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Project Q Updated to v2.0


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#451
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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).

 

I'll look at the feet again - prob 2da entires that need to leave. The robes are proving problematic to convert - I really suck with skinmesh. The belts I haven't decided what to do with yet - might just dupe the male version for females.

 

EDIT - Feet should be all set now. I had indexed them incorrectly in the 2da. I also moved the large hobbit feet to the new index number (210) and deleted the old models.



#452
boodah83

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He, you ninja'ed in new beggars, nice!

 

The parts_shin 2da also needs to be looked at again.

 

About the robes, I'm not sure this is really worth much effort. If everything else fails, you could just use similar, already existing robes to fill in the missing ones.

 

And if the original female belts are beyond all redemption, you could do as you suggested or even just leave them missing, imo anyway.



#453
MannyJabrielle

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Got the KOTOR heads renumbered, and in my dropbox, PSM.  I renamed the folder (still getting the hang of drop boxing, I think it should still be a shared folder).  I took out the previous Q head plts so it's just the kotor stuff in there.  If you need me to put the other plts back in still let me know.

 

With those added in, the human male head ranges (001-049, 100-199) will be completely full.

 

I put in the optional alien heads too (three for human males, two for human females).  The female ones are the last two in the group, #128 and 129.

 

For human males, the alien heads are 140 (overwriting, original was a duplicate of default nwn head 19), 142 (overwriting again, original was a duplicate of default nwn head 21), and 194 (open slot).

 

And... a note on human male heads.  Project Q has one of the arabian heads overwriting a default NWN head in slot 26 (default is the short haired piercings gone wild HotU head).  Could the Q head 26 be moved to slot 155?  Slot 155 is a default NWN head, a slight variation of default NWN head #16.  The only difference between 16 and 155 is the 155 head has some dirt on his face.  Might be better overall to move the Q head to overwrite a less than unique default head, and keep a really unique default NWN head model in.  Or, alternately, if you don't want to use the KOTOR alien heads, swap Q head 26 into slot 140 or 142 since those are exact duplicates of lower numbered heads anyway?

 

 

(edit: Forgot the halfling kotor kiddie heads.  Those are in the folder now too)


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#454
Sumthing

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Project Q is so awesome now. I hadn't downloaded any editions of it since about v1.5 or something, but I just downloaded the new version, and it's full of great new content.


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#455
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Got the KOTOR heads renumbered, and in my dropbox, PSM.  I renamed the folder (still getting the hang of drop boxing, I think it should still be a shared folder).  I took out the previous Q head plts so it's just the kotor stuff in there.  If you need me to put the other plts back in still let me know.

 

With those added in, the human male head ranges (001-049, 100-199) will be completely full.

 

I put in the optional alien heads too (three for human males, two for human females).  The female ones are the last two in the group, #128 and 129.

 

For human males, the alien heads are 140 (overwriting, original was a duplicate of default nwn head 19), 142 (overwriting again, original was a duplicate of default nwn head 21), and 194 (open slot).

 

And... a note on human male heads.  Project Q has one of the arabian heads overwriting a default NWN head in slot 26 (default is the short haired piercings gone wild HotU head).  Could the Q head 26 be moved to slot 155?  Slot 155 is a default NWN head, a slight variation of default NWN head #16.  The only difference between 16 and 155 is the 155 head has some dirt on his face.  Might be better overall to move the Q head to overwrite a less than unique default head, and keep a really unique default NWN head model in.  Or, alternately, if you don't want to use the KOTOR alien heads, swap Q head 26 into slot 140 or 142 since those are exact duplicates of lower numbered heads anyway?

 

 

(edit: Forgot the halfling kotor kiddie heads.  Those are in the folder now too)

 

All of the KotR heads are in. I was able to move the overriding human male head026 to another slot, overwriting a duplicated nordic helmed head. This restores the original BioWare head. Furthermore, as Manny stated, ALL human male head slots (that appear in the toolset) are full. We still have some room for human female heads.

