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Project Q v2.1


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#126
LightAcolyte

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I love the look of most of Project Q, but I can't say I consider the Asabi "upgrades" an improvement over the original Bioware models and to boot it looks like they are just copy-and-paste variants of the Lizardfolk updates. I have done everything I can think of researching how to replace these in Project Q or at least successfully delete them from q_creatures.hak so that I can just access the original Asabi models/textures, but I have been working on it for 5 days with no success! I've even tried making a custom hak with the exported *.dds and *.mdl, but I cannot get it to work with my modifieres appearances.2da. This is the most recent thread I can find anywhere online applying to Project Q, and so I implore anyone here to please help me figure out how to return the Asabi models and textures to the Bioware originals while still using all of the other great Project Q content! Are there just override files somewhere I can use for the original campaigns instead of having to go through all of this so I can cherry-pick what I want...? Thanks in advance!



#127
Tarot Redhand

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While I can't help with this specific problem, there is one thing I can do to clear something up. If you place files in the override folder at the same time as you have a hak with files of the same time then you will only see the files in the hak. This is because of the order that nwn loads files - haks are loaded after what is in the override folder. So no, AFAIK, there are no override files that will do what you want to do.

 

I would guess that a special top hak is the easiest way to go with this problem. This top hak (still making an educated guess here) would only contain the necessary changed 2da files and so you would not need to change anything in the Q haks themselves. This would have the added bonus that anyone who prefers the Q version of the creatures in question would only need to remove this hak from the list in the module.

 

In case you are unsure - a top hak is quite literally a hak that sits at the top of the list of haks.

 

TR



#128
Pstemarie

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I love the look of most of Project Q, but I can't say I consider the Asabi "upgrades" an improvement over the original Bioware models and to boot it looks like they are just copy-and-paste variants of the Lizardfolk updates. I have done everything I can think of researching how to replace these in Project Q or at least successfully delete them from q_creatures.hak so that I can just access the original Asabi models/textures, but I have been working on it for 5 days with no success! I've even tried making a custom hak with the exported *.dds and *.mdl, but I cannot get it to work with my modifieres appearances.2da. This is the most recent thread I can find anywhere online applying to Project Q, and so I implore anyone here to please help me figure out how to return the Asabi models and textures to the Bioware originals while still using all of the other great Project Q content! Are there just override files somewhere I can use for the original campaigns instead of having to go through all of this so I can cherry-pick what I want...? Thanks in advance!

 

Since Asabi are just desert variants of lizardfolk and appear physically the same, we opted to use reskinned DLA lizardfolk from the 1.69 patch over the default, low poly crap models produced for the original game.

 

To override the Q models, you'll need to do as Tarot stated and create a custom hak to sit on top of the Q hak which includeds a copy of appearance.2da. Since the Q models do not share the same model and texture names as the Bioware models, the only modification you need to do to appearance.2da is to change the model names (the value in the RACE column) back to whatever name Bioware used for their asabi models. Thus, qc_lizrdman23 becomes c_asabchief, qc_lizardman22 becomes c_asabmage, and qc_lizardman21 becomes c_asabwar.


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#129
Pstemarie

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Taking the day off today so I've got plenty of time to clean up some stuff for the Q...

 

Pretty busy morning...

  1. Cleaned up some texture mapping on the new city tiles for TNO
  2. Uploaded the latest version of Gunner's Body Rebuild - seems the version I had uploaded previously was outdated
  3. Made some minor adjustments to the weapon, helmet, wing/tail scaling for the dynamic races and a couple of creatures (goblins and kobolds). I did NOT adjust the wing/tail scaling for the mounted dynamic models - which would have screwed up the 1.69 horse system
  4. Fixed phenotype.2da - I had accidentally omitted a line when adding the new phenotypes, throwing the numbering off and causing an error in the toolset when selecting the new phenotypes in the creature editor

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#130
Pstemarie

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While checking out the flying phenotype I noticed a lack of certain draconic wing types - so I added dracolich, shadow dragon, and prism dragon wings - for use with both the flying and standard phenotypes.

 

Shadow Dragon wings on Flying phenotype...

 

shadovar_zpshxs21g3c.jpg


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#131
LightAcolyte

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@Tarot & @ Pstemarie:

 

Great! I really appreciate the fast responses and assistance!

