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NWNCQ v1.3


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#1
chico400

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hi friends 

here is the new NWNCQ v1.3.

http://nwvault.ign.c....Detail&id=7848

simply patch your current 1.2 version with the patch to upgrade it to 1.3

New features: 
-New hill system (for HAK and Override-Extended versions only)

http://nwvault.ign.c...e.php?id=151656

-New bloom effect, to be used with NWshader 

http://nwvault.ign.c...e.php?id=153094

-New Scifi HAK Add-on will come in few days

http://nwvault.ign.c...e.php?id=153092

http://nwvault.ign.c...e.php?id=153093

i'll continue to maintain nwncq-HAK version because i need it for SCIFI hak add-on

ciao and have fun!

Modifié par chico400, 14 juillet 2010 - 12:15 .


#2
WebShaman

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Great stuff, Chico! Thanks!

#3
Inayity

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Very cool, Chico400!

Modifié par Inayity, 14 juillet 2010 - 09:09 .


#4
Fester Pot

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Thanks for the update. Please keep us in the loop for the next big update on your new and original skyboxes with moving clouds.

FP!

Modifié par Fester Pot, 14 juillet 2010 - 09:27 .


#5
chico400

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hi FP,



next big update on nwncq will be on true Bumpmapping used on every nwncq textures with nwshader, and it is my great friend peachy who is working on it.

But i'll ask his if he could add too moving clouds when his new feature will be fully completed.



thanks to him ;)

#6
Belnor

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Your the best Chico. :) Quick question. I just extracted all files to my override folder by copying and pasting anything in all sub folders and have all the files in one bunch in my override. In NWN2 I sometimes use sub folders, but decided to have every single individual file, including the plus files, and v 1.3 patch files overwriting some files in the main, extended package. Am I fine?



So far it is playing flawlessly. Just confirming, and if you can leave the sub folders, how will I go about it? There are three sub folders, extended, the plus folder, and the v 1.3 patch. I just took everything out of all folders and have all files in my override folder.



Best regards,



Belnor.

#7
chico400

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thanks belnor^^



yes nwn does not handle overrides subfolders, so everything you want to activate have to be in the "override" folder.



so your right, just move every files from plus folder, patch folder ect to override one.

if you use nwshader put the nwshader folder in your main NWN folder, so nwncq will override nwshader's base bloom.



@phyte:



new nwncq's hill system files in extended 1.3 patch are:



TTZ01_h*.mdl

TTZ01_a*.mdl

TTU01_a*.mdl

TTS01_h*.mdl

TTS01_a*.mdl

TTR01_h*.mdl

TTR01_a*.mdl



ciao friend, have fun.



Ps: scifi hak will have some days late, i add last minutes added features.

#8
Shadooow

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Hey, did you already done those new tiles from CEP? I wonder if they included into their Crypt tileset Diagonal Walls hak, no readme from cep, no notice at that hak pack vault page and since Im stubborn enemy of CEP2 I can't look into cep haks.



It's question about use tileset expansion or not...

#9
chico400

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i gave all nwncq tiles to cep, acaos is including them at this moment, but i've made a ton of tiles, so including all my stuff is a big job.

but i've not already made ceilings for Diagonal crypts wall tiles, but it's planned

ciao

Modifié par chico400, 17 juillet 2010 - 10:10 .


#10
Shadooow

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chico400 wrote...

but i've not already made ceilings for Diagonal crypts wall tiles, but it's planned

Thats great new, maybe you could also fix the "double floor" tile which has issue with vision through middle wall?

#11
Belnor

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[quote]chico400 wrote...

thanks belnor^^

yes nwn does not handle overrides subfolders, so everything you want to activate have to be in the "override" folder.

so your right, just move every files from plus folder, patch folder ect to override one.
if you use nwshader put the nwshader folder in your main NWN folder, so nwncq will override nwshader's base bloom.

Thank you very much for confirming Chico! :) Time to create my new character!

Bel.

