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Heroes Community > Heroes 5 - Modders Workshop > Thread: Pre-Rendered Textures
Thread: Pre-Rendered Textures This thread is 6 pages long: 1 2 3 4 5 6 · NEXT»
xuxo
xuxo


Promising
Known Hero
posted November 21, 2011 08:27 AM bonus applied by VOKIALBG on 03 Jul 2013.
Edited by xuxo at 17:06, 22 Oct 2020.

Pre-Rendered Textures

Seeing the latest events, I have decided after so many years, to ban the use of my mod in the installation of MM5.5., Being fully compatible from an external download. Actually, they have been using it for 5 years without my permission, I privately prohibited it, they ignored me and decided to disappear, now I do it publicly to stay. Can they legally use it? Of course. Does it seem ethical to do so? no.

PS: I do not want or will not answer in discussions on my topic. Here you come to collaborate.

PS2: You have forgotten many textures in the last version (mountains, trees, some resources and castles ...), I recommend starting with 0 the .pak and so I can finally delete this message! Courage you have very little to do !!

I add the Discord , where we invite you to propose your suggestions about modifications or new changes in PRT and future mods.
https://discord.gg/7CNrsrG

PRT Beta 0.4 -----------------------------------------------------

Until I finish all the ideas I have in mind, I don't want to add that "4" to the mod. There are many ideas, but in principle, it will consist of continuing to replace models and remodeling those with salvage, prioritizing the remodeling of all mines and mills. I would like to start a parallel project that instead of substituting graphics ... add new ones, in small thematic DLCs mode, to add, above all, decoration elements to create more beautiful maps, and another project related to adding new creatures of the moment. I prefer not to extend.

PRT Beta 0.3.2 ---------------------------------------------------
Download 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.













PRT Beta 0.2.9 --------------------------------------------------




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Warmonger
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.
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The future of Heroes 3 is here!

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xuxo
xuxo


Promising
Known Hero
posted November 21, 2011 08:42 AM

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.
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xuxo
xuxo


Promising
Known Hero
posted December 16, 2011 02:14 AM
Edited by xuxo at 18:37, 24 Dec 2011.

A sample re-texture as Heroes V.
(Yes, with textures of Heroes VI)

 
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Rinzler
Rinzler

Tavern Dweller
posted December 18, 2011 12:20 PM

Holly crap. This looks great! Wonderful job you done man.

Regards

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morthi
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?

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xuxo
xuxo


Promising
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.
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markkur
markkur


Responsible
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.

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xuxo
xuxo


Promising
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.
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markkur
markkur


Responsible
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.

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morthi
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 ?

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DWito11
DWito11


Hired Hero
posted February 03, 2012 06:32 PM

When We can download effects of your work??

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xuxo
xuxo


Promising
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.
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morthi
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

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xuxo
xuxo


Promising
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.
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esvath
esvath


Known Hero
posted February 13, 2012 04:17 AM

Nice texture! It bring a refreshment to Heroes V. I like it a lot

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markkur
markkur


Responsible
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.

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Falconian
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.



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markkur
markkur


Responsible
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.

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Falconian
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.

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