Was starting to feel like a podiatrist's office around here as of late....
Project Q Updated to v2.0
#401
Posté 27 juin 2014 - 01:09
- Pstemarie et Jedijax aiment ceci
#402
Posté 27 juin 2014 - 01:26
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#403
Posté 27 juin 2014 - 01:57
Just uploaded another "Greco-Roman" skirt and revamped textures for the beholders (shiny eyes courtesy of Rolo). I also started uploading Henesua's improved icons for the new "Greco-Roman" skirt armor. Also added Rolo's alternate spider animation - appear2/disappear2 - to the Q supermodel used by the spiders.
- boodah83 aime ceci
#404
Posté 27 juin 2014 - 03:26
Yay! Creepy crawlies!
Quick possibly unrelated question.... do skeletons by chance have a similar alternate spawn animation? Something like them crawling up out of the ground?
- YeoldeFog aime ceci
#405
Posté 27 juin 2014 - 04:30
Pstemarie, with your amazing productivity it surprising that you ever needed any help with Project Q! ![]()
Since you have included the Plant racial type, have you considered adding TAD's topiary guardians?
#406
Posté 27 juin 2014 - 05:11
Yay! Creepy crawlies!
Quick possibly unrelated question.... do skeletons by chance have a similar alternate spawn animation? Something like them crawling up out of the ground?
I have tried to simulate this with the climb wall animation, but since that animation (even the end of it) take some time, a PC may have some time to kill the skeleton before the animation is complete. Also, it didn't work well because the skeleton canceled the animation when it sees the PC and attack instead! ![]()
#407
Posté 27 juin 2014 - 05:15
Hrmm, my current project is trying to make a decent ferret... which will include learning how to do animations.... I may start off first by just trying to make such an alternate spawn animation for skeletons.
What inspired me to ask actually was watching the last episode of GoT, where Bran and company finally get to the tree and all those skeletons start popping out of the ground, ready to go at it.
If I can do it, it would be nice to adapt it to zombies too, for popping out of graves....
Dammit... another squirrel. My module will never be finished. Ever.
#408
Posté 27 juin 2014 - 06:56
Worth noting; in the issig haks that feanor drew his materials from, there's mounted versions of the kilts/skirts. Their numbers gel with feanor's.
#409
Posté 27 juin 2014 - 10:22
Hrmm, my current project is trying to make a decent ferret... which will include learning how to do animations.... I may start off first by just trying to make such an alternate spawn animation for skeletons.
What inspired me to ask actually was watching the last episode of GoT, where Bran and company finally get to the tree and all those skeletons start popping out of the ground, ready to go at it.
If I can do it, it would be nice to adapt it to zombies too, for popping out of graves....
Dammit... another squirrel. My module will never be finished. Ever.
Manny, in the Q a_ba series there is a "climb from pit" animation in the Custom6 slot that might meet your needs.
EDIT - Tested with the following code. Monster climbs from ground and then attacks - does not cancel animation to do so. I used the PostSpawn Event which requires that the creature use the XP2 Monster Events and has the variable "X2_USERDEFINED_ONSPAWN_EVENTS" set to 2. Below is the code that replaces the UserDefined Event. I haven't fine tuned the timing of the action queue, but its pretty close as is. When you spawn the creature have it rotated so that its back is facing the PC, as the creature rotates 180 degrees at the start of the animation.
//:://///////////////////////////////////////////////:: Name x2_def_userdef//:: Copyright © 2001 Bioware Corp.//::///////////////////////////////////////////////*Default On User Defined Event script*///::////////////////////////////////////////////////:: Created By: Keith Warner//:: Created On: June 11/03//:://////////////////////////////////////////////const int EVENT_USER_DEFINED_PRESPAWN = 1510;const int EVENT_USER_DEFINED_POSTSPAWN = 1511;void main(){int nUser = GetUserDefinedEventNumber();if (nUser == EVENT_USER_DEFINED_POSTSPAWN){ClearAllActions();ActionPlayAnimation(ANIMATION_LOOPING_CUSTOM6,2.0,13.0);DelayCommand(0.2, ActionDoCommand(SetCommandable(TRUE)));DelayCommand(12.8, SetCommandable(FALSE));}}
- boodah83 et MannyJabrielle aiment ceci
#410
Posté 27 juin 2014 - 12:11
<mutter...>

<...grumbling>
- Pstemarie aime ceci
#411
Posté 27 juin 2014 - 12:20
Just uploaded another "Greco-Roman" skirt
Sounds cool, but I think it is still missing in parts_robe.2da (robe077).
