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Project Q Missing Tower Shield Model?


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#1
JediMindTrix

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Has anyone else noticed this? Am I going crazy? The one directly to the left of the selected icon also does the same to me.

 

projectqbug.jpg

 

EDIT: Not sure why they showed up this like this in a Q mod, but closing and reopening the toolset to this module reverted shields to using parts rather than icons. However, this led to another question: why isn't this icon showing up when the corresponding model is used in the parts based system?

 

EDIT 2: While I'm on the subject of custom shields, I seem to be having trouble finding documentation related to how they are implemented in NWN. Haven't found anything on the ccg wiki specific to them to explain some of the questions I have (like why some shields have a tga that matches the mdl name but have a .dds with extra letters like wad, or ad, in their name).



#2
The Mad Poet

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I've noticed that happening sometimes when I open one module up that isn't Q based, and then open another Q based module without first closing the toolset. It doesn't happen every time. My best guess is that for some reason the toolset is still hanging on to the original baseitems.2da. Usually if I notice this I just reopen the module in the toolset after shutting it completely down.

 

As for the second part, I'm not sure I exactly understand the question.

 

The third part, well, depending on whether you are using Q or not it really just requires you to name the parts correctly and it should be fine. 



#3
Pstemarie

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As far as the icons not appearing in Q for the parts-based system, its because they were accidentally omitted from the v2 build. If you could send me the icon in that screen shot, I'd be happy to convert them and upload them to the Vault as a hotfix.

 

You can either share them via dropbox or email them to me.

 

EDIT - Found the icons in an old WIP folder and have uploaded them to the Vault as a hotfix.


  • Grymlorde et JediMindTrix aiment ceci

#4
JediMindTrix

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As far as the icons not appearing in Q for the parts-based system, its because they were accidentally omitted from the v2 build. If you could send me the icon in that screen shot, I'd be happy to convert them and upload them to the Vault as a hotfix.

 

You can either share them via dropbox or email them to me.

 

EDIT - Found the icons in an old WIP folder and have uploaded them to the Vault as a hotfix.

 

Sweet! Thank you!

 

I've noticed that happening sometimes when I open one module up that isn't Q based, and then open another Q based module without first closing the toolset. It doesn't happen every time. My best guess is that for some reason the toolset is still hanging on to the original baseitems.2da. Usually if I notice this I just reopen the module in the toolset after shutting it completely down.

 

As for the second part, I'm not sure I exactly understand the question.

 

The third part, well, depending on whether you are using Q or not it really just requires you to name the parts correctly and it should be fine. 

 

Eh, idk how to explain it. If you look through CEP shields you will see many that have .dds named, for example ashto097tad.dds, or variations of that. It's for applying more than one texture to a shield, I've guessed, I just can't find any online documentation available covering custom shields in depth (didn't look super hard, admittedly).



#5
Tarot Redhand

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Ask The Amethyst Dragon aka tad.

 

TR



#6
The Amethyst Dragon

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Looks like you might be having compatibility problems between Q and CEP 2.61. The shields with *wad ("wood, amethyst dragon"), *ad ("amethyst dragon"), or perhaps *dad ("dark, amethyst dragon") textures are CEP shields I remade. The newer texture names are there so that they don't cause a conflict if someone happened to use the old shields' textures for custom content work along with using CEP, and so I could easily identify my own work in a hak content list.

 

.dds files were used instead of .tga simply to save a bit on disc and download size for the haks (since I did make a bunch of shields for CEP 2.61).



#7
JediMindTrix

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I'm currently importing things from CEP over to a Project Q build as CEP, for some reason, does not play well with me for a few reasons I can't pin down. That screenshot, however, had only Project Q haks uploaded to it. Thanks for the information!

 

I have another question: why are some .mdl files in a strange garbly format that I need to use NWMax to read, and why are some in ASCII format? Why will the garbly format work in ASCII format if converted by NWMax? EDIT: Answered my own question I think, garbly format is an optimized version and ASCII is an unoptimized version.

 

Also, if I create new baseitems lines for regular shields, can they co-exist with Project Q's parts based versions and still function as intended?



#8
The Amethyst Dragon

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The "garbled" model files are "compiled", meaning they are changed to a form the game engine uses. The ascii ones have not been compiled, and the game engine has to take the time to compile them on the fly to make them appear in-game.

 

New lines for shields in baseitems.2da don't work properly, no matter the type (simple or 3-part, small, large, or tower).