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Project Q v2.1


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#101
Pstemarie

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First city building riser in place and paintable in the toolset...

 

house_riser_zps0xsizrsu.jpg


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#102
Tonden_Ockay

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WoW very very nice Pstemarie, man I am so glad you started working on Project Q again. I really do love all the work you are doing. Please never quit working on NWN even if you can only work on it 2 days a month. We all benefit from people like you who really pour's them selves into their work for the community.

 

 

Thanks for everything you have done and are still doing. I would like you to know it doesn't go unappreciated, we all really love your work even if we forget to say so now and then. 


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#103
Pstemarie

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Thanks for the kind words. Just about finished with the building raise/lower - just need to add some variant tiles and cleanup some seams. The Raise/Lower tool only works on grass and city tiles. To get the buildings to paint you first need to make the hill then paint the building tiles over it. You can NOT paint down buildings and then use the Raise/Lower tool to build up hills beneath them.



#104
Verilazic

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It's good to take breaks. Especially when they're breaks instead of retirement. ;)


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#105
Pstemarie

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Poor Building - with new textures and some mapping adjustments...

 

poorbuilding_zpsp5g98kxo.jpg

 

I still need to make a texture for the doorway. Don't worry, not all the roofs for the poor city buildings will be thatch - I have a nice run down tiled-roof texture I'm working on.


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#106
Tonden_Ockay

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Nice work Pstemarie I really love this building.

 

This is really going to be a great tile set once your done. At this point the only two reasons I can see to still use the standard city tileset would be for standard docks or with a addon non walk able water falls.



#107
Pstemarie

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Boodah already ported in the buildings adjacent to water, so I imagine the city docks wont be far behind. I am kind of partial to the docks that _Six did for Wildlands - the ones that sit below street level. I might see what I can do about getting something similar into TNO.  


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#108
Tonden_Ockay

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WoW it sounds like your one step ahead of my thinking :). I'm really looking forward to toying around with all the things you are adding.

 

 

I guess someone could use one of the seasonal forest tilesets with Project Q and just use the seasonal forest for their docks.

 

nwmain%202011-03-08%2001-29-43-46-thumb-

nwmain%202011-03-08%2001-30-50-63-thumb-

 

I think the docks in the pictures above don't look bad but it would be nicer if they weren't sitting on the water. I for one feel they would look better if they set up a little higher.



#109
NWN_baba yaga

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Trying to incorporate Low´s work into other tilesets ala tno is not just click and boing. He used a more terrain like mesh for his complete ground (15*15 polys on XY i guess) and so are his walkmeshs. So it´s not good to use his stuff in other tilesets imo! To much work to bring both meshes together.

But i like his sandy slope into the water shot a lot ;)

 

ps

awesome new poor building Pstemarie :) the wood texture is great!


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#110
Tonden_Ockay

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I was talking about using his tileset to make areas.

 

Example; Make most of your city using TNO then use Seasonal to make the docks for the city. Quicker and easier for people who wants the look but don't know how to rework tilesets.

 

I know this would add more haks, so it was just an option for some people.

 

As for me if I use Seasonal I will reskin it to match TNO. Thanks for all of you I can at least do that much with NWN so far :).



#111
Pstemarie

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Trying to incorporate Low´s work into other tilesets ala tno is not just click and boing. He used a more terrain like mesh for his complete ground (15*15 polys on XY i guess) and so are his walkmeshs. So it´s not good to use his stuff in other tilesets imo! To much work to bring both meshes together.

But i like his sandy slope into the water shot a lot ;)

 

ps

awesome new poor building Pstemarie :) the wood texture is great!

 

I love LoW's work, but I hate working with it from a modeler's perspective - how'd he ever keep all those polygons straight is beyond me  :P It looks beautiful ingame but will give you a headache looking at in 3dsMax or GMax.

 

Anything I do with docks will probably be all new models - most likely a hybrid between what _Six did with Wildlands and LoW did with Seasonal. They will definitely NOT sit right on the waterline. 

 

Thought you'd like that texture Baba - pretty sure its one of your's - you and _Six just blow my mind with the texture work you both do. 


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#112
NWN_baba yaga

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Hey Pstermarie,

 

I just tried to update projectQ using the updater v2 and all haks get the error message "failed to create ***hak" ? Anyone else getting this error or arent we supposed to use it atm ?

And btw. any ETA on the release of 2.1 ?

Would love to have all the new stuff :)



#113
boodah83

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Boodah already ported in the buildings adjacent to water, so I imagine the city docks wont be far behind. I am kind of partial to the docks that _Six did for Wildlands - the ones that sit below street level. I might see what I can do about getting something similar into TNO.  

 

Alright, I'll work on the docks next. Biggest problem will probably be to connect those with the docked TNO ships, but I hope I can figure it out somehow.

 

And dude, fantastic job on the raised city terrain so far and that redone poor building looks just freaking amazing!



