Fixed the shadow issues with the Throne of Bone that was causing it to crash the game and toolset.
Project Q Updated to v2.0
#251
Posté 15 juin 2014 - 08:31
- Rolo Kipp aime ceci
#252
Posté 15 juin 2014 - 09:23
Fixed the shadow issues with the Throne of Bone that was causing it to crash the game and toolset.
I don't know what that is but it sounds amaze.
#253
Posté 15 juin 2014 - 09:52
I don't know what that is but it sounds amaze.
Its just a remake of the old CEP model.
#254
Posté 16 juin 2014 - 12:32
Added Estelindis's Forgotten Realms Deity and Faction cloaks. Did not add the wing versions (can add later if enough people want wings showing over cloaks).
Also added the revised Vrock model which allows it to have wings and use weapons. Cervantes, this is just a placeholder for testing purposes and to give you an idea to proceed from for your revamp.
- Rolo Kipp aime ceci
#256
Posté 16 juin 2014 - 04:24
Haga-licious!
#257
Posté 16 juin 2014 - 11:56
I've started updating some of the older Bioware and DLA placeables as I come across them. I'm not looking to upgrade each one, just the ones that look really out of place compared to the others. In some cases I'll be redoing the geometry - slightly higher poly counts - to get a better look. Others will just be a texture upgrade.
- boodah83, Malagant et Rolo Kipp aiment ceci
#258
Posté 16 juin 2014 - 04:24
#259
Posté 16 juin 2014 - 04:29
I've been too busy to run diffs between Q and the Bioware stuff. I'll do that soon and give you a list of resources that I think should go in an optional facelift HAK. It seems to me that the facelifting you are doing on old Bioware and DLA stuff is similar content - in that it is a facelift which doesn't change game play.
#260
Posté 16 juin 2014 - 04:47
Yeah I'm basically running a few really old low poly placeables through the tesseltate modifier and replacing details (like the shields on the DLA shield rack) with components that actually look like what they are supposed to represent.
- henesua aime ceci
#261
Posté 16 juin 2014 - 11:47
groovy.
Zwerkules also did some nice bioware placeable facelifts. I'd focus my efforts on other placeables so that we can maximize the faceliftedness! ![]()
Great effort to do in anycase. Thanks, Pstemarie.
- Pstemarie aime ceci
#262
Posté 16 juin 2014 - 11:56
groovy.
Zwerkules also did some nice bioware placeable facelifts. I'd focus my efforts on other placeables so that we can maximize the faceliftedness!
Great effort to do in anycase. Thanks, Pstemarie.
I already incorporated those into v2.0. I've just retouched a few textures to make them blend more with what I've already got. AND...
Soon to be playing in a dungeon near you - THE UNGRATEFUL DEAD: Jerry on lute, Phil on harp, and "Pigpen" on piano. Soon to be accompanied by Mickey on drums.
No, those aren't placeables - they're creatures. The musician anims are built into the pianist and harpist, making it a small feat to port them over to a new musician phenotype.
- boodah83, Tiberius_Morguhn, Shadooow et 2 autres aiment ceci
#263
Posté 17 juin 2014 - 12:00
Couple of random things:
The Wildwoods loadscreens don't show up for me in toolset. Would work with tga versions of those, but not sure if this is a problem for everyone or just certain graphic cards.
Once again not sure about this, but chest 8 and 14 (should be mdls 096 and 071 respectively) kinda look like they should have a higher armor class than 0.
In the tailmodel.2da the black rhino is missing and q_bear_polar looks more like a brown bear. Also q_gecko_mount doesn't show up (probably a double entry for Cave Lizard, mount like q_raptor_mount is repeated with Subterranean Lizard, mount. Lastly, q_Paylio_mount is not listed in appearance 2da.
Talking about mounts, could the new camels be made mountable? They look amazing and one is even saddled and armored already. Also, how about a few more mounted creatures: Spectral Warriors (you already have the horses for them), MM Orcs and maybe the Q Vampires?
#264
Posté 17 juin 2014 - 12:16
Couple of random things:
The Wildwoods loadscreens don't show up for me in toolset. Would work with tga versions of those, but not sure if this is a problem for everyone or just certain graphic cards.
Once again not sure about this, but chest 8 and 14 (should be mdls 096 and 071 respectively) kinda look like they should have a higher armor class than 0.
In the tailmodel.2da the black rhino is missing and q_bear_polar looks more like a brown bear. Also q_gecko_mount doesn't show up (probably a double entry for Cave Lizard, mount like q_raptor_mount is repeated with Subterranean Lizard, mount. Lastly, q_Paylio_mount is not listed in appearance 2da.
Talking about mounts, could the new camels be made mountable? They look amazing and one is even saddled and armored already. Also, how about a few more mounted creatures: Spectral Warriors (you already have the horses for them), MM Orcs and maybe the Q Vampires?
