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Axolotl
Tavern Dweller
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posted November 11, 2013 01:40 PM |
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The objects for Waterdeep were in open access for long time, till the day these filehosts have died.
I wanted to reupload them...but....yes, Macron is the only reason that stops me to do it, and he is also the only reason for me not to make other projects for heroes with open recources till the project is finished.
But it's not such a big problem, if someone really needs these objects and his purpose is good, i can give these defs.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted November 11, 2013 01:59 PM |
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Axolotl
Tavern Dweller
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posted November 11, 2013 02:55 PM |
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Ok, will send it to you in near future (will try to do it today)
By the way, some map objects were reworked, so they look much better now.
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Macron1
Supreme Hero
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posted November 11, 2013 05:30 PM |
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Axolotl said: The objects for Waterdeep were in open access for long time, till the day these filehosts have died.
I wanted to reupload them...but....yes, Macron is the only reason that stops me to do it, and he is also the only reason for me not to make other projects for heroes with open recources till the project is finished.
But it's not such a big problem, if someone really needs these objects and his purpose is good, i can give these defs.
Such evil Macron, only his unholy presence stops people from working...
Begone to Hell, dirty Macron!
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Axolotl
Tavern Dweller
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posted November 11, 2013 05:49 PM |
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By the way...
Here screens of updated map objects...
They looks better now and more fit the game style. Also made some of them a liitle bit smaller, cause they were too big for heroes.
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Hobbit
Supreme Hero
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posted November 11, 2013 06:17 PM |
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted November 11, 2013 06:35 PM |
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I also agree, that version looks much better for Heroes 3, great work
____________
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Hippox89
Famous Hero
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posted November 12, 2013 01:11 AM |
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Edited by Hippox89 at 01:14, 12 Nov 2013.
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Damn, Axolotl, that's some truly beautiful work. I'm super impressed.
I'm surprised how much the updated objects manage to fit in much more than before with other textures/objects in Heroes 3. I didn't believe this possible to such an extent.
I mean, I could see that the outdated town looked to lack details/grittiness to the point of looking a bit cartoonish, but damn, Axolotl. Damn. Rock on!
Edit:
Hota + Acid town hand in hand kissing?
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Axolotl
Tavern Dweller
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posted November 12, 2013 08:53 AM |
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Edited by Axolotl at 09:03, 12 Nov 2013.
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About updated objects - Oh, guys it's absolutely no surprise about how better they become. Explanation is simple - when i first worked on them, I knew very little about 3D, just some of the base things, i was just starting learning this stuff.
Now, i just reload the scenes and configure all the things right. The things, that i didn't knew about when i first worked on these objects.
I almost don't even changed the models - almost all the work was about light, shadows, materials, render configurations.
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krs
Famous Hero
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posted November 16, 2013 09:08 AM |
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Wow! Nice work.
One question... why is it "impossible" to make matching terrain also?
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Macron1
Supreme Hero
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posted November 16, 2013 11:11 AM |
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Edited by Macron1 at 11:21, 16 Nov 2013.
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krs said: Wow! Nice work.
One question... why is it "impossible" to make matching terrain also?
There is no mod support for terrain yet.
There is possibility of replacing DEFs of one of standard terrains with new terrain in VCMI. But I didn't yet saw new terrains in any of mods/addons.
Didn't yet looked to Fred79 objects, maybe there is new terrain to experiment with?
PS Looked to standard terrains files. The other difficulty that they contain borders with other terrains. So adding new terrain will lead to correcting also all standard terrains.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted November 16, 2013 11:34 AM |
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There is no map eidtor or RMG to make use of new terrains in first place.
Also, adding new terrains is just complex feature, which includes new battlefields (possibly with new obstacles), map format compatibility and pathfinder issues. The actual def is the least problem here.
____________
The future of Heroes 3 is here!
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Macron1
Supreme Hero
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posted November 16, 2013 02:01 PM |
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Warmonger said: There is no map eidtor or RMG to make use of new terrains in first place.
Also, adding new terrains is just complex feature, which includes new battlefields (possibly with new obstacles), map format compatibility and pathfinder issues. The actual def is the least problem here.
Actual def at least will help to make new terrain on new maps.
I also think altrough, that new terrains is issue for distant future.
There must be rework of standard terrains DEFs first to make independent from other terrains terrain at least (using transparency).
So map editor and RMG must be made first to get advantage of this.
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felipe
Known Hero
Editing Heroes Without Limits
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posted November 18, 2013 12:33 AM |
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it is possible to add more than 256 creatures with VCMI?
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Macron1
Supreme Hero
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posted November 18, 2013 04:36 AM |
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felipe said: it is possible to add more than 256 creatures with VCMI?
It is possible to add thousands of creatures.
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IvanSav
Adventuring Hero
vcmi developer
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posted November 18, 2013 11:17 AM |
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Edited by IvanSav at 11:19, 18 Nov 2013.
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This ^
In VCMI you don't need to care about numbers - we don't have any reachable limits for creatures, heroes or towns, you don't need to think about assigning specific numbers to creatures or other objects - VCMI does stuff like this automatically.
You also don't need to do such things like keeping merged def's with all new icons (e.g. TWCRPORT.DEF) - you just specify image that you want to use for a creature.
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felipe
Known Hero
Editing Heroes Without Limits
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posted November 18, 2013 11:39 AM |
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IvanSav said: This ^
In VCMI you don't need to care about numbers - we don't have any reachable limits for creatures, heroes or towns, you don't need to think about assigning specific numbers to creatures or other objects - VCMI does stuff like this automatically.
You also don't need to do such things like keeping merged def's with all new icons (e.g. TWCRPORT.DEF) - you just specify image that you want to use for a creature.
Great! So it is very probable that VCMI become the basic Heroes MOD as it was the case of WOG and then ERA.
I was working at 47 new creatures and then I discovered that not even amethyst plugin allow more then 256 creatures... To much work wasted.
But I don't know anything about C++ and I worked hard to understand ERM scripts. If it was possible to use ERM at VCMI I would already be using it...
VCMI have a manual about how edit it like "ERM Help"????????
It would be very useful.
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IvanSav
Adventuring Hero
vcmi developer
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posted November 18, 2013 01:37 PM |
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Install VCMI and download some mods via launcher - you can use them as examples.
Apart from this you can find full documentation on our wiki. For example this is how creature format looks like:
http://wiki.vcmi.eu/index.php?title=Creature_Format
As for creature abilities - right now we don't have any kind of scripting (like ERM). To define abilities without it you can use "bonus system":
http://wiki.vcmi.eu/index.php?title=Bonus_Format
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felipe
Known Hero
Editing Heroes Without Limits
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posted November 18, 2013 04:09 PM |
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IvanSav said: Install VCMI and download some mods via launcher - you can use them as examples.
Apart from this you can find full documentation on our wiki. For example this is how creature format looks like:
http://wiki.vcmi.eu/index.php?title=Creature_Format
Thanks!
Is it possible to make a chart or to configure more than one creature per line? It will take sometime to make this for 103 creatures I have.
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IvanSav
Adventuring Hero
vcmi developer
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posted November 18, 2013 09:33 PM |
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No, don't know any way to do this.
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