 

I left the alien heads in because they make good tiefling heads.

 

I also added three more chest models (normal pheno) from LoW's PW haks.


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#456
MannyJabrielle

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(roughly 25 human female head slots still open ;) I woulda added the Bastila head too, but that wasn't in Estelinde's package)



#457
boodah83

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I was able to move the overriding human male head026 to another slot, overwriting a duplicated nordic helmed head.

 

Head 042 in q_race.hak has to be deleted (or overwritten by the one in race2).

 

Too bad all the human male heads are used up now, but maybe other heads could be added as helmets in the future (maybe starting with a tiger head...*hint, hint*).

 

And while I'm subtly repeating myself and totally am not annoying anyone with my OCD: parts_shin.2da still needs a little sorting out.



#458
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Head 042 in q_race.hak has to be deleted (or overwritten by the one in race2).

 

Too bad all the human male heads are used up now, but maybe other heads could be added as helmets in the future (maybe starting with a tiger head...*hint, hint*).

 

And while I'm subtly repeating myself and totally am not annoying anyone with my OCD: parts_shin.2da still needs a little sorting out.

 

Silly me - I'll remove it at once. Then I'll take a look at the shins - got sidetracked by NPC models.



#459
boodah83

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Female Human head 135 shows up all shiny and metallic for some reason.



#460
MannyJabrielle

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Head 135 had it's texture pointing to a foot texture instead of the head texture.  Fixing it now, will put into my dropbox for PSM

 

 

Edit:  In the dropbox now.  Turned out *all* the references in the model were pointing towards a left foot  :? No idea how that happened... I didn't have any foot files open anywhere during the time I was renumbering the kotor heads.  Damn gremlins!



#461
MannyJabrielle

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And a side note while still on head topics.... Does anyone remember the project the kobold head models comes from?  It was a package that made a new dynamic appearance with halfling sized bodies but the heads were kobold heads, not halfling heads, and the bodies had a scaley skin texture.



#462
Rolo Kipp

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<climbing the walls...>

 

Would that be CyberDoc's dynamic Kobolds...

qZP0NHO.jpg

AcidChalk's dynamic kobolds...

hZemkna.jpg

Tom Banjo's  merger of ACP with AcidChalk's dynamic kobolds...

v9XXZpW.jpg

or Monferrat's updated version of AcidChalk's dynamic kobold?

oFiRWpc.jpg

 

Just askin' ;-)

 

Edit: *gives boodah a smug look* With *pictures*! ;-)

 

<...to avoid the little fellers>



#463
boodah83

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And a side note while still on head topics.... Does anyone remember the project the kobold head models comes from?  It was a package that made a new dynamic appearance with halfling sized bodies but the heads were kobold heads, not halfling heads, and the bodies had a scaley skin texture.

 

Hm, I remember it from the CEP and a quick search gave me this and this (updated version).

 

Edit: Once again got :ph34r: 'ed, haha.



#464
MannyJabrielle

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Ooooh! More than I had thought there was!  Wanted to add the heads at least to my personal module.  Will look at all those though, if the bodies are more kobold sized than halfling, that'd rock.  Thankya!



#465
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ACP Kobolds - hmmmm very tempting



#466
Rolo Kipp

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<just...>

 

The Gemworld of Amethyst may not do gnomes, but we do kobolds...

 

Edit: Is Q using that Bio-empty row 7 for dynamic races...? Always wanted to play with that...

Edit2: Bird parrot? Sheesh...:-P :-)

 

<...saying>



#467
boodah83

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All this talk about dynamic kobolds reminded me of these dynamic goblins. Which in turn made me think of one of my favorite haks: link (mostly a nice compilation of other works).

 

Maybe some of this stuff is also of use to you.



#468
MannyJabrielle

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Updated last night (ran the forced updating).  Those cranes still don't seem to be in the regular appearance rollout, just the tailmodel rollout.

