ok I think its in the right folder now. Let me know if you still can't see it and I will e-mail it.
I got em. I've pulled them over to the dev folder on my machine. They'll be in this weekend's update.
ok I think its in the right folder now. Let me know if you still can't see it and I will e-mail it.
I got em. I've pulled them over to the dev folder on my machine. They'll be in this weekend's update.
Couple of oddities I noticed with the 1.9 update: Some of the robe parts (21 through 24) are wonky. The models themselves work fine, but the armor loses it's icon in the toolset (the box showing the item's icon just completely disappears) and in game the armor's icon shows up as bare-chests.
Also, I'm getting robe 001 (the new kimono part?) showing as all-white. I haven't yet searched out the plt file in the hak though to see if it's fubar, or just a case of the texture being larger than 512 (which my own computer doesn't seem to like).
Some of the new heads are showing up (at least for me) as all white in the toolset/in game. I had this with other heads in Q, and it was due to the plt texture being too large for my piddly lil laptop to handle... I found reducing them down to 512x512 in size fixed that... however with some of the new heads, the plt textures appear incredibly small already, smaller than a number of other head plts which show up just fine, so I am not sure what is going on. They are all male heads, halfilng 103, human and elf 101, human 195 and 196.
Another oddity from at least v1.8, The vfx mask script qit_hmask001 has a slight bug. For half orcs, it applies the human sized/placed mask vfx. I found that moving the if statement for half orcs above the human/half elf if statement fixes this. I am not sure why having it after the human/half elf statement screws up.
Another oddity I've noticed, some icons (such as the arrows/bolts, reforged weapons) show up with the nicer looking Q icons in the toolset, but I get the old default icons in-game. I checked out some of the icon files and found they were saved at 32bit/pixel settings. I resaved to 24 bit, and then they show up in-game. Is it absolutely necessary to have small icon images saved at 32 bit? For something like the head plts, I can understand having to either make my own fix or deal with white-heads, but for icons, I honestly can't see much graphical improvement saving them at the higher bit rate.
Think I may have found the issue for the heads mentioned in the previous post.
I opened them up in the nwnexplorer and looked at the ascii models. All the heads mentioned don't seem to be referencing the plts at all. Elf head 101 for example is referencing bitmap "01".
I know, wrong place for bug reports, but I can confirm the kimono robe thing (it looks metallic on my end, missing plt?). Heads however work fine for me.
Edit: Furthermore, this robe only seems to work for humans and normal phenotype atm.
I know, wrong place for bug reports, but I can confirm the kimono robe thing (it looks metallic on my end). Heads however work fine for me.
I apparently forgot to include the plt texture for the robe.
I apparently forgot to include the plt texture for the robe.
Because I edited as you posted and just in case you didn't see it:
Furthermore, this robe only seems to work for humans and normal phenotype atm.
Because I edited as you posted and just in case you didn't see it:
Furthermore, this robe only seems to work for humans and normal phenotype atm.
Its a human robe - my robe maker is broken. Should work for other phenos, I'll look into that. I just realigned q_items, q_race, and q_robe so that all plt textures are in the correct haks now (what a mess).
I did conversions of this robe for halflings and half-orcs like 500 years ago for my big oriental hak. I think, I used NWN Armory and had to adjust some values by hand (but it's way too long ago for me to remember). If you want, I can send you at least those.
I did conversions of this robe for halflings and half-orcs like 500 years ago for my big oriental hak. I think, I used NWN Armory and had to adjust some values by hand (but it's way too long ago for me to remember). If you want, I can send you at least those.
That would be great!
Couple of oddities I noticed with the 1.9 update: Some of the robe parts (21 through 24) are wonky. The models themselves work fine, but the armor loses it's icon in the toolset (the box showing the item's icon just completely disappears) and in game the armor's icon shows up as bare-chests.
Also, I'm getting robe 001 (the new kimono part?) showing as all-white. I haven't yet searched out the plt file in the hak though to see if it's fubar, or just a case of the texture being larger than 512 (which my own computer doesn't seem to like).
Some of the new heads are showing up (at least for me) as all white in the toolset/in game. I had this with other heads in Q, and it was due to the plt texture being too large for my piddly lil laptop to handle... I found reducing them down to 512x512 in size fixed that... however with some of the new heads, the plt textures appear incredibly small already, smaller than a number of other head plts which show up just fine, so I am not sure what is going on. They are all male heads, halfilng 103, human and elf 101, human 195 and 196.
Another oddity from at least v1.8, The vfx mask script qit_hmask001 has a slight bug. For half orcs, it applies the human sized/placed mask vfx. I found that moving the if statement for half orcs above the human/half elf if statement fixes this. I am not sure why having it after the human/half elf statement screws up.
