|
Thread: GEM Red (Graphics Enhanced And Models Replaced) | This thread is pages long: 1 2 3 4 5 6 7 · NEXT» |
|
xuxo
Responsible
Known Hero
|
posted November 21, 2011 08:27 AM |
bonus applied by VOKIALBG on 03 Jul 2013. |
Edited by xuxo at 12:28, 19 Jan 2023.
|
GEM Red (Graphics Enhanced And Models Replaced)
I add the Discord of GEMs, where we invite you to propose your suggestions about new changes in GEM Red and future modifications.
https://discord.gg/7CNrsrG
GEMNOD 1.0 -------------------------------01/12/2023
http://heroescommunity.com/viewthread.php3?TID=46826&pagenumber=1
Installation:
Place the file. pak in the /data folder of the game.
GEM Red 0.5.2 ------------------------------------01/19/2023
Update with many new building models, some inspired by previous versions of the game (H1-4). Some buildings have been remodeled maintaining their appearance, improving mesh and textures, thinking of a logical proportion between them (doors of similar size). Some have been redesigned diagonally, pointing to the activable square that makes the entry more logical (I will always adapt to the original blocking and activation squares to avoid conflicts on any map). The previous Haven post model has been replaced with one more similar to the original design. Any suggestion as always will be welcome.
DOWNLOAD
GEM Red 0.5.1 ------------------------------------
After a longer summer than I imagined, I publish a new version with some changes, with a renovated witch's hut taking advantage of the fact that it is the night of the dead! New market, new roots (prepared for a future Gemnod patch with this theme) and a suggestion that I have read in some channels, new palm trees. The texture of the leaves is taken from H&M Dynasty, a mobile game that has since disappeared, but from which I plan to use a lot of quality art.
Aside from the minor graphic patch, certain files have been removed to improve compatibility with the Heroes 5.5 mod, and I hope all of you who use GemRed together will let me know of any gameplay bugs so I can fix them in the future.
GEM Red 0.5 ------------------------------------
After more than a busy year, I return to my gems (plural), with more desire than ever. In addition to some buildings that I have remodeled with a lot of patience and learning a lot in the process, the most important modification is the vegetation. Replacement of the 3 most used bushes, farm crops and the most complicated; the trees. Plants in any video game are always difficult to get right, and due to the direct lighting of Heroes V it has been hard for me to leave them to my liking. I will try to publish updates every 2 months, in addition to continuing / starting the rest of the projects / colors that I have in mind. I hope you enjoy it! Greetings!
GEM Red 0.4.1 ------------------------------------
Fixed the white water bug in the editor and some maps without sky, reduced the size of the terrains from 2048px to 1024px to avoid performance problems with other mods and better compatibility with these.
GEM Red 0.4 ------------------------------------
After a few months I have finished the new version! This time I have had many suggestions from discord and other means, thanks to all of you who have come to collaborate and help improve.
Because the acronym PRT does not make sense with the current project, and the next initiation of 3 other mods also called "GEMS" compatible with each other, the name has definitely changed. PRT has died, but from its ashes GEM Red was born!
After the replacement of some buildings that he considered urgent, the most important of this version will be the new giant trees and the new mountains. In addition to an increase in polygons, it has a fairly efficient mapping that allows it to adapt to any terrain completely. Practically the entire snowy area has also been reverted, including mountains and trees, becoming colder than the original ones. I have left a lot of models half, like the mills, because most require animation and it is a slower process that I have to refine, without fail they will be added for the next patch. Enjoy it!
PRT Beta 0.3.2 -----------------------------------------------
Reworked version with many minor fixes, cleaning 30 megabytes of junk files and color adjustments in some textures (greener grass and less transparent water, among other changes)
PRT Beta 0.3.1 -----------------------------------------------
After 5 years? Finally a review of all the work. Most importantly: the lighting problems have been fixed. A new import method (Thanks to Zahar for all the help to learn). Apart from cleaning "junk" archives and going over practically all the meshes and their textures, there are new objectives that I have started to test.