 

I know that the Asabi, by FR lore, are supposed to just look like brown or gray versions of lizardfolk, but the Bioware artists obviously decided to do some creative reimagining of their design and I just happen to *really* like their re-imagined look even with the lower quality textures. ;)

 

Please keep up the great work on Project Q! I am looking forward to see what the December 2015 release may have in store!



#132
Pstemarie

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Not a lot going on this week...a few more tweaks here and there, allowing me to put the moathouse back on top of my work queue.

 

While rooting through some old disks I found some odds-n-ends of documentation I decided to upload to the /QDocs folder. Nothing fancy, just the Bioware File Format documentation and a reference file for the hexcodes used with NW_GENERIC_MASTER. Periodically, I'll be adding other documentation files I have found somewhat useful over the years. If you have any requests, now would be a good time to post them...


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#133
Pstemarie

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Moathouse work...

 

moathouse2_zpshn1tib5l.jpg

 

I've laid out rubble piles over the second floor (midden pile from the Sigil City tileset), laid in a partial wooden roof frame (which will eventually be supported by rubble piles or some such), and a few bushes around the base (which you can see in the back right corner near the wall).


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#134
Pstemarie

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I've been under the weather recently - came down with acute bronchitis, but I'm still chipping away at things. However, I've finally decided that its more than a one man job to troubleshoot...SO, for all you blokes out there that don't mind the potential for some buggy stuff - the most current build for v2.1 is now available via the updater (run it using the force_update.BAT file).

 

The only large component missing is the Moathouse upgrade and the roofed interiors from Chico. The Crypt is in, but I still haven't gotten rid of all Chico's dressing yet. It's much earlier than X-Mas, but I just don't see EVERYTHING I want to do with Q getting cleaned up by then without a lot of help as I'm pretty much confined to just having Sundays to work on stuff.

 

As always, PLEASE report bugs here to me and I can prioritize and get them fixed. I KNOW that sections of the Crypt roofs need UVW Mapping and that there are NUMEROUS templates missing from the new base module. Actually, if anyone wants to make templates for the missing placeables and critters and share them via dropbox - have at it.


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#135
Malagant

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I get to Syncing q/!override and then "Connection to (IP Address) failed, aborting..."

 

This is regardless which bat is used. This isn't an issue I had previously.

Last run was 14 Oct (which was successful).



#136
boodah83

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I get the same error like Malagant (since Friday or Saturday, I think).

 

The crypt roofs are really cool and it's amazing how much of difference it makes to have them in the set. However, some of the pit roofs seem to not yet align 100% perfectly with each other and the bridge crosser still has those of the other crypt tiles.

 

Random bug report: The [Q] Sign 10 placeable is missing a texture.

 

 

Maybe too late now and I know the Q work schedule is quite full already, but as for some further content suggestions:

 

Placeables: Some more paintings and carpets/rugs would be pretty cool for more varied interior area design.

 

Creatures: Don't know if the LoW Yuan Ti Abominations Cerv was working on were finished, but those would be nice. Alternately, there was an awesome yuan ti model made by Baba Yaga which might fit even better with the general Q art direction.

Other than those, there are some more creatures (shadows and such, some of the demons, some of the birds, etc.) in the Arbor Falls haks which might be cool to have in Q. I also like the AD flesh golems.

 

 

Btw, I have to deal with some awful RL issues atm that prevented me from doing more tile stuff recently, but I still plan on trying to add those docks and some of the other stuff I talked about. Hope I can get back to it this weekend.


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#137
Pstemarie

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Might be a traffic overflow problem. I just tried to run the updaters and get various mileage. I can still access everything normally via FTP, but I'm not about to open direct access to the server. I'll let Rolo know...



#138
Pstemarie

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I get the same error like Malagant (since Friday or Saturday, I think).

 

The crypt roofs are really cool and it's amazing how much of difference it makes to have them in the set. However, some of the pit roofs seem to not yet align 100% perfectly with each other and the bridge crosser still has those of the other crypt tiles.

 

Random bug report: The [Q] Sign 10 placeable is missing a texture.

 

 

Maybe too late now and I know the Q work schedule is quite full already, but as for some further content suggestions:

 

Placeables: Some more paintings and carpets/rugs would be pretty cool for more varied interior area design.

 

Creatures: Don't know if the LoW Yuan Ti Abominations Cerv was working on were finished, but those would be nice. Alternately, there was an awesome yuan ti model made by Baba Yaga which might fit even better with the general Q art direction.

