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Project Q Updated to v2.0


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#276
Rolo Kipp

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<leaving a couple coppers...>

 

Just my opinion, but KRS *is* too buggy as is and needs a complete overhaul, which I'm kinda putting off until I make at least a single variation of each baseitem model which I'm putting off until I finish... well... gibberingmoutherpurpleworminfernowingsbrokenarchesfeatheredcloakmemorialsgiantspiderrabbitarmoroflight and a few other things...

 

<...when he cleans out the till>


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#277
Wallack

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I meant only the VFx I know the system is really buggy that's why I just want to have the VFx aligned correctly to use them as options. Any tool to change the XYZ position of a model? I know there are for changing the XYZ scale but don't know about something to just move the model without needing GMax or something like that because those models just need slight adjustments (the axe is inside the body for example, just a few pixels back and will be completely on the back).



#278
Killmonger

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Wallack,

If you open the un-compiled model in notepad you may be able to edit the model's position.

The component(s) of the model will be labelled and somewhere beneath a relevant section you will find a "position" reference.

It will be presented in x, y, and z with a large decimal notation

Edit those numbers directly, save and reload the model to check your work

It is a bit haphazard, but once you identify which dimension you want to edit, it is easy.

Alternately get yourself a free copy of Gmax and start the learning curve <this is the best way for all your modding needs

;)



#279
Wallack

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Wallack,

If you open the un-compiled model in notepad you may be able to edit the model's position.

The component(s) of the model will be labelled and somewhere beneath a relevant section you will find a "position" reference.

It will be presented in x, y, and z with a large decimal notation

Edit those numbers directly, save and reload the model to check your work

It is a bit haphazard, but once you identify which dimension you want to edit, it is easy.

Alternately get yourself a free copy of Gmax and start the learning curve <this is the best way for all your modding needs

;)

 

Will take a look at it today :)

 

Abou GMax, I have so many things to care about in the PW I'm creating that I don't have time for modelling :(



#280
Pstemarie

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<leaving a couple coppers...>

 

Just my opinion, but KRS *is* too buggy as is and needs a complete overhaul, which I'm kinda putting off until I make at least a single variation of each baseitem model which I'm putting off until I finish... well... gibberingmoutherpurpleworminfernowingsbrokenarchesfeatheredcloakmemorialsgiantspiderrabbitarmoroflight and a few other things...

 

<...when he cleans out the till>

 

You know how I like squashing bugs  :D


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#281
Rolo Kipp

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<pinning...>

 

I do, actually :-)

Imo, though, when I say it needs overhauling, I mean keep the *idea* and start from scratch :-P

 

Create container baseitems for the sheaths/quivers/ammo pouches and have the onAcquire/un load/un them. Have onEquip/un move the inventory items and appy/remove effects.

 

So, you pick up a quiver. onAcquire attaches a quiver VFX to the torso. If arrows are handy (in inventory slot), it moves arrows into quiver and applies arrow VFX to torso. Additional arrows are moved into quiver container. Use last arrow and arrow VFX is removed from torso.

 

Acquire bow and bow (in backpack) applies VFX to back. Equip it and VFX is removed. 

 

<...small winged things to a board>


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#282
Pstemarie

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Added a bunch more clothing from Feanor's Armoury v2.1. Unfortunately, in doing so I've maxed out q_race.hak. If I add any more clothing options I'll have to make a new hak - q_race2.hak. I'll add Feanor's heads and robes tomorrow - at least the ones that aren't in already.

 

pelvis150 has been overwritten with the model from Feanor's armoury. The Q model was a placeholder that lacked any geometry. Right now the new pelvis only works for normal males. I'll be expanding it to include large males and normal/large females (the placeholder model for those options is still in the Q haks).

 

Note: A couple of the male pelvis models need adjustment - I am aware of this and which ones so no need to post an error report.


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#283
MannyJabrielle

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Note: A couple of the male pelvis models need adjustment

If we have dirty minds, we see it ;)



#284
Jedijax

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Lo que quieres es básicamente lo que todo mundo quisiera, mi buen Wallack, una mezcla de recursos entre CEP y Q, pero ya se ha discutido largamente y no se llega a nada porque son incompatibles en varios puntos. Lo más cercano que hay es la mezcla que hizo The Amethyst Dragon en su mundo persistente de Aenea.

