What's In Project Q v1.1

Project Q v1.1

Release Date: 16 October 2009

This is release v1.1 of Q, an update to the compilation of art assets to be used with the game Neverwinter Nights.

q_!armour)
ADDITIONS

All melee, ranged weapons, and ammunition have been converted to use only 2 models. Rings, Amulets, Darts, Shuriken, Bullets and Traps converted to 3 part system. Arrow and Bolts have new elemental heads.

Rings and Amulets have new top visual effect additions

UPDATES



q_!fightingsfx
ADDITIONS



UPDATES



q_!tilesets
ADDITIONS



UPDATES



q_2da
ADDITIONS

parts_belt.2da - Added Support for Lisa's Clothing (Already in Our Haks)

parts_chest.2da - Added Support for Lisa's Clothing (Already in Our Haks)

parts_hands.2da - Added Support for Lisa's Clothing (Already in Our Haks)

parts_neck.2da - Added Support for Lisa's Clothing (Already in Our Haks)

parts_pelvis.2da - Added Support for Lisa's Clothing (Already in Our Haks)

parts_shin.2da - Added Support for Lisa's Clothing (Already in Our Haks)

ranges.2da - Modified to Increase Player Visibility Ranges

UPDATES

parts_robe.2da

environment.2da

appearance.2da

baseitems.2da

placeables.2da

portraits.2da

parts_bicep.2da

parts_foot.2da

parts_forearm.2da

cloak_model.2da

q_creatures
ADDITIONS

Rust Monster

Myconid

Myconid, King

Myconid, Sprout

Giant Ants

Elemental Grue, Hargrin

Elemental Grue, Ildriss

Damaged Golems

Fish, Bluegill

Fish, Bullhead

Fish, Catfish

Fish, Catfish Large

Fish, Coho Salmon

Fish, Northern Pike

Fish, Yellow Perch

Fish, Walleye

Giant Wasp

UPDATES



q_items
ADDITIONS

CODI Maug Weapons

Lisa's Dragon Lined and Paisley Cloak Textures

UPDATES

6 Waitress Trays (Repivot Mug Parts)

ashto_04a.dds - Error in the Alpha Channel

q_placeables
ADDITIONS

Chair_High

Pottery 1

Pottery 2

Stool 2

Tavern Bench

Tree

Mushroom x3

Mushroom x1

DLA Sewer Placeables (dlp) - Some Reskinned and/or Remapped

Arcane and Alchemy PLC Packs

UPDATES



q_portraits
ADDITIONS

2 Half-Orc Variant Portraits (These Files Were Accidently Left Out of v1.0)

po_ho_m_01b

po_ho_m_01c

UPDATES

Removed the CODI primus and segundus portraits as options when creating a female character Fixed the double reference to el_m_01, by switching one to the previously missed el_m_02 replaced old version of the po_hu_m_dustie portrait (CODI dustman)

q_race
ADDITIONS

pfh0_head146

pfh0_head147

pfh0_head148

pfh0_head149

pmh0_head113

pmh0_head114

pmh0_head115

pmh0_head116

pmh0_head157

pmh0_head178

pmh0_head179

pmh0_head185

pmh0_head198

pfe0_head019

pme0_head019

pfo0_head014

pmo0_head014

pmd0_head101

pfa0_head102

UPDATES

Renumbered Female Human Head 5 (now 31)

Swapped PLT Layers (Tattoo) for Female Human Heads 30 & 175

Renumbered Female Elf Heads 1-15 (now 21-35)

q_sounds
ADDITIONS>br> 

UPDATES



q_tilesets
ADDITIONS

[tni01]

Cellar Tileset

4 Generic "Home" Tiles

ALT Version of Inn Terrain with Tables (Removed Benches and Stools so Builders Can Place Their Own)

UPDATES

[tno01]

Updated Campsite Tile to Use q_fire Instead of Bioware

Compiled any Models That Were Not Already in Compiled Format

q_vfxgui
ADDITIONS



UPDATES




 * Standard items that have hak replacements to use new icons or models will show up as custom items in the module.


