Now that feanor's pack and the issig kilt robe parts are in Q, I'd like to know how to scale them properly in nwarmory. I scaled up the human pheno to 1.5 for firbolgs. This works wonderfully for most parts, but when I scale up the issig kilt parts, they're positioned wrong on the model; the top of the robe part on the firbolg is level with the top of the the robe part on a regular scale human.
This seems to be to be the ideal way to handle stuff like the firbolg (1.5x scale), the verbeeg (1.3), and various types of giants (2x and up).
Project Q Updated to v2.0
#501
Posté 02 juillet 2014 - 09:14
#502
Posté 02 juillet 2014 - 09:45
I wouldn't use armory to scale models. When I made the "Enlarged" pheno years ago for NwnE, MDA modified the scale wizard to do mass scaling operations. I had no issues with any of the content that was scaled using that tool. The mass scaler is now part of NWMax Plus.
Without seeing the kilts you've modified I can't really tell you what the issue is with those particular models. You could try raising the Z-height manually in the files, using a text editor to do a mass search and replace with the corrected Z-height.
#503
Posté 02 juillet 2014 - 10:08
Hey Pstemarie!
Will you make any more additions to armorparts or heads?
#504
Posté 02 juillet 2014 - 10:45
Hey Pstemarie!
Will you make any more additions to armorparts or heads?
I'm always open to suggestions.
#505
Posté 02 juillet 2014 - 11:19
How about Misc. icons? I've come across some really stunning gem icons in a hak or two that I could track down. A couple more bracer/glove options would be sweet too. I've seen those somewhere, shouldn't take me too long to track down what upload I saw them in.
- Pstemarie aime ceci
#506
Posté 02 juillet 2014 - 11:55
Er, may have spoken too soon on that.... seems the old vault is having another of it's death-spasms. I have some glove/bracer/misc/gem icons in the module I'm working on.... I just have no idea which vault page they're off of. I'm 99% certain they came out of various combo-packs repacked from various sources as well. Once I finish with my little HDD recovery oddessy here, I'll stick what I got in my q-dropbox.
- Pstemarie aime ceci
#507
Posté 02 juillet 2014 - 12:48
We're locked for the compilation release on the 5th. Just moving some stuff around, consolidating, and canning dupes. If everyone can stay off the server that would be great.
#508
Posté 03 juillet 2014 - 01:43
You're probably aware of this, but I made an area using the Wild Woods tileset and the minimap has white boxes instead of terrain for some tiles.
#509
Posté 04 juillet 2014 - 11:08
I'll be working on those missing minimaps for wildwoods this weekend. In the meantime, I've uploaded another group of Draygoth's animals, some more NPCs, and a few tweaks to some existing models (dog, blink dog, and hellhound feet no longer appear in the ground; and the mezzoloth now has the missing lhand and lforearm nodes so it will now render weapons in the left hand and shields if so equipped.
#510
Posté 04 juillet 2014 - 01:25
Caught a bug recently with coats. Climbing animation (failed bard wall climbing anim) is not mapped to the coat animations.
#511
Posté 04 juillet 2014 - 01:51
Caught a bug recently with coats. Climbing animation (failed bard wall climbing anim) is not mapped to the coat animations.
Don't wear coats
I'll look into it. Meanwhile something from my module - Phil on harp for the Ungrateful Dead...
- Tiberius_Morguhn, Shadooow, Killmonger et 1 autre aiment ceci
#512
Posté 04 juillet 2014 - 03:18
Is it still just under 24 hours (i.e. the 5th July) to an official release?
TR
#513
Posté 04 juillet 2014 - 04:17
Looking closer to Monday. I've found some issues I want to get cleaned up and Henesua is doing some work on his end.
What Henesua is doing is compiling all of the overwriting content (i.e. content that shares the same name as BioWare content) into an optional override hak called "q_!override." This hak will only contain mdl files and associated textures and will be able to be preloaded into a NWN installation using patch.ini. It will also be made available as part of the regular optional haks so that Builders can attach it directly to modules. Splitting the overriding content off like this will accomplish two primary goals:
- Making Q more accessible to Players, and
- Trimming the core haks slightly to make room for newer content.
As the new q_!override.hak will only contain models with the same name as Bioware assets there will be no compatibility issues with previous releases. Builders will just have to add the new hak to their modules if they want the Q override content to be visible.
- Shadooow et Rolo Kipp aiment ceci
#514
Posté 04 juillet 2014 - 04:56
Speaking of issues - I have incorporated the cloak wraps into Q that vivienne uploaded to the new vault, but the hooded version is only available for human males. The original hak doesn't seem to be available on the new Vault. The original package was listed here - http://nwvault.ign.c...s.Detail&id=385
#515
Posté 04 juillet 2014 - 05:03
I'll try to release a cep2custom hak in conjunction to go along with this file (might require some shuffling depending on what and how henesua stuctures this override file). Would you give me permission to release renamed project q meshes inside a cep2custom file, please? (Basically overriding all those extra cep orcs and bugbears and what not with project q ones, all by it with a somewhat reduced diversity)
#516
Posté 04 juillet 2014 - 05:08
Project Q is as much mine as it is the Community's - feel free to do as you will. We've made/combined this stuff to be used.
