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Project Q Updated to v2.0


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#551
YeoldeFog

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Where can I find information about the the reserved ranges? :huh:



#552
Pstemarie

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Where can I find information about the the reserved ranges? :huh:

 

 
For those Builders and CC Creators wishing to make Project Q compatible expansions, please note the following line reservations in the following 2DA files:
 
appearance.2DA - RESERVED UP TO LINE 2000 (includes PSM Special Request reserved range - lines 1201-1300)
baseitems.2DA - RESERVED UP TO LINE 150
doortypes.2DA - RESERVED UP TO LINE 900 (includes CTP reserved range)
genericdoors.2DA - RESERVED UP TO LINE 255 (includes CTP reserved range)
loadscreens.2DA - RESERVED UP TO LINE 1100 (includes CTP reserved range) 
parts_robe.2DA - RESERVED UP TO LINE 225
phenotype.2DA - RESERVED UP TO LINE 100 (includes Sanctum of the Archmage Special Request reserved range - lines 45, 47-53)
placeable.2DA - RESERVED UP TO LINE 5000
portraits.2DA -  RESERVED UP TO LINE 15000
tailmodel.2DA - RESERVED UP TO LINE 2000
wingmodel.2DA - RESERVED UP TO LINE 500
 
The following SET file lines have been left available for users to modify:
 
TNI01.SET - 501-550
TNO01.SET - 1601-1700
 
Lines 20,501-21,000 in the Project Q custom TLK file have been reserved for further expansion of content.


#553
Pstemarie

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I just unblocked some user accounts at the new Q site. Please, as I'm getting tons of SPAM accounts over there, when you register for access to the new site send me a PM here so I know.



#554
MannyJabrielle

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Speaking of which.... everytime I visit the q.neverwintervault.org page now, the front page is garbled up with error messages.  not sure if it's just my end or what.

The errors read (this is just the first few lines, there's amny more afterwards):
 

  • Notice: Undefined index: delta intheme_colorbox_image_formatter() (line 33 of/var/www/neverwintervault.org/sites/all/modules/colorbox/colorbox.theme.inc).
  • Notice: Undefined index: delta intheme_colorbox_image_formatter() (line 33 of/var/www/neverwintervault.org/sites/all/modules/colorbox/colorbox.theme.inc).
  • Notice: Undefined index: delta intheme_colorbox_image_formatter() (line 33 of/var/www/neverwintervault.org/sites/all/modules/colorbox/colorbox.theme.inc).
  • Notice: Undefined index: delta intheme_colorbox_image_formatter() (line 33 of/var/www/neverwintervault.org/sites/all/modules/colorbox/colorbox.theme.inc).


#555
Pstemarie

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Speaking of which.... everytime I visit the q.neverwintervault.org page now, the front page is garbled up with error messages.  not sure if it's just my end or what.

The errors read (this is just the first few lines, there's amny more afterwards):
 

  • Notice: Undefined index: delta intheme_colorbox_image_formatter() (line 33 of/var/www/neverwintervault.org/sites/all/modules/colorbox/colorbox.theme.inc).
  • Notice: Undefined index: delta intheme_colorbox_image_formatter() (line 33 of/var/www/neverwintervault.org/sites/all/modules/colorbox/colorbox.theme.inc).
  • Notice: Undefined index: delta intheme_colorbox_image_formatter() (line 33 of/var/www/neverwintervault.org/sites/all/modules/colorbox/colorbox.theme.inc).
  • Notice: Undefined index: delta intheme_colorbox_image_formatter() (line 33 of/var/www/neverwintervault.org/sites/all/modules/colorbox/colorbox.theme.inc).

 

 

I'll send Rolo a PM - prob a script issue on the page. Thanks for pointing that out.



#556
Pstemarie

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Tom Banjo's Forest Expansion (tbf01) has been incorporated into Q. This is another project that was on the list to be added, but never made it. 


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#557
Pstemarie

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Tileset specific doors (i.e. those painted when a tile is placed) in Wild Woods no longer throw a "Model Not Found" error when you try to edit their properties. Lemme know if any of the other new tilesets do this.

 

For reference - This error is caused by missing entries in doortypes.2da. ANY tile that uses a door and the DoorType doesn't equal "0" MUST have an entry in doortypes.2da where the tileset prefix is called out under the "TileSet" column.  



#558
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I've added a Transition Door tile to the Crypt tileset that is set at a 45 degree angle. Its designed to replace a 45 degree corner on the "floor" terrain.



#559
boodah83

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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

Not sure, but I think the hooded version is missing from the cloakmodel.2da.

 

The added tbx forest expansion is pretty nice! Are there any plans to upgrade it with Q foliage and trees terrain?

 

Btw, I guess the chance for this is very slim, but does Q have the permission to use / include the Rocky Mountains tileset by Lord Rosenkrantz?



#560
Pstemarie

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Not sure, but I think the hooded version is missing from the cloakmodel.2da.

 

The added tbx forest expansion is pretty nice! Are there any plans to upgrade it with Q foliage and trees terrain?

