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Project Q - MASSIVE Update Under Development


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#26
Pstemarie

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I'm going to throw the Sigil Tileset in q_!tilesets. We have the rest of CODI's stuff - not having this doesn't make sense.


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#27
Stylesetter

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I am currently using baba's CC in my modules but the model is kinda buggy (walking animations and death animations)



#28
Pstemarie

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I have completed the merge of all content and am now beginning the first steps of alpha testing. Once I'm satisfied there are no glaring errors I'll post the HAKs, tlk, and a test module to dropbox so people can begin playing with it. The more people we have looking at things, the faster it'll be public.

 

Wild Woods and TNO

 

Wildwoods v0.8 - never released - has been merged fully into q_tilesets.hak; however, it is ONLY visible if q_!tilesets.hak is also attached to the module (which houses the edge 2da, set, and itp files). Thus, when using q_!tilesets.hak in conjunction with q_tilesets.hak you have access to the upgraded TNO tileset which includes elements of wild woods AND the full wild woods tileset as a standalone. 

 

Note: The wild woods vfx can be turned off by unchecking Animation Loop 1 under tile properties.

 

Mines and Caverns

 

Zwerkules' BioWare Mines and Caverns override has been incorporated into q_tilesets.hak as part of the base hak structure. Some people may have problems with the visual aethetics. I went back and forth with this one for some time because it forces a color reskin onto the end user - something Q does not like to do. However, I felt the gains were worth the color change AND the textures can always be retooled to be more like the original BioWare coloration.


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