<you cook...>
...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
http://neverwinterva...ricks-nwn-stuff :-)
<...and i'll clean>
<you cook...>
...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
http://neverwinterva...ricks-nwn-stuff :-)
<...and i'll clean>
I've uploaded several placeables - from the Community Placeables Pack Classic Dungeon Placeables - that should have made it into Q a long time ago - an oversight on my part. I've also included the missing portraits for the placeables from that set that were already included in Q.
@Baba - When I say "higher poly", I'm not talking on the order of the high-poly torso Ragz did. I'm looking more for a happy medium between the 12-face models we have now and the body part packs that were released by Lisa and others. I agree that the texture is key, but unfortunately we seem to be limited by the light/dark plt unless we use txi files for every plt texture.
I mostly notice low poly ugliness not so much when it comes to tectures, but lighting. Certain head models have some very sharp geometry, and NWN's lighting tends to shadow one poly but not the one right next to it, and it really screams "blocky!". Some of the more high-poly heads get that as well, but not nearly as much, and the jarring illuminated/shadowed contrasted poly's are far smaller.
@ MannyJabrielle I use Ant Renamer Portable for external and Notepad++ (aka npp) for internal file renaming.
TR
Yeah Pstemarie i agree. Project Q did their best to keep it balanced and trough your textures everything looks much better then original content. So here we also see how textures alone can improve things alot. I didnt pointed my critic at PQ
And plt´s are lets say a preference one has, some people like their variety in things and i´m happy to have way less but things in more contrast. If we examine the hauberks it´s just one model but the textures are so great and different you can create almost everything with them. Bandits, soldiers, knights and poor people ![]()
And yup, lighting is not always good but there are ways to help nwn. You can use "diffuse" only light placeables and so you can smooth out scenes where it does have to look better then just by default use of lights. I use diffuse lights alot myself btw. I think people dont use selfmade placeable lights that fit scenes or tilesets specific enough. We have this option and i know how you can improve the look of the regular caves with placeables lights only because they lit out the polys much more advanced and you see it in realtime too ![]()
Try out just a little tunnel and throw in a dla torch. IT looks much better immediately.
@Baba - I credit you, Six, and LoW with the aesthetic look of Q. The three of you are a big influence when it comes to selecting colors and I can't stress enough how much your collective work has influenced my own - although I guess that's apparent to anyone that looks closely ![]()
The placeable appearance "Freestanding Merchant's Placard" (the one with the red stripe on white) has weird shadow effects.
The placeable appearance "Freestanding Merchant's Placard" (the one with the red stripe on white) has weird shadow effects.
That's a Bioware model - not a Q model. The shadow effect is caused by a tear in the mesh somewhere. I'll add it to the list of content to fix.
I love the lynx and fox!
Both are having the same issue the tigers originally did, with black cutouts around tufts of fur. the tail on the fox especially.
Unfortunately I don't agree on the whole low-poly high-texture front. It's not a matter of one or the other. There are plenty of great textures that look cheap due to low-poly models, and plenty of great models ruined by smeared, low-quality/res textures. Sure, I am all for balance, but not a balance that seeks to exchange one for another. To me, low-poly vs great textures looks as bad as horrible textures vs insanely high-poly models.
Why just one or the other? Why not middle ground on both poly count and texture quality?
NWN will never hit the model/texture quality of modern games, but we can get close enough to be happy
There seems to be an error in the textures for both the lynx and the tiger (unlike the white tiger). There are zones that should be transparent but were left as black. It is apparent on both models in the dangly hair at the belly and the chin.
As for the model texture balance, that was the point all along, I was sort of standing by your request and approach. On the other hand, I keep saying NWN can come very very close to modern games, and every day the ported models and textures confirm it. The less we say it can't be done, the closer it actually comes. The only mayor setback NWN has against newer games is shaders and dual layers of textures, which makes it even more important to compensate with higher poly models and higher resolution, detailed textures.
I was looking at the new trap varieties and realized that I haven't a clue how to use them. Unlike the default traps, they just "click" when you walk over them. No animation plays and no effect occurs. Some scripting is probably necessary, so I request that the instructions for their use be in the documentation for the next version of Q. ![]()
Unfortunately I don't agree on the whole low-poly high-texture front. It's not a matter of one or the other. There are plenty of great textures that look cheap due to low-poly models, and plenty of great models ruined by smeared, low-quality/res textures. Sure, I am all for balance, but not a balance that seeks to exchange one for another. To me, low-poly vs great textures looks as bad as horrible textures vs insanely high-poly models.
No one is talking about trade off between poly count and texture resolution. If anything, we're focused on the middle ground between the two. NWN has limits when it comes to poly count - drop several hi-poly models into an area on a lower-end PC and these limitations become obvious the second vfx start to fire. The real artistry is creating decent looking models and textures that won't choke the life out of PCs not specifically engineered for gaming.
I've fixed the textures on the fox and lynx. I double checked the tiger texture also and its fine - the alpha channel has already been added.
Just a side note, the q starter modules (at least the horses one, haven't opened the no-horses one yet) could use the robe2 and 3 and the race 2 haks attached, maybe the optional !q_XXXX haks not attached (vd builder, forget which other).
I'm working on new starter modules right now.
I've uploaded new erfs and new starter modules and the documentation for the trapporium - which is also included in q_inc_traps.nss
Note - NOT ALL BLUEPRINTS ARE MADE YET
Added a dozen new heraldric robes, combining the DLA heraldry with the longer hauberks, sent to me by Carrot Sticks.
Added a dozen new heraldric robes, combining the DLA heraldry with the longer hauberks, sent to me by Carrot Sticks.
Um...
parts_robe.2DA RESERVED UP TO LINE 225 ![]()
Um...
parts_robe.2DA RESERVED UP TO LINE 225
DOH! I'll have to bump them down below 225 then. I'll get that first thing in the morning.
EDIT - Should be all set now. I moved the new robes to slots 211-222.
I've begun adding the standard animations (damage, die, dead, and default) to select CODI placeables that do not have them. I've started with those models that I'm using in my module and will expand from there.
DOH! I'll have to bump them down below 225 then. I'll get that first thing in the morning.
EDIT - Should be all set now. I moved the new robes to slots 211-222.
Thanks! Not trying to be a stickler, but I've moved all my stuff around those reported reserved lines ![]()
Any ETA on the official release at this point?
Just waiting for Henesua to finish up with the override hak and the moves on the Server. Won't be too long now.
Thanks! Not trying to be a stickler, but I've moved all my stuff around those reported reserved lines
Any ETA on the official release at this point?
Yeah, I was following those reserved lines too. Thanks Pstemarie!