#114
Pstemarie

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Hey Pstermarie,

 

I just tried to update projectQ using the updater v2 and all haks get the error message "failed to create ***hak" ? Anyone else getting this error or arent we supposed to use it atm ?

And btw. any ETA on the release of 2.1 ?

Would love to have all the new stuff :)

 

The updater works fine for me. I'll send you a PM and we'll see if we can figure out what is going on.

 

ETA for release is December 23-26 - somewhere in that span.


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#115
Carrot Sticks

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That'll be one heck of a Christmas present.


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#116
Pstemarie

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Taking a break from models today to do a little housekeeping...

 

The v2.1 q_race.HAK has reached the 16K resource limit. Rather than dump new models willy-nilly into q_race2.HAK, I decided to move some files around between the two HAKs. 

 

1. ALL Normal phenotype models will now be found in q_race.HAK - along with the ACP and the other new phenotypes added in Q.

 

2. ALL Large phenotype models will now be found in q_race2.HAK - along with the dynamic centaurs and any new dynamic models I might decide to add in the future.

 

This slight change reduced the size of q_race.HAK be nearly 5K resources and will make it much easier moving forward to locate models in both HAKs.

 

**********************

Question...

 

In looking through the Large phenotype I see that there are numerous heads that need to be rescaled and ported over from the Normal phenotype. Is there a scaling script to do this - i.e. can NWN Armory or the scaling scripts in NWMax Plus handle heads? If not, what is the best tool to perform this operation?



#117
Tarot Redhand

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If these heads are separate ascii models you could always try the little utility that I wrote ages ago called ScaleEmAll. As always make a back-up of the models before use.

 

TR


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#118
Pstemarie

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If these heads are separate ascii models you could always try the little utility that I wrote ages ago called ScaleEmAll. As always make a back-up of the models before use.

 

TR

 

Nice! This is just the tool I was looking for. 



#119
Pstemarie

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Working on phenotype this morning and the rest of today...back to tilesets on Monday. Anyway...

 

1. The Large phenotype has been expanded to include the ACP, Flying, and Social phenotypes and support has been fully scripted into q_inc_acp.

 

2. The Body Tailor now limits the possible phenotype choices to Normal and Large. Since these are the base phenotypes, these should be the only ones accessible from the Body Tailor. 

 

3. The module event script - q_mod_def_enter - has been modified to store the PC's base phenotype when they enter module. By default, if the PC is using a nonstandard phenotype (i.e. neither the Normal or Large phenotypes, or one of the mounted variants), a message is sent to the player and then they are booted and a time-stamped log entry is filed. Alternatively, an optional block of code has been included that just sets the character to the Normal phenotype without booting them.

 

4. A new module event script has been added - q_mod_def_exit - resets the PC's phenotype to the base phenotype that was stored on them in q_mod_def_enter or if they changed phenotypes using the Body Tailor.

 

[EDIT]

 

5. Added another robe hak - q_robe4.HAK - to accommodate the expansion of the ACP phenotypes. Robe support for the expanded Flying and Social phenotypes is provided in q_robe3.HAK.  

 

[/EDIT]


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#120
YeoldeFog

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Hmm, I remember some sitting Phenotypes that was very nice. You can sit crosslegged, resting, etc. Do you have them, and do you think you can Q[ue] them!? ;)



#121
Pstemarie

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Hmm, I remember some sitting Phenotypes that was very nice. You can sit crosslegged, resting, etc. Do you have them, and do you think you can Q[ue] them!? ;)

 

FailedBard made those, correct? I don't have the models, but it's something I can certainly explore. The only thing with adding phenotypes is that you have to add so many additional resources to accommodate them. The only reason I've added what I have so far this update is that I wanted to offer the same versatility to the Large phenotype as what is currently available for the Normal phenotype. 


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#122
Verilazic

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I really wish it were possible to improve the way NWN handles animations. There's just so much seemingly redundant work that has to be done to make them all work. And every time you add a new phenotype or animation, the amount of work to add the next increased exponentially.



#123
YeoldeFog

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FailedBard made those, correct? I don't have the models, but it's something I can certainly explore. The only thing with adding phenotypes is that you have to add so many additional resources to accommodate them. The only reason I've added what I have so far this update is that I wanted to offer the same versatility to the Large phenotype as what is currently available for the Normal phenotype. 

 

Correct. I found the thread here. If you don't find them, I'm sure I have them somewhere.

 

http://forum.bioware...ate-animations/



#124
Tarot Redhand

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Having just followed the link to thread, I can confirm that all these animations are still there and ready for download (just grabbed the lot  :) ).

 

TR



#125
Pstemarie

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Sorry I haven't updated in a while - been straight out at the restaurant. Anyway, I have been working on a few minor tweaks here and there and, with a LOT of help from Boodah, things are well on track. If I get a chance, I'll post some screenshots later today. For now, I'm off to paint and hang new signage at the restaurant...


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