Author Topic: Project Q v2.1  (Read 7120 times)

Legacy_Pstemarie

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« Reply #90 on: September 07, 2015, 06:47:55 pm »


               

Went with the perpendicular transition, but i opted for rock as opposed to stone blocks - gives it a more natural cut appearance.



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #91 on: September 07, 2015, 11:58:23 pm »


               

Nice Pstemarie I really can't wait to see all you have worked on and are still working on. Thanks for putting some more work into Project Q for all of us.



               
               

               
            

Legacy_Pstemarie

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« Reply #92 on: September 08, 2015, 12:21:18 pm »


               

Decided to take a break today, but not before making a few replacement textures for the TNO tileset...


 


tno01_stone11


 


tno01_stone11_zpsoujdbaew.jpg


 


tno01_stone11b


 


tno01_stone11b_zpsnkcnegsw.jpg


 


tno01_stone11d


 


tno01_stone11d_zpse1epvxqe.jpg


 


tno01_stone11c


 


tno01_stone11c_zpsj5agkkka.jpg


 


tno01_stone12b


 


tno01_stone12b_zpsjni4ltjb.jpg


 


tno01_stone12


 


tno01_stone12_zpsfvjganan.jpg


 


tno01_stone14


 


tno01_stone14_zps9g2fzwlx.jpg



               
               

               
            

Legacy_Cannonade

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Project Q v2.1
« Reply #93 on: September 09, 2015, 01:44:59 am »


               

Does anyone else have this issue with wagon caravans 1 and 2 or have I broken it somewhere?


 


mGQV7yE.jpg



               
               

               
            

Legacy_Pstemarie

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« Reply #94 on: September 09, 2015, 01:57:52 am »


               


Does anyone else have this issue with wagon caravans 1 and 2 or have I broken it somewhere?


 


mGQV7yE.jpg




 


Thanks for reporting - texture was being tweaked and hasn't been uploaded yet.



               
               

               
            

Legacy_Cannonade

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« Reply #95 on: September 09, 2015, 04:43:00 am »


               

Sure thing. Let me know when it's up. 



               
               

               
            

Legacy_Pstemarie

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« Reply #96 on: September 11, 2015, 12:16:30 am »


               

Crypts are just about done - just need to eliminate straggling detritus that Chico added to the tiles (he never changed the walkmesh, so its just a simple select and delete process).


 


Moathouse is coming along nicely - should be done next weekend. I'll put up screenies then.


 


TNO Castle Exterior now has Raise/Lower for the City terrain as well as the new City Buildings and Poor Buildings terrains that Boodah sent over to me. The four terrains are all housed under one ID - Grass Raise/Lower - which has been renamed Raise/Lower (City/Grass/City Building/Poor Building). This feature should be completed this weekend.


 


EDIT - Can't seem to get the building terrain to raise. Its probably because I've only got four tiles and am still missing some to make this work. I'll have to look at the grassy trees and see what tiles enable those to work and then go from there. I can't recall what Bannor told me, but I think its something like 8 tiles minimum i need to account for the two terrain types being able to raise/lower.



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #97 on: September 11, 2015, 03:25:32 am »


               

Very nice Pstemarie I for one can't wait to use all your working on.



               
               

               
            

Legacy_Pstemarie

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« Reply #98 on: September 11, 2015, 11:20:55 am »


               

City Building Raise/Lower....


 


Progress. I can paint a corner tile that transitions from dirt to buildings +1. It appears I'm going to have to dupe all the tiles for one side and mirror them for the opposite side of the elevation. 


 


Also, adding RULES for the city building terrain seems to be what allowed me actually paint a tile down. So it appears that .set file rules not having a use might be a myth.



               
               

               
            

Legacy_T0r0

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« Reply #99 on: September 11, 2015, 01:43:56 pm »


               Grrr....the primary and secondary rules... easily the most confusing thing abouto the set file. To me, at least.
               
               

               
            

Legacy_Pstemarie

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« Reply #100 on: September 11, 2015, 07:58:29 pm »


               

First city building riser in place and paintable in the toolset...


 


house_riser_zps0xsizrsu.jpg



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #101 on: September 13, 2015, 12:30:26 am »


               

WoW very very nice Pstemarie, man I am so glad you started working on Project Q again. I really do love all the work you are doing. Please never quit working on NWN even if you can only work on it 2 days a month. We all benefit from people like you who really pour's them selves into their work for the community.


 


 


Thanks for everything you have done and are still doing. I would like you to know it doesn't go unappreciated, we all really love your work even if we forget to say so now and then. 



               
               

               
            

Legacy_Pstemarie

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« Reply #102 on: September 13, 2015, 12:54:50 am »


               

Thanks for the kind words. Just about finished with the building raise/lower - just need to add some variant tiles and cleanup some seams. The Raise/Lower tool only works on grass and city tiles. To get the buildings to paint you first need to make the hill then paint the building tiles over it. You can NOT paint down buildings and then use the Raise/Lower tool to build up hills beneath them.


               
               

               
            

Legacy_Verilazic

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« Reply #103 on: September 13, 2015, 01:09:08 am »


               

It's good to take breaks. Especially when they're breaks instead of retirement. '<img'>



               
               

               
            

Legacy_Pstemarie

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« Reply #104 on: September 14, 2015, 11:14:03 am »


               

Poor Building - with new textures and some mapping adjustments...


 


poorbuilding_zpsp5g98kxo.jpg


 


I still need to make a texture for the doorway. Don't worry, not all the roofs for the poor city buildings will be thatch - I have a nice run down tiled-roof texture I'm working on.