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Project Q is Still Alive


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#1
Pstemarie

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Seems the Community has come under the misguided perception that Project Q is dead. Well, far from it. In fact we've been working on a wide range of projects for version 1.5 and hope to have it out by Christmas.

Remember we're not full-time modelers - we have lives and commitments outside of NWN. So just cause you don't see us around much is no reason to start building our coffins.

As for the 1.5 release....

Look for some nifty new terrain features to be added to the TNO tileset such as plowed fields, corn fields, and several building variants. Speaking of tilesets, we've also added a brand new interior tileset by _Six. I've seen a lot of _Six's material over the years and its amazing how much better each tileset is than the last.

We've also expanded the variety of clothing available, adding several new robes, allowing builders to add variantions for padded and leather armor as well as chain hauberks (complete with heraldry on some). 

Lastly - and perhaps most impressive (though I may be biased here), is the work we've done with the PC models themselves. The Demonblade phenotype from the ACP has been expanded to be useable for all races/sexes and now supports cloaks. We've also added Vaei's additional animations to the primary animation supers so they are available to all characters without having to change phenotypes.

This is just the tip of the iceberg - there really is way too much new content to cram it all into one post...

#2
Frith5

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Ah, I'm getting that old Christmas vibe from this post, Pstemarie! Great news, and thanks for the update. Exciting stuff to look forward to getting in our stockings at some point.
:)

#3
SuperFly_2000

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Can't wait!

Although my building plans have been halted a bit by new games like Battlefield 3 I feel I'll get back to building and playing NWN soon enough :-P

#4
Pstemarie

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Teaser screen - Chapel 2 (grass) next to fenced field terrain with a moldboard plow placeable in the mid-ground.

Image IPB

#5
Jenna WSI

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Funny, right when I was looking to add older cornfield tilesets to WSI... any chance of seeing what that looks like for Q?

#6
Pstemarie

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Here you go, Jenna...

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#7
Drewskie

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nice. good spot for a scarecrow...

thx for all your hard work guys.

#8
Pstemarie

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This image from our facebook page has a nice shot of the corn as well...

http://www.facebook....&type=1

Modifié par Pstemarie, 19 novembre 2011 - 08:16 .


#9
Pstemarie

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Mill at sunrise - note the thatched roof and the dirt road...

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#10
henesua

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Great stuff. I like the colors in the screenshot as well. Gives me an idea to look into changing colors around sunset and sunrise.

#11
Mecheon

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Y'know, I was just mucking around with Q earlier and hoping you guys would have some more armor

And hey, thatched roofs! Good to see you got some of them working

Here's a question, though. Any chance of improved hobgoblins? Because just about every other creature has an update by this point but them. Mind, they are the least popular of those sort of creatures, but I'd still like to see an update for them at some point

#12
Master Jax

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Amazing work. There's lots of things I think can still be implemented in NWN, and I certainly would love it if we could bring it closer to modern-standard visuals (The Witcher, Modern Warfare, Resident Evil, Elder Scrolls, etc.), and on this vein, Q never ceases to deliver. You and Six bring such complex textures and models... It's like you guys read my mind.

#13
Pstemarie

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Thanks for the compliments guys.

The colors for that sunrise effect were accomplished by customizing the colors ("sun diffuse color" and "sun fog color"), fog clip distance (65) and shadow opacity (60) for the "Exterior Sunset" environment settings. For the colors I just used the basic colors (pink c1r1 and orange c2r3 - where c = column and r = row on the color table).

The thatched roof variants seemed a natural extension of the tileset and largely come from the "look" I'm trying to achieve with my module. I wanted a village that really conveyed that impoverished look, but not in a rundown sense. After doing some research on small medieval towns and villages, it quickly became apparent that mud-brick and thatch were the main building materials in such places. However, I felt mud-brick would look too impoverished and wasn't really looking to create an entirely new line of buildings for TNO. Thus, I opted just to "thatch" the roofs on some of the buildings - which the DLA team had already done on some models.

We discussed the hobgoblins a long time ago and couldn't really come to a consensus on what to do with them. Baba Yaga made some great looking Uruks that could be used for hobgoblins - http://nwvault.ign.c...s.Detail&id=648 - as long as you don't mind a LotR look to them. Alternatively, you could use the LotR orcs Diademus made some time back. I believe they are in Cervantes Creature Override Compilation - http://nwvault.ign.c...s.Detail&id=629

Modifié par Pstemarie, 20 novembre 2011 - 07:27 .


#14
Jenna WSI

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Nice work there. The tile I was looking at before had very yellow looking wheat/corn and it looked bizarre if you had any wind going.

#15
Pstemarie

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Jenna, I think I know the tiles you were looking at. If I recall correctly they are just the DOA field tiles with some CEP placeables attached to them.

For the Q versions of the DOA fields, I completely reworked the furrows so that they have a pseudo-hump. I then made a cornfield variant by attaching Lord Sully's Q corn placeable (with a different texture) and a fenced variant by attaching _Six's placeable fencing. Thus I was able to get four field terrains: plowed, fenced plowed, cornfield, and fenced cornfield. I also expanded the selection of placeable corn and fencing available.

#16
Fester Pot

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Any chance you could post the RGB values of the colours used?

Sun - Ambient Colour (RGB)
Sun - Diffuse Colour (RGB)
Sun - Fog Amount
Sun - Fog Colour (RGB)

Thanks.

FP!

#17
Pstemarie

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I've actually added those settings to environment.2da as "Exterior Sunrise", but here are the values used:

Sun Ambient: 61/67/68
Sun Diffuse: 255/128/128
Sun Fog Amount: 0
Sun Fog Color: 255/128/64

#18
Frith5

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They look incredibly nice from here.

#19
_six

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P, why are you always so intent on showing off our least impressive content?

An aside: lovely lighting.

#20
Fester Pot

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Well step it up then six and show the most impressive content. Put your content where your mouth is!

Don't worry Pstemarie I've got your back!

FP!

Modifié par Fester Pot, 21 novembre 2011 - 12:31 .


#21
Vipre

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Those sunset shots are incredible. If it weren't for recognizing the buildings I'd have never pegged them as NWN screencaps.

#22
Master Jax

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Can we bully creators into showing/creating content? This could be the first time bullying pays off... Go, Fester Pot, I'll be the skinny guy cheering behind you!