Another oddity I've noticed, some icons (such as the arrows/bolts, reforged weapons) show up with the nicer looking Q icons in the toolset, but I get the old default icons in-game. I checked out some of the icon files and found they were saved at 32bit/pixel settings. I resaved to 24 bit, and then they show up in-game. Is it absolutely necessary to have small icon images saved at 32 bit? For something like the head plts, I can understand having to either make my own fix or deal with white-heads, but for icons, I honestly can't see much graphical improvement saving them at the higher bit rate.
I'm currently working my way through this - about 50% done already. Also pointed me to some more issues. Thanks...I think ![]()
Couple of oddities I noticed with the 1.9 update:
Some of the robe parts (21 through 24) are wonky. The models themselves work fine, but the armor loses its icon in the toolset (the box showing the item's icon just completely disappears) and in game the armor's icon shows up as bare-chests.
I’ve made placeholder icons for now. We’ll get better icons in the future.
Also, I'm getting robe 001 (the new kimono part?) showing as all-white. I haven't yet searched out the plt file in the hak though to see if it's fubar, or just a case of the texture being larger than 512 (which my own computer doesn't seem to like).
Added the missing plt texture
Some of the new heads are showing up (at least for me) as all white in the toolset/in game. I had this with other heads in Q, and it was due to the plt texture being too large for my piddly lil laptop to handle... I found reducing them down to 512x512 in size fixed that... however with some of the new heads, the plt textures appear incredibly small already, smaller than a number of other head plts which show up just fine, so I am not sure what is going on. They are all male heads, halfilng 103, human and elf 101, human 195 and 196.
Working fine for me. This is a GPU issue – I can’t do much about this.
Another oddity from at least v1.8, The vfx mask script qit_hmask001 has a slight bug. For half orcs, it applies the human sized/placed mask vfx. I found that moving the if statement for half orcs above the human/half elf if statement fixes this. I am not sure why having it after the human/half elf statement screws up.
Simplified script. Try this please and let me know if it works for you...
//:://////////////////////////////////////////////
//:: Created By: Pstemarie
//:: Created On: 5/9/2014
//:://////////////////////////////////////////////
void main()
{
object oPC = GetItemActivator();
int iSex = GetGender(oPC);
int iRace = GetAppearanceType(oPC);
int nEffect;
if(GetLocalInt(oPC,"USEDQITMASK") == 1)
{
SetLocalInt(oPC,"USEDQITMASK",0);
effect eEff = GetFirstEffect(oPC);
while(GetIsEffectValid(eEff) == TRUE)
{
if(GetEffectType(eEff) == EFFECT_TYPE_VISUALEFFECT)
{
RemoveEffect(oPC,eEff);
}
eEff = GetNextEffect(oPC);
}
return;
}
SetLocalInt(oPC,"USEDQITMASK",1);
switch (iSex)
{
case GENDER_MALE:
{
switch (iRace)
{
case APPEARANCE_TYPE_HALFLING: nEffect = 738; break;
case APPEARANCE_TYPE_DWARF: nEffect = 740; break;
case APPEARANCE_TYPE_ELF: nEffect = 742; break;
case APPEARANCE_TYPE_HUMAN:
case APPEARANCE_TYPE_HALF_ELF: nEffect = 744; break;
case APPEARANCE_TYPE_HALF_ORC: nEffect = 746; break;
}
}
break;
case GENDER_FEMALE:
{
switch (iRace)
{
case APPEARANCE_TYPE_HALFLING: nEffect = 739; break;
case APPEARANCE_TYPE_DWARF: nEffect = 741; break;
case APPEARANCE_TYPE_ELF: nEffect = 743; break;
case APPEARANCE_TYPE_HUMAN:
case APPEARANCE_TYPE_HALF_ELF: nEffect = 745; break;
case APPEARANCE_TYPE_HALF_ORC: nEffect = 747; break;
}
}
break;
}
ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectVisualEffect(nEffect),oPC);
return;
}
Another oddity I've noticed, some icons (such as the arrows/bolts, reforged weapons) show up with the nicer looking Q icons in the toolset, but I get the old default icons in-game. I checked out some of the icon files and found they were saved at 32bit/pixel settings. I resaved to 24 bit, and then they show up in-game. Is it absolutely necessary to have small icon images saved at 32 bit? For something like the head plts, I can understand having to either make my own fix or deal with white-heads, but for icons, I honestly can't see much graphical improvement saving them at the higher bit rate.
They should be 24-bit, not 32-bit – I thought I had gotten them all. Can you send me the files?
Re: Inventory Icons
32-bit icons carry an alpha channel for transparency. It's what allows layering of 3-part inventory icons and for allowing highlights in the inventory screen (white/blue/red).
24-bit (as far as I've seen over the years) doesn't include an alpha channel for transparency.
