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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [NEW TOWN] Heavenly Forge (available for download)
Thread: [NEW TOWN] Heavenly Forge (available for download) This thread is 67 pages long: 1 10 20 30 40 ... 43 44 45 46 47 ... 50 60 67 · «PREV / NEXT»
Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted February 08, 2014 01:21 AM

Macron1 said:
my not gold SOD is not installing under Win8.1


Why the hell would you have Win8 ?? =)))

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted February 08, 2014 01:55 AM

Well, I think is not that uncommon that H3 won't install on Win8. Win7 as well, maybe?

It's a matter of installing elsewhere on XP and then copying the whole folder...
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Macron1
Macron1


Supreme Hero
posted February 08, 2014 07:40 AM
Edited by Macron1 at 07:42, 08 Feb 2014.

Storm-Giant said:
Well, I think is not that uncommon that H3 won't install on Win8. Win7 as well, maybe?

It's a matter of installing elsewhere on XP and then copying the whole folder...


Gold HMM3 is installing on Win 8, but I tried to install pure SOD to search for warlock's necromancy. And it asks for Service Pack 4 (seems it cannot determine version of Windows correctly). I don't have WinXP machine right now

Galaad said:
Macron1 said:


Why the hell would you have Win8 ?? =)))


Because it's good

PS Sorry for offtop.

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Hobbit
Hobbit


Supreme Hero
posted February 12, 2014 11:14 PM

Recently Witchking was working on new Forge castle model. Here are the effects:



What do you think?
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Orzie
Orzie


Responsible
Supreme Hero
posted February 13, 2014 02:53 AM

I think it's cool. The only thing I worry about is the flag with the specific herald - the picture is a bit compressed.

Oh, and the Fort building looks a bit too narrow (because all Forts are wide and not so tall). It looks more like a massive tower. But I guess nothing can be done in this case, Forge concept is just like that.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 13, 2014 04:17 AM
Edited by fred79 at 04:28, 13 Feb 2014.

Hobbit said:
Recently Witchking was working on new Forge castle model. Here are the effects:



What do you think?


i think that the background was grayed enough to make it harder to cut these graphics out before they are done.


jk, the new versions look good. not to say that the old versions didn't look good, i think they still do, as well. i would add a little texture here and there though. for the most part, it is un-textured gray. maybe add some pitting, stains, or something? just more surface details would be nice, the shape and layouts are great as-is.

nice to see what the team is working on, as well.

Edit: had to remove some of what i said, i didn't see the flags/banners at first. i should've looked closer. the flags definitely reflect their intentions. nice upgrade, Witchking!

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Macron1
Macron1


Supreme Hero
posted February 13, 2014 12:55 PM

Hobbit said:
Recently Witchking was working on new Forge castle model. Here are the effects:



What do you think?


Not bad. Close to original art.
But what if make not aero lights on fort, but beams of searchlights targeted to sky?
And VCMI already supports 32bit graphics, i think, this will be cool addition to use trabsparent PNGs for light effects.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 13, 2014 01:16 PM

^Good point. 32-bit graphics in VCMI (especially at Town Screen) are supported, now Forge cna be the first mod that makes use of them
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Hobbit
Hobbit


Supreme Hero
posted February 13, 2014 03:42 PM

Such searchlights would look nice only if they were animated, and I'm afraid animated pngs won't work. Besides - is there any point for that? There definitely are useful features that could use 32-bit graphics, but some reflectors could easily be done with simple defs.

And we probably won't be the first mod using 32-bit graphics anyway - making new townscreen would actually take a lot of time.
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IvanSav
IvanSav


Adventuring Hero
vcmi developer
posted February 13, 2014 05:59 PM

I agree with Fred - current wall of grey is far from being interesting. What about some moss hanging from walls or some decaying bits like exposed interior or armature? After all Forges were built at least thousand years ago - some degree of destruction is expected.

Model itself looks great but maybe add more elements to fort level? Fort is just too small.
Quote:
Such searchlights would look nice only if they were animated, and I'm afraid animated pngs won't work.

What do you mean by animated png's? VCMI can load set of png's and use them as animation for some gui elements like town screen.

You also may want to use 24-bit graphics instead - transparency is not necessary for town screen but getting rid of 256 colors limit may help in some cases.

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Hobbit
Hobbit


Supreme Hero
posted February 13, 2014 06:31 PM

IvanSav said:
After all Forges were built at least thousand years ago

You missed the point of the Forge concept a bit. Forges as towns were built by Kastore and Deyjans with ancient devices. They didn't just find the whole Forge technology - they actually replicated it.

With that said, I agree that they need a bit better texture.

IvanSav said:
What do you mean by animated png's? VCMI can load set of png's and use them as animation for some gui elements like town screen.

