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Project Q Updated to v2.0


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#126
Pstemarie

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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. :(

 

Working on this first thing. Will be completed later this morning.


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#127
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Item icons should be all set, TAD. I've eliminated all DSS versions of the new item appearances, so your overrides should work once more. I also created new models and a set of icons for shuriken #s 051-053 and 061-063 which were never made by Bioware (the icons existed but the models were just a box). They now appear as crystal versions of shuriken 011-014 and 041-044 - color variants are: emerald, amethyst, ruby, and sapphire.

 

I had to leave in the TGA versions of the lower range Bioware icons (e.g. reforged weapons) which are being overridden because just having the DDS versions didn't cut it - I was still seeing the original Bioware icons and not the newer versions.

 

TAD, if you have anymore item icon overrides that are not appearing correctly, send me a PM with the icon numbers and I'll verify that the DDS version of the icon is gone or can be removed without borking Q.



#128
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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).

 

Screenshot please, I'm not seeing it.



#129
Pstemarie

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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).

 

OK, I've added two empty tiles to the Wild Woods .SET file (ttw01). They appear under the "Meadow" terrain.

 

Note, however, with what you seem to want - based on some of your previous notes (e.g. painting meadow terrain along cliffs, etc.) - you'll get much more mileage out of the Wild Woods features if you convert the area over to the TNO tileset.

 

I only included the Wild Woods .SET file in q_!tilesets so that Builders would have access to Wild Woods without all the TNO features if they needed it. Also note, Wild Woods is intended to be a forest tileset; thus, the amount of open terrain would be limited and most likely filled with leaves and flowers as _Six originally modeled it. 



#130
Malagant

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pmh0_head002, although it looks like both sides at the same point:

 

184233_original.jpg184354_original.jpg


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#131
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pmh0_head002, although it looks like both sides at the same point:

 

FIXED


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#132
The Amethyst Dragon

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Item icons should be all set, TAD. I've eliminated all DSS versions of the new item appearances, so your overrides should work once more. I also created new models and a set of icons for shuriken #s 051-053 and 061-063 which were never made by Bioware (the icons existed but the models were just a box). They now appear as crystal versions of shuriken 011-014 and 041-044 - color variants are: emerald, amethyst, ruby, and sapphire.

 

I had to leave in the TGA versions of the lower range Bioware icons (e.g. reforged weapons) which are being overridden because just having the DDS versions didn't cut it - I was still seeing the original Bioware icons and not the newer versions.

Thanks, Pstemarie.

 

And yes, any icons that replace BioWare ones do need both .tga version (for the toolset) and .dds version (for in-game). New, non-BioWare-replacing icons need only a .tga icon.

 

It took me a while to figure that one out when doing Project Reforged. Everything looked great in the toolset, then my players kept reporting the old icons still showing up when they were in-game. Eventually I just said "hmmm...what if I convert some of these to .dds?" It's something I'd had to do to replace some tileset textures (which were already using BioWare .dds files), so it couldn't hurt, right? Lo and behold, it worked for the replacing inventory icons. :)


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#133
Pstemarie

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Daggerford placeable portraits have been uploaded.


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#134
henesua

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placeables.2da

ben harrison traps

indexes 1851 - 1856 are repeats from earlier in the 2da 1619-1624



#135
Pstemarie

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placeables.2da

ben harrison traps

indexes 1851 - 1856 are repeats from earlier in the 2da 1619-1624

 

Removed indexes 1851-1856 and changed the templates to point to the other appearances.



#136
boodah83

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Not sure how much work this would need, but would it be possible to add some kind of visual cues to raised black tiles in the Mines/Caverns tileset (like in Crypt or Dungeon)?



#137
Tarot Redhand

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Not wanting to be a pain but will there be a full download of V2 sometime soon (i.e. everything in a big lump).

 

TR



#138
Zwerkules

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Not sure how much work this would need, but would it be possible to add some kind of visual cues to raised black tiles in the Mines/Caverns tileset (like in Crypt or Dungeon)?

I have textures for that somewhere. They have 'raised' written along the raised parts.


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#139
MannyJabrielle

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That would be extremely helpful for the caves and the crypt tilesets.  Could they perhaps be put into the vdbuild hak?



#140
Pstemarie

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That would be extremely helpful for the caves and the crypt tilesets.  Could they perhaps be put into the vdbuild hak?

 

Crypt already has a grid overlay for the raised tiles that highlights the slope. I've added a red texture to q_!vd_build for the mines and caverns tileset.


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#141
Zwerkules

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Crypt already has a grid overlay for the raised tiles that highlights the slope. I've added a red texture to q_!vd_build for the mines and caverns tileset.

If you replace tdm01_raised.dds with a grid texture you'll see the slopes in the mines/caves tileset as well. I left the texture black so it appears black in game. A texture that highlights the slopes was meant for a hak for building with the tileset. Just like you added one to q_!vd_build.



#142
Shadooow

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If you replace tdm01_raised.dds with a grid texture you'll see the slopes in the mines/caves tileset as well. I left the texture black so it appears black in game. A texture that highlights the slopes was meant for a hak for building with the tileset. Just like you added one to q_!vd_build.

Hmm why didnt you used the method Ive found and provided in my original package? Ive used animloop with tiledefault and it didnt appeared in game at all that way.


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#143
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Hmm why didnt you used the method Ive found and provided in my original package? Ive used animloop with tiledefault and it didnt appeared in game at all that way.

 

Dungeon and crypt do use your method of tilefade. Zwerks mines and caverns - which have ceilings and are not from your package - are on the list of things to rework so that they use the same methods you did.



#144
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Finally got around to adding Este's kitchen tiles to Q - nice job on those btw.


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#145
boodah83

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Cool! Though this inspires me to another one of my dreaded suggestions:

 

Empty versions of tni01 and tni02 terrain tiles (Inn, Living Room, Rich, etc.) and maybe empty rooms (1 tile features) so you can fully customize them with placeables.


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#146
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Cool! Though this inspires me to another one of my dreaded suggestions:

 

Empty versions of tni01 and tni02 terrain tiles (Inn, Living Room, Rich, etc.) and maybe empty rooms (1 tile features) so you can fully customize them with placeables.

 

Yeah, I've got a ton of those somewhere that I collected from the Vault. I'll have to dust them off and get them in Q.


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#147
YeoldeFog

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Are you updating regularly, or will there be a big update soon? :)



#148
Mecheon

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Speaking of tileset addons, one I liked from the City Interior Windows is they include an empty version of that cage in the kitchen that you can put a door on



#149
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Are you updating regularly, or will there be a big update soon? :)

 

Just tweaks and bugfixes at the moment. I add a few things just about daily as I find them - or need them for the module I'm making.

 

One thing I have found odd is that the kitchen tiles in City Interior 2 all have a wood floor but have the walkmesh material set to stone. I have two options - change material to wood or retexture floor with cobble.



#150
boodah83

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My vote is for staying with wood.


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