Author Topic: Project Q v2.1  (Read 7129 times)

Legacy_Pstemarie

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« Reply #195 on: November 14, 2015, 02:03:19 pm »


               

Sorry for the random activity and bouncing around, but I'm fixing stuff on the fly as I find it...


 


This morning I reskinned the "Fort" terrain for the TNO tileset again, replacing the Wildwoods stone texture used for the walls with one of the new TNO stone textures - the textures are almost identical so no point posting a screenshot.


 


I also fixed the walkmesh on the tiles so that the walls are now use the "obscurring" walkmesh surface material rather than "nonwalkable" surface material. The walkmesh geometry along the roof-line was also lowered so that models on the roof can still attack models on the ground with ranged attacks and spells.



               
               

               
            

Legacy_Pstemarie

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« Reply #196 on: November 15, 2015, 10:13:54 pm »


               

I've found several placeables buried in the XP1 and XP2 .BIF files that appear to be final versions of placeables, but with the wrong name. Furthermore, unlike the versions which are listed in placeables.2da (and accessible in the toolset) which are NOT animated (or incorrectly animated), these models appear to have all of the necessary animations and associated emitters.


 


For example, listed in placeables.2da is a model of a cookpot (plc_x0_pot) - the model lacks a damage node and the chunky emitters. In XP2.BIF, there is another model - plc_x0pot - which has the damage node and the chunky emitters. Apparently, the models currently included in placeables.2da are incomplete versions.


 


I will go through these models one-by-one and upload them as overrides in q_placeables.HAK as necessary. 



               
               

               
            

Legacy_Pstemarie

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« Reply #197 on: November 16, 2015, 12:30:19 am »


               

Need a stuffed bear standing on its hind legs...


 


bear_tax_zpsmtkjnas1.jpg



               
               

               
            

Legacy_Pstemarie

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« Reply #198 on: November 16, 2015, 10:50:12 am »


               


I've found several placeables buried in the XP1 and XP2 .BIF files that appear to be final versions of placeables, but with the wrong name. Furthermore, unlike the versions which are listed in placeables.2da (and accessible in the toolset) which are NOT animated (or incorrectly animated), these models appear to have all of the necessary animations and associated emitters.


 


For example, listed in placeables.2da is a model of a cookpot (plc_x0_pot) - the model lacks a damage node and the chunky emitters. In XP2.BIF, there is another model - plc_x0pot - which has the damage node and the chunky emitters. Apparently, the models currently included in placeables.2da are incomplete versions.


 


I will go through these models one-by-one and upload them as overrides in q_placeables.HAK as necessary. 




 


UPDATE - The situation is not as bad as I thought. There are only a handful of models that need fixing. From what I can tell after examining both sets of models, it appears that someone at BioWare (in typical fashion back then) made some adjustments, changed the name of the models, but never cleaned up the older version. However, you can't tell which is the older version. Therefore, I'm going to use the model listed in placeables.2da as the base, add the missing dummy nodes and emitters, and finally insert the missing animations as needed. I will NOT adjust the walkmesh - even though it looks undersized on some models.


               
               

               
            

Legacy_meaglyn

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« Reply #199 on: November 17, 2015, 02:24:40 am »


               

First off, thanks for all your work on Q!


 


I'm just testing with the latest before doing any real merge. Originally I was on you side about Gunner's body updates but now that I've got to try it out. I find that I have to agree with the earlier posters about the new body parts. I think this needs to be a module builder optional override hak.  Body parts are different than say placeable or appearance overrides since they have to really mesh with the other body parts.  I like the new body parts a lot but ... I have a bunch of nude chest and pelvis models and textures which are now broken. The colors are totally off. The models actually fit moderately well, but I am not in any position (skillwise, toolwise or timewise) to do the required texture work to make all of these work with the new thighs and arms. 


 


Having this in Q means I either have to remove Q or do the work myself to un-override all the new pieces by digging out the original bioware pieces.   That means carrying around original bioware content in my haks to have the game use the original stuff which the players already have on their hardrives.  Or somehow tell players to only use Q2.0 which I don't think is feasible since the haks all have the same names (and miss all the other updates which I do want).