 

De todo corazón te lo digo, te conviene más hacer tus propios packs, que es lo que todo mundo hace, porque atiende a tus necesidades específicas. Project Q y CEP atienden a las necesidades generales y al gusto del equipo que los mantiene. Yo no tengo mundos persistentes ni creo módulos, y aún así me vi en la necesidad de hacerme packs personalizados, así que imagina cuan más necesarios son si lo tuyo es un proyecto.

 

Mucha suerte!
 



#285
Jedijax

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Added a bunch more clothing from Feanor's Armoury v2.1. Unfortunately, in doing so I've maxed out q_race.hak. If I add any more clothing options I'll have to make a new hak - q_race2.hak. I'll add Feanor's heads and robes tomorrow - at least the ones that aren't in already.

 

pelvis150 has been overwritten with the model from Feanor's armoury. The Q model was a placeholder that lacked any geometry. Right now the new pelvis only works for normal males. I'll be expanding it to include large males and normal/large females (the placeholder model for those options is still in the Q haks).

 

Note: A couple of the male pelvis models need adjustment - I am aware of this and which ones so no need to post an error report.

 

Seems like what happened with Ascadi'as complete clothing. You could go the same way and separate female and male parts into their own haks. I think it works best that way.



#286
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Seems like what happened with Ascadi'as complete clothing. You could go the same way and separate female and male parts into their own haks. I think it works best that way.

 

 

Not a bad idea, but I don't split by gender because it will break backwards compatibility. Its safer to just create a new hak. That way if a Builder doesn't update to include the new hak, the only thing missing are the assets in the new hak.



#287
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Feanor's Armory v2.1 - The PC armor parts have been fully incorporated into Q.  Fortunately, everything fit into the existing haks - no need to make additional haks.

 

EDIT: I am working on the sync models for the other phenotypes now. Going to be 12,000+ models - so that's going to mandate another robe hak.



#288
boodah83

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New armor stuff is amazing!

 

Couple of things I noticed:

 

It seems to me that parts for the Victorian style clothing (suits, vests, etc,) and fur armor are missing: forearm, belt (not sure if any for fur), pelvis, thighs and shins, maybe feet.

 

Parts that don't show up (toolset numbering, both male and female missing): neck 006, chest 017 and 020, belt 014, bicep 042, forearm 061, hand 010 and 011, thighs 018 (017 missing 1 leg?), shins 028, feet 022

 

Hands 018 and 019 are missing textures for males.

 

The 1.69 coats are doubled (as 007 and 008 and again as 009 and 010), as is one CODI robe (014 and 052).


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#289
Pstemarie

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New armor stuff is amazing!

 

Couple of things I noticed:

 

It seems to me that parts for the Victorian style clothing (suits, vests, etc,) and fur armor are missing: forearm, belt (not sure if any for fur), pelvis, thighs and shins, maybe feet.

 

Parts that don't show up (toolset numbering, both male and female missing): neck 006, chest 017 and 020, belt 014, bicep 042, forearm 061, hand 010 and 011, thighs 018 (017 missing 1 leg?), shins 028, feet 022

 

Hands 018 and 019 are missing textures for males.

 

The 1.69 coats are doubled (as 007 and 008 and again as 009 and 010), as is one CODI robe (014 and 052).

 

Working on purging these now. Feanor included several placeholders (empty models). I also see quite a few textures that aren't needed - dunno how I missed those, but at least it makes more room in the hak once I purge them.



#290
MannyJabrielle

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Another robe bug I found... robe 28 (the tika armor robe) doesn't play nice with the alternate combat styles.

 

And an icon bug.... the spectral great axes (top/mid/bot part 5, all colors) don't have icons.



#291
Pstemarie

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Another robe bug I found... robe 28 (the tika armor robe) doesn't play nice with the alternate combat styles.

 

And an icon bug.... the spectral great axes (top/mid/bot part 5, all colors) don't have icons.

 

Noted



#292
Pstemarie

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New armor stuff is amazing!