Looking into the others now. You're right about those armors - they are banded mail.
EDIT -
- Wildwoods loadscreens should now appear in the toolset.
- Cleaned up tailmodel.2da - removed gecko and raptor references (positive I've done this already)
- Added bear2_mt, bear3_mt, and paylio_mt to appearance.2da
- bear_mt is a polar bear - I'll have to look at the texture and the lighting settings on the model
- The critters you listed are all on the short list - should be up this weekend.
- boodah83 aime ceci
#265
Posté 17 juin 2014 - 01:36
I already incorporated those into v2.0. I've just retouched a few textures to make them blend more with what I've already got.
No problem. As soon as I am not working 16 hour days or trying to fit in actually being a father, I'll run those diffs. Its easy to do, but I need to sit down and focus on it. I think it should be easy to set up an optional HAK for all overriding/facelift content. Players can use as a Patch HAK to improve the look of the game, and builders can also opt to use it in their module as a requirement. I think its the best way to do this thing.
The musician anims are built into the pianist and harpist, making it a small feat to port them over to a new musician phenotype.
The music and dancer animation are in the social phenotype (#40) I think. Will these other animations fit in that too? I'd prefer that so that we can minimize the number of robes and cloaks we need to port about.
- Gruftlord aime ceci
#266
Posté 17 juin 2014 - 09:51
The music and dancer animation are in the social phenotype (#40) I think. Will these other animations fit in that too? I'd prefer that so that we can minimize the number of robes and cloaks we need to port about.
That was my plan. Right now the pianist and harpist use ANIMATION_LOOPING_CUSTOM1 as the playing animation and link to the a_ba_tav phenotype. I'll just have to see which custom anim slots I can overwrite in a_ba_tv and a_fa_tav to accommodate the new playing anims. I'm leaning towards using custom slots 2 and 4 which will overwrite FB's "Jumping Down" and DLA "knighting" animations - but only when the social pheno is assigned.
BTW - The dancing anims are Custom19 and Custom20 in the normal phenotype.
#267
Posté 17 juin 2014 - 01:39
Longbow Top model 11 gives a sqrt: DOMAIN error. Maybe it can be deleted or maybe it (and some other parts) is missing,
Regarding those musical skeletons; does this mean we'll get dynamic skeletons or will you make special skeleton models with the musician animations attached?
Also, what is the difference between the four Gothic Columns? They appear to be all the same to me. Took a look at placeables.2da and they are in fact all the same (all set to model CFcolumn01).
#268
Posté 17 juin 2014 - 08:00
Longbow Top model 11 gives a sqrt: DOMAIN error. Maybe it can be deleted or maybe it (and some other parts) is missing,
Regarding those musical skeletons; does this mean we'll get dynamic skeletons or will you make special skeleton models with the musician animations attached?
Also, what is the difference between the four Gothic Columns? They appear to be all the same to me.Took a look at placeables.2da and they are in fact all the same (all set to model CFcolumn01).
Long and short bow icons and models 111-114 (toolset ID 11 colors 1-4) have been deleted as no model geometry was ever made for them.
The special skeleton models will remain confined to my module haks for now as they're pretty special interest and a little too linear for Q. Q will be getting an addon to the Social Pheno that includes the harp and piano playing anims.
I have not ruled out the possibility of an undead dynamic race that combines zombies, skeletons, and mummies. Its a lot of work and I'm not sure the payoff will be worth the effort.
The placeables.2da has been fixed.
- boodah83 aime ceci
#269
Posté 17 juin 2014 - 10:09
I really like the Q project, even more than CEP but I feel that lack of certain customization items like scabbards and hoods mainly. Also I would love to see shields wore on the back, that'd be great.
Great job!
#270
Posté 18 juin 2014 - 12:51
You talking VFX scabbards and hoods? If so, I'm waiting for some more developments on Rolo's VFX Project before I delve into those.
#271
Posté 18 juin 2014 - 02:00
Might also mean hoods as in helmet items. LoW has a hood type helmet in his AF haks (although it's texture is sorta washed out in-game), and then there's the hood model in the CEP (forget what original package it came from) which has a less washed out texture, but has a slightly wider shape to it
#272
Posté 18 juin 2014 - 02:20
I've uploaded some human male and female heads (which still need a Z adjustment) and new chest parts. The chest parts are for the human male only, but I'll be making versions for all races/sexes.
#273
Posté 18 juin 2014 - 07:37
You talking VFX scabbards and hoods? If so, I'm waiting for some more developments on Rolo's VFX Project before I delve into those.
I was talking more about armor parts to show a scabbard for example. CEP has one but I always wondered why the lack of more customization in this area. Maybe one axe and one shield (just a plain round one) to place on the back and show a little bit more customization would be great.
