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Project Q Updated to v2.0


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#626
Rolo Kipp

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<shouting...>

 

I rather like that group (yours) and think it would be great included. Why not?

 

<...from the depths of his cave>


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#627
Gruftlord

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I'd prefer the door over a cave, too

#628
boodah83

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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.

 

Why? Everyone said, they liked it and would like to have it in Q. I did only ask for it as an addition rather than a replacement because I like to have options and maybe for minor backwards compatibility reasons. Though I'd rather have the original replaced than to not have your improved version in Q at all.

 

 

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...

 

I understand your point, though I'd still prefer to have it in Q, mainly for the reason you stated (not having to add any outside haks to my module). I also wouldn't think of Q as being too bloated and inflexible (or too specialised) just because a mountain tileset was added, since mountainous areas are more or less a staple adventuring environment that is kinda hard to represent with the tilesets already in Q. All that said, I think Zwerkules didn't even gave his ok yet and in case he does so indeed, maybe it can be put up for a vote here or over at the Q forums.



#629
Pstemarie

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Well, after looking back over the last page, not misreading Meaglyn's post (which was about the MF tileset), and counting up positives, its very clear that the "Yes" votes have it. The revamped Fantasy Tower will be added to Q. I'll see what I can do to add it as an additional group - its only 16 tiles - to maintain backwards compatibility with areas that may already have been built using the original tile group (wouldn't want to break any transition doors and some folks may actually like having a big cave in the bottom of the tower.

 

Mountainous Forest - just waiting for Zwerkules to give the thumbs up.


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#630
Cannonade

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Are there any updates planned to the Sigil exterior tileset in the foreseeable future? Simply asking because I've made some of my own additions and would need to keep it compatible.



#631
Zwerkules

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Mountainous Forest - just waiting for Zwerkules to give the thumbs up.

You can add it to Q if you like. Like Meaglyn I don't see why it should be added though. It makes the Q haks bigger even for those who will not use the tileset and there may be a problem later when I get the time to add the water and/or the swamp terrain some people asked for.



#632
Pstemarie

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Hmm - maybe I can add it in the same fashion I did with Wild Woods. I know some people are concerned about the 2100+ tiles size of TNO, but I used to have an expanded rural tileset that weighed in at 4500 tiles - give or take a few - and never noticed any load time issues.


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#633
The Mad Poet

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You can add it to Q if you like. Like Meaglyn I don't see why it should be added though. It makes the Q haks bigger even for those who will not use the tileset and there may be a problem later when I get the time to add the water and/or the swamp terrain some people asked for.

 

I think it's good to have outside of Q. Could it not be included as part of say... an optional tileset hak? That way builders can choose whether they want to include it or not. I think Q already has one called !tileset.hak or something like that. Except that might just be texture overrides.

 

I find it useful to have players download one large file rather than a dozen smaller files. I can understand why content creators prefer their hak stay in tact, and I can see the use in everyone using the same hak files so that hard drives aren't filled with extra copies of already existing content in separately named hak files. That was a big issue back in the early 2000's when Hard Drives averaged... what... 20 gig's or so? Today... not such a big problem for most people.



#634
Iskadrow

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Hmm - maybe I can add it in the same fashion I did with Wild Woods. I know some people are concerned about the 2100+ tiles size of TNO, but I used to have an expanded rural tileset that weighed in at 4500 tiles - give or take a few - and never noticed any load time issues.

 

I am all in favor of expanding the TNO until there really are issues. As it stands, the tileset enables strong continuity between areas: While I plan to make use of Zwerkules' Medieval Rural and the Wildlands as well, the expanded TNO is going to serve on quite a lot of fronts (town, ourtskirts of said town, roadside and wilderness, outskirts of a blasted moor, woods) and going to do admirably.


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#635
cervantes35

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Are there any updates planned to the Sigil exterior tileset in the foreseeable future? Simply asking because I've made some of my own additions and would need to keep it compatible.

 

I know I have no immediate plans of adding to this as there are other tilesets I am working at this time. Sometime in the distant future I do have plans for some additions. (Mortuary for sure  along with others)

 

I can't speak for Pstemarie but I have not heard about any improvements in this set from him.

 

I would be interested to see what you have added.



#636
Pstemarie

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What Cerv said regarding Sigil. However, I'm sure once I start building with it, I'll find things to add ;)



#637
Cannonade

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I can't claim much credit as none of this is original work. All I've done is import bits and pieces from other tilesets and slap Bioware/TNO textures on them. They'd likely need more work (probably UVmapping) to have higher quality but it's not exactly part of my skillset just yet.

 

I don't feel they match the Q standard to be added, but they've been good enough for me for time being. I'll include some screenshots since you asked: http://imgur.com/a/wKTRr

 

 

 


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#638
cervantes35

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Nice not bad for someone who says they have no skill set. I particularly like the evil castle as I have toyed with adding it myself by making it the foundry adding smokestacks to the roof and some towers to the corners and making the roof walkable.

 

If we add on to this set I will assist you in making it compatible with your needs, that is if the help is needed.


