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Project Q Updated to v2.0


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#326
boodah83

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Hm, now there seems to be a belt missing for both genders. Did you enable 063 or 186 in the belt 2da only in one of the last updates?

 

EDIT:

 

Shoulder mdl 123 is missing for females.

 

Male chest 119 might still need some more plastic surgery.



#327
Pstemarie

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Hm, now there seems to be a belt missing for both genders. Did you enable 063 or 186 in the belt 2da only in one of the last updates?

 

EDIT:

 

Shoulder mdl 123 is missing for females.

 

Male chest 119 might still need some more plastic surgery.

 

Ok this is where I'm at...

 

Belt - Removed reference for belt186 from the 2da (no model ever made)

 

Bicep - Created missing male models (bicep*162, 175, 180, 181, 211), removed reference for missing model (bicep112)

 

Neck - Created missing male model (neck181), removed reference for missing model (neck186)

 

Chest - Created missing male model (chest119), still needs some breast reduction

 

Pelvis - Created missing female model (pelvis150) and missing male models (pelvis 160, 175)

 

Hand - Created missing texture for hand255

 

EDIT - Male chest119 should hopefully look less feminine now - although its hard to look manly with a platemail corset on.


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#328
boodah83

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EDIT - Male chest119 should hopefully look more feminine now - although its hard to look manly with a platemail corset on.

 

Maybe as an alternative, you could replace the male version with a copy of bio chest mdl 011. I'm ok with it either way, though.


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#329
Pstemarie

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Maybe as an alternative, you could replace the male version with a copy of bio chest mdl 011. I'm ok with it either way, though.

 

Done - much better solution too. Last thing NWN needs is "man-boobs."



#330
MannyJabrielle

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http://nwvault.ign.c...id=8963&id=5191

Would Bendy-legs be a suitable suggestion?  They work very nicely for teifling type characters, or half animal type characters.


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#331
Pstemarie

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http://nwvault.ign.c...id=8963&id=5191

Would Bendy-legs be a suitable suggestion?  They work very nicely for teifling type characters, or half animal type characters.

 

I missed those on the list of content Q has gotten permission to include. They're in now - excellent addition as I like tiefling NPCs in my modules.


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#332
Beccarte

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Can you please list out the tile numbers you are having issues with - or is it all of the meadow tiles - and I'll look at the walkmesh?

  I am not sure how to get the tile number from the tileset. I made a Q starter module with the start location set in front of the blockage, though. Just start walking forward with the W key and you will hit it:

 

http://www.speedysha.../JszuS/Test.mod



#333
henesua

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Pstemarie, I was going to edit all the dragons to include Rolo's custom dragon animations in their super, and then noticed that Q has three dragons. So... I was hoping you would make use of Rolo's extra animations in all the dragons in Q.

 

I just uploaded rolo's model to my WIP Staged folder in Q's dropbox. Its not my work, but i figured you'd be able to find it there.


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#334
Pstemarie

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  I am not sure how to get the tile number from the tileset. I made a Q starter module with the start location set in front of the blockage, though. Just start walking forward with the W key and you will hit it:

 

http://www.speedysha.../JszuS/Test.mod

 

Module is missing a custom hak. 

 

Anyway to identify a tile in the toolset, Open the area in the toolset and click the "Select Terrain" button. Place your cursor over the tile and the name will be displayed in the bottom of the screen just under the area viewer. It'll say "Tile(#tilemodel#)" - that's the info I need.



#335
Rolo Kipp

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<making...>

Like most of my ABC effort, the anims (Stomp and pounce) are rough, but usable.
Since they don't *detract* from the dragon race (using custom slots), by all means, include them :-)

After discussion with Henesua, I'd recommend using the simple expedient of giving the green dragon (which is the super for most) my godzilla-style model as a super. I'd also seriously consider changing it to a meshless a_dragon_winged super :-P

 

At some point I will get in there and revamp both the winged and wyrm dragon anims.

<...a face>


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#336
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Shin040 - which is a dupe of shin030, has been removed. Missing male and female forearms have been added. Missing Foot models have been added.



#337
Randomdays

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Creature models sent as requested to Cervantes and Draygoth. Possible Lamia Noble and Star Wars Dewback now in the works.


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#338
Pstemarie

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I just found four more medieval style hauberks that I've added to the assortment now available in Q. They are robe models 081-084.



#339
Beccarte

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Module is missing a custom hak. 

 

Anyway to identify a tile in the toolset, Open the area in the toolset and click the "Select Terrain" button. Place your cursor over the tile and the name will be displayed in the bottom of the screen just under the area viewer. It'll say "Tile(#tilemodel#)" - that's the info I need.

