Thought I would stop by and say howdy all. Nice work Six , and PSTmarie the shots look very nice.
Project Q v1.5 Status Update
Débuté par
Pstemarie
, janv. 05 2012 04:10
#26
Posté 17 mars 2012 - 01:12
#27
Posté 12 avril 2012 - 08:38
Is there any news on the status of Project Q v1.5? It's such a great piece of collaborative work, and the talk of more stuff - whether a lot or a little! - was very tantalising.
Just to say that if it's still on the cards, there are people out here who are really excited to see it come out.
Cheers,
VS
Just to say that if it's still on the cards, there are people out here who are really excited to see it come out.
Cheers,
VS
#28
Posté 12 avril 2012 - 09:55
Well, purely from my perspective as of this week...
Over the past however-long-it-was I have had to wrestle with a nasty bout of Skyrim, followed by a rough case of Studies, not to mention intermittent swellings of Life. And *cough* a slight lack of communication with anyone else. Then like a scene from a Bronte novel I returned to find next to nobody from the active team having logged in on the Q forums in a month. So I can't really speak for what pstemarie or Tom_Banjo may be up to, but I for one am hoping to get the release out. There's a surprising amount of content tucked away in the unreleased 1.5 update, but also a lot of missing items, so it's just a case of filling in all the blanks with whatever help we can get.
So I wouldn't necessarily count on any updates post 1.5 unless a brave new team feels like stepping up.
Over the past however-long-it-was I have had to wrestle with a nasty bout of Skyrim, followed by a rough case of Studies, not to mention intermittent swellings of Life. And *cough* a slight lack of communication with anyone else. Then like a scene from a Bronte novel I returned to find next to nobody from the active team having logged in on the Q forums in a month. So I can't really speak for what pstemarie or Tom_Banjo may be up to, but I for one am hoping to get the release out. There's a surprising amount of content tucked away in the unreleased 1.5 update, but also a lot of missing items, so it's just a case of filling in all the blanks with whatever help we can get.
So I wouldn't necessarily count on any updates post 1.5 unless a brave new team feels like stepping up.
Modifié par _six, 12 avril 2012 - 09:58 .
#29
Posté 12 avril 2012 - 10:53
It's all fair play as far as people moving on is concerned - although I do hope you (singular or collective!) have the opportunity to put out what has been done for v1.5: it would seem a shame for what work has been done to lie forgotten on a hard drive.
Thanks very much for the heads-up in any event!
Thanks very much for the heads-up in any event!
#30
Posté 13 avril 2012 - 12:09
Yes, I agree with that about the 1.5 content. There is some very nice stuff in there.
#31
Posté 13 avril 2012 - 12:38
I was a former member who actually never really completed anything for Q but did contribute some small pieces of work. Neddless to say I am coming back to help six out with the release hopefully we can get it fixed up and out the door soon, keep your fingers crossed.
Modifié par cervantes35, 13 avril 2012 - 12:38 .
#32
Posté 15 avril 2012 - 08:42
Q is an amazing package as it stands and we are lucky to have people still working on it after all these years. I'd hate to see the doors close forever, though, as I think we are unlikely to ever see a game like NWN come out again.
#33
Posté 27 juin 2012 - 11:48
I'm back...
#34
Posté 27 juin 2012 - 02:13
Welcome back, Paul!
#35
Posté 27 juin 2012 - 05:02
Pstemarie wrote..
I'm back...
Welcome Back!!!
#36
Posté 27 juin 2012 - 05:28
Excellent.
#37
Posté 27 juin 2012 - 06:40
Good to have you back
#38
Posté 27 juin 2012 - 09:41
#39
Posté 27 juin 2012 - 11:31
Welcome back good to be working with you again.
#40
Posté 29 juin 2012 - 12:46
Thanks for the warm reception. I've jumped right in to things and have just about finished with tweaking the haks and developer modules. There's not a lot of work to be done, but what remains is going to take a little time to put together into a coherent package.
We've expanded the team - adding three new/returning members: Cervantes, Andarian, and Rolo Kipp. Together with Six and myself we should be able to get this put together and out to the Community. I can see daylight ahead...
We've expanded the team - adding three new/returning members: Cervantes, Andarian, and Rolo Kipp. Together with Six and myself we should be able to get this put together and out to the Community. I can see daylight ahead...
#41
Posté 29 juin 2012 - 01:06
Excellent news. I am exited to get my hands on this content.
#42
Posté 11 juillet 2012 - 02:45
<fading away...>
Interesting thing happened to me on the way to the sunest...
First, the screenies ;-)

Two very interesting points here:
1) I created the day2night anim at 240 frames (8 seconds) because I didn't want a weird insta-sunset. The sunset lasted 2 minutes (1 game hour). It was very subtle and definitely on the right track for that mood shift that comes at twilight. So next, I changed the module's time rate to 1 min/hour. Sunset lasted 1 minute. I.e. Day2night (and presumably night2day) anims are scaled to the timerate of the mod. Sweet.
2) The windowlight is an alpha mapped texture on an alpha animated model. The alpha channels are *additive*. I.e., I animated the alpha on the *model* to fade from 1.0 (opaque) to .5 (half transparent) during the sunset. The alpha *texture map* fades from strong at the end to weak at the base. Now the engine (at least on my two gfx cards) considers any alpha lower than .4 to be utterly transparent. It's a threshold thing. fading... fading... fading... where'd it go!?. As the model fades, the combination of alpha texture and alpha model crosses the threshold in a *texture mapped* fashion. Look at the last two screenies... the windowlight vanished from the tip back toward the base as if it was being erased. Very interesting effect of *partial invisibility*. (edit: Not what I want for the windowlight, but intriguing...)
Onward:
There are two rather conflicting methods of implementing windowlights - the day2night anims or the animloops. (another would be windowlight placeables, but that is a different discussion :-P )
Day2night anims:
Pros: anim scales to game time, effect is very subtle and it is a fire & forget solution.
Cons: No builder control over timing of anims except changing the mods timescale. Cannot disable.
Animloops:
Pros: Builder can enable/disable day, night or none state with a third option available.
Cons: No gradual animation. It is either day (or night) or it is not. Changes must be scripted.
The ideal solution would be to have two variants of every windowed tile - one with day2night and one with animloops.
Something to think about. I am only working on the day2night anims for this release of Q, but if there is enough interest, maybe variants can be made in the future.
<...but not burning out>
Interesting thing happened to me on the way to the sunest...
First, the screenies ;-)

