Author Topic: Project Q v2.1  (Read 7126 times)

Legacy_Pstemarie

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Project Q v2.1
« Reply #120 on: September 21, 2015, 11:33:52 am »


               


Hmm, I remember some sitting Phenotypes that was very nice. You can sit crosslegged, resting, etc. Do you have them, and do you think you can Q[ue] them!? '<img'>




 


FailedBard made those, correct? I don't have the models, but it's something I can certainly explore. The only thing with adding phenotypes is that you have to add so many additional resources to accommodate them. The only reason I've added what I have so far this update is that I wanted to offer the same versatility to the Large phenotype as what is currently available for the Normal phenotype. 


               
               

               
            

Legacy_Verilazic

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« Reply #121 on: September 21, 2015, 07:04:51 pm »


               

I really wish it were possible to improve the way NWN handles animations. There's just so much seemingly redundant work that has to be done to make them all work. And every time you add a new phenotype or animation, the amount of work to add the next increased exponentially.



               
               

               
            

Legacy_YeoldeFog

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« Reply #122 on: September 22, 2015, 10:12:31 am »


               


FailedBard made those, correct? I don't have the models, but it's something I can certainly explore. The only thing with adding phenotypes is that you have to add so many additional resources to accommodate them. The only reason I've added what I have so far this update is that I wanted to offer the same versatility to the Large phenotype as what is currently available for the Normal phenotype. 




 


Correct. I found the thread here. If you don't find them, I'm sure I have them somewhere.


 


http://forum.bioware...ate-animations/


               
               

               
            

Legacy_Tarot Redhand

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« Reply #123 on: September 22, 2015, 11:00:56 am »


               

Having just followed the link to thread, I can confirm that all these animations are still there and ready for download (just grabbed the lot  '<img'> ).


 


TR



               
               

               
            

Legacy_Pstemarie

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« Reply #124 on: October 04, 2015, 09:51:06 am »


               

Sorry I haven't updated in a while - been straight out at the restaurant. Anyway, I have been working on a few minor tweaks here and there and, with a LOT of help from Boodah, things are well on track. If I get a chance, I'll post some screenshots later today. For now, I'm off to paint and hang new signage at the restaurant...



               
               

               
            

Legacy_LightAcolyte

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« Reply #125 on: October 09, 2015, 08:31:32 pm »


               

I love the look of most of Project Q, but I can't say I consider the Asabi "upgrades" an improvement over the original Bioware models and to boot it looks like they are just copy-and-paste variants of the Lizardfolk updates. I have done everything I can think of researching how to replace these in Project Q or at least successfully delete them from q_creatures.hak so that I can just access the original Asabi models/textures, but I have been working on it for 5 days with no success! I've even tried making a custom hak with the exported *.dds and *.mdl, but I cannot get it to work with my modifieres appearances.2da. This is the most recent thread I can find anywhere online applying to Project Q, and so I implore anyone here to please help me figure out how to return the Asabi models and textures to the Bioware originals while still using all of the other great Project Q content! Are there just override files somewhere I can use for the original campaigns instead of having to go through all of this so I can cherry-pick what I want...? Thanks in advance!



               
               

               
            

Legacy_Tarot Redhand

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« Reply #126 on: October 10, 2015, 10:00:31 pm »


               

While I can't help with this specific problem, there is one thing I can do to clear something up. If you place files in the override folder at the same time as you have a hak with files of the same time then you will only see the files in the hak. This is because of the order that nwn loads files - haks are loaded after what is in the override folder. So no, AFAIK, there are no override files that will do what you want to do.


 


I would guess that a special top hak is the easiest way to go with this problem. This top hak (still making an educated guess here) would only contain the necessary changed 2da files and so you would not need to change anything in the Q haks themselves. This would have the added bonus that anyone who prefers the Q version of the creatures in question would only need to remove this hak from the list in the module.


 


In case you are unsure - a top hak is quite literally a hak that sits at the top of the list of haks.


 


TR



               
               

               
            

Legacy_Pstemarie

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« Reply #127 on: October 10, 2015, 10:38:43 pm »


               


I love the look of most of Project Q, but I can't say I consider the Asabi "upgrades" an improvement over the original Bioware models and to boot it looks like they are just copy-and-paste variants of the Lizardfolk updates. I have done everything I can think of researching how to replace these in Project Q or at least successfully delete them from q_creatures.hak so that I can just access the original Asabi models/textures, but I have been working on it for 5 days with no success! I've even tried making a custom hak with the exported *.dds and *.mdl, but I cannot get it to work with my modifieres appearances.2da. This is the most recent thread I can find anywhere online applying to Project Q, and so I implore anyone here to please help me figure out how to return the Asabi models and textures to the Bioware originals while still using all of the other great Project Q content! Are there just override files somewhere I can use for the original campaigns instead of having to go through all of this so I can cherry-pick what I want...? Thanks in advance!