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#639
Tarot Redhand

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I really like that Romanesque cloister.

 

TR 



#640
boodah83

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I found another ttw tile that needs a little height adjustment to fit with other tiles: ttw01_e07_01 (that's a WW wall crosser on raised terrain tile, if that helps somehow).



#641
Iskadrow

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Few things I noticed while building with Project Q:

 

- The roper's .utc has the wrong appearance assigned.

- In the Dwarven Halls tileset you cannot currently use the 'Cave Entrance' group without lots of placeable trickery, since the roof doesn't quite match the floor.

- Baba's spiders do not seem to get along with the spawn-in animations for spiders



#642
MannyJabrielle

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Found an issue with the shoulder wrap cloaks... The textures are screwy and use the texture for a couple of the FR deity cloaks.  One of the three wraps also uses one of the FR deity cloak icons rather than it's own wrap icon.

I already fixed this for my module... I can pass on the renumbered plts and edited 2da if needed.


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#643
Pstemarie

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Found an issue with the shoulder wrap cloaks... The textures are screwy and use the texture for a couple of the FR deity cloaks.  One of the three wraps also uses one of the FR deity cloak icons rather than it's own wrap icon.

I already fixed this for my module... I can pass on the renumbered plts and edited 2da if needed.

 

Please do. I find I have little time for NWN these days. Drop it to my email and I'll be sure it gets uploaded to the updater server.



#644
LadyoftheCats

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We are in our final stages and wow, I've never worked haks before and it sure has been quite a learning experience! Getting closer to our Big Update.

iit_torch_073 and 074 actually are "designated" numbers for flags. One is the red circle and the other is black checked. Can you give these two torch items different numbers? They also do not have portraits to them.
There is also an issue with one of the bullets in that it has a black icon.

PS - thanks to all those contributing to this Project.



#645
Pstemarie

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We are in our final stages and wow, I've never worked haks before and it sure has been quite a learning experience! Getting closer to our Big Update.

iit_torch_073 and 074 actually are "designated" numbers for flags. One is the red circle and the other is black checked. Can you give these two torch items different numbers? They also do not have portraits to them.
There is also an issue with one of the bullets in that it has a black icon.

PS - thanks to all those contributing to this Project.

 

 

I'll look into the missing "portrait" (icon) issue for the torches - I think they just have a placeholder icon. However, I'm not too keen on relocating them as this is something you can do easily enough - just change the models to another number (you'll also need to change the internal names as well).

 

The bullet icon was a HotU problem - the alpha channel was incorrectly set. Furthermore, model ranges 50, 60, 70, 80, 90, and 100 had no color variation 4 due to a naming convention issue. All icon related issues are now fixed.


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#646
henesua

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Project Q's Castle Tileset is very nice, but doesn't appear to have all the latest work in it. I recall some years back that Rolo Kipp was modifying the hall windows to cycle through day and night animations. I've been playing with it today and found that the hall windows are always on the day animation - even when I cycle through the options and some show up with moonlight instead of sunlight in the toolset, the tiles in game show full sun.

 

Was this too tricky to get the animations to work or did this work just never get pulled in?



#647
LadyoftheCats

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Finally, after a year of crash course in haks and 2das, Kissmet went live with Project Q!

Stuck on version 2, though... brain wore out by the end of the year and still have the clothing and parts to work through.

We have someone who is working on getting us the "parts" of the shields, instead of "next" and "previous" of the main part.

Rolos' statue of Suna and Tarot Redhand's portraits, as well as other placeables have been very well liked!

Thank you to all those on the CCC team! Lots of new creatures from CCC also added and already having fun updating the encounters in these old areas.

 

One issue that I can't figure out with the enhanced Mines and Caverns... we are walking on walls as well as some encounters are spawning on ceilings.

Can anyone help me find the "fix" for that? Am I missing something in the .set? or missing some files? If someone can tell me how that works, I can search to see what I might be missing.

 

Thank you!



#648
Carcerian

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Officially donating/submitting to project Q: http://neverwinterva...d-monster-heads

 

(if has the room for them at least)


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#649
Pstemarie

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Thanks. I'll have to look this over when I get the time. the Q head slots are pretty filled up at the moment.



#650
LadyoftheCats

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In q_tilesets v2, it enhances the mines and caverns. Kissmet has been using this version and worked hard all last year in using Q haks alongside with our Kissmet haks. There is an issue with walking on the ceilings in Mines and Caverns. I tried to find this issue. I don't know what the walkmesh problem is. I've asked around with no answers. I checked with the latest v17 of Project Q and the Mines and Caverns have reverted back to "non enhanced"? What happened?

 

It was hoped that in the future, Kissmet might be able to update with newer versions of Project Q with some work and edits, but now we can't.

Shields are messed up and I can't seem to find answers from anyone to help us out with these shield parts. To put the conversation on to a tailoring model.

 

All in all, there is just soooo many enhancements to placeables and creatures and other things that Project Q has provided, and we have been happy with that.

Thank you for that... but what happened in your updated versions?