 

  Looks like it's either ttw01_a01_01 or ttw01_a02_02. Thanks.


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#340
YeoldeFog

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Hey Pstemarie! Got a quick one here: Which file hold the looping custom animations? I'm thinking about the "play banjo animation" ?



#341
Jedijax

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Done - much better solution too. Last thing NWN needs is "man-boobs."

 

I resent that!



#342
YeoldeFog

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Another question - I read something about Q tailoring dummies? Do they exist in PQ2?



#343
Pstemarie

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Hey Pstemarie! Got a quick one here: Which file hold the looping custom animations? I'm thinking about the "play banjo animation" ?

 

The play banjo animation is in a_ba_tav.mdl - which is the supermodel for the social phenotype.

 

Another question - I read something about Q tailoring dummies? Do they exist in PQ2?

 

I have a tailoring mirror I released some back as an optional erf. I still have the files, but the scripts need to be updated. Once that is done I'll release the erf so people can use it if they want.



#344
Pstemarie

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  Looks like it's either ttw01_a01_01 or ttw01_a02_02. Thanks.

 

Checked the walkmeshes for both tiles - no issue there. I also laid out an area with those tiles in a vanilla Q module and had no issues.

 

There are some invisible placeables that function as blockers - not to insinuate you're stupid, but did you maybe place one of those down then forget? I only ask because I've done it before myself; although the area I was working in had lots of placeables.



#345
boodah83

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Another question - I read something about Q tailoring dummies? Do they exist in PQ2?

 

There are dummy body parts (head, neck and chest) available for the dynamic humans of both genders as well as an armor stand phenotype so you can make dynamic clothing dummies.

 

 

Shin040 - which is a dupe of shin030, has been removed. Missing male and female forearms have been added. Missing Foot models have been added.

 

Maybe on purpose, but it looks to me like the foot models haven't been uploaded yet.

 

Random bug report: Some textures for mace 25 (colors 2 and 3) are missing.

 

And just to be sure, it's a nay to the Shemsu animal furs?


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#346
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There are dummy body parts (head, neck and chest) available for the dynamic humans of both genders as well as an armor stand phenotype so you can make dynamic clothing dummies.

 

 

 

Maybe on purpose, but it looks to me like the foot models haven't been uploaded yet.

 

Random bug report: Some textures for mace 25 (colors 2 and 3) are missing.

 

And just to be sure, it's a nay to the Shemsu animal furs?

 

I've only uploaded foot150 - sorry if the other post was misleading. They are in the other race hak which hasn't been created on the server yet. I got sidetracked by creating models for the large pheno.

 

I've not had a chance to look at the animal furs, yet, but if anything like Shemsu's other work, they'll be in.



#347
Pstemarie

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Project Q has a new HAK - q_race2.hak - place this hak BELOW q_race.hak in the hakpak hierarchy. In order to use this new hak, you MUST have q_race.hak attached to your module.

 

I have also added the wearable animal skins by Shemsu-Heru.


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#348
Beccarte

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Checked the walkmeshes for both tiles - no issue there. I also laid out an area with those tiles in a vanilla Q module and had no issues.

 

There are some invisible placeables that function as blockers - not to insinuate you're stupid, but did you maybe place one of those down then forget? I only ask because I've done it before myself; although the area I was working in had lots of placeables.

  Something weird is going on because I can't reproduce the error in a new area using those tiles but the original area still has the blockage. I will just make a new are since it is rather small. I have not used any blocker placeables.

 

  In any case, it appears that placeables and items appear to levitate a foot or so off the ground on these meadow tiles. It's not a serious bug, but it requires me to manually adjust the elevation of placeables. Let me know if you cannot replicate this bug.



#349
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Something I've been playing with after finding a real gem from PC Maniac - completely by accident I might add...

 

centaur_zpsc4888768.jpg

 

Introducing Project Q's first dynamic non-PC model - combining work by PCManiac and hardpoints with the assortment of clothing parts now available in Q.


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#350
Pstemarie

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  Something weird is going on because I can't reproduce the error in a new area using those tiles but the original area still has the blockage. I will just make a new are since it is rather small. I have not used any blocker placeables.

 

  In any case, it appears that placeables and items appear to levitate a foot or so off the ground on these meadow tiles. It's not a serious bug, but it requires me to manually adjust the elevation of placeables. Let me know if you cannot replicate this bug.

 

Unlike the BioWare tilesets, the ground terrain for Wild Woods is irregular and not flat, which can cause some placeables to appear to hover above the ground. With careful placement you can usually get them to sit flush with the ground. Adjusting the Z works also.