Two very interesting points here:
1) I created the day2night anim at 240 frames (8 seconds) because I didn't want a weird insta-sunset. The sunset lasted 2 minutes (1 game hour). It was very subtle and definitely on the right track for that mood shift that comes at twilight. So next, I changed the module's time rate to 1 min/hour. Sunset lasted 1 minute. I.e. Day2night (and presumably night2day) anims are scaled to the timerate of the mod. Sweet.
2) The windowlight is an alpha mapped texture on an alpha animated model. The alpha channels are *additive*. I.e., I animated the alpha on the *model* to fade from 1.0 (opaque) to .5 (half transparent) during the sunset. The alpha *texture map* fades from strong at the end to weak at the base. Now the engine (at least on my two gfx cards) considers any alpha lower than .4 to be utterly transparent. It's a threshold thing. fading... fading... fading... where'd it go!?. As the model fades, the combination of alpha texture and alpha model crosses the threshold in a *texture mapped* fashion. Look at the last two screenies... the windowlight vanished from the tip back toward the base as if it was being erased. Very interesting effect of *partial invisibility*. (edit: Not what I want for the windowlight, but intriguing...)
Onward:
There are two rather conflicting methods of implementing windowlights - the day2night anims or the animloops. (another would be windowlight placeables, but that is a different discussion :-P )
Day2night anims:
Pros: anim scales to game time, effect is very subtle and it is a fire & forget solution.
Cons: No builder control over timing of anims except changing the mods timescale. Cannot disable.
Animloops:
Pros: Builder can enable/disable day, night or none state with a third option available.
Cons: No gradual animation. It is either day (or night) or it is not. Changes must be scripted.
The ideal solution would be to have two variants of every windowed tile - one with day2night and one with animloops.
Something to think about. I am only working on the day2night anims for this release of Q, but if there is enough interest, maybe variants can be made in the future.
<...but not burning out>
Modifié par Rolo Kipp, 11 juillet 2012 - 03:43 .
#43
Posté 11 juillet 2012 - 03:53
Rather than changing the alpha over time, try setting the colour fields to black. Or if you're feeling particularly clever, maybe a blue for a moonlit colour. The yellow tone on the texture should prevent it from being too blue. It's an additive texture, so setting it to black will allow it to fade out with a lot more gradually than playing with the alpha, which does indeed have a cutoff.
Random unrelated screenshot:
Random unrelated screenshot:
Modifié par _six, 11 juillet 2012 - 03:57 .
#44
Posté 11 juillet 2012 - 04:11
<juggling...>
Actually, I'm doing both. I'm fading the model to reduce the strength or *substantiality* of the light, going for a weaker, insubstantial moonlight. On the color keys, I'm gradually reducing intensity and saturation while changing the hue from yellow->red->purple->blue. The keys are closer together toward the end of the anim, as well, so the color/strength shifts faster toward the actual sunset.
I'll just be reducing the model alpha to .6 instead of .5 ;-)
I'm also thinking about adding faint self-illum to the surrounding geometry to enhance the radiosity from the window and strengthen the moods. I really like how the anims are scaled. Thinking about it...
<...paintpots>
Actually, I'm doing both. I'm fading the model to reduce the strength or *substantiality* of the light, going for a weaker, insubstantial moonlight. On the color keys, I'm gradually reducing intensity and saturation while changing the hue from yellow->red->purple->blue. The keys are closer together toward the end of the anim, as well, so the color/strength shifts faster toward the actual sunset.
I'll just be reducing the model alpha to .6 instead of .5 ;-)
I'm also thinking about adding faint self-illum to the surrounding geometry to enhance the radiosity from the window and strengthen the moods. I really like how the anims are scaled. Thinking about it...
<...paintpots>
#45
Posté 11 juillet 2012 - 04:13
#46
Posté 11 juillet 2012 - 04:22
Rolo Kipp wrote...
I'll just be reducing the model alpha to .6 instead of .5 ;-)
What I mean is, darkening the colour does effectively the same thing. If you make the mid and end stage colours darker, you'll get a nicer effect without touching the alpha. But whatever works.
#47
Posté 11 juillet 2012 - 04:29
@_six
thats a nice effect on the golem. A gradiant texture or an emitter?
thats a nice effect on the golem. A gradiant texture or an emitter?
#48
Posté 11 juillet 2012 - 04:58
Envmap. The default envmaps in NWN are sphere maps. This is set up to simulate rimlighting.
Modifié par _six, 11 juillet 2012 - 04:59 .
#49
Posté 11 juillet 2012 - 05:13
_six wrote...
Envmap. The default envmaps in NWN are sphere maps. This is set up to simulate rimlighting.
So this is the secret way you did the awesome skeleton ghosts too:D?
#50
Posté 11 juillet 2012 - 06:37





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