. Restored the missing lines 4087-4095 in placeables.2da, which had been accidently deleted in v2.0

 

18. Fixing missing 2DA references in doortypes.2da (q_!tilesets.HAK) for the large entry door on the Stem Tower and Stem groups in the Sigil City Exterior tileset

 

19. Moved lines 202-214 in placeables.2da to lines 2162-2174 (restores User reserved space originally set aside by Bioware and compatibility with Zwerkules' Medieval Extras placeables pack)

 

20. Reworked the Moathouse Ruin 6x6 group in Castle Exterior Rural tileset (added more visual details to help break up the geometry and increase immersion)

 

21. Added a reskinned version of _Six's Manor terrain from the Wildwoods tileset to the Sigil City Exterior tileset


 

 


And the list goes on...



               
               

               
            

Legacy_Cannonade

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Project Q v2.1
« Reply #1 on: August 24, 2015, 01:17:14 am »


               


6. I've integrated Boodah's TNO Addon pack for Q. This is a really nice addition and really rounds out the TNO tileset, making it the one stop shop for exterior areas.


 




 


Is the texture stretching an inevitable part of the steep elevation change with the shallows tiles merging into deep water or could it be potentially fixed?


               
               

               
            

Legacy_Pstemarie

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« Reply #2 on: August 24, 2015, 01:51:39 am »


               

Texture stretching is a product of bad UVW mapping - it can be fixed. I just have to get around to looking at those tiles.  '<img'>



               
               

               
            

Legacy_Mecheon

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« Reply #3 on: August 24, 2015, 08:57:44 am »


               

I will post (As I always do on the CQ stuff) to watch out for the stuff they alter on the ground. I remember I meddled with the Sea Caves one myself for the roof, but stopped using it because I didn't like the alterations to the ground clutter


 


Otherwise, good to hear! I would help on stuff had I figured out the arcane mystery towards getting Gmax to import things on Windows 8 without some blasted tooltip error....



               
               

               
            

Legacy_Pstemarie

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« Reply #4 on: August 24, 2015, 11:05:01 am »


               

Yeah, I have no intention of bringing the ground clutter along. From what I've found so far, the crypt tileset seems pretty free of all such nonsense. Furthermore, its easy enough to eliminate anyhow.



               
               

               
            

Legacy_Cannonade

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« Reply #5 on: August 24, 2015, 11:15:11 am »


               

This probably isn't the best place to post it, but there's a glitch with the tno01_z_1x30 tile's water. It flickers in the toolset and in-game it's flickering while showing up as a flat plane.


 


DKONWgc.jpg



               
               

               
            

Legacy_Pstemarie

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« Reply #6 on: August 24, 2015, 12:05:38 pm »


               

Good a place as any - better to track everything in a single thread. I'll take a look at that later today.


 


And...


 


8. Added NW Alleys v1.3 (City Exterior addon by Shadooow). These were supposed to be added to Q way back before v1.0 was released (before my time) - but apparently someone dropped the ball. Anyway, they are in now - and much improved upon thanks to Shadooow.



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #7 on: August 24, 2015, 01:30:40 pm »


               

The Q fans have missed having you working on the Q Project. Its nice to see you working on it once again. I for one will be looking forward to each and every update.


               
               

               
            

Legacy_Pstemarie

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« Reply #8 on: August 24, 2015, 02:15:11 pm »


               


This probably isn't the best place to post it, but there's a glitch with the tno01_z_1x30 tile's water. It flickers in the toolset and in-game it's flickering while showing up as a flat plane.


 


DKONWgc.jpg




 


The tile you listed is an edge tile - it won't show up in the toolset. However, I did find that all of the GrassyTrees to Cliff tiles flicker - caused when I added the new trees and then exported the tiles. Either the export scripts or the compiler scripts corrupted the water node, changing it from an animesh to a trimesh. In any event, the issue has been resolved.



               
               

               
            

Legacy_Cannonade

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« Reply #9 on: August 24, 2015, 02:54:27 pm »


               

Yeah, sorry. I just dug up the first model that looked the same without thinking about the edge tiles. 



               
               

               
            

Legacy_Shadooow

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« Reply #10 on: August 24, 2015, 03:55:21 pm »


               

will Q2.1 compatible with CPP? there are few conflictinga 2das which means that if someone wants to make use of CPP features such as:


expanded itemproperties


item cost parameter (itemproperty to modify item cost)


wounding (negative regeneration itemproperty)


etc. they need to make a merge hak...



               
               

               
            

Legacy_boodah83

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« Reply #11 on: August 24, 2015, 04:24:55 pm »


               


Is the texture stretching an inevitable part of the steep elevation change with the shallows tiles merging into deep water or could it be potentially fixed?




 


Damn, sorry about that, I didn't even really notice before you mentioned it.


               
               

               
            

Legacy_tenor_general

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« Reply #12 on: August 24, 2015, 06:21:55 pm »


               

I have some tower shields base on the 1.69 Purple Dragon Kite which cover some (eventually most) of the Forgotten Realms deities, as well as variants for cities and towns within a kingdom, and some which are designed for use with royal guards and cavalry.  Screenshots of what I have roughed out/done are below.  Let me know if you're interested in them.


 


They can be seen here:


https://drive.google...WDg&usp=sharing


 


EDIT:  Some of them are to be touched up and then have dirt applied while others are finished.  I also have...  12 more deity shields to finish, and some generic noble house shields to make



               
               

               
            

Legacy_Pstemarie

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« Reply #13 on: August 24, 2015, 11:20:35 pm »


               


will Q2.1 compatible with CPP? there are few conflictinga 2das which means that if someone wants to make use of CPP features such as:


expanded itemproperties


item cost parameter (itemproperty to modify item cost)


wounding (negative regeneration itemproperty)


etc. they need to make a merge hak...




 


Yes, I need to get with you once my work flow relaxes a bit and hash out exactly where these conflicts are. Probably the best method would be to create an optional tophak that sits above the other Q haks - Q_!cpp (for lack of a better name).


               
               

               
            

Legacy_Pstemarie

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« Reply #14 on: August 24, 2015, 11:21:50 pm »


               


I have some tower shields base on the 1.69 Purple Dragon Kite which cover some (eventually most) of the Forgotten Realms deities, as well as variants for cities and towns within a kingdom, and some which are designed for use with royal guards and cavalry.  Screenshots of what I have roughed out/done are below.  Let me know if you're interested in them.


 


They can be seen here:


https://drive.google...WDg&usp=sharing


 


EDIT:  Some of them are to be touched up and then have dirt applied while others are finished.  I also have...  12 more deity shields to finish, and some generic noble house shields to make




 


Looking good - gimme a heads up when you're all done and I'll see about working them in.