@Pstemarie: Yes it is.
Project Q v2.1
#151
Posté 06 novembre 2015 - 10:11
#152
Posté 06 novembre 2015 - 11:57
Just a few little tweaks this week as I continue to work on a small single-player module for my son...
1. Added a new terrain group to City Interior 2 (TNI02) - Thatch Hall 1x2 empty. Same as the Thatch Hall 1x2, but with the fireplace removed. I've also swapped out the thatch texture so it matches the texture used in the TNO tileset on the thatch buildings.
2. Rescaled the Q Double and Single Bed placeables, increasing their size by 116%. They've always looked small and when I scaled them out in 3dsMax, the sleeping space turned out to be only 5,5 feet long (6 feet including the head and foot boards) - great for elves and dwarfs, bad for humans. With the increase in size they now scale out to just over 6 feet (7 feet overall).
3. Removed extraneous spaces from the "name" field in the TNI01palstd ITP file. All feature, group, and terrain names now appear alphabetically in the terrain menu in the toolset.
4. Added a large cooking hearth placeable (Fireplace 4) which is designed to sit in the middle of a room. The fire chamber is open from both sides, offering buildings an option other than jamming fireplaces up against interior walls.
- boodah83 aime ceci
#153
Posté 06 novembre 2015 - 02:21
Thank you Pstemarie! Every thing you add is always the highest quality.
I have recently switched my server over to Q- still working out some CEP2 switch over glitches, but Q is not the cause.
I hope this is the right forum to suggest content for Q,
1:A outhouse placeable, or tile added to the castle exterior rural tileset.
2:Curtains, tapestry, or other wall hangings.
I love the mill placeables- however the water mill, and the wind mill are to large to be used (have them as the farmers press for the CNR system.) A PC will attempt to get close enough to use it, but can not open it in game. perhaps a minor adjustment?
Thanks Again!
#154
Posté 06 novembre 2015 - 03:28
#155
Posté 06 novembre 2015 - 04:36
I'm only using Q ![]()
#156
Posté 06 novembre 2015 - 08:55
Thank you Pstemarie! Every thing you add is always the highest quality.
I have recently switched my server over to Q- still working out some CEP2 switch over glitches, but Q is not the cause.
I hope this is the right forum to suggest content for Q,
1:A outhouse placeable, or tile added to the castle exterior rural tileset.
2:Curtains, tapestry, or other wall hangings.
I love the mill placeables- however the water mill, and the wind mill are to large to be used (have them as the farmers press for the CNR system.) A PC will attempt to get close enough to use it, but can not open it in game. perhaps a minor adjustment?
Thanks Again!
Which models exactly are you talking about? Maybe a screenshot? I'm pretty sure I know which ones, but just want to be certain.
#157
Posté 06 novembre 2015 - 09:41
I heard something about an Elk model floating around in the q files. Is that still around/coming? Something to do with mounted, but nwn has been sorely lacking a decent elk.
#158
Posté 06 novembre 2015 - 10:29
The elk was housed in the Q Dropbox - which apparently Dropbox decided to delete from their servers. I'll have to check my other PC and see if the files from Q's dropbox are on there.
#159
Posté 07 novembre 2015 - 12:40
Hrm. I've never heard of that happening; would be horrible! I've had other people remove stuff from shared boxed and it disappear.
#160
Posté 07 novembre 2015 - 01:33
#161
Posté 07 novembre 2015 - 01:47
Hrm. I've never heard of that happening; would be horrible! I've had other people remove stuff from shared boxed and it disappear.
Yeah, I emailed their tech support and they responded that no account exists connected to that email. It's the same email I've always used for the Q Dropbox - my suspicion is that they had a server crash and lost a bunch of accounts OR someone hacked the account and deleted all the content then deleted the account.
Luckily most of the stuff that was in the Q Dropbox is sitting in the dropbox folder on my old PC AND, since I have that one configured to NOT sync with dropbox, the content should be intact. But, TBH, there isn't a lot of stuff stored there that really matters as 90% of it has been reworked and already added to Q.
#162
Posté 07 novembre 2015 - 01:48
I may still have the elk if it's the one you are speaking of.
Probably is the one.
#163
Posté 07 novembre 2015 - 07:30
Sweet
I've been waiting for that for a while. Can I see it? like a screenie?
#165
Posté 08 novembre 2015 - 01:05
I really love this Pstemarie
Thanks I really cant wait to get my hands on everything you have been doing ![]()
#166
Posté 08 novembre 2015 - 10:15
I really love this Pstemarie
Thanks I really cant wait to get my hands on everything you have been doing
Just run the updater - it's all on there. I've pretty much been doing nightly uploads of new content and fixes the last couple of days, but that will slow down starting tomorrow now that I am finally getting over this bronchitis crap I've had for the past month.
