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Project Q Updated to v2.0


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#76
Pstemarie

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"Izk the Mad" made the "Silent Hill-ish Hak", not PHOD...   :P

 

 

My apologies to Izk. Thanks for catching that.


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#77
Carcerian

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NP, i just happened to have added the resident evil and silent hill content to project a few hours before, so was odd coincidence, lol...

 

(Edit: bug report deleted, haks not updated properly :P)


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#78
MannyJabrielle

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Small suggestion on the music....

 

Add in a line in the 2da for the original NWN w/o expansions main theme?  The resource is mus_theme_main.bmu

 

It's a default nwn resource, just not used since the HotU expansion changed the menu music.



#79
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Small suggestion on the music....

 

Add in a line in the 2da for the original NWN w/o expansions main theme?  The resource is mus_theme_main.bmu

 

It's a default nwn resource, just not used since the HotU expansion changed the menu music.

 

Added at the bottom of the 2da as "OC - Main Theme"


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#80
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Wild Woods "Keep" terrain has been updated - water blending and missing tile geometry added (ttw01_j13_01).



#81
cervantes35

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Found the UTC for tthe roper needs to be redone as the roper won't show in the pallette but is in the drop down.

 

Lizard  cave and subterranean not listed under (mount).

 

Not sure you saw or just didn't like the idea but I will post it again. I would sub devil=baatezu and demon=tanari'ri as well since you have yugoloth.

 

Really like the second female lich great job.


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#82
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Found the UTC for tthe roper needs to be redone as the roper won't show in the pallette but is in the drop down.

 

Lizard  cave and subterranean not listed under (mount).

 

Not sure you saw or just didn't like the idea but I will post it again. I would sub devil=baatezu and demon=tanari'ri as well since you have yugoloth.

 

Really like the second female lich great job.

 

Roper UTC is fixed in the new base modules I'm putting together. I've also fixed the lizard mounts so they appear in the right order now on the rollout. Still thinking about the devil/demon thing. I'm inclined to skip the outlandish names and stick with how they are identified in the monster manuals.

 

Thanks about the lich - newest version now has a crown.



#83
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Texture upgrade to the mines and caverns. I've replaced the Zwerk's rough, dirty wall textures with a more chiseled rock texture and blended the colors so they're slightly more connected in hue and coloration.

 

This image is an ingame shot using the default lighting for the tileset.

 

caves_zps74b58dbf.jpg


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#84
cervantes35

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Paul take a close look at the new tigers, it almost looks like they should have transparencies on the fur around the head and on the stomach I don't think the black should be so prominent. Maybe this is just me.


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#85
Rolo Kipp

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<cold-blooded...>

 

And for a hoot (speaking of fur), look at the HotU c_giantliz sometime ;-)

Not that I'm expecting anyone to fix that...

 

<...and furry>



#86
cervantes35

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Speaking of lizards we had some nice lizards that Baba_Yaga did we should add in. I had done a couple minor texture touch-ups and Paul had fixed the mist dragon animations.


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#87
boodah83

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Castle Gate (1x3) group in Wildwoods still has the black (missing) texture on one tower.

 

Btw, not sure if this only a problem with my system but is anybody else experiencing lag in Castle Exterior Rural areas with thatch roof buildings?


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#88
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Added the missing alpha channel on the tiger textures - nice catch Cervantes. Fixed the Castle Gate. I've got the lizards pulled aside - making sure that everything is working with them.



#89
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<cold-blooded...>

 

And for a hoot (speaking of fur), look at the HotU c_giantliz sometime ;-)

Not that I'm expecting anyone to fix that...

 

<...and furry>

 

OK, I don't know what the artist was smoking when he made that giant lizard, but I want some.


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#90
cervantes35

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I'm working the lizards right now so don't bother with them. I'm picking thru NWN Ehanced and LoW's critters for some of the good useful stuff and doing a little polish also going over Dray's new animals as well.


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#91
ShadowM

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Which lizards are we talking about because I redoing the drow lizard for my familiars I asked Dray' if he had any other lizards, but have not heard from him. I got the drow lizard down to around 800 poly with no quality lose and started to rig him for animation from the bullette. Just like to know if I doing work that already been done or there more complete ones.



#92
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Which lizards are we talking about because I redoing the drow lizard for my familiars I asked Dray' if he had any other lizards, but have not heard from him. I got the drow lizard down to around 800 poly with no quality lose and started to rig him for animation from the bullette. Just like to know if I doing work that already been done or there more complete ones.

 

The NwNE lizards, which were originally done by NWN Baba.



#93
boodah83

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The tile tdm01_a02_03 seems to have a walkmesh issue - When walking through, it looks like you're droped down below the floor before emerging again on the other side.



#94
ShadowM

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The NwNE lizards, which were originally done by NWN Baba.

Ah ok I looking over though do not like the body placement and animation but an could be an option to change it. hmmm



#95
Randomdays

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I think I sent Dray at least one lizard.

 

I did not send him one from DAoC but if you know how to get it to work in NWN I can send it your way. Looks like 1 mesh and some reskins. 

 

http://www.etaew.net...ch=Submit Query



#96
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The tile tdm01_a02_03 seems to have a walkmesh issue - When walking through, it looks like you're droped down below the floor before emerging again on the other side.

 

Fixed the walkmesh - for some reason the aabb geometry was rendered in the .WOK file but not the .MDL file. The aabb surface data was in the .MDL file but all the geometry had been erased on export and compiling. I'm reporting this to MDA. 



#97
Mecheon

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Ah ok I looking over though do not like the body placement and animation but an could be an option to change it. hmmm

They're komodo dragons and not regular lizards so it does work for them


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#98
cervantes35

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NwNE lizards are up in my Q-staged box with an animation model.

 

Let's get Boodah to test them he'll test anything. I say this because I am not the greatest at playing around with animation models.



#99
cervantes35

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I was playing around with wild woods and had a few problems ttw01_j23_01 did not place left a blank hole in the keep.

 

Keep roof not all tiles have the texture set to rotate.

 

Small gap in roof either ttw01_j12_01 or J13_01 could not tell which tile was the offender but j13_01 would be my guess.



#100
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I was playing around with wild woods and had a few problems ttw01_j23_01 did not place left a blank hole in the keep.

 

Keep roof not all tiles have the texture set to rotate.

 

Small gap in roof either ttw01_j12_01 or J13_01 could not tell which tile was the offender but j13_01 would be my guess.

 

I haven't built J23 yet. I'm still tweaking keep tiles.

 

EDIT: J23 is built. Fixed gap/seam issues (should be none now) and turned on texture rotation for the cobble ground and the keep roof. 


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