In regards to toolset vs. game: The toolset uses a .tga version of the icons, as does the straight override method of changing weapons. If using icons via hak that replace default BioWare icons, you also need a .dds version or else the original icons will show when playing.
It's an oddity of the game I found when doing all the Reforged work.
New weapon parts via hak = just need .tga icons
Replacement weapon parts via override = just need .tga icons
Replacement weapon parts via hak = need both .tga icons (for toolset) and .dds icons (for in-game)
Re: Inventory Icons
It's an oddity of the game I found when doing all the Reforged work.
New weapon parts via hak = just need .tga icons
Replacement weapon parts via override = just need .tga icons
Replacement weapon parts via hak = need both .tga icons (for toolset) and .dds icons (for in-game)
Thank-you TAD, I'd forgotten that...
That's odd.... Just loaded up a test module to see which icons were the trouble makers and such.... I found a consistency that color 4 on all the items works as intended, it's colors 1 through 3 that still use the old icons rather than the new. Checked through the items hak and all the icons are tga format. Why would the icons for color 4 override but not parts 1,2 and 3?
Also found a 2da problem with the q_!armory hak and bullets. In the armory's baseitems 2da, bullets are set to a multi part model. In the toolset and in game, this results in bullets only getting bottom part color 4 (icons 1 through 10). Middle and top parts have no actual parts, and color 9999.
Switching the baseitem's modeltype column for bullets from 2 to 0 (simple model/icon selection) fixes that, and the Q icons for most of the bullets show up fine.
Pstemarie, I could get all the tga icons converted into dds and packaged up still if that would be of help to you.
32-bit icons carry an alpha channel for transparency. It's what allows layering of 3-part inventory icons and for allowing highlights in the inventory screen (white/blue/red).
24-bit (as far as I've seen over the years) doesn't include an alpha channel for transparency.
Technically speaking, just to put it out there, a 24-bit file would not be able to include an alpha channel. It's 8 bits per channel (equaling 256 levels of luminosity per 8 bits). Red, green, and blue with 8 bits each add up to 24 bits. An alpha channel is another 256 levels of luminosity (used for levels of transparency in this case) which requires another 8 bits, adding up to 32.
That's odd.... Just loaded up a test module to see which icons were the trouble makers and such.... I found a consistency that color 4 on all the items works as intended, it's colors 1 through 3 that still use the old icons rather than the new. Checked through the items hak and all the icons are tga format. Why would the icons for color 4 override but not parts 1,2 and 3?
Also found a 2da problem with the q_!armory hak and bullets. In the armory's baseitems 2da, bullets are set to a multi part model. In the toolset and in game, this results in bullets only getting bottom part color 4 (icons 1 through 10). Middle and top parts have no actual parts, and color 9999.Switching the baseitem's modeltype column for bullets from 2 to 0 (simple model/icon selection) fixes that, and the Q icons for most of the bullets show up fine.
Pstemarie, I could get all the tga icons converted into dds and packaged up still if that would be of help to you.
Already converted and put in for testing, but thanks...
Looking at the other stuff now.
EDIT: Looked at bullets line in q_!armoury baseitems.2da - modeltype is set to 0. Not sure why your 2da is different - older version of the haks? Have you run the upater?
Yes, I ran it either this last monday or last wednesday night (forget which of the two, but it was definitely during this past week).
My 1.8 files were downloaded the day 1.8 was released, fresh install of all the haks. Forget exactly where I downloaded them from, but likely the new vault as I haven't been on the old vault in I don't know how long now.
Yes, I ran it either this last monday or last wednesday night (forget which of the two, but it was definitely during this past week).
My 1.8 files were downloaded the day 1.8 was released, fresh install of all the haks. Forget exactly where I downloaded them from, but likely the new vault as I haven't been on the old vault in I don't know how long now.
Odd.
Odd is my speciality. Got improved critical: odd as well in my feat list ![]()
I'll look to see if I still have the v1.8 zip on my harddrive somewhere, and check the hak contents too after I run the updater again. If I find the oddball 2da in the 1.8 zip or after I run the updater, I'll let you know.
Odd is my speciality. Got improved critical: odd as well in my feat list
I'll look to see if I still have the v1.8 zip on my harddrive somewhere, and check the hak contents too after I run the updater again. If I find the oddball 2da in the 1.8 zip or after I run the updater, I'll let you know.
I just checked the 2da file on the updater server and in the 1.8 FULL download. Both are correct.
Question for Q Users...I'm getting tired of maintaining two separate projects and was wondering how Q users would feel if I rolled my Personal HAK Collection into Project Q ?
Look the stuff over (if you want) and let me know what you think - link is my sig. There would be no external requirements as listed on the download page to use Project Q. I'd jsut be rolling in the stuff that wasn't dependent upon work.
