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Project Q Updated to v2.0


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#101
boodah83

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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.


Animations seem to work fine and the lizards look good too, great job!

 

However, the game seems to think they are much bigger than they actually are, which causes them to not fit through corridors in the Cave/Mines tileset for example (the same is true for the Mist Dragon). I'm not a 100% on this, but it also looks to me like they have a bit more distance to their opponent in combat as they should have.

 

Not sure if this has something to do with the settings in appearance.2da or if this is a problem with the models themselves.


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#102
gutwrench66kg

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Animations seem to work fine and the lizards look good too, great job!

 

However, the game seems to think they are much bigger than they actually are, which causes them to not fit through corridors in the Cave/Mines tileset for example (the same is true for the Mist Dragon). I'm not a 100% on this, but it also looks to me like they have a bit more distance to their opponent in combat as they should have.

 

Not sure if this has something to do with the settings in appearance.2da or if this is a problem with the models themselves.

 

 

it's one of the 2da entries.. baba accidentally left the default personal space for the creature as being very very large in comparison.


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#103
Pstemarie

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Fixed the 2da entries on the lizards. I also fixed an issue in the animation super with the casting animations - front feet were detaching from the rest of the model.


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#104
Pstemarie

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Uploading the dynamic armor rack I made some time back. The rack uses phenotype 10 and the human male and female appearances. I still have to confirm that all robes sync with it.


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#105
cervantes35

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Now we know why I don't play around with animation models.

 

Nice catch boodah and gutwrench I only tested it outdoors so I never would have found that error.

 

Dynamic armor rack interesting.

 

Thank you Baba for the great lizards you did all the hard work.



#106
cervantes35

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Pstemarie I was looking over Drays critters in his WIP folder and models skin look sound but I think theses will will probably need your attention any problems with these will be animation based and probably will be more than I can tackle.



#107
cervantes35

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The ttw01_j13_01 still has a gap after running the updater it also has a different texture map on the roof maybe 1x1 instead of 2x2 to it and is not set to rotate. I would run the keep tiles thru CM3 and have it map that texture on those tiles so they are all consistent and have it also set the rotation of that texture. I have used this method before to a bunch of tiles to get mapping consistent works really good better than I could do by hand in max.

 

You could also have CM3 map the wall texture as well as there are small inconstentency on it as well and probably because you did some of tiles and six did some of the tiles.



#108
Pstemarie

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Whoops forgot to upload the final version of that tile - fixed.

 

I also fixed a flickering issue with the stone seams on tiles j11_01 and j21_01. I also fixed the misaligned wall texture mapping on both j13_01 and j23_01. I just have one more mapping alignment to fix then everything should be good.

 

I prefer to do mapping myself.



#109
Pstemarie

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I'm thinking of renaming the "Monster: Animal: Horse" category on the custom creature palette to "Mounts" and pushing it up to a major category which would house templates for ALL mountable creatures. The new major categories would look like this:

  • Monsters
  • Mounts
  • NPCs
  • Special
  • Tutorial

What do folks think of this?


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#110
Surek

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Coming from a builder’s perspective I like the idea.



#111
SHOVA

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Perhaps adding an extra entry of Module with 5 sub trees under it would help too. otherwise, love the idea.


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#112
Pstemarie

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Perhaps adding an extra entry of Module with 5 sub trees under it would help too. otherwise, love the idea.

 

Wouldn't that be kind of redundant with the "Custom" category already existing in the palette? What subcategories did you have in mind?



#113
boodah83

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I'd sugest having the complete

  • Monsters
  • Mounts
  • NPCs

with all sub catagories as well in this Module (or whatever) entry.

 

OR maybe a Project Q entry with all the above and the Q blueprints moved there, freeing up the palette for the builder.


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#114
SHOVA

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It might be redundant, but usually when I build the custom 1-5 gets rather full. I was thinking more in line for PW, and in particular NPCs, Most PWs have set NPCs for shops, quests, or even bosses. Having a spot to put NPCs that are for DM events, and not tied to special conversations, would be helpful.

Another line of thinking is having it as a working directory while building. everything under the module category is being worked on, while stuff under the others complete.



#115
Malagant

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I'm thinking of renaming the "Monster: Animal: Horse" category on the custom creature palette to "Mounts" and pushing it up to a major category which would house templates for ALL mountable creatures...

What do folks think of this?

I use brackets for this method.

