Aller au contenu

Photo

Project Q v2.0 Alpha - Test


  • Veuillez vous connecter pour répondre
125 réponses à ce sujet

#26
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

Mecheon, can you provide more info on these two issues?

 

·         Wolf teeth texture looks to be taking from the gums and not the teeth. - which wolf model? - SOLVED (Texture issue)

·         Green Slime seems to have an odd vertex on the top around the middle? - Can you post a screenshot?



#27
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

Progress Report

 

CREATURES

·         The chromatic dragons are not set to Six's new models in the appearance 2da in q_!fightingsfx

·         One little request: Could you add the old PQ Common Skeleton as well?

·         Wolf teeth texture looks to be taking from the gums and not the teeth.

·         Tentacles on the Aboleth Mage don't seem to be animating properly, vertexes almost seem to be 'sticking'?

·         Fire Giant Smith is under "Fire Giant Smith" and not with the other Fire Giants, under Giant, Fire.

·         Green Slime seems to have an odd vertex on the top around the middle?

·         Myconid portraits don't seem to be working, same with the Peacock

·         Ochre Jelly and all 4 Pudding's offsets in regards to the emitter seem a bit off, not the same as the other slimes

·         Red glowy skeletons seem to be overwriting all of the older ones. Once again, may be intentional - MAYBE

MIRKWOOD

·         A few textures (bog to cliffside tiles) are missing from the new swamp tileset

WILD WOODS

·         SET and ITP files missing from q_!tilesets

TNO

·         Manor to Manor Courtyard tile (ttw01_h29_02, ttw01_h29_03) is missing a door node

·         WW Cave Entrance 1x1, grass (ttw01_a04_30) is missing a door node

·         tiles using old grassy trees:

o   ctx_j15_01

o   tno01_a41_02

o   tno01_a45_01

o   tno01_a45_02

o   tno01_a52_01

o   tno01_a52_02

o   tno01_a52_03

o   tno01_a53_01

o   tno01_a53_02

o   tno01_a61_01

o   tno01_a61_02

o   tno01_a62_01

o   tno01_a62_02

o   tno01_a64_01

o   tno01_a65_01

o   tno01_a66_01

o   tno01_a66_02

o   tno01_b06_01

o   tno01_b07_01

o   tno01_b08_01

o   tno01_b09_01

o   tno01_b10_01

o   tno01_b11_01

o   tno01_b57_01

o   tno01_b57_02

o   tno01_b83_01

o   tno01_c06_01

o   tno01_c07_01

o   tno01_c08_01

o   tno01_c09_01

o   tno01_c10_01

o   tno01_c11_01

o   tno01_c13_01

o   tno01_c14_01

o   tno01_c15_01

o   tno01_c16_01

o   tno01_d02_11

o   tno01_d03_01 

o   tno01_d06_01

o   tno01_d20_05

o   tno01_d30_01

o   tno01_d31_01

o   tno01_d32_01

o   tno01_d33_01

o   tno01_d34_01

o   tno01_d35_01

o   tno01_d36_01

o   tno01_d37_01

o   tno11_d30_01

o   tno11_d31_01

o   tno11_d32_01

o   tno11_d33_01

o   tno11_d34_01

o   tno11_d35_01

o   tno11_d36_01

o   tno11_d37_01 

ITEMS

·         The CEP whips don't work well with the Reforged one. - REMOVED

·         Handaxe 5 (top) model is missing, probably more. - REMOVED

·         Sickle 25 middle is missing, 0 value for color existing.

·         Missing Textures:

o   Greataxe 25 (middle and bottom)

o   Dagger 20 (middle) and 21, 22 (all)

o   Greatsword 10 (all), 19 (bottom) and 23, 24, 25 (top)

o   Longsword 12 (top), 13 (top, doesn't look right anyway) and 24 (top and middle)

o   Scimitar 24 and 25 (top)

o   Shortsword 25 (top)

o   Club 25 (middle and bottom)

o   Warhammer 25 (top and middle)

o   Mace 22, 23, 24 (top) and 25 (all)

o   Quarterstaff 23 (all, maybe meant that way?)

o   Two-Bladed Sword 24 (all)

o   Magic Staff 24 (all) and 25 (middle and bottom)

o   Scythe 25 (middle)


  • boodah83, Shadooow, Rolo Kipp et 1 autre aiment ceci

#28
Carcerian

Carcerian
  • Members
  • 1 108 messages

Added to the Work Flow List

 

Reloaded haks, sans update, seems fine now :)

 

(Typicly I just love to check Q's sweet weekly updates of awesome-ness, then look at all the pretty new shiney stuff, to harvest for other projects, most recent example merging various PW haks with Project Q, CEP24, and d20 Modern, so im not "Needing" Q to work as a package per se as a user, but more just reporting potential bugs in case others in community were having similar issues.)