I've put a poll up on the Q site - HERE
That would be just awesome! Though I'd really love to see the reworked Cave/Mines tileset rolled into it as well, if Zwerkules would be cool with it and nobody else objects.
Btw, never got around to comment on it, but I really like the idea of the world map tileset with the associated placeables and hope you'll continue working on that.
Simplified script. Try this please and let me know if it works for you...
//::////////////////////////////////////////////// //:: Created By: Pstemarie //:: Created On: 5/9/2014 //::////////////////////////////////////////////// void main() { object oPC = GetItemActivator(); int iSex = GetGender(oPC); int iRace = GetAppearanceType(oPC); int nEffect; if(GetLocalInt(oPC,"USEDQITMASK") == 1) { SetLocalInt(oPC,"USEDQITMASK",0); effect eEff = GetFirstEffect(oPC); while(GetIsEffectValid(eEff) == TRUE) { if(GetEffectType(eEff) == EFFECT_TYPE_VISUALEFFECT) { RemoveEffect(oPC,eEff); } eEff = GetNextEffect(oPC); } return; } SetLocalInt(oPC,"USEDQITMASK",1); switch (iSex) { case GENDER_MALE: { switch (iRace) { case APPEARANCE_TYPE_HALFLING: nEffect = 738; break; case APPEARANCE_TYPE_DWARF: nEffect = 740; break; case APPEARANCE_TYPE_ELF: nEffect = 742; break; case APPEARANCE_TYPE_HUMAN: case APPEARANCE_TYPE_HALF_ELF: nEffect = 744; break; case APPEARANCE_TYPE_HALF_ORC: nEffect = 746; break; } } break; case GENDER_FEMALE: { switch (iRace) { case APPEARANCE_TYPE_HALFLING: nEffect = 739; break; case APPEARANCE_TYPE_DWARF: nEffect = 741; break; case APPEARANCE_TYPE_ELF: nEffect = 743; break; case APPEARANCE_TYPE_HUMAN: case APPEARANCE_TYPE_HALF_ELF: nEffect = 745; break; case APPEARANCE_TYPE_HALF_ORC: nEffect = 747; break; } } break; } ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectVisualEffect(nEffect),oPC); return; }
Tried out the script. Didn't work very well. Glanced over it and noticed a few typos. Numbers not pointing to the correct vfx for several, no gnomes at all (poor short guys), and no eEff number for the human cases.
I fixed up the sex/racial appearance cases part of the script:
case GENDER_MALE:
{
switch (iRace)
{
case APPEARANCE_TYPE_HALFLING: nEffect = 738; break;
case APPEARANCE_TYPE_DWARF: nEffect = 740; break;
case APPEARANCE_TYPE_ELF: nEffect = 742; break;
case APPEARANCE_TYPE_GNOME: nEffect = 744; break;
case APPEARANCE_TYPE_HUMAN: nEffect = 746; break;
case APPEARANCE_TYPE_HALF_ELF: nEffect = 746; break;
case APPEARANCE_TYPE_HALF_ORC: nEffect = 748; break;
}
}
break;
case GENDER_FEMALE:
{
switch (iRace)
{
case APPEARANCE_TYPE_HALFLING: nEffect = 739; break;
case APPEARANCE_TYPE_DWARF: nEffect = 741; break;
case APPEARANCE_TYPE_ELF: nEffect = 743; break;
case APPEARANCE_TYPE_GNOME: nEffect = 745; break;
case APPEARANCE_TYPE_HUMAN: nEffect = 747; break;
case APPEARANCE_TYPE_HALF_ELF: nEffect = 747; break;
case APPEARANCE_TYPE_HALF_ORC: nEffect = 749; break;
}
}
break;
I also noticed that the effect removal section has the side effect of removing *all* effects. Granted the mask could be seen as just a demo-piece and this script not so important, but would probably be nice for module builders who toss the mask in somewhere their module to not have it muck up players who had just buffed with all their spells and such and shortly after decided they didn't wanna oogabooga the gobbies anymore.
Perhaps set the mask effect to a 24 game hour duration and skip the whole removing of all effects from the PC? Or is there a way to remove a specific non-spell vfx?
Thinking about it for a moment more, maybe setup defining the constants for the mask vfx, TAD's tiki mask vfx, and whatever other VFX's builders may add into their own modules? Could even be useful for a seamless intergration of the community vfx package, allowing effects to be quickly added in, allow applying/removing them without disturbing regular spell vfx's and such? I could put together something for that if you are interested.
I noticed that the Q masks are ordered a little differently myself in the visualeffects.2da when I put together a short little script to easily handle applying any VFX's.... it wouldn't do the q masks right because of the ordering....
Maybe go ahead with the 2da idea? If anyone wants onboard with making their work compatible, they would have to use the ordering method... if not, oh well?
Or... do you mean "other systems" in a context I'm missing?