 * Icons in 3 part systems do not have full alpha support in the toolset. Some visual effects on amulets and rings will appear poorly in the toolset, but will look as intended IG.

Q v1.1 includes a massive technical update named q_!armoury. It has been designed as an optional hak, to be placed above all other Q haks in the module. All weapons and ammunition have been converted 2 a two part system. In most cases this is the pomel being attached to the handle of a weapon. Only the bottom and middle parts of weapons in the toolset are being used currently. The top model has been freed of geometry for now, and in future updates they will be used to add additional magical and non-magical effects to weapons.
 * Q Armoury

As these changes will cause serious graphic issues with weapons previously designed using the top model, we've converted all weapons now, before any weapon art updates have been made, to make the transition of using these future updates easier for builders when they happen.

Our armoury hak also includes changes to rings, amulets, darts, bullets, shuriken to make them use 3 part models as well, as we intended to add vfx support for magical effects for items that have only unique icons. Rings and amulets already sport some of these additional magical effects.

Traps have been moved to a 3 part system, with the bottom model being the trap icon, and the middle it numerical identification, the system we introduced in 1.1. Top model icons are not used currently.

All standard items in the game have replacement blueprints using our new system as part of the hak. Module makers are recommended to update their instances of items when including this hak to make sure that all standard items are compliant. We'd like to stress that though this hak is optional, almost all future updates to weapons and items will be added through this hak. Using Q and not including the q_!armoury.hak will make it much more difficult to include it later as all weapons in an existing module will need to be converted manually to our 2 part system. This hak was designed as an optional hak mostly for backwards compatability sake.


 * Cellar

Tom Banjo has included his Cellar tiles as part of the City Interior 2 tileset.


 * Lisa's Clothing

Lisa's clothing was included in Q v1.0, but not enabled. It is now so. We have ommitted some of the models for various reasons.


 * Visibility Ranges

We have increased the visibility of ranges of players greatly from 35 meters to 55 meters. We feel the old range was established due to hardware limitations and not game play balance, and that todays computers can easily handle the additional models rendered.

Creature visibility ranges have been increased slightly to accommodate players increased sight.
 * Medium Range: 20 -> 28
 * Long Range: 35 -> 55 (is supposed to match player visibility range)
 * Monster: 28 -> 32

These ranges have been tested in game play and felt reasonable. If unforeseen issues arise, we will make modifications to this 2da as needed.

NOTE: This 2da is considered a server-side 2da only. PWs that use Q that do not wish to have this visibility changes can simply delete the 2da from the hak.


 * This was a monster of a hak to produce with 7,700+ files. Most of these file changes will be invisible to players, but we hope you builders appreciate the effort put into this thing, and how fast we got it out.

Icons


 * Eleazzaar


 * Morikhan


 * Soopaman

Items: Waitress Trays


 * Tom_Banjo

Placeables


 * Tom_Banjo

Tilesets: tni01


 * Tom_Banjo

Race: Lisa's Clothing


 * Lisa

Race: Custom Heads


 * Six


 * Tom_Banjo

Race: Custom Heads


 * Xaltar

Race: Custom Heads


 * FriedEyes

Tilesets: Cellar


 * Tom_Banjo

Creatures: Elemental Grues


 * BigFootNZ

Creatures: Myconids


 * Schazzwozzer

Creature: Giant Ants


 * Arpharazon

Creatures: Rust Monster


 * Arpharazon

Creatures: Weathered and Danaged Golems


 * Tiberius Morguhn

Creatures: Fish


 * JFK

Placeables: Alchemy


 * Ben Harrison

Placeables: Wizard Aracana


 * Ben Harrison

Helekanalaith for writing the custom software to merge model pieces. It saved us a incredible amount of time!

Pstmarie for his corrected CODI textures.