#167
Posté 09 novembre 2015 - 10:25
As noted in the "Wake the Dead" thread, I have implemented MerricksDad's new skeleton animations (type 2) for an alternate set of Q Skeleton templates. I have also added his "appear" animation to the Q zombie animations. Since the new "appear" animation is now part of the default zombie animations, there was no need to create new templates for the zombies. The new skeleton templates are listed under the Undead category as "Risen Skeleton."
The Q v2.1 Base Module will also include a new trigger ("Spawn Risen Dead"), waypoint ("Q Risen Dead Spawnpoint"), and script ("q_spwndeadtrg_oe.nss") which can be used to implement the new appear animation in your own modules. The trigger contains variables which control the number of creatures spawned, the location of the spawn, and which creature is spawned.
- boodah83, Tarot Redhand, Drewskie et 3 autres aiment ceci
#168
Posté 10 novembre 2015 - 01:00
I have begun cleaning up spelling issues on the templates in the Q Base Module and cleaning up the names of numerous placeables, replacing extended descriptive names with shortened names using the conventions established by BioWare for the default resources. Refer to the "Comments" field for more information.
For example, the placeable "Carpet, Large Red" has been renamed "Carpet" and under the "Comments" field you will find the more descriptive name "Carpet - Large Red." While not all Builders will agree with this decision, I felt it was a necessary change to address complaints Builders have expressed about having to change names when setting a placeable to "useable." IMO, nothing breaks immersion more than clicking on a placeable and seeing its name displayed as "Carpet, Large Red Oriental."
- Verilazic aime ceci
#169
Posté 10 novembre 2015 - 08:56
Hrmm. Browing through the newest updates, I feel the need to bring up an issue and request; please move some of the override materials to a separate hak. The new unclothed body pieces are flat, bulbous, and lack definition or shadow and are not an improvement over the basic bioware iterations; I feel the same with the hands and feet. Im currently digging through the old files in nwnexplorer to restore them via hak, which is a very time consuming process.
#170
Posté 10 novembre 2015 - 10:27
Hrmm. Browing through the newest updates, I feel the need to bring up an issue and request; please move some of the override materials to a separate hak. The new unclothed body pieces are flat, bulbous, and lack definition or shadow and are not an improvement over the basic bioware iterations; I feel the same with the hands and feet. Im currently digging through the old files in nwnexplorer to restore them via hak, which is a very time consuming process.
Not happening. A lot of people, myself included, would beg to differ with your opinion of Gunner's Body Rebuild. They cast shadows in the toolset just fine and are a major improvement over BioWare's low-poly, block-shaped crap. Yes, the texturing is not as well-defined as it could be, but I think adding more contrast to them would just muddy them up too much to make the effort worthwhile.
Anyway, you've already come up with the solution any Builder faces when using large collections of content such as Q or CEP - content that is not desired has to be overwritten with a custom top-hak.
#171
Posté 10 novembre 2015 - 11:25
Blocks have been replaced with bags of potatoes, and as crude as the old texture was, it defined the forms better in a 2d space. I'm not asking you to excise them entirely, but it's a major change; why not move them to a separate q based hak?
- Jedijax aime ceci
#172
Posté 10 novembre 2015 - 11:54
Blocks have been replaced with bags of potatoes, and as crude as the old texture was...
Snarky comments aside, since you're the lone voice of dissent, I'm not going to create a special HAK to accommodate one voice. If more people ask for the same, then I might consider it. Furthermore, if I move the package to its own HAK, then I might as well as remove it completely - something I'm not willing to do.
Sorry to be so concrete on this, but I've been the lone ranger of Q for quite some time now, save for the occasional help from others such as Boodah, and Q has become more a reflection of my personal tastes than anything else. If people use it, fine; if they want to rip content from it, fine; if they don't use it, fine. Lastly, Q is no longer a community package in the same sense as Q, it has evolved into a personal HAK build that I continue to share with the Community. Not everyone will like the choices I've made, but the open license allows Builders the freedom to use whatever they want from Q, however they want. Thus, I reiterate, if you don't like the new body models, then feel free to create your own tophak to overwrite them.
#173
Posté 10 novembre 2015 - 11:58
-deleted by heka-
#174
Posté 10 novembre 2015 - 12:07
TopHak will always be possible, since resources in higher HAKs overwrite resources in lower priority HAKs. Replacing just the PLT will not work. You need to replace the model with the original BioWare model as well. The mapping on Gunner's models is different than the mapping on the BioWare models and Gunner's texture was built specifically for the new models.
If you are just looking to replace the PLT textures but still use the new models, your time might be better served modifying Gunner's textures to get the look you want.
#175
Posté 10 novembre 2015 - 01:24
The comment was not meant to be snarky; I'm a 2d artist myself, and it was meant as a very honest critique.





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