 

Also noticed..... they don't have eyes O_o  Thought they had eyes when I looked at them the other day, but all they have is an empty without a texture.

 

iitem_gem_037 appears to be a duplicate of gem icon 017

 

Love the new beggars!  They're very well, beggerish looking!

 

The The LoW orcs used as hobgoblins rocks, especially since they do bear a closer resemblence to the Q goblins than they do to the NWN style orcs..  Any chance of adding some of the other LoW orcs as additional hobs?  A fighter and a wizard type are good, but would be sweet for one or two more for variety such as a hobbie champion or chief.



#469
Shadooow

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All this talk about dynamic kobolds reminded me of these dynamic goblins. Which in turn made me think of one of my favorite haks: link (mostly a nice compilation of other works).

 

Maybe some of this stuff is also of use to you.

btw has anyone made a fix for the 1.68 crash?
 all these custom dynamic races are suffering with it, this crash was fixed in 1.69 in animations, I thin a_ba, but these races are independant on it.


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#470
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Updated last night (ran the forced updating).  Those cranes still don't seem to be in the regular appearance rollout, just the tailmodel rollout.

 

Also noticed..... they don't have eyes O_o  Thought they had eyes when I looked at them the other day, but all they have is an empty without a texture.

 

iitem_gem_037 appears to be a duplicate of gem icon 017

 

Love the new beggars!  They're very well, beggerish looking!

 

The The LoW orcs used as hobgoblins rocks, especially since they do bear a closer resemblence to the Q goblins than they do to the NWN style orcs..  Any chance of adding some of the other LoW orcs as additional hobs?  A fighter and a wizard type are good, but would be sweet for one or two more for variety such as a hobbie champion or chief.

 

Cranes - look under "(Mount) Crane: ...". They are listed in the 2das in both q_2da and q_!fightingsfx.

 

The beggars come from Baba via his Zombie pack. I'm looking at the zombies now - they'll be in later tonight.

 

I gotta do more hobgoblin variants from those. I'm trying to avoid using his Uruks since they look more like the Monster Mash (MM) Orcs than they do the new hobgoblins.



#471
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btw has anyone made a fix for the 1.68 crash?
 all these custom dynamic races are suffering with it, this crash was fixed in 1.69 in animations, I thin a_ba, but these races are independant on it.

 

Thanks for noting that. I'll have to be careful if I include any of them.



#472
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Got sidetracked from Zombies - I get them done up tomorrow...

 

Nwn_Soldier_zpsccffaa4f.jpg


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#473
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All of the KotR heads are in.

I wish I had realized that you had forgone the "from other games" policy, because I had noticed this; I just wrapped up on doing the full set of PC heads to get those that Estelindis hadn't done and could have forewarded them to you. I've also been working on others from those files. Some of them need a polish to get around the couple that use transparency with hair and any shadow issues that may creep up (I haven't run them all in game yet), which I was waiting on doing until I had them all converted, but the core work was done.

The problem is, it appears you've pretty much maxed out on male heads and I'm still hitting some of the NPCs that weren't in her package.



#474
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Some of those policies that were made for Q were because the original team members were looking at using Q as a sort of resume to get work in the gaming industry. As such they wanted to keep the work in Q as independent - and original - as possible and decided not to include work from other games. I and the rest of the current team have no such aspirations. Thus, we're more flexible on what we include and aren't so tempted to say "no" to an item just because it comes from another game.

 

Teh KotR heads were done on a whim when another user pointed out we already had some Q. Once I had verified that this was true, I decided why not add the others. There might still be some room in Q for more human male heads. I already found one dupe among the nordic helmed heads, making me believe there might be other dupes that can be overwritten.


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#475
meaglyn

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pstmarie, is there any thought to stopping the influx of new content and making an official 2.0 release at some point? I think it would be nice to stabilize what's there and make a real release off of which people could work so that it is not a constantly moving target.  Once that was done you could go back to adding new stuff for say Q2.1. I'm probably not alone in wishing for that...


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