Other than those, there are some more creatures (shadows and such, some of the demons, some of the birds, etc.) in the Arbor Falls haks which might be cool to have in Q. I also like the AD flesh golems.

 

 

Btw, I have to deal with some awful RL issues atm that prevented me from doing more tile stuff recently, but I still plan on trying to add those docks and some of the other stuff I talked about. Hope I can get back to it this weekend.

 

Good catch on the crypt stuff - the way I've been jumping around among projects it doesn't take much to get lost in the shuffle. I'll definitely tidy all those seams up - next on my list now after the moathouse.

 

I'll take a quick look at that sign and get the texture queued for the updater.


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#139
Pstemarie

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Updater is back online. When I removed the depreciated /!override directory from the server it broke the updater. I put the directory back and everything seems to be back online and working via rsync.


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#140
boodah83

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Yup, updater works for me again now.


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#141
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Reworked the water textures for the TNO tileset - I just couldn't abide that bright blue color anymore. Textures are derivatives of those used in Wildwoods (grey-green and appear more realistic in game)...

 

millriver_zpswylgfarx.jpg


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#142
werelynx

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I have played "Q Campaigns" SoU in particular and I really liked traps in inventory (those with numbers I-IV), but they will not show up correctly and several other icons will also be altered if you play the same PC in other modules.

Some traps used old icons even in SoU - quite strange.

Could I get those icons as override? Those numbers are really helpful. (Great Idea!)

Thanks in advance Pstemerie :)



#143
Pstemarie

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I have played "Q Campaigns" SoU in particular and I really liked traps in inventory (those with numbers I-IV), but they will not show up correctly and several other icons will also be altered if you play the same PC in other modules.

Some traps used old icons even in SoU - quite strange.

Could I get those icons as override? Those numbers are really helpful. (Great Idea!)

Thanks in advance Pstemerie :)

 

You're more than welcome to extract them from the HAK and drop them in your override. You'll also need to snag the templates and the baseitems.2da from q_!armoury as well. I would just copy and paste the line for the traps from the Q baseitems.2da into a copy of the Bioware baseitems.2da.



#144
Tonden_Ockay

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I really like the work you are doing Pstemarie thanks for all your time and hard work.


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#145
WebShaman

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Oh that Moathouse!

 

It is the Moathouse from T1 The Village of Hommlet!

 

Such fond memories of yore...*sigh*

 

I think I need to replay The Temple of Elemental Evil from the Circle of Eight (total redo of the original, bugged to all hell version!).

 

I'm adding my praises to the cacophony of voices as well!  Good work Pstemarie!



#146
Pstemarie

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Yes, its inspired by the moathouse from T1 - using the original tile models created by Daemogorgon. Tiberius_Morguhn and I had begun simultaneous development and rework of the model at roughly the same time. While he opted to keep the original moat, I opted for eliminating the trench and partially submerging the Q version into the marsh terrain.

 

The version currently released to the Community is quite different from the more complete version that will be released soon via the updater. I've added quite a bit of detritus to the upper floor, a partial roof over each wing of the keep structure, and broken up the tiling of the wall texture by adding vines as well as bushes around the base. 

 

For those of you curious about TM's version, you can find it HERE.


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#147
cervantes35

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I would like to help out on this task but am unable to at the current time as I have been working in Africa for the past year suppose to have been back in August but things didn't work out that way (internet here is so bad I can't even open a picuture without it taking severl minutes). I will be returning at the end of January next year at that time I will purchase my new computer from my earnings and load everything up on to it and hopefully finish out alot of the work I left unfinished (only company supplied laptop available here). Until then I can only read and admire  Pstmarie's dedication to this task. Good luck old friend I will be in touch once I arrive home. Might start posting a little more on the boards to get me back in the swing of things. I am dying to get back and start working on the game I enjoy the most.

 

Gotta throw in a quick how do to boodah83.


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#148
boodah83

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Cerv!

 

Nice to hear from you again, dude. Looking forward to your return next year then. And hope you're in one of the nicer countries there...



#149
cervantes35

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Thanks Boodah83, but no I'm am not in one of the nicer countries. I know I can't do much at the moment but Pstemarie if you zip all the documentation and send it to my e-mail address, I can work on a combining and organizing all the documentation into a single file that when it is complete we can turn into a single PDF user manual.


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#150
Pstemarie

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Cerv, is it still the same email?