#12
Shadooow

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Recently I reinstalled NWNCQ and downloaded from your vault page:
NWNCQ_override_extended_by_chico400.rar and
NWNCQ_override_extended_by_chico400_patch.rar

But now I can see few unfinished tiles in Rural tileset...

Do I badly installed it or its missing or its intended? Here is LINK to image

Modifié par ShaDoOoW, 18 juillet 2010 - 09:06 .


#13
chico400

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here you use an other hak that modify rural tileset too or missed some grass textures, try to install nwncq only and tell me

if it does not help, try to suppress and reinstall nwncq

ciao ;)

Modifié par chico400, 18 juillet 2010 - 09:44 .


#14
Shadooow

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chico400 wrote...

here you use an other hak that modify rural tileset too or missed some grass textures, try to install nwncq only and tell me

if it does not help, try to suppress and reinstall nwncq

ciao ;)

Wait, not so sure anymore... testing....

Modifié par ShaDoOoW, 18 juillet 2010 - 11:23 .


#15
Shadooow

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Ok I made big research. Its not problem in NWNCQ but its the same weird issue I had with other CC.



While everything works well on my old crappy laptop with integrated graphic card, my new PC with Gigabyte 9800 GT graphic card don't show some textures. Strange thing is, NWNCQ worked while it was in override (unlike other CC) but when I added NWNCQ into patch-hak some textures were not used (see my image). Also quite strange is that it still does these issues while using both override/patch-hak version on my new PC....

#16
Shadooow

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Also, your lightsource placeables still glows like the sun when I turn them off via scripting (SetPlaceableIllumination to FALSE)...

#17
chico400

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just use the nwncq-configurator to turn off furnitures option



ciao ;)

#18
Baishi7

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Chico you have done a great thing for an old game. You have breathed new life into it. Between you and the CEP, the possibilities are endless.



Thanks

#19
Insomniaque

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I cannot figure out how to disable specific things, in the configurator, it's not listing any options for furniture, or lights, just tilesets.

#20
Shadooow

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chico400 wrote...

just use the nwncq-configurator to turn off furnitures option

ciao ;)

But why you added them at all? I thought you want to enhance tilesets. AFAIK you never mentioned your package contains modified lightsource placeables and that prepared me quite big headaches when I tried to do stuff with them...

Now everyone who installed NWNCQ and kept default configuration (which is most of them), will see things like THIS in my city, when without NWNCQ they will see this THIS. So they will think my city is poorly maded when lights shine in day...

#21
Fester Pot

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Then you want to use the builder's HAK that is available for NWNCQ ShaDoOoW. Now everyone will require it to play your module and thus, will see all the goodness the package has to offer.



FP!

#22
Shadooow

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ah, you are right, well I got better idea, but because of you (since nwncq hak would not work) I just add default lightsource placeables into my haks so nobody even with nwncq wont be able to use them in my module, thanks ;)

#23
chico400

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i promissed it, here you are. the NWNCQ-scifi add-on is out to download ^^.

(LINK IN MY SIGNATURE)

Add this HAK to NWNCQ on your module to experience NWN in a SCIFI world. Lots of all new exteriors, (terraforming plants, desert) interiors and placeables. Add "nwncq-scifi-d20.hak" on top of your hak list to be compatible with D20.

hope you'll enjoy

have a good day friends ;)

Modifié par chico400, 11 septembre 2010 - 08:23 .


#24
Tarot Redhand

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chico there is a minor issue with the sci-fi add-on. It is only an indoor problem. Even with closed doors you can see into rooms that have not been explored yet. If I remember correctly you should be able to fix it quite simply with an area_g.ini file (I think that's the name of the file - if not it is something very close) to tell nwn that it is an indoor area.



TR

#25
Beerbaron72

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Congrats,Chico, it's a GREAT work!

I have a little question: If I want to use only the city interior roofs building a little hak for mine (using NWHak utility), what files .mdl and .dds I have to include in?

Thanx!