 


Since Asabi are just desert variants of lizardfolk and appear physically the same, we opted to use reskinned DLA lizardfolk from the 1.69 patch over the default, low poly crap models produced for the original game.


 


To override the Q models, you'll need to do as Tarot stated and create a custom hak to sit on top of the Q hak which includeds a copy of appearance.2da. Since the Q models do not share the same model and texture names as the Bioware models, the only modification you need to do to appearance.2da is to change the model names (the value in the RACE column) back to whatever name Bioware used for their asabi models. Thus, qc_lizrdman23 becomes c_asabchief, qc_lizardman22 becomes c_asabmage, and qc_lizardman21 becomes c_asabwar.



               
               

               
            

Legacy_Pstemarie

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« Reply #128 on: October 11, 2015, 02:48:51 pm »


               

Taking the day off today so I've got plenty of time to clean up some stuff for the Q...


 


Pretty busy morning...


  1. Cleaned up some texture mapping on the new city tiles for TNO

  2.    
  3. Uploaded the latest version of Gunner's Body Rebuild - seems the version I had uploaded previously was outdated

  4.    
  5. Made some minor adjustments to the weapon, helmet, wing/tail scaling for the dynamic races and a couple of creatures (goblins and kobolds). I did NOT adjust the wing/tail scaling for the mounted dynamic models - which would have screwed up the 1.69 horse system

  6.    
  7. Fixed phenotype.2da - I had accidentally omitted a line when adding the new phenotypes, throwing the numbering off and causing an error in the toolset when selecting the new phenotypes in the creature editor


               
               

               
            

Legacy_Pstemarie

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« Reply #129 on: October 11, 2015, 04:32:00 pm »


               

While checking out the flying phenotype I noticed a lack of certain draconic wing types - so I added dracolich, shadow dragon, and prism dragon wings - for use with both the flying and standard phenotypes.


 


Shadow Dragon wings on Flying phenotype...


 


shadovar_zpshxs21g3c.jpg



               
               

               
            

Legacy_LightAcolyte

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« Reply #130 on: October 11, 2015, 07:42:21 pm »


               

@Tarot & @ Pstemarie:


 


Great! I really appreciate the fast responses and assistance!


 


I know that the Asabi, by FR lore, are supposed to just look like brown or gray versions of lizardfolk, but the Bioware artists obviously decided to do some creative reimagining of their design and I just happen to *really* like their re-imagined look even with the lower quality textures. '<img'>


 


Please keep up the great work on Project Q! I am looking forward to see what the December 2015 release may have in store!



               
               

               
            

Legacy_Pstemarie

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« Reply #131 on: October 18, 2015, 08:25:52 am »


               

Not a lot going on this week...a few more tweaks here and there, allowing me to put the moathouse back on top of my work queue.


 


While rooting through some old disks I found some odds-n-ends of documentation I decided to upload to the /QDocs folder. Nothing fancy, just the Bioware File Format documentation and a reference file for the hexcodes used with NW_GENERIC_MASTER. Periodically, I'll be adding other documentation files I have found somewhat useful over the years. If you have any requests, now would be a good time to post them...



               
               

               
            

Legacy_Pstemarie

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« Reply #132 on: October 18, 2015, 02:33:22 pm »


               

Moathouse work...


 


moathouse2_zpshn1tib5l.jpg


 


I've laid out rubble piles over the second floor (midden pile from the Sigil City tileset), laid in a partial wooden roof frame (which will eventually be supported by rubble piles or some such), and a few bushes around the base (which you can see in the back right corner near the wall).



               
               

               
            

Legacy_Pstemarie

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« Reply #133 on: October 27, 2015, 02:13:03 am »


               

I've been under the weather recently - came down with acute bronchitis, but I'm still chipping away at things. However, I've finally decided that its more than a one man job to troubleshoot...SO, for all you blokes out there that don't mind the potential for some buggy stuff - the most current build for v2.1 is now available via the updater (run it using the force_update.BAT file).


 


The only large component missing is the Moathouse upgrade and the roofed interiors from Chico. The Crypt is in, but I still haven't gotten rid of all Chico's dressing yet. It's much earlier than X-Mas, but I just don't see EVERYTHING I want to do with Q getting cleaned up by then without a lot of help as I'm pretty much confined to just having Sundays to work on stuff.


 


As always, PLEASE report bugs here to me and I can prioritize and get them fixed. I KNOW that sections of the Crypt roofs need UVW Mapping and that there are NUMEROUS templates missing from the new base module. Actually, if anyone wants to make templates for the missing placeables and critters and share them via dropbox - have at it.



               
               

               
            

Legacy_Malagant

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« Reply #134 on: October 27, 2015, 07:19:24 am »


               

I get to Syncing q/!override and then "Connection to (IP Address) failed, aborting..."


 


This is regardless which bat is used. This isn't an issue I had previously.


Last run was 14 Oct (which was successful).