One of them will consist of remodeling and rescaling all the artifacts, starting with the moment rings, so that they are clearly visible on the adventure map.
For Haven dwellings, conquest effects have been added, where the units to hire will appear, training or watching. My intention is to expand this effect to all dwellings.
Practically all the resources have been remodeled, the effects have been enhanced and the aura that in my opinion has become very annoying has been removed.
In addition, many decorative details have been completely remodeled, such as logs, pumpkins, stones, mushrooms ... and especially grass and reeds.
Besides, the "ProjectOnTerrain" effect has been added to many elements, highlighting the wooden fences, which will now be placed correctly on the sloping areas.
I hope you enjoy it, and please ... if you find errors, or simply there are some design aspects that you want to comment, I will appreciate it, it is important the opinion of other people to evolve and make the perfect mod. A hug!
PRT Beta 0.3 -------------------------------------------------
Finally, the new version !! The main thing is the replacement of models. My idea is that all the buildings have a similarity, especially the human buildings (with tiles), since they were very different from each other, and that they belong to the same era (classic medieval). Some models have been extracted from Heroes VI, modifying them in the style of Heroes V. I have also changed the palm trees, they seemed a bit artificial to me, and added various desert bushes.
Terrains have been modified a bit, especially snow and hell, from suggestions (in heroescomunity xD ..). Another important change is the grass. The 2D effect has been replaced by a 3D model, with movement and shadow. In the future I will try to adapt it to the terrain, at the moment it gives me an error. The lava has been replaced (0.2.9 I mistakenly put a horrible texture).
All skies have been doubled, there is now a sky for the adventure map and another for the castle, for two reasons. The first, to create a false horizon (black gradient) for those of you who want to modify the camera boundary and see the sky and not see the map boundary. And the second reason to include clouds in the highest texture, getting them to reflect in the water, to avoid that only one color reflects.
And of course almost all the resources have been modified, especially the mercury and the gems, which happen to have a more similar aspect to the previous games (Heroes 1-4). And plenty of detail, texture enhancements with Bump and Ambient Occlusion in many buildings.
The new models do not receive the light correctly, they are self-illuminated because I am using "archangel" and I have not been able to correctly import the vertex colors. If someone can help me with another system I would appreciate it, it is essential in the next version that they are well lit.
I would love to know your opinion and recommendations for improvement, and bugs of course! (I will install the Heroes V another time) Greetings.
____________
|
|
Warmonger
Promising
Legendary Hero
fallen artist
|
posted November 21, 2011 08:35 AM |
|
|
Ok, but what's the point? Models are supposed to be rendered in game depending on lighting and post-process effects.
____________
The future of Heroes 3 is here!
|
|
xuxo
Responsible
Known Hero
|
posted November 21, 2011 08:42 AM |
bonus applied by Galaad on 23 Dec 2020. |
Edited by Galaad at 09:44, 23 Dec 2020.
|
Mod Edit: Additional +QPs awarded for amazing ongoing work and continued support
Yeah but the game engine is not having much power rendering. neither good shadows, no bump ... This is leaving a more definite basis of the details, then depending on the lighting of the map changes to the image, because the point of light that you get is pretty neutral. The textures are augmented with PhotoZoom Pro 4 for no loss in quality, I have to check is that the engine does not relantiza with this.
____________
|
|
xuxo
Responsible
Known Hero
|
posted December 16, 2011 02:14 AM |
bonus applied by Galaad on 23 Dec 2020. |
Edited by Galaad at 09:45, 23 Dec 2020.
|
Mod Edit: Additional +QPs awarded for amazing ongoing work and continued support
A sample re-texture as Heroes V.
(Yes, with textures of Heroes VI)
____________
|
|
Rinzler
Tavern Dweller
|
posted December 18, 2011 12:20 PM |
|
|
Holly crap. This looks great! Wonderful job you done man.