 

Parentheses put things at the top of the list, but as to not have the top cluttered with all manner of categories I use brackets to place them at the bottom. Thus, all my (Dynamic) and dynamic (Mounted) selections all appear first, then the wealth of creatures, then at the bottom I have things like [Mount], [Object], [Unique] for NPC models and those intended as one-off appearances, [VFX], etc.

 

Go with what's comfortable for you, it's easily changed on this end, but I, like you, prefer them organized.

 

Edit: I completely misread that, as I missed palette and was thinking appearances. Haven't tested it within the palette so don't mind me. Too much going on today. My apologies.


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#116
YeoldeFog

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Heya!

 

I've found a tileset error (Oh, those are so funny right?!)

 

http://snag.gy/aSH93.jpg



#117
Pstemarie

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Wildwoods wall - I get on it tomorrow. Too busy today.



#118
YeoldeFog

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I'm tooling around with the Wildwoods... thingie that isn't the wildoods (I don't fully understand if it's the wildwoods or a reworked verison of it! :)  ). Anyway, would it be possible to make a tile with no rocks or bushes at all - a clean grass tile only and add that to the Project Q tileset? :)

 

And I also need to mention - great work with everything!



#119
cervantes35

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Wild woods was in corporated into the tno castle rural exterior and is a stand alone as well. The stand alone version is the most current version of sixes tileset which he never released prior to project q version 2.0.

#120
Pstemarie

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I'm tooling around with the Wildwoods... thingie that isn't the wildoods (I don't fully understand if it's the wildwoods or a reworked verison of it! :)  ). Anyway, would it be possible to make a tile with no rocks or bushes at all - a clean grass tile only and add that to the Project Q tileset? :)

 

And I also need to mention - great work with everything!

 

You need a plain grass tile for Wild Woods? I believe you can find those when you paint "Meadow" terrain.



#121
YeoldeFog

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You need a plain grass tile for Wild Woods? I believe you can find those when you paint "Meadow" terrain.

I can't, first there are flowers in the meadow, then the meadow is a... uhm...  it isn't like a regular tile. Doesn't work beside hills, canyons and stuff like that. My explain-fu is not good enough, I know, but it's not the same as a regular tile :/



#122
Pstemarie

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I can't, first there are flowers in the meadow, then the meadow is a... uhm...  it isn't like a regular tile. Doesn't work beside hills, canyons and stuff like that. My explain-fu is not good enough, I know, but it's not the same as a regular tile :/

 

Ok, just so I'm straight on this - what BASE tileset are you working in. Are you using the Castle Exterior, Rural (aka TNO) or the actual Wild Woods Tileset (which is a version Six did not release to the public)?



#123
Malagant

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A minor but noticeable issue, I saw that pmh0_head002 has a tear in the hood (left side from our perspective) when the hood moves. I was also wondering what causes this because I had that issue with one of the conversions I did and the only way I knew around it was to only use the vertices below that point in auroraflex (which worked for me because it was hair, but on a hood it might look a bit strange).



#124
The Amethyst Dragon

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I went ahead and downloaded and ran the updater to bring my personal copy of Q from 1.7 to 2.0.  Some nice new stuff in there that I'll get to merging into my own 2da files sometime in the near future.

 

I even like the newer newer cave textures the underground caves suddenly got. :)  Although I do now have to remake some placeable textures that were made to match the mine walls.

 

However, I do have one problem.  It seems that almost every new inventory icon included comes with both a .tga and .dds version.  The .dds version isn't needed for icons that aren't overwriting BioWare icons...and they're overriding any icons with the same file names in higher priority haks (namely, the ones with new stuff for my PW and ones I've renamed/renumbered to get Q + CEP + Aenea content available at the same time). I noticed it today with miscellaneous items and with the 3-part shields while playing.  My jump widget icon doesn't look like a little guy jumping anymore, it looks like a stumpy vial of yellowish poison...and my formerly steel tower shield painted with an Aenean deity's symbol now looks like a primitive shield of rough wood planks. :(



#125
YeoldeFog

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Ok, just so I'm straight on this - what BASE tileset are you working in. Are you using the Castle Exterior, Rural (aka TNO) or the actual Wild Woods Tileset (which is a version Six did not release to the public)?

 

Hmm, I think it's the Wild Woods version. First I used Wild Woods (Six version) and made some areas with it. Then I removed it to see if it would still work with PQ2, and it did. I know the Wild Woods (downloadable version from the vault), didn't had the empty tile with rocks and bushes.

 

So to sum it up

 

1. I first used Wild Woods from the vault (public one)

2. I made some areas using that tileset

3. I downloaded and upgraded to Project Q 2.0

4. I removed Wild Woods (public one).