- boodah83, Jedijax et Killmonger aiment ceci
#517
Posté 04 juillet 2014 - 05:35
<in anticipation>
Many blessings be upon you @Pstemarie (and the Q team)
Know always that your fine Qv2 work(s) will be used and treasured....
![]()
- Jedijax aime ceci
#518
Posté 04 juillet 2014 - 06:50
A huge thanks for adding the q_override hak, that's extremely useful for players.
- Pstemarie, Shadooow et henesua aiment ceci
#519
Posté 05 juillet 2014 - 07:38
Can anything be done to make PC bodies less blocky looking? That's probably an impossibly tall order, but I noticed how out-of-place Aluvian Darkstar looks wandering about the Wild Woods area I made.
- Zwerkules aime ceci
#520
Posté 05 juillet 2014 - 09:33
How do you mean "blocky"? The head models, or the body in general? Many of the armor/clothing parts in Q are a good deal less "blocky/low poly" looking than the default NWN stuff. Heads... for default heads, would require someone to touch up the models in max/gmax. There's a couple elf heads in Q which are just that, although they are added as additional heads, not overriding ones.
You could also go for TheBarbarian's heads (look for them on the new vault). There's an override version for human and elf heads. They're rather less blocky looking than the originals. My only personal reservation about them is while they are revamps of the original heads (not completely different looking), they do appear rather "young/fresh" like.... so it would be a style choice to use them or not.
- Jedijax aime ceci
#521
Posté 05 juillet 2014 - 09:35
Hypothetical question....
I was looking at the issig tall/slight phenos.... and I had a thought. The slight human phenos would probably work nicely if implemented as a true "half elf" racial appearance (rather than half elves being 100% human in appearance). Besides convertin all the armor/clothing parts to scale on the body right... what else would be needed to do that?
#522
Posté 05 juillet 2014 - 11:15
@Beccarte - We've replaced a lot of the original (low-number) heads in NWN with higher poly versions that are less blocky than the original models and are working on more all the time. I also plan on addressing the other body parts to some degree in future updates.
@Manny - in order to implement the slight pheno as you suggest, you'd need to assign it its own racial prefix and update appearance.2da to do this. However, the biggest challenge would be scaling ALL the other PC parts to work correctly with that pheno/race - which is a problem unto itself because Daemon, to my knowledge, never published the scale factors for that phenotype. Thus, you'd have to manually scale each model not already converted. Assuming Daemon's scalle.ini is lost to time, It would be better to reverse engineer the slight phenotype:
- Start with the pmh0 and pfh0 models and scale them manually to a close approximation of the slight phenotype.
- Noting down the scaling factors used, create the scale factor .ini file for use with NWNArmory.
- Rename the models (including the internal references) to use whatever new prefix you've designated for your new pheno/racial model.
- Run all the models through NWNArmory, creating all the parts rescaled to the new pheno/race.
- Rolo Kipp aime ceci
#523
Posté 05 juillet 2014 - 11:59
Thought it would be something along those lines.
Hrmm, what's a good file renamer/text replace program to use? I tend to work with only small groups of files, and do renaming/internal reference changes in notepad.
#524
Posté 05 juillet 2014 - 12:11
I use Textpad for internal references and Winsome File Renamer for filenames.
- MannyJabrielle aime ceci
#525
Posté 05 juillet 2014 - 12:35
about blocky models... if you texture them good with no seems so to say even a low poly model looks way better. I compared ultima 9 npcs to nwn ones and they are almost exactly the same meshwise but their textures looks much better. Ingame you dont notice that blocky look just because how they were textured. So what we need is better textures not high poly stuff. High poly models look way more out of place in nwn then low poly stuff but correctly textured. The legs, arms and whatnot all is so miserable textured by bioware they just look plain bad. The highlights and shadows dont even look anatomically correct in close up. The nymph or dryad model is the only nwn creature where they "cared" about how they texture a body of a human shaped creature. I was never a friend of the dynamic stuff anyway because how dull the colors are compared to a rich colorfull npc you can create. IT´s impossible to give a dynamic npc a realy dirty look on his clothes because it´s all just "dark" and "light" in one color.
Well, what i want to say is that high poly models arent the best way because they stick out to much in the environment but via texturing you can give everything a good organic or believable look.
And if you start with high poly heads only then the neck looks bad, or the feet and the hands etc. You cant have one thing that looks outstanding and then the rest is the old because normaly people see the whole scene as one and dont focus on just this single thing running around being happy that they have a cool looking head but the surroundings are ehm... well. I always felt that everything needs to have an order of art that is one and not many ![]()





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