Regards
|
|
morthi
Adventuring Hero
|
posted December 21, 2011 11:22 AM |
|
|
Quote: A sample re-texture as Heroes V.
(Yes, with textures of Heroes VI)
Wow i havent saw when u are going to release your mod
maybe for christmas?
|
|
xuxo
Responsible
Known Hero
|
posted December 21, 2011 07:33 PM |
|
|
in 1 week trick up some things and the first beta, which is still much to texturing.
____________
|
|
markkur
Honorable
Legendary Hero
Once upon a time
|
posted December 21, 2011 09:30 PM |
|
Edited by markkur at 21:46, 21 Dec 2011.
|
Amazing work xuxo.
You've added the "new" textures to the games'.exe or the Editor? I'm guessing you are over-riding the editor settings. Will the textures be available in the editor or will the mod substitute the new for an old?
Quote: ...because the point of light that you get is pretty neutral
I'm not saying you're wrong but my observation: I have not found the "ambient light-setting" of a map to be neutral. There is a chosen setting for the sky-dome. E.g. some maps have a red (Inferno)or a purple color (Dungeon)that will impact the maps individual point-lights.
This still seems to happen? In your screens (the bottom ones with the bridges) even though most land texture "colors" are changed; the bridges have the same purple cast on their stonework, on both images.
Are you wanting to override the map at game-load with your mod settings? Sorry, I'm just confused and am trying to understand want you are working here.
Only one very minor criticism. <imo> The stump-ends and wood is being impacted in a negative fashion. I'm being picky I'm sure but they really stand out to my eyes.
Cheers to your efforts. Your work thus far is impressive.
|
|
xuxo
Responsible
Known Hero
|
posted December 21, 2011 09:56 PM |
|
|
Let's see ....
The extra texture of Heroes VI I do taking screenshots from the MapEditor. The images belong to the original game campaigns, as I progress on this, I'm noticing that everything fits as there are many neutral objects that are used in different environments and sometimes the tone can not be very good. It's a mod. Pak, which is placed in the data folder without any complication. and over the bridge ..... lol not even retexturizes PATIENCE and The stump-ends, like many other objects, as well as with aesthetics that "cartoon" that the zoom, textures having MIP MAPS (size diminution by distance) shows much better if the color is contrasted and more intense.
Anyway, I note your opinion, which is very important to progress, and ire mod adapting to the demands and observations, to get a mod that will appeal to as many players as possible.
____________
|
|
markkur
Honorable
Legendary Hero
Once upon a time
|
posted December 24, 2011 05:27 PM |
|
|
Quote: ..... lol not even retexturizes PATIENCE and The stump-ends, like many other objects, as well as with aesthetics that "cartoon" that the zoom, textures having MIP MAPS (size diminution by distance) shows much better if the color is contrasted and more intense.
Yeah, I should not of even mentioned the stumps. I'm sure you saw them too
Thinking on this I wonder if that notorious "texture bug" could interfere with your work. The one that makes a map-maker open a second map in the editor and sometimes it affects in-game as well.
Just a thought.
Quote: Anyway, I note your opinion, which is very important to progress, and ire mod adapting to the demands and observations, to get a mod that will appeal to as many players as possible.
Good luck with the work. I have found it hard to please folks when it comes to Heroes...anything.
|
|
morthi
Adventuring Hero
|
posted February 03, 2012 03:12 PM |
|
|
How is your work with rendering textures? Maybe you could give us another part of samples ?
|
|
DWito11
Hired Hero
|
posted February 03, 2012 06:32 PM |
|
|
When We can download effects of your work??
|
|
xuxo
Responsible
Known Hero
|
posted February 05, 2012 07:54 PM |
|
|
I've uploaded the first beta, the link is in the 1st post, I've been busy with work and things that had stopped the project. I hope your opinion.