 


Stuff like this needs to be seamless or optional I think, since it breaks other things builders may be relying on.  This would be like changing a bunch of tiles so that existing built areas don't work any more.  Please re-consider making this optional.


               
               

               
            

Legacy_Pstemarie

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« Reply #200 on: November 17, 2015, 10:57:13 am »


               

@ Meaglyn, this is a much more valid reason to move them to a separate optional HAK. Having looked now at this specific issue, I can say "consider it done" - I don't want something in mainline Q that doesn't mesh with the other bare skin parts. Ideally, it would be great to redo those other bare skin parts, but I just don't have the time or texturing skills.


 


So here's the plan...


 


1. Move Gunner's parts to an optional HAK.


 


2. Restore any Q v2,0 parts which were replaced with Gunner's body rebuild.


 


It might not happen until the weekend - so just bear with me. Remember, v2.1 is still in Beta at this point (I don't consider it live until I release the full package on the Vault), so if you guys find anything else broken or which has serious issues such as this, let me know.


 


UPDATE - I might have found a better alternative model for the male and female chest001 model. Already in the Q haks is a chest002 model. The model is mapped to the BioWare textures. Here's a screenshot of them taken in NWN Explorer...


 


torsos_zpszpgksj3g.jpg


 


I'm pretty sure these came from the Arbor Falls HAKs and were done by WORM.



               
               

               
            

Legacy_meaglyn

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« Reply #201 on: November 17, 2015, 01:58:42 pm »


               

Thank you!   I too was hoping the update would mesh better with the other parts and at least be passable.


 


I'd love to have the bare and lingerie parts redone to match these new ones as well. I just don't have the skillset for that. I asked in the adult CCC if anyone had the time but no one took the bait '<img'>



               
               

               
            

Legacy_Pstemarie

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« Reply #202 on: November 18, 2015, 12:43:27 am »


               

Gunner's body parts are gone along with the associated PLT textures. I have uploaded the 001 torso model (referenced in my last post) for the normal pheno only - the large pheno needs some work. Still to do...


 


1. Restore the hand and foot models overwritten by Gunner's hands and feet


 


2. Remove Gunner's pack from Q


 


3. Add the new 001 chest models for the large pheno



               
               

               
            

Legacy_Pstemarie

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« Reply #203 on: November 18, 2015, 08:56:17 am »


               

Gunner's pack has been fully excised from Q. Instead of integrating it in as an optional Q hak, I'm going to list it in the v2.1 Readme as a "recommended download" with notes about it not meshing with other existing "nude" sets. 



               
               

               
            

Legacy_Jedijax

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« Reply #204 on: November 19, 2015, 05:34:37 am »


               

I think that's a very good idea. Many projects for other games take this route.




               
               

               
            

Legacy_Grymlorde

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« Reply #205 on: November 19, 2015, 11:20:50 pm »


               

Any chance of including CalSailX's Useable Beds for TNI01, TNI02, TWC03, & TIC01? I've been using those haks in my patch list for years.


 


Thanks!



               
               

               
            

Legacy_Hekatoncheires

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« Reply #206 on: November 19, 2015, 11:23:56 pm »


               

Experimenting with the purgatory tileset you made, paul. Why isnt it in q? I rather like the skybox.



               
               

               
            

Legacy_Pstemarie

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« Reply #207 on: November 20, 2015, 02:48:32 am »


               


Experimenting with the purgatory tileset you made, paul. Why isnt it in q? I rather like the skybox.




 


I thought I'd already added that tileset.  ':blink:'


               
               

               
            

Legacy_Hekatoncheires

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« Reply #208 on: November 20, 2015, 04:51:07 am »


               

o_O



               
               

               
            

Legacy_Pstemarie

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« Reply #209 on: November 20, 2015, 08:45:15 am »


               

Purgatory is in. I also added _Six's Frozen and Wyrde Abyss tilesets from the same CC Challenge - October 2011.