 

Couple of things I noticed:

 

It seems to me that parts for the Victorian style clothing (suits, vests, etc,) and fur armor are missing: forearm, belt (not sure if any for fur), pelvis, thighs and shins, maybe feet.

 

Parts that don't show up (toolset numbering, both male and female missing): neck 006, chest 017 and 020, belt 014, bicep 042, forearm 061, hand 010 and 011, thighs 018 (017 missing 1 leg?), shins 028, feet 022

 

Hands 018 and 019 are missing textures for males.

 

The 1.69 coats are doubled (as 007 and 008 and again as 009 and 010), as is one CODI robe (014 and 052).

 

1. Victorian Style Clothing - Not sure exactly what parts you are referring to - I'll have to look into it.

 

2. No Show Parts - I've taken care of the neck, hands, thighs (including the missing model for the right leg), and the missing chest models. 

 

3. Missing Hand Textures - added the missing plt files

 

4. Robe Dupes - Removed duplicated robes.

 

EDIT: Finally found the other missing chest model and removed it from the 2da.


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#293
Hekatoncheires

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Feanors armor pack was intended to be compatible with CEP; the blank stuff was left for CEP stuff, iirc.



#294
boodah83

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1. Victorian Style Clothing - Not sure exactly what parts you are referring to - I'll have to look into it.

 

Just disregard that comment, I was partly thinking of stuff from the CEP.

 

However, I found a few things that are missing from Feanor's Armory 2.1 (maybe left out on purpose, though):

 

- all the belts (some of those are part of the "Victorian" clothing I was talking about)

- chest 064, 066, 068 and 070

- pelvis 050

- thighs 030 and 031

- shins 030

 

Above mdl numbers are all referring to the numbering in Feanor's Armory.



#295
Pstemarie

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Just disregard that comment, I was partly thinking of stuff from the CEP.

 

However, I found a few things that are missing from Feanor's Armory 2.1 (maybe left out on purpose, though):

 

- all the belts (some of those are part of the "Victorian" clothing I was talking about)

- chest 064, 066, 068 and 070

- pelvis 050

- thighs 030 and 031

- shins 030

 

Above mdl numbers are all referring to the numbering in Feanor's Armory.

 

I'll have to take a second look at the belts.

 

The chests were omitted because of the female versions - after explaining to my 9 year-old son for 30 minutes that I wasn't a pervert (he happened to walk by while I was working on the models). I know we've already got some nudity with a few other female torsos, which probably should have been never put in (you can make a suitable "street lady" without having nudity), but I'm loathe to add more if its not really necessary.

 

The pelvis, thigh, and shin models were oversights - they'll be going in.



#296
Pstemarie

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1. Victorian Style Clothing - Not sure exactly what parts you are referring to - I'll have to look into it.

 

2. No Show Parts - I've taken care of the neck, hands, thighs (including the missing model for the right leg), and the missing chest models. 

 

3. Missing Hand Textures - added the missing plt files

 

4. Robe Dupes - Removed duplicated robes.

 

EDIT: Finally found the other missing chest model and removed it from the 2da.

 

Rest of the stuff is fixed in the original list.


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#297
Jedijax

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Another robe bug I found... robe 28 (the tika armor robe) doesn't play nice with the alternate combat styles.

 

And an icon bug.... the spectral great axes (top/mid/bot part 5, all colors) don't have icons.

 

As far as I recall, none of the tabards from patch 1.69 work with ACP, and Tika's was the original part/animation after which all others were patterned.



#298
Wallack

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What is the point of having some robes that are only the chest piece of a tabbard-robe? I think some of those models are alreay as individual chest pieces. I think they were done for the original horse system but not so sure.

 

EDIT: is just a gentle question, sorry if it doesn't look like that.



#299
Pstemarie

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What is the point of having some robes that are only the chest piece of a tabbard-robe? I think some of those models are alreay as individual chest pieces. I think they were done for the original horse system but not so sure.

 

EDIT: is just a gentle question, sorry if it doesn't look like that.

 

Those will be getting purged. I thought I had taken then before uploading. 



#300
Wallack

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Those will be getting purged. I thought I had taken then before uploading. 

 

Ok, good to know, there are robes with only the chest part (although would be good to have the full robe, some of them are differents) and some chest pieces that are only the same chest piece as the one from the robe.