 

Bottom Line: Dont run Q update on the Alpha :D

 

*And I should probably actually read ALL the instructions next time*  :wub:


  • Pstemarie et Rolo Kipp aiment ceci

#29
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

Glad you got it all sorted Carcerian. Your input over the years has always proven valuable. At least now that you've got the updater working, it'll be easier for you to "harvest" stuff.

 

NOTE TO OTHERS ABOUT WILDWOODS:

 

The Wild Woods tileset has been elevated to the same Z height as the TNO Tileset. I did this so that the same tiles could be used with both TNO and Wild Woods, negating the need to clone them. Once this update is live, anyone that was using _Six's Wild Woods v0.7 with Project Q v1.9.4 should, in theory, just have to hit F5 while the area is open in the toolset to bring all placed objects to the new Z height.


  • Carcerian et Rolo Kipp aiment ceci

#30
Carcerian

Carcerian
  • Members
  • 1 108 messages

Looks great so far :)

 

As far as the 1.9 Q updater goes, since i first installed into its own Q_update subfolder it has worked perfectly for all Q 1.9 updates, i just didnt read all of the 2.0 alpha instructions, and tried to update the 2.0, lol  :P

 

On the topic of content harvesting, and the aborted Q-CEP merger, a few days ago i just finished converting all of 1.9 Q's overriding creatures and plcs mdls to non-replacing versions, (plus merged with CCC, CEP 24, d20 modern, Fallout, Suburban and  Star Wars content), in addition to all of lord of worms, sixes thrice, and baba yaga earlier override nwvault entries, now converted into new serperate non-replacing versions.

 

(If ppl want for use with Q, CEP, or as non-overriding options, I can post converted content and 2das, assuming are no objections by creators.)


  • Frith5 et Rolo Kipp aiment ceci

#31
Mecheon

Mecheon
  • Members
  • 439 messages

HELLO GODZILLA HAS HAPPENED. I REMAIN HYPE.

Mecheon, can you provide more info on these two issues?

 

·         Green Slime seems to have an odd vertex on the top around the middle? - Can you post a screenshot?

kpjnMSn.png

Circled for convenience.


  • Pstemarie aime ceci

#32
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

HELLO GODZILLA HAS HAPPENED. I REMAIN HYPE.

kpjnMSn.png

Circled for convenience.

 

Fixed - thank-you. That picture was literally worth a 1000 words - soon as I saw it I knew what the problem was.  :D



#33
boodah83

boodah83
  • Members
  • 219 messages

Displacer Beast and Owlbear are missing portraits as well. The Griffons portraits are set to po_pegasus (which doesn't exist in Q yet) so it can probably be switched to some already existing one like for all the other DG creatures.

 

Furthermore, how about turning being targetable off for all the invisible creatures? IMO, it looks much better that way when scaling creatures, but maybe other people would object to this.


  • Rolo Kipp aime ceci

#34
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

Displacer Beast and Owlbear are missing portraits as well. The Griffons portraits are set to po_pegasus (which doesn't exist in Q yet) so it can probably be switched to some already existing one like for all the other DG creatures.

 

Furthermore, how about turning being targetable off for all the invisible creatures? IMO, it looks much better that way when scaling creatures, but maybe other people would object to this.

 

Portraits added to queue.  Targeting should be off on the invisible scaling models. I forgot to update the appearance.2da in q_2da.hak - I've since remedied that issue.


  • Rolo Kipp aime ceci

#35
_six

_six
  • Members
  • 919 messages

The Wild Woods you've added, as included in TNO is very outdated. If you hit me up on Skype I'll send you the latest (not all of it is game-ready, but the revamped water is done and its awesome). Hopefully it wouldn't be a huge amount of work to integrate.


