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Project Q Updated to v2.0


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#426
MannyJabrielle

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Manny, in the Q a_ba series there is a "climb from pit" animation in the Custom6 slot that might meet your needs. 

Yes, those work great!

I'll spruce up the spawning with a hole placeable, some rock chucks or dust plume vfx's at the location or such.... works *just* like I was thinking of!

And... some other Q comments....

Icons:  I like the one new hood helmet (hood with a metal helmet face in it).  I use a very similar in my haks, but it doesn't have the helmet face plate.  Having both works nice for me... one for regular joes and janes, one for some mage-hunters all robed and armored up in my module.  Anyway.... The icon for it (and a couple other helmets) kinda looks outa place.  They work fine, no doubt, but they have no transparency to them, so the icon is a big black square with the picture inside the square.  It looks odd against the semi transparent inventory panels.  A couple of the newer addtions have this as well.  If I tweaked the icon plts to have transparency like all other helmet icons, would you like me to email those to you?

Other plt's too.... Don't know if you remember, but many moons ago I had an issue with certain head models not showing their texture.  You looked into it and found it was a GPU issue (mine sucks basically).  Since then, I have reduced the size of the offending plts down to 512 (one is 1024 or larger in the q download).  Would you be interested in those as well, or would it be better overall to have the massive plts for the heads?  I can't compare to a display where the 1024+ textures show, but my 512 renditions still look pretty sharp and detailed, and a 512 sized plt might be good for anyone else who has a lower end machine like mine.

Creatures....

 

I was poking through the creatures in both the appearance and tail model roll-outs in the toolset, and I found some creatures listed in the tail models not found in the regular appearance rollout.

 

In particular, those absolutely GORGEOUS cranes.  They are listed in the tail rollout with a Q prefix (q_crane or somesuch).  I hadn't noticed them before as they are up towards the middle of the list, and I tend to check the bottom of the list for any creature additions after I run my updater/forced updater.  The mount version of the crane also doesn't show in the regular appearance rollout.

 

Also in the tail, but not the regular rollout are "Giant, Frost B", and "Giant, Fire C", "Q_Bear Black" and "Q_Bear_Grizzly"

 

There's also a duplicate of the "none" entry in the tail rollout.  The second one appears towards the top of the list between the bugbear shaman and goblin chief.

 

The tailmodel's "Shadow fiend" appearance is the default nwn shadow fiend, not the more wicked looking Q version in the regular appearance rollout.  Likewise, the PDK's in the tail rollout are the default NWN models, not the Q versions.

General creature questions....

 

I love the new skinmeshed creatures (love the goats).  However... I found that some of them cause a substantial hangup when they are initially rendered on my screen in-game, or if selected in the toolset.  Not ALL of them, just certain models.  The biggest hangups come from wolf2, and the new Q bears. The hangups are very significant.  I get a normal slight video hangup from other skinmeshed critters (the chromatic dragons for example or horse mounts in general), but those hangups are only a second or two, maybe 3 if the area is *really* busy with other stuff on-screen.

 

The wolf2 and q_bears however are giving me hangups of upwards of 20 to 30 seconds in game for just a blank microset area with *only* one of them spawning.  In the toolset, I get about 15 to 30 second delays when selecting those appearance in the regular appearance rollout or the tail rollout (for the bears).

 

What I can't figure out is why... they don't look more detailed than say, the skinmeshed goats or deer (which load instantly for me).  Is there anything about those particular models that would cause such massively long delays in rendering them?  I like them a lot, but such a huge delay for me makes it pretty much a no-go to use them as hostile creatures given that half a minute freeze on spawning/rendering them.

Tilesets.....

The caves and mines tileset, the bridge/walkway tiles (tdm01_j02_01/02/03, and tdm01_j03_1 I think, not 100% possitive) have some wonky wok issues for me... my PC and NPCs seem to get "caught" on corners/edges of the wooden planks.  For my PC I have to back away from it, and make sure I'm walking down the very center of the bridge.  I seem to also get 'caught' on one of the floor to stone-bridge tiles.  For NPCs, I have to walk up to them and "nudge" them out of the catch.

Any plans on adding Zwerkle's facelift's for the rural interior, in particular, the ceilings?



#427
Pstemarie

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Send along any files you want - I'm always open to any help. I'll create a dropbox folder and I'll PM you the link.

 

EDIT

 

I've cleaned up the issues in appearance.2da and tailmodel.2da you noted. As far as lag - its an unfortunate product of the model. The polycounts are pretty high on those skins. Cervantes or Draygoth had mentioned awhile back looking at some of those again and seeing if the polycounts could be reduced. I'd do it myself, but I'm kind of a noob when it comes to skinmesh.

 

I'll look into the tileset issue you've noted. It sounds like a walkmesh issue and should be pretty easy to fix. 

 

I've got some plans of my own for ceilings, but they'll have to wait until Cervantes and I get the city reskin finished.are

 

Fixed the channels on the plt for Sarevok's helmet (helm210) - the skin is now colored by the "Skin" channel and the eye is colored by "Tattoo1."