 

Btw, I guess the chance for this is very slim, but does Q have the permission to use / include the Rocky Mountains tileset by Lord Rosenkrantz?

 

I didn't include the hooded wrap because I want to add it for all races/sexes. However, the model is a real pita.

 

Yes, I'll be making the forest expansion more in line with the current criteria set forth by Q. That means new foliage (prob with fading) and some reworked trees.

 

Sorry, LR pulled all his stuff from Q that hadn't been released along with permission to include any other work not already in Q.


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#561
boodah83

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Too bad about the Rocky Mountains, but I kinda suspected as much. A mountain tileset (or maybe some mountainous terrain added to TNO) would have been pretty great.

 

But great news about the tbx forest!



#562
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Renamed "*TBX Forest" to "Q Forest." I also uploaded 100+ item icons (misc, belts, boots, bracers, etc.) that were sent in. Some of the boot icons were renumbered and others added to fill out the options available with them.


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#563
meaglyn

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Just waiting for Henesua to finish up with the override hak and the moves on the Server. Won't be too long now.

Any word?



#564
MannyJabrielle

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Bicep 41 (toolset number) is duplicated in slot 65.  Bicep 30 is also duplicated in slot 60.  Haven't matched up any other duplicates if there area any more.

 

And a general question Q-ish related.... 

How the hell do the parts_X.2da works?  I want to add TAD's CCC dragonscale armors to my module, but I don't want them to overwrite any Q content.  I just cannot figure out how the 2da is working.  I knew at one point as I remember adding the bendy legs to my module prior to them being part of Q, but I can't remember, nor can I find any info on it that is clear on how what row matches up to what mdl.



#565
The Amethyst Dragon

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How the hell do the parts_X.2da works?  I want to add TAD's CCC dragonscale armors to my module, but I don't want them to overwrite any Q content.  I just cannot figure out how the 2da is working.  I knew at one point as I remember adding the bendy legs to my module prior to them being part of Q, but I can't remember, nor can I find any info on it that is clear on how what row matches up to what mdl.

Yeah, those things are a pain in the posterior.

 

Basic: 2da line number and part model number need to match. Each part number needs a matching 2da line in order to show up in the toolset and game.

 

The AC value determines where the part shows up in the toolset dropdowns. For my own haks (and the upcoming CEP 2.60), I've actually added AC values to every non-chest entry so that armor part numbers in the toolset match up with the actual 2da lines and model numbers...it means lots of "blank" parts, but is much better from a content maker perspective.

 

The only one where the AC value has any actual game effect is parts_chest.2da.  The AC value in that one determines the actual AC value (and weight, max dex bonus, armor check penalties, etc.) of the entire suit of armor/clothing. It's why in the toolset all the torso/chest parts are grouped by AC.



#566
MannyJabrielle

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Ah, thankya.

Think that was what was throwing me off.  I looked at Q's 2da, and some lines were used, but had no matching MDL in either q_race.hak.



#567
Pstemarie

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Manny, you sure those are dupes. Some of them may use the same model, but the texture uses different channels. If they are true duplicates lemme know the numbers and I'll look into.

 

2da Entries with missing models - these should be all taken care of. Lemme know which 2da and which numbers.



#568
MannyJabrielle

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Yes, dupes. I checked the channels first thing.

 

I'll comb through the 2da again later tonight when I get home.



#569
Jedijax

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There's a bug with one of the CODI dusties, the one with the hood. It seems to be the opposite of the issues the dynamic version of the robe with hood had back when. Each time the npc turns its head to respond to perception of something, the face stays set, so it clips. Is there a way to either make the face turn as well, or to keep the hood set, same as the face?



#570
Carrot Sticks

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There also seems to be a bug with helm040's item model; it renders the texture properly when transparent (before placement in the toolset), but turns white when placed.  I'll have to double-check that in-game, and see if that's the case for helm039 as well.



#571
Pstemarie

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There also seems to be a bug with helm040's item model; it renders the texture properly when transparent (before placement in the toolset), but turns white when placed.  I'll have to double-check that in-game, and see if that's the case for helm039 as well.

 

Works OK for me, but I haven't applied your revised textures yet. 



#572
Beccarte

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You are probably aware of this, but some robe appearances look mirrored and shiny when used on ACP phenotypes.



#573
Pstemarie

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You are probably aware of this, but some robe appearances look mirrored and shiny when used on ACP phenotypes.

 

Numbers and phenos please?



#574
MannyJabrielle

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Went through the parts_chest.2da and race haks.  I was incorrect about missing MDLs.  The lines I was looking at didn't have mdl's because they are base nwn assets :-O  Guess what lead me to that mistake was that there's a gap between the patch additions and non-patch chest models in which one or two Q models were placed.  I would have thought bioware would have numbered the WCOC additions right after the base stuff lol



#575
Beccarte

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Numbers and phenos please?

Looks like it might just be robe 126 with all phenos except normal and centaur.

 

Also, the robes are strange looking with the male human on the prisoner phenotype and if you select this phenotype (or non-combat) with a female wearing a robe you get an access violation.

 

I am using Project Q, NWNCX, and nwshader (no fog and depth of field only).