How does this kind of animation actually work? Do frames replace each other or does it work like normal def file?

I still don't consider it as a good idea. With such features mod would be much heavier, while there's no real value in that. We can do the same thing with normal def files which don't take so much space. Also, it would only make this mod less portable and if we e.g. wanted to make this town for future WoG 3.59 or whatever, we would have to change graphics themselves.

IvanSav said:
You also may want to use 24-bit graphics instead - transparency is not necessary for town screen but getting rid of 256 colors limit may help in some cases.

This 256 colors limit works for each def separately. There will be at least 30 or so defs if not much more, and these defs are in most cases relatively small objects on 800x374 background, so I think this limit isn't really a big deal. 24-bit graphics, on the other hand, can make the whole townscreen look too modern compared to the rest of the game, and our goal is to make the whole project look like NWC made it in the 90s-2000s.

While I think modernizing the game is a good thing, I also think that we should do it equally for the whole game, not just for one new element.
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IvanSav
IvanSav


Adventuring Hero
vcmi developer
posted February 13, 2014 07:14 PM

Quote:
You missed the point of the Forge concept a bit. Forges as towns were built by Kastore and Deyjans with ancient devices.

Weaponry and equipment in general? Definitely yes. But for town itself - hard to say. I always imagined that forge towns are actual Heavenly Forges reinhabited by Kastore & co. Of course only one of those is fully reactivated while other are likely on minimal power (e.g. Kastore was able to replicate/distribute power source somehow). After all we can recruit troops in all towns so they all must have some way to produce new equipment.
Quote:

How does this kind of animation actually work? Do frames replace each other or does it work like normal def file?


Just like any other .def file except that frames are not inside .def file. Instead they are listed in a separate json file.
Quote:
With such features mod would be much heavier, while there's no real value in that.

Not necessarily. Png compression is superior to .def compression. Just tested on Mage Guild 4 of Castle:
def - 28 kb size
32-bit png's - 32 kb in size
So size is pretty much the same and in some cases png's are actually smaller than def.

Of course - decision on what to use is up to you. Just making sure you know the alternatives.

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Orzie
Orzie


Responsible
Supreme Hero
posted February 14, 2014 05:32 AM

Quote:
But for town itself - hard to say. I always imagined that forge towns are actual Heavenly Forges reinhabited by Kastore & co. Of course only one of those is fully reactivated while other are likely on minimal power (e.g. Kastore was able to replicate/distribute power source somehow). After all we can recruit troops in all towns so they all must have some way to produce new equipment.

Ancient Heavenly Forges were not the symbol of evil (thus, the name). Kastore did recreate the Forge with his own sense in it. So that the new Forges are evil and thus we cannot say that they look exactly as they were 'in the past'. We don't have any info on that.

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Hobbit
Hobbit


Supreme Hero
posted February 15, 2014 03:54 PM
Edited by Hobbit at 20:25, 15 Feb 2014.



How about now? (flag will be fixed)
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Orzie
Orzie


Responsible
Supreme Hero
posted February 15, 2014 04:06 PM

I love it! I don't know about all 3 barricades for the Fort, perhaps there can be only 1, but I certainly love it and think that now it looks more castle-like, finally.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted February 15, 2014 04:19 PM

The green thingy are just waste or acid?

Like it
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IvanSav
IvanSav


Adventuring Hero
vcmi developer
posted February 15, 2014 04:43 PM

Presence of "proper" walls looks to be the key. Nice.

Some suggestions:
Multiple barricades don't look so good. What about merging them into one wall-like structure? Keep current structure (multiple crescent-shaped elements) but remove visible holes between them.

Oh - and it looks that you're missing castle gates now. So unless you planning to make teleportation the only way to enter castle you may want to change this.

Green moat - unless you're going to revamp whole town screen with more vibrant colors this greenness looks out of place. Maybe you should change it to something that fits overall tone of town screen better. Brown or something like that?

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Orzie
Orzie


Responsible
Supreme Hero
posted February 15, 2014 04:56 PM

I think green works just fine, it's only the gamma which needs fixing. Brown is not so good for this kind of castle.

However, I agree that the wall parts should have more connection than they have now.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 15, 2014 10:44 PM

i like the moat. there should be a drawbridge(mechanically operated, of course) though. all of the other castles have either a break in the fortifications, or a drawbridge entrance. i think the defs should be darker, as well(not the moat, but the building and it's components). if that is irradiated water in the moat, it would be glowing anyway(for a game).

i would keep the walls near the base of the def(closest to the moat) the same color they are now, but get darker as they go up, brightened by where the lights are, and add some pitting or stains to all that gray.

that, and the entrance fixing, i think, would be optimal.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 02, 2014 07:03 PM
Edited by Warmonger at 19:04, 02 Mar 2014.

The Forge team is now reworking all the buildings!




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