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#428
henesua

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bugs in q_race.hak

  • belt 150  -- icon cloth 2 should be leath 2
  • chest 91 and 92 are identical
  • chest 98 and 99 are identical
  • feet 30, 116, 117, 118 should be located in the 200 range so they can be used as part of a creature appearance. I will upload the models.
  • Forearm 181 male - bad uv map
  • hands 13 and 14 seem to have a missing texture
  • pelvis 175 icon is cloth should be leather
  • pelvis 163 and 164 should be in 200 range. I can send models.
  • shin 117 should be in 200 range.

I probably missed stuff. I started out with the intention of going closely over the new body/clothing parts, but have too many tasks on my list. So I may have missed a few things here or there in that hak.

 

--edit--

the models i mentioned have been uploaded to Q's DB in my "staged" folder. feet, shin, pelvis


Modifié par henesua, 28 juin 2014 - 12:55 .

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#429
Pstemarie

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bugs in q_race.hak

  • belt 150  -- icon cloth 2 should be leath 2
  • chest 91 and 92 are identical
  • chest 98 and 99 are identical
  • feet 30, 116, 117, 118 should be located in the 200 range so they can be used as part of a creature appearance. I will upload the models.
  • Forearm 181 male - bad uv map
  • hands 13 and 14 seem to have a missing texture
  • pelvis 175 icon is cloth should be leather
  • pelvis 163 and 164 should be in 200 range. I can send models.
  • shin 117 should be in 200 range.

I probably missed stuff. I started out with the intention of going closely over the new body/clothing parts, but have too many tasks on my list. So I may have missed a few things here or there in that hak.

 

--edit--

the models i mentioned have been uploaded to Q's DB in my "staged" folder. feet, shin, pelvis

 

While you were dropping stuff in dropbox I was uploading it to the server.  :D Go Team!

 

EDIT - The female icon for belt150 now matches up with the male icon and the color channels have been fixed.


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#430
MannyJabrielle

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A question on heads, now that I am reminded...

When new head models are added to Q, is there any particular method, or are they added as-is unless a specific head needs to have it's number swapped to avoid over-writing?

Curious because there are a couple from the KOTOR head pack already in, and I had the others added in my module, but they take up slots now used by newer heads in Q.  I am going to renumber the KOTOR heads for my module, but want to renumber them to something less likely to be taken up by a Q asset if possible.



#431
MannyJabrielle

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And.... a funny little quirk.... Know how heads 50-99 aren't viewable in the toolset, but can be selected by the player in-game with mods such as Kamiryn's CCOH?  Apparently those "helmet heads" have gone a bit ERHMAGHERD!...

 

screen10.jpg

 

That literally made me laugh out loud.


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#432
Shadooow

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Seems like some of the PLUSH HYENA OF DOOM stuff got into Q too. :D


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#433
Pstemarie

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A question on heads, now that I am reminded...

When new head models are added to Q, is there any particular method, or are they added as-is unless a specific head needs to have it's number swapped to avoid over-writing?

Curious because there are a couple from the KOTOR head pack already in, and I had the others added in my module, but they take up slots now used by newer heads in Q.  I am going to renumber the KOTOR heads for my module, but want to renumber them to something less likely to be taken up by a Q asset if possible.

 

I prefer to use the number already assigned to the head, only assigning a new number if needed to avoid a conflict. 

 

And.... a funny little quirk.... Know how heads 50-99 aren't viewable in the toolset, but can be selected by the player in-game with mods such as Kamiryn's CCOH?  Apparently those "helmet heads" have gone a bit ERHMAGHERD!...

 

That literally made me laugh out loud.

 

I didn't know that. I always just stayed away from them because i knew there were issues with those slots. The screenshot you have seems to indicate that if a helmet exists in that same numbered slot then the helmet will overwrite the head model, but use the head texture. However, I'm not 100% certain of that because the Q helmet in that slot is one of the Greco-Roman helmets and looks nothing like the shape you have in your screenie.

 

Very odd - and funny.



#434
Pstemarie

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While looking for an icon in LoW's PW haks I stumbled upon 22 more medieval robes - all with heraldry. They're part of Q now. :ph34r:

 

While we're on the subject of LoW, some time back we were given permission to add anything of his to Q that we liked. Aside from creatures - which Cervantes already has an extensive listing for, is there anything else from LoW you guys want to see as part of Q?



#435
henesua

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I like LoW's jungle tileset, but I think it needs some TLC. I think if Q could pull this in and work on tilefade in that set, and a little bit of dangly for the foliage it would be gold
.


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#436
Mecheon

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While looking for an icon in LoW's PW haks I stumbled upon 22 more medieval robes - all with heraldry. They're part of Q now. :ph34r:

 

While we're on the subject of LoW, some time back we were given permission to add anything of his to Q that we liked. Aside from creatures - which Cervantes already has an extensive listing for, is there anything else from LoW you guys want to see as part of Q?

Cockroach

 

Well, I haven't dived as much into his other stuff as I have his creatures, but I do notice that Swamp tileset in the later versions is basically a stripped down version of Mirkwood. I'd say his placable trees would be good though, but that's really the only one of his things I know placable wise. I'm sure there's bound to be more stuff though



#437
MannyJabrielle

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The hood helmet in his AF haks.  It has a very nice shape to it, dangly-meshed.  The only thing I would change on it is to tweak the plt so the color isn't so washed out.