#412
Posté 27 juin 2014 - 12:31
Sounds cool, but I think it is still missing in parts_robe.2da (robe077).
Mutter...grumble...**** robes....grumble...mutter...
- boodah83 aime ceci
#413
Posté 27 juin 2014 - 03:05
Jk, it's not really an issue, but Robe 077 (59 in the toolset) was already in as robe 176 (99 in ts). Though only the male version; the female one is a different model with broken textures it seems.
So 176 could either be deleted, reworked or just left as is, imho.
#414
Posté 27 juin 2014 - 03:36
Speaking of robes, are they really capped at 255? >.<
#415
Posté 27 juin 2014 - 04:07
I've been so busy adding content that I've pretty lax with the documentation. However, the animation sets you're looking for are included and are documented. If you're thinking of adding animations to the primary animation supers, you'll find there just isn't that much space left. However, its fairly easy to implement then through other phenos.
What animation sets are you interested in particular?
The wiki is being added to constantly, but the primary caretaker of that site had some computer issues recently and has been working on content.
Phenotype 64-76 Animations are probably the other main pack I was considering.
- Pstemarie aime ceci
#416
Posté 27 juin 2014 - 04:20
Speaking of robes, are they really capped at 255? >.<
all parts are capped at 255.
#417
Posté 27 juin 2014 - 04:40
I dl all the new update, but I'm not sure I done it well.
I must try to see on the toolset if I have all the new stuff.
Amazing work, by the way. ![]()
#418
Posté 27 juin 2014 - 05:26
This post will only further increase your undying love for robes, I fear:
Jk, it's not really an issue, but Robe 077 (59 in the toolset) was already in as robe 176 (99 in ts). Though only the male version; the female one is a different model with broken textures it seems.
So 176 could either be deleted, reworked or just left as is, imho.
I had changed robe176 to have chainmail over the legs when I noticed it was a dupe of robe077, but neglected to upload the new textures and icons. Its fixed now.
- boodah83 aime ceci
#419
Posté 27 juin 2014 - 05:36
Phenotype 64-76 Animations are probably the other main pack I was considering.
Those could be dropped in easy enough I just wasn't sure it was worth having that many sitting animations. I wonder if they could be consolidated down into one pheno...
- henesua aime ceci
#420
Posté 27 juin 2014 - 07:43
Pstemarie,
Have you tried to add the options to robes like the shields have? The ability to mix and match certain robe parts would be wonderful!
#421
Posté 27 juin 2014 - 08:14
Pstmarie, Q reserves the entire first 15000 lines of the portraits file which seems a bit over the top but anyway, there's a section labeled Q-PLACEABLES starting at 10000. Any reason why you added a bunch of plc portraits down at 2000?
#422
Posté 27 juin 2014 - 08:23
Pstmarie, Q reserves the entire first 15000 lines of the portraits file which seems a bit over the top but anyway, there's a section labeled Q-PLACEABLES starting at 10000. Any reason why you added a bunch of plc portraits down at 2000?
Laziness. It's Daggerford content and that's where it was already indexed. I'm also trying to keep Q portraits in the lower numbers so that I can trim that reserved range. I didn't do the initial reserve ranges AND I agree that many of them are excessive.
#423
Posté 27 juin 2014 - 09:06
Those could be dropped in easy enough I just wasn't sure it was worth having that many sitting animations. I wonder if they could be consolidated down into one pheno...
Yeah, if you do this, consolidate. lots of phenos - and the explosion of robes that entails - is not worth it for sitting animations
I'd much rather see the fencing animations ported to coats.... ![]()
#424
Posté 27 juin 2014 - 09:39
Yeah, if you do this, consolidate. lots of phenos - and the explosion of robes that entails - is not worth it for sitting animations
I'd much rather see the fencing animations ported to coats....
I agree. Some of the sitting animations aren't that big of a deal I suppose. It'd be nice to have one or two more, but that's it. Hmmm, what about adding some to the social phenotype? That's their main use anyway...
#425
Posté 27 juin 2014 - 09:52
I agree. Some of the sitting animations aren't that big of a deal I suppose. It'd be nice to have one or two more, but that's it. Hmmm, what about adding some to the social phenotype? That's their main use anyway...
Yeah, I'd definitely add them to the Social pheno.





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