____________
|
|
morthi
Adventuring Hero
|
posted February 06, 2012 10:30 AM |
|
|
This is truly new breath in heroes life
Graphic is really great and fantastic. I like original HV graphic but with this textures are like "lifting" that brings new shine. For me game from 2006 looks better than ever
|
|
xuxo
Responsible
Known Hero
|
posted February 07, 2012 01:49 AM |
|
|
morthi thanks, when I can I start the 0.2 which is still much work. I hope any criticism to improve.
____________
|
|
esvath
Known Hero
|
posted February 13, 2012 04:17 AM |
|
|
Nice texture! It bring a refreshment to Heroes V. I like it a lot
|
|
markkur
Honorable
Legendary Hero
Once upon a time
|
posted March 11, 2012 04:56 PM |
|
|
Is it possible for me to be able to use the additional textures that you've added in my map-making? I don't think this has been the purpose of your work but I am interested in getting more variety to use when making maps, but I've not seen any mods etc. for this purpose.
For clarity, the map-editor of TotE has a fixed set of skins that can be used. Are your additional skins (land textures) added to the existing set in the editor selection? I'm guessing no, but maybe they could be made accessible from within the map properties drop-down-menu?
Many objects that the developers used in the campaign-maps do not appear in the normal selection windows but after placing a similar object on a map, a hidden object can be found within the shared files and selected. I don't know a thing about this. It may not be possible to do the same with the land-surface skins you've added.
|
|
Falconian
Adventuring Hero
|
posted March 11, 2012 08:07 PM |
|
|
Quote: Is it possible for me to be able to use the additional textures that you've added in my map-making? I don't think this has been the purpose of your work but I am interested in getting more variety to use when making maps, but I've not seen any mods etc. for this purpose.
For clarity, the map-editor of TotE has a fixed set of skins that can be used. Are your additional skins (land textures) added to the existing set in the editor selection? I'm guessing no, but maybe they could be made accessible from within the map properties drop-down-menu?
Many objects that the developers used in the campaign-maps do not appear in the normal selection windows but after placing a similar object on a map, a hidden object can be found within the shared files and selected. I don't know a thing about this. It may not be possible to do the same with the land-surface skins you've added.
His terrains are not additional textures but rather replacements of existing ones.
The problem is that the editor won't load the h5u files and will still show the default tetures for everything; to get them in the editor you would have to overwrite the native files in data.pak.
Make sure you make a backup tho, not that replacing a texture in the data.pak can cause anything but winrar might corrupt some files during the copying process which may lead to a corrupt data.pak.
|
|
markkur
Honorable
Legendary Hero
Once upon a time
|
posted March 12, 2012 05:51 PM |
|
|
Thanks for the reply Falconian. I guessed that would be the case but hoped otherwise. Everything always ends up dead-ends. If not for Quantomas I'd been gone from HoMM last year. Too bad it appears thatUBI has little capacity in understanding the dynamics of their own communites.
|
|
Falconian
Adventuring Hero
|
posted March 12, 2012 08:07 PM |
|
|
Quote: Thanks for the reply Falconian. I guessed that would be the case but hoped otherwise. Everything always ends up dead-ends. If not for Quantomas I'd been gone from HoMM last year. Too bad it appears thatUBI has little capacity in understanding the dynamics of their own communites.
We can't create new content, they want new content to be added by their expansions only and I can understand that.
Obviously though, now that they abandoned H5 they should at least unlock the modding limits of the game so we can keep it alive.
They could even make a remake of it, remakes tend to have high sales: think Shogun 2 total war for example.
The latest events in the gaming market proved their current moves to be inefficient though.
While Bethesda made gazillions releasing a new quality product, Ubi is struggling between releasing a poor product fact hoping the famous name will earn them money, and failing to fight piracy with a system that actually impairs the payers alone (conflux).
We just gotta hope they have learned the lesson.
|
|
|
|