I was thinking the other day there was something else in his AF haks I thought would be cool for PQ, but dangit, I can't remember what it was now!



#438
boodah83

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Seconding the jungle tileset (plus associated placeables).

 

Other than that, I think there are some pretty neat placeables in the LoW haks that might fit well into Q.

 

 

Not LoW related, but talking about heads and helmets, how about adding Carcerian's Animal Heads (or at least the tiger heads for dynamic Rakshasas)? To preserve some head space, maybe they could be added as helms.



#439
Pstemarie

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I've started uploading the syncing models for all the new robes. Should be done by this afternoon - might require a third robe hak to be added.


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#440
Jedijax

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The whole freezelags for spawning creatures with high polygon counts is a very annoying thing, but as I have always wondered, can it be assuaged by more powerful components in your system? I have discussed this over and over but found no concrete answer. I do get lags but NOTHING like the 20-30 seconds that were previously mentioned! I hope someone with a really high-end NVIDIA card could shed some light on this particular especially within the Project Q frame which uses high quality content and the new skinmeshed creatures.



#441
henesua

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we are using Project Q's newer creatures (not the mounts though) and do not get lag like you are talking.



#442
Draygoth28

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Actually the mounts are on my to re-do list I am planning on replacing the high poly models with the ones Randomdays sent me. Two things the new models fit into nwn visually better I think and should completely do away with the lag.
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#443
MannyJabrielle

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The lags on those three mentioned creatures are so long probably because yes, my system is at the very low end.  I do get lags for other skinmeshed creatures (mounts, the new chromatic dragons), but they are only a second or two and I completely expect that.  It's that those bears and wolf have such an extremely different length of hangup compared to all the others that I mentioned it at all.  Had the difference been say, 5 or 6 seconds compared to the 1 or 2 seconds for all the others, I would have just wrote it off as an annoyance.  15 to 30 compared to 2 or 3 though... It made me really wonder what was so different about those three models.



#444
Pstemarie

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The most lag I get is from the new tank that I converted over for my Baba Yaga module - and that's about 15 seconds to load. 

 

The remaining Q robes are being uploaded to the server now. All robes should now be available for the various phenos derived from the normal pheno. I haven't done the large pheno derivatives - mounted and jousting - yet.

 

The new robes are split between q_robe2.hak and q_robe3.hak - which is another new hak. Place q_robe3.hak BELOW q_robe2.hak.


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#445
henesua

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Pstemarie, do you recall the sitting height issue with non-humans of the social phenotype? Here's an elf an a dwarf sitting through their chair.

 

Llyra_social_chair_dwarf.jpg

Llyra_socia_chair_elf.jpg

 

the sitting height of each of the races needs to be adjusted in the social phenotype.


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#446
Pstemarie

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I recall it now.  :D I think the best solution is going to be putting the sitting animation for the smaller races into the pheno model so that the sitting anim in the super gets overwritten with the adjusted anim. 



#447
Pstemarie

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I've uploaded an excel sheet of all the PC parts that lists which indices are used for each part and for which gender they are available. It might contain some errors - please let me know if you see any. This sheet replaces the robe spreadsheets that were in the /Q-docs folder. 


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#448
MannyJabrielle

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NOW I remember what I was thinking of out of LoW's AF haks.... SHIELDS!

He's got a bunch of wicked looking shields in there. I'm not sure what their original source was, but they look very nice.  Very gothic/demonic/dark.  Those would rock.

 

(and a side thought about Mr ERMAGHERD! above... the *shape* of the helmet is what would appear in a hakless NWN module, so it's likely that with Q attached, the helmet head model is the same, but the plt it's referencing is overwritten by that greco-roman helmet?  Ah well... too bad those heads can't be selected in the toolset.... I would actually take advantage of that quirk to make some magically mutated mutant NPCs!).



#449
boodah83

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(and a side thought about Mr ERMAGHERD! above... the *shape* of the helmet is what would appear in a hakless NWN module, so it's likely that with Q attached, the helmet head model is the same, but the plt it's referencing is overwritten by that greco-roman helmet?  Ah well... too bad those heads can't be selected in the toolset.... I would actually take advantage of that quirk to make some magically mutated mutant NPCs!).

 

Couldn't you do that via a custom OnSpawn script with the SetCreatureBodyPart function?

 

EDIT: Nevermind, I just tried it myself and just get the helmet heads with their normal textures for the npcs. Odd indeed.



#450
boodah83

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I've uploaded an excel sheet of all the PC parts that lists which indices are used for each part and for which gender they are available. It might contain some errors - please let me know if you see any. This sheet replaces the robe spreadsheets that were in the /Q-docs folder. 

 

Disregarding the shins that are only available for males/females atm, Robe 63 and 64 as well as Belt 40, 41 and 42 are only available for males.

 

Also, some shins and feet show up blank or are missing (related to the recent migration of the tiefling and hobbit stuff into the 200+ range, I suspect).