Aller au contenu

Photo

Project Q Updated to v2.0


  • Veuillez vous connecter pour répondre
664 réponses à ce sujet

#476
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

July 5th, I'll be releasing a compiled update of v2.0. I know its been kind of crazy keeping up with all the changes, but it seems to be the only way this stuff gets tested by a larger group of users. With this latest release I've had bugs reported that go as far back as v1.1. 

 

As I stated at the outset, v2 was a MASSIVE update. Furthermore, June is about the only month I can sit down and fully delve into things. I put in 8-10 hour days on Q during June and save July and August for family time.


  • Tiberius_Morguhn, Grymlorde, henesua et 3 autres aiment ceci

#477
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

Back to revision notes. I'm finishing up now with the shins. I've uploaded a model for shin150 which uses the cloth channels for coloring, but is otherwise a dupe of BioWare shin008 (which uses the leather channels). I'm working now on male models of shin163, shin175, and shin181.


  • boodah83 et Grymlorde aiment ceci

#478
Gruftlord

Gruftlord
  • Members
  • 350 messages
Hello , i got a report about the bone golem. The space between the dragon skulls appears metallic. I guess this is because the model has environment mapping set to default in appearance.2da. Disabling the mapping would make some other parts transparent, unless the alpha layer is removed from them.
Speaking of which, i think i have a texture for the bone golem that is an improvement over the current one in projectq. Let me know where i can send it in case you are interested

#479
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

Hello , i got a report about the bone golem. The space between the dragon skulls appears metallic. I guess this is because the model has environment mapping set to default in appearance.2da. Disabling the mapping would make some other parts transparent, unless the alpha layer is removed from them.
Speaking of which, i think i have a texture for the bone golem that is an improvement over the current one in projectq. Let me know where i can send it in case you are interested

 

Nice catch on the appearance.2da setting - I had updated it in my module hak but forgot to update that setting in the Q 2das. You can send you texture to pstemarie at live.com or share it via dropbox.



#480
Gruftlord

Gruftlord
  • Members
  • 350 messages

email with both versions (with and without alpha) is sent


  • Pstemarie aime ceci

#481
Verilazic

Verilazic
  • Members
  • 162 messages

So question: Looks like the reserved lines for Project Q robes.2da go to 225. That's cool, I only have around 20 or so other models I'm considering including in my module. What about all the other parts though? Are you just going to 255 with the rest, like you have with the heads?



#482
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

So question: Looks like the reserved lines for Project Q robes.2da go to 225. That's cool, I only have around 20 or so other models I'm considering including in my module. What about all the other parts though? Are you just going to 255 with the rest, like you have with the heads?

 

Aside from cleaning up models and adding missing ones, I'm done clothing and PC parts for the foreseeable future.

 

Also make sure you're looking at this post for reserved lines - I think that wiki page may be outdated.



#483
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

email with both versions (with and without alpha) is sent

 

Texture has been uploaded to the server - nice job.

 

Shins are done. Working on zombies atm. I'm aiming for ones that are less decomposed - serves as a nice transition from recently dead to dead for a while.



#484
boodah83

boodah83
  • Members
  • 219 messages

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.

 

Two other (not ideal) possibilities might be:

 

1) Using heads 50 to 99. They would show up during character creation when numbered sequentially but not in the toolset, which would require builders to use scripting to use them for npcs (to make it a little more convenient, a catalogue with pictures of all those heads and their plt info could be added). I guess it could work similar for heads 200 to 255 (though players can't choose them either, I believe).

 

2) Adding new heads as helmets. As far as I tried this, it works quite ok and just requires renaming. Not sure if this is possible, but maybe the helmet entry in baseitems.2da could be cloned and the copy renamed to Heads (Human/Male). Of course, this is not a good way to provide players with access to them.

 

   2.1) Making helmets out of the helmeted heads added with Feanors Armory, freeing up space for other heads that way.


  • Jedijax aime ceci

#485
Gruftlord

Gruftlord
  • Members
  • 350 messages
Found another quirk: otrc_deerb03 is small. I guess it. Should be big like the ither two (deeraxx are all three small)

#486
Jedijax

Jedijax
  • Members
  • 396 messages

Two other (not ideal) possibilities might be:

 

1) Using heads 50 to 99. They would show up during character creation when numbered sequentially but not in the toolset, which would require builders to use scripting to use them for npcs (to make it a little more convenient, a catalogue with pictures of all those heads and their plt info could be added). I guess it could work similar for heads 200 to 255 (though players can't choose them either, I believe).

 

2) Adding new heads as helmets. As far as I tried this, it works quite ok and just requires renaming. Not sure if this is possible, but maybe the helmet entry in baseitems.2da could be cloned and the copy renamed to Heads (Human/Male). Of course, this is not a good way to provide players with access to them.

