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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 · «PREV / NEXT»
markkur
markkur


Responsible
Legendary Hero
Once upon a time
posted January 13, 2014 04:25 PM

Just place the Mod in the Data folder.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted September 04, 2015 11:51 AM
Edited by magnomagus at 11:56, 04 Sep 2015.

Nice job on new 2.9 beta, but also saw some issues:

-Lava pools look really weird
-water is too much reflective -water is not reflective enough
-Some new flowers don't match orc theme, watch out for consequences for other themes when you make changes.

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xuxo
xuxo


Promising
Known Hero
posted September 04, 2015 11:59 AM

Lava was my mistake, this corrected with a new one, I forgot to change it but as in one week I'll upload the 0.3 I have not updated. I do not understand what the flowers. You mean the bushes or small flowers? I used a few colors and very generic, upload a screenshot of what you think is not right. Also I have to climb lverde saturation of trees and land (but little). Do you think the water reflects too? take note.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted September 04, 2015 12:04 PM

Sorry, I edited my post about water, I actually meant opposite, on RMG maps I can see through the water, looks ugly.

I meant the colorful/lovely flowers, they don't match with rough/taiga orc terrains.
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xuxo
xuxo


Promising
Known Hero
posted September 04, 2015 12:17 PM
Edited by xuxo at 12:36, 04 Sep 2015.

I purposely put the transparent water. And I'm retexture / mapping campaigns to add rocks, algae include animations as you know, fish. And I changed the top of the sky for clouds to reflect and not blue "ceiling" that no default. That's why I asked the other day, to make it compatible with the RMG but as I understand my English .....



Perhaps it is because in RMG uses sky I have not changed, then just reflect a spot color. Try playing the 1st campaign to see if there's water looks good. And he thinks about the flowers I'm working for the campaigns of time without adding new items to avoid causing errors. Soon I want to start creating new objects, which you can use in the RMG (you ask me items that you need, buildings, etc.) and then could use many more elements for each area.

PD: I'll get another model to replace the pink flowers.And they will be used later for now haha I just want to check that Archangel works.

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Dredknight
Dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted September 08, 2015 10:29 AM

*No cocks were harmed during the creation of the mod*
WOW xD
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markkur
markkur


Responsible
Legendary Hero
Once upon a time
posted September 11, 2015 02:06 AM
Edited by markkur at 02:08, 11 Sep 2015.

About PRT Beta 0.29

xuxo, I loaded up my Towns of Ashan 4 and looked around. Everything looked good, other than some land-areas that looked good before that I would now need to redo but that's to be expected.

Excellent work on the water. You’ve made it possible for a mapmaker to create some skin-work under the water. Btw, I call the terrain-textures “skins” just to avoid the term Texture since, as you know well, it’s an integral part of the modeling process.

The new eldritch-well with bucket is really cool, I chuckled when I first saw it in a road intersection. And the new flowers looked great in my Sylvan town! Nice additions.

I know you've spent many hours on this mod and it's fine the way it is but in case you expect me to share my thoughts I will on a few things I noticed.

Terrian-group = Conquest

The only thing I noticed in this section is that "Dirt" and "Stone" are the same texture to my eyes. I think “Stone” should be the old texture since it was different than the other four textures in this group and actually my favorite for underwater.

Terrian-group = Dirt
Looks like what was in PRT Beta 0.20 I have one wish in this section and that is moving the awesome texture "Root" to either the Grass or Orcish groups. It is so lush I never used in with other Dirt skins and always did for marshy & green lands. What would be really cool is if a copy of it could be made and the greens replaced with various browns. Like I said, a wish...I'm not expecting you to do this, you've done so much already.

Question; How could the "Dirt-road" skin be made to override the “Dirtrock“? It is the only skin in the Dirt-group where a mapmaker has to erase the rock skin to see the new dirt-road. A long time back I tried adjusting “strength” (at the bottom of the skin-selection-window)but it didn’t seem to have any effect.
 
Terrian-group = Grass

Could not use "Field" If I selected it, as soon as I clicked on the map-surface it de-selected. I know you are working with the RMG stuff but thought I'd mention it because it's a great skin for mapmakers that like to make farms.

Terrian= Lava

I really miss the "old Inferno-Brick" because it and the old Orcish-Needle-road were both perfect for my wall-making. Another dream I'm sure but I thought I would mention it again. I remember tint-problems but maybe someone could help? <imo> Walls are just awesome and give the player a break from the same tired town-objects.

Note: Since "Inferno Brick" and "Lava Arena" are the same skin maybe the latter could be the "old inferno-brick?" Surely the RMG doesn't call for both skins since they are the same.

Terrian-group = Subterrain

This group looks the same but I did a test and <imo> Lava/Deadland and Subterrain/SubTerrain should be switched in their grouping. Probably too much effort but the Lava/Deadland looks much better with the 3 Dwarven skins and the current SubTerrain looks fine with the other Lava skins.

Ok I contributed. Anyway, great work as always. Nothing I share is that important, well except may being able to use "Field" <L> You don’t need to reply to any of this.  Use the ideas or not, it’s just the way I would do it if I felt better.

Cheers
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xuxo
xuxo


Promising
Known Hero
posted September 11, 2015 03:54 AM
Edited by xuxo at 08:14, 11 Sep 2015.

Terrian-group = Conquest
I have not worked with these textures just by not appearing in the campaign, try to "communicate" with magnomagus but I did not understand my English, to see if they were used to generate the field of Silvan faction and differentiate Haven, thicker grass flowers and color.