  • Pstemarie, henesua et Rolo Kipp aiment ceci

#36
MannyJabrielle

MannyJabrielle
  • Members
  • 229 messages

Although I do love TAD's classic elementals, I see in qv2, they replace the bioware elementals.  I still find use for the default models, even if not as elementals, and set TAD's models as additions rather than replacements.  Are the replacers a set thing?

 

*edit*

And perhaps a small question/request.... could there be a version of the orc shamans without the flags on the backs?

 

 

And an oddity with the skeleton archer model.  It's ribcage clips through it's chainmail shirt, and it looks a little weird.


  • Shadooow aime ceci

#37
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

Although I do love TAD's classic elementals, I see in qv2, they replace the bioware elementals.  I still find use for the default models, even if not as elementals, and set TAD's models as additions rather than replacements.  Are the replacers a set thing?

 

*edit*

And perhaps a small question/request.... could there be a version of the orc shamans without the flags on the backs?

 

 

And an oddity with the skeleton archer model.  It's ribcage clips through it's chainmail shirt, and it looks a little weird. 

 

Classic Elementals - I prefer to keep these as overwriting. What I will do is change the new model names so that only a 2da edit is required to switch back to the old models.

 

Orc Shaman - I can do a variant without flags.

 

Skeletons in Chainmail (Archer, Common 2) - The clipping issue has been taken care of.


  • boodah83 et Rolo Kipp aiment ceci

#38
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

I've shamelessly stolen TM's new skeleton shin and forearm models and incorporated them into the Q skeletons. They look great!

 

undead_zpscfdee8b1.jpg


  • boodah83, cervantes35, Tiberius_Morguhn et 4 autres aiment ceci

#39
cervantes35

cervantes35
  • Members
  • 291 messages

I am reworking my Skeletal Pirates from a CC Challenge and was looking for some input. These are the first 2 which eyes do everyone perfer right or left or should I just include both.

 

Skel-Pirate_zps82943f4b.jpg


  • boodah83, MannyJabrielle, Rolo Kipp et 1 autre aiment ceci

#40
Rolo Kipp

Rolo Kipp
  • Members
  • 2 791 messages

<eyeballin'...>

 

Both, of course :-)

But if only one, the one to the right. While a clean white eyeball is startling (and has a place, as "Pirates of the Caribbean" showed), I prefer my undead a bit more decayed :-P

 

<...dem bones>



#41
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

I am reworking my Skeletal Pirates from a CC Challenge and was looking for some input. These are the first 2 which eyes do everyone perfer right or left or should I just include both.

 

 

Nice. I like em both. Once you get them set, port them to dropbox and I'll retool the forearms and shins.



#42
boodah83

boodah83
  • Members
  • 219 messages

I agree with Rolo Kipp.



#43
MannyJabrielle

MannyJabrielle
  • Members
  • 229 messages

I agree... both!  Having both options is always better than not having options



#44
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

Project Q skeletons are all done. I've also added mounted versions for all of them.



#45
_six

_six
  • Members
  • 919 messages

I'd add the black texture to the pelvis. With the shirt texture on their crotch it looks like they're going all superman undies. I'm not sure the white rim on the boots works with the more detailed upper body either.

 

But otherwise, awesome.



#46
cervantes35

cervantes35
  • Members
  • 291 messages

Black texture to the pelvis easy enough. What color would you say would be the best suited for the boot six any suggestions?

 

Maybe just maybe they were superduper skeletons ever think about that six (LOL).



#47
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

I would go with maybe a lighter shade of black - maybe like on the shirt.



#48
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

Well it took almost two hours but I've got all the mounted skeletons situated so that they actually hold the reins and use the stirrups.  :P Now back to tree foliage.  :unsure: 



#49
_six

_six
  • Members
  • 919 messages

Maybe just maybe they were superduper skeletons ever think about that six (LOL).

 

Superskeletor really needs to wash his clothes more often.



#50
MannyJabrielle

MannyJabrielle
  • Members
  • 229 messages

Superskeletor really needs to wash his clothes more often.

Now now, you know how he only bleaches his bones, he doesn't bleach his britches.