I'm trying to use the VFX from the KRS inventory system, but just the VFX I'd create my own system, but as I'm null at modelling I have some problems because some of the models clip a little bit, was wondering also if there is any plain program to just increase/decrease XYZ global values from a model (the fixes I need are just to move some models a little bit back, some others a little bit left...) and luckily for me I only need it for humans.
About the hoods. I was a little bit surprised that no hoods, not eventhe one in the cep (that was originally included in a "masks" hak with all the animal helmets) wasn't here as is an item widely used by a lot of players.
I also remember in some old haks a hood made from the human male hoodie head that looked great. I guess I still can take those heads and make them as helmets as wouldn't require any modeling, but they are still great because you still see some eyes. Also I remember some hoodies with a helmet inside, I guess the huge haks from "sinfar" have some of them.
I've uploaded some human male and female heads (which still need a Z adjustment) and new chest parts. The chest parts are for the human male only, but I'll be making versions for all races/sexes.
When you mean this, mean that I should run the updater now? or that I should wait until 2.1?
Also, one question.
It took me a while to realize, but seeing the screenshots for project Q I wasn't able to find a white robe from the screenshots, I'm talking about this: http://neverwinterva...lancelesser.jpg
Then I realized is from an NPC. Are there any plans to include it?
I know is similar to Lisa's Tabbards (http://vnmedia.ign.c...255_fullres.jpg) but while Lisa's Tabbards may look cool, they also make your char look way more fat, while this robe from the purple dragon NPC looks almost perfect. I know there are some robes in Project Q but there's never enough!!
Anyway I have more question. I see that the general look and feel is like a more realistic medieval looking, talking about textures, than the original shiny fantasy vanilla. I mainly have two questions about this.
Is there any really medieval looking hak? or plans to include more items? cause I have the feeling that if I really like the chars in my PW to look medieval-ish I'd have to use the armor from the wyvern crown of cormyr because is the more medieval-ish and some of the robes of course.
My second question is, is there any plans to include here, or if there is any other separated hak, to have a more medieval-ish looking palette? I mean, the "gray" colour in palette (the one that was originally hidden) looks really amazing on armors but is maybe the only one
EDIT: also the robes from the Male soldier NPC's are awesome. I feel that the project Q has a lack of tabards and armor customization, because, other than that, I really love more this project than the CEP because of the quality of its content, looks more medieval-ish but there is much less "fashion" customization than in the CEP but I guess I could try to merge something.
Also, the luskan guard looks amazing
#274
Posté 18 juin 2014 - 09:42
@Walleck
I'm evaluating the KRS system now for inclusion in Q. I've already ported over the heads and chest pieces (and will be converting those to work with both sexes and all races).
Q uses a rolling update process combined with full hak builds that occur at intervals. You can run the updater daily if you want or, like most people, once every couple of days. I am in the process of porting in a large of content - hence the large number of uploads from me to the server.
I'm not sure what more you want for clothes. We already have a large assortment of tabbards from DLA (from the WCoC via 1.69) and Lisa, including derivatives of those works. As far as other clothing selections we have a fairly decent selection of oriental clothing, the full range of clothing from Lisa, pieces from Shemsu-Heru and Estelindis (including her awesome cloak pack), and many others. You can also find a variety of medieval-styled armor - leather, padded, and studded - implemented as robes.
#275
Posté 18 juin 2014 - 10:10
First of all, and maybe repeating my self, you did a GREAT job, and is not enough said.
I will run the updater later today, I prefer to run it daily to see all the additions, but if you could point me to the exact additions or even some screenshots, that'd be great!
I'm Spanish and I'm running a project with some friends to recreate Songs of Ice and Fire as a PW, which means that the customization we should do is only to humans, which means less work for us. This line is just a background of me ![]()
About customization, what I wanted to mean is that I feel that the CEP has much more items in terms of armor-clothing personalization, but that's not a problem, I will create a "merge" hak for my project to mix both projects. What I plan to do is to add the models from CEP on the missing lines of the Q .2da but as a personal hak for our servers.
Also I feel that the CEP has much more medieval-ish looking robes but that's not a problem, I'll try to merge some of them. So this is not a problem.
The krs system looks really amazing, but their scripts are buggy. Said that, I think more people wouldn't need the system but the VFX. Now they are a little bit clipped into the model and should be redone for all races (currently they only work for humans). That's why I asked if there is a quick way to change XYZ values from the models to adjust them to the 4 humans phenotypes.
Then the last thing I would ask/request is if there is any possibility to add the robes/armor pieces (some of them are already included) from the purple dragon knight NPC, male soldier and luskan guard NPC.
Thanks for your time!





Retour en haut