Dirt terrian-group =
As I said, I rely on campaigns to change land mainly. If it is true that all I use is brown tones, because in real life the color brown is most common in nature, but it is impossible that everything fit together. I do not quite understand what you mean about dirt-road. Each terrain numbered from 1 to 30 for example, which controls that "layer" are drawn and often overlap, with the top 100 ways to always be above all terrains. try to explain it with other words please haha sorry ...

Grass terrian-group =
My mistake! . Just what I said before it happens. I was changing the level of the land and leave it appears that 0. not know if you noticed but the campaigns are poorly textured. "Conquest" is used as a basis for maps and being a very intense green if you look you see in the green dots maps, including lava !! and he was trying unsuccessfully to remove that layer. 0.3 I fix farms !!

Lava terrian =
I do not remember now the old brick inferno ... I think you change it because someone told em that was not very good, I do not remember: S

"You do not need to reply to any of this"
Ofcourse I must answer. The more comments, best suited to all tastes, and bugs were solved !! (farms ... farms ...).

Once you start the mod adding new objects (it is downloaded separately, that cause errors in savegames) the first pack will be rocks, wrecks, debris, algae, corals, fish ..... All I can think to decorate well aquatic areas. I'm re texturing campaigns, adding load custom screen and details in the water (in one of the pictures there are submerged rocks), for which create a mod that modifies all objects in the edit, to place them in the water. To save them in the land, save the map, remove the mod, and re-enter.

Water objects.pak

At the moment I'm forcing myself to learn to incluis new models, and solve a big problem with vertex colors, then I do not get that illuminate well, in addition to problems with animated models. I am also learning the theme color models to obtain the land and how to adapt to it, as the rocks are deformed. Currently Magnomagus says you can not add new fields, but if I can investigate create circular land lacking, as in Heroes 3 (Deadh, clouds, magic ...) but they had no battlefield itself (perhaps with scripts). The objects that merge with the ground (crypt, witch hut) or anyone having a pod, what they do is remove a tile (see that in the object properties there is an option called "hole tiles". This clears the screen and place another accurate to the grid on top. so it is possible to completely replace the other flat terrain models .... with other fields. We will have to investigate it.

Edit: I could not wait Markkur !! Here's a mod with 15 new terrain false !! It is assumed that the edges have to be alpha, but for some reason not fade, then look (Zzzz ..)You have to activate the advanced mode of the editor, I have replaced all the poster.

terrenos.pak



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lotihoti
lotihoti


Famous Hero
posted September 11, 2015 09:31 AM

im definitly going to test it this day

Good work so far

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markkur
markkur


Responsible
Legendary Hero
Once upon a time
posted September 11, 2015 04:21 PM

@xuxo

Sorry, I misunderstood, I thought the latest PRT was "stand-alone" (like 0.20) and for anyone's use with H5 but if I've understood you correctly now <Smile> your current efforts are only for Mag's Mod. So, forget anything I've said; mods have their own requirements. I make maps and don't use RMGs in general nor do I play campaigns since H2 and H3.

Good luck, make it great!

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lotihoti
lotihoti


Famous Hero
posted September 11, 2015 08:54 PM

Bug Report:

If i add water objects.pak to my data folder, the sea and lava sea in towns of sylvan and inferno arent shown anymore...

Only visible mod installed: MMH55

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xuxo
xuxo


Promising
Known Hero
posted September 11, 2015 09:43 PM

"your current efforts are only for Mag's Mod"
¿¿?? mod remains independent .... and I said I try retexturize campaigns, not the RMG, but lack of mappers, it better be supported.

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lotihoti
lotihoti


Famous Hero
posted September 11, 2015 11:39 PM

I think you missunderstood me...

here is a screen of what happens:




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xuxo
xuxo


Promising
Known Hero
posted September 11, 2015 11:51 PM

I see the images exactly what you mean .... this mod is a dirty "workaround" to place decorated in lakes .. (rocks, plants ... etc) just have not tried it for something else, not that error occurs. you just have to be put to use the editor, not play.

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markkur
markkur


Responsible
Legendary Hero
Once upon a time
posted September 12, 2015 03:09 PM

Quote:
.... and I said I try retexturize campaigns, not the RMG, but lack of mappers, it better be supported.


Ok, I understand you now.

I'll take a look and see if I still have your e-mail (I should) and I'll do the translate bit for our communications, since my Spanish is ok with words. <L>

If I don't have look for an instant message here.


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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted September 12, 2015 04:14 PM

For H55 I reorganized the textures to preserve the old inferno, necro and orc textures as well as add most of the new ones to be compatible with ARMG, custom maps and campaigns. PRT and H55 HDTex therefore use different texture sets.

Excellent idea to use developer posters by the way
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xuxo
xuxo


Promising
Known Hero
posted September 12, 2015 05:37 PM

Markkur, read the HC messenger, they will send a message almost two days ago !! lol

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farfromrefuge
farfromrefuge


Adventuring Hero
posted September 27, 2015 11:44 AM
Edited by farfromrefuge at 11:44, 27 Sep 2015.

When is 0.3?

Hi, xuxo!

You said that PRT 0.3 is soon. How soon is soon? Because this mod is awesome!

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Belisarius
Belisarius


Promising
Known Hero
posted October 16, 2015 04:15 AM

Very nice, very nice!
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted October 20, 2015 03:53 PM

Hi, xuxo, trying to download 0.3 but it asks for decryption key?
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