 

   2.1) Making helmets out of the helmeted heads added with Feanors Armory, freeing up space for other heads that way.

 

Carcerian has already proved it is possible. The thing is you need to fit scripting for it to work. It's not a plug and play feature as of yet, I believe.



#487
Gruftlord

Gruftlord
  • Members
  • 350 messages

the old version of c_golbone.dds is still in q_placables.hak. not sure this was intended.

 

also: using the regular updater, the new file didn't get added into the creatures (or placables) hak, but it was downloaded at least.

i had to make a complete redownload to get the file into creatures.hak.



#488
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

the old version of c_golbone.dds is still in q_placables.hak. not sure this was intended.

 

also: using the regular updater, the new file didn't get added into the creatures (or placables) hak, but it was downloaded at least.

i had to make a complete redownload to get the file into creatures.hak.

 

Use the "force update" .BAT that is included with the new version of the updater. This will take care of any issues with downloading files but not updating the haks.

 

Yes, I am aware the texture remained in q_placeables.hak as is - I have it to rename it and then change the references within the model that uses it. I might need that darker version to mesh with the other textures used on the model.

 

EDIT - Don't need the older texture after all. The new one has been added to q_placeables.



#489
Gruftlord

Gruftlord
  • Members
  • 350 messages

ok, if it's intentional, everything is ok. does the same apply to the deer model i reported above as well?



#490
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

Haven't looked at the deer yet, but those are OTR's models from the CCC and I think the sizing is intentional.

 

Here's a toolset of some of the Zombies I've been working on...

 

zombies_zps5638df94.jpg


  • MannyJabrielle, NWN_baba yaga et KlatchainCoffee aiment ceci

#491
YeoldeFog

YeoldeFog
  • Members
  • 287 messages

...The Walking Dead PW coming up? ;)



#492
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages

little critique for the female zombies... there clothes should look way more dirty, filthy and more rotten. They look like taken straight out of the washbasin ;) At least the bottom trim must look dirty muddy or whatever. Maybe some blood dirty filth between their chest that came down from their mouth... uahggg mjam mjam... And can you open the mouth (via texture is cool too) maybe so they look like they are on the hunt for flesh? Right now they look a bit bored, not realy interested in stalking adventurers or peasants.

 

But you had the right feeling about female zombies. With a little bit more "scare" and rotten factor they will be great :)

 

And i think zombies should look always scary, never generic to keep the contrast between poor people, peasants and real zombies. Except for some specific module event where the transition just happened. Not like in the new zombie movies where people randomly rot in a second into a creepy mummy... lol. I think the day of the dead zombies are the best ever done (the romero movie of course). And well, the night of the living dead remake (the first ones in the house) and that nude woman who bashed trough the window... iekk :D


  • Pstemarie aime ceci

#493
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

Yeah I agree about the dresses. I have been experimenting with some brushes to get them to look more "grave worn." Once I get some samples I'm satisfied with I'll post the images and let people pick.


  • NWN_baba yaga aime ceci

#494
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages

When i try to add another detail to a texture i create a copy from the (lets say robe texture) and add the dirt or whatever detail below this layer. Then i just use the eraser tool to get trough the texture. It´s very simple and yet effective because you know 100 % where you add the dirt or moos etc.


  • Pstemarie aime ceci

#495
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

Took a little break from zombies and bashed these two NPCs together - House Guard and Female Gypsy. Both replace the default Bioware models.

 

npcs2_zpscf8865d7.jpg


  • Tiberius_Morguhn, Shadooow et KlatchainCoffee aiment ceci

#496
boodah83

boodah83
  • Members
  • 219 messages

One last shin missing: 030 for females.

 

Love the new female zombies!


  • Pstemarie aime ceci

#497
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

I've uploaded two new female zombie clothing textures. Not sure if I like them - I might have overdone it.  :D


  • boodah83 et KlatchainCoffee aiment ceci

#498
boodah83

boodah83
  • Members
  • 219 messages

Imo, first one is really good, but for the second one (with the yellow dress) the bloody dirt texture cuts off a little too sharply at both sides of the skirt.


  • Pstemarie aime ceci

#499
Pstemarie

Pstemarie
  • Members
  • 2 745 messages


Imo, first one is really good, but for the second one (with the yellow dress) the bloody dirt texture cuts off a little too sharply at both sides of the skirt.

 

Big difference after watching a few videos on a photoshop site...

 

zombies2_zpsdf5e6dda.jpg


  • boodah83 et KlatchainCoffee aiment ceci

#500
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

Uploaded a waitress overriding model and another skeleton I had tucked away and forgotten about - Skeletal Hill Giant...

 

The waitress uses the waitress animations from Q.


  • boodah83 aime ceci