condolences in these sad days
Project Q Updated to v2.0
#601
Posté 01 août 2014 - 09:30
#602
Posté 01 août 2014 - 10:13
my deepest sympathies and condolences to you and your whole family
#603
Posté 01 août 2014 - 11:47
Thanks to everyone for the thoughts - it means a lot.
#604
Posté 01 août 2014 - 10:38
My condolences.
#605
Posté 09 août 2014 - 12:39
I've uploaded 3 creatures to the server - dracolisk, marilith, and greater medusa (medusa on a snake body). Pictures are available earlier in the thread. The dracolisk wings work only with the dracolisk - they will not work with other creatures due to animation and geometry tweaks. The mariliths and medusae have shadow issues at certain angles. I'll address those in a future update.
I'll have a full Project Q v2 download available on the Vault later today. The new override hak is NOT ready yet. Both Henesua and I have been busy with real life stuff. Hopefully we'll have it all sorted for the next update.
Weekly updates are at an end as I start back to work Monday. I will continue to update on a monthly basis so look for posts on the first Sunday of each month starting in October. There will be NO monthly update for September as I'm far too buried in work to even think about opening up the toolset let alone 3ds Max.
If you find bugs, please either post them in this thread or in the bug report thread over at the new Q site referenced in my signature - OR - if you fix them yourselves, by all means please send me the files so I can get them in the package and on the updater server.
As always, Project Q is free and open source. Enjoy YOUR new art assets.
- Frith5, boodah83, Tarot Redhand et 3 autres aiment ceci
#606
Posté 09 août 2014 - 03:21
#607
Posté 21 août 2014 - 12:01
Uploaded a bunch of fixes (mounted pheno 3 and 6 robe models) to the updater server. This should resolve any issues people have been having with robes syncing correctly when mounted. I also moved the portraits from placeables.hak to portraits.hak - where they should have been in the first place.
- boodah83, Tarot Redhand, Rolo Kipp et 1 autre aiment ceci
#608
Posté 26 août 2014 - 11:15
Just an FYI, I threw some stuff on dropbox. The three new bear mounts (Override for the original ones), they have some clipping issues but much better than the previous ones (appearance and FPS wise). I overhauled the camel mount as well. Added a new Elk mount and Zebra.
- boodah83 et KlatchainCoffee aiment ceci
#609
Posté 27 août 2014 - 03:53
Alrighty - might be awhile before I get to them - vacation is over and that means back to school and back to work.
#610
Posté 28 août 2014 - 09:14
Updated tno01.SET - minor bugfix. Resolved the issue with "WW Cliffs" terrain not being able to be painted over "WW Chasms" terrain in a continuous line AND the "WW Bridge over Stream 2" now paints the correct tile.
- boodah83, Rolo Kipp et KlatchainCoffee aiment ceci
#611
Posté 29 août 2014 - 10:21
I've got a strange question. In the Wild Woods tileset there is a 'Castle' and 'Castle Keep' part in the Terrain section. I can't seem to paint those anywhere at all. Either I have not solved the puzzle of how to place them, or there is something wrong with those tiles. Any chance you can let me know what to do?
#612
Posté 29 août 2014 - 10:59
I've got a strange question. In the Wild Woods tileset there is a 'Castle' and 'Castle Keep' part in the Terrain section. I can't seem to paint those anywhere at all. Either I have not solved the puzzle of how to place them, or there is something wrong with those tiles. Any chance you can let me know what to do?
Strangely they place on water.
- Rolo Kipp aime ceci
#613
Posté 29 août 2014 - 11:53
Wow just read thru all the stuff I've missed and Paul I'm really sorry about your dad my deepest sympathy to you and your family.
I was stopping in to let you know I am working on the Cathedral tileset and its coming along nicely, have you been able to get anywhere with the city tileset I was thinking about working on it after the Cathedral and I don't want to duplicate work?
- Estelindis, boodah83, Rolo Kipp et 1 autre aiment ceci
#614
Posté 30 août 2014 - 02:02
NP - everyone gets busy. I was planning to pull that tileset out again this weekend and do some more work with it. Once I'm done tinkering I'll put it in dropbox so you can have a go with it.
- boodah83, Rolo Kipp et KlatchainCoffee aiment ceci
#615
Posté 30 août 2014 - 03:17
Hey guys. Nice to hear about the City tileset, I'm really looking forward to that one!
Getting back to my question/request about a mountain tileset in Q way earlier (and after reading the "A question of alternatives" thread), is there any chance to see the Mountainous Forest tileset by Baba Yaga and Zwerkules included in Q some time in the future?
#616
Posté 30 août 2014 - 11:35
#617
Posté 31 août 2014 - 01:28
Suits me - I already use Mountainous Forest in my module.
#618
Posté 31 août 2014 - 11:54
Awesome! I'd ask about his Medieval City, too, but I think he is still working on it and I was already greedy enough for one weekend.
On another note: In the tno rural tileset, when you place the Castle Low terrain next to Grass and then use shift + right mouse to circle through all the available tiles, it only jumps from tno01_n01_04 to tno01_n10_01 and then back again to tno01_n01_04, omitting all the other tiles (except when you have another tile placed to begin with, though it gets stuck in this cycle as soon as you get to tno01_n01_04).
This is not a Q exclusive bug, but maybe you can do something about this nonetheless.
#619
Posté 31 août 2014 - 12:50
Boodah, I wouldn't even know where to begin to with that "bug." Maybe OMB or Bannor might have some ideas?
At any rate - I've been remodeling the TNO Fantasy Tower slightly for my module and wanted to know if you guys want this change in Q. I've replaced the cave mouth with a stone wall and Gate doors. I think it looks a lot better - at least for my purposes - than the gaping maw that was there before.
Next, I'll be tying it into the road terrain so that the road crosser connects to the dirt path leading up to the door.
- boodah83, Tarot Redhand, NWN_baba yaga et 3 autres aiment ceci
#620
Posté 31 août 2014 - 03:59
#621
Posté 31 août 2014 - 04:13
I like it, too. But how about adding it as additional Group instead of replacing the original?
- Kendaric Varkellen aime ceci
#622
Posté 31 août 2014 - 05:22
Getting back to my question/request about a mountain tileset in Q way earlier (and after reading the "A question of alternatives" thread), is there any chance to see the Mountainous Forest tileset by Baba Yaga and Zwerkules included in Q some time in the future?
I have to ask: Why? There's no reason to add that Q that I can see other than to have 1 fewer hak in your module's hak list at the expense of making Q bigger, more bloated and less flexible. Just add that tileset to your module. (I like and use that tileset too, but that's not the point.)
Edit: Not meant to dig at Q. The tilesets there which have been modified and added to Q are excellent...
- Zwerkules, NWN_baba yaga et Rolo Kipp aiment ceci
#623
Posté 31 août 2014 - 09:18
The change on the fantasy tower looks great, in my opinion. Would be happy to see it included, and wouldn't mind if it replaced the old one.
Is there an upper limit on the number of groups a tileset can contain?
#624
Posté 31 août 2014 - 09:18
I think that meaglyn is right. I have nothing against the idea but it is unnecesary and a reason why i didnt liked cep was the fact that there is just to much stuff in it that could have been better left out.
They also dont share any assets so you are always safe to add them separately.
Project Q is also very content heavy already and I as a builder would like to have my own options for a few things that i need and do not ![]()
#625
Posté 01 septembre 2014 - 01:18
Okie, I'll just make it available as a separate download which can be added to module-specific haks. I personally find the group unusable with that giant cave and thought others would too.
- Grymlorde et KlatchainCoffee aiment ceci





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