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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: i want to give something back...
Thread: i want to give something back... This thread is 16 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 · «PREV / NEXT»
fred79
fred79


Disgraceful
Undefeatable Hero
posted January 13, 2013 06:45 AM
Edited by fred79 at 07:00, 13 Jan 2013.

yeah, i can see what you're saying. i'll see what i can do, but i'm not promising anything. i worry that the results could harm my game, and i would have to reload everything. that's something i certainly wouldn't look forward to.

edit 1: how about this?


edit 2: actually, after thinking about it, i don't see how it could interfere with the game. as long as it isn't on adventure map, anyway. maybe i should redo the evil fog as well?

edit 3: maybe i need to lighten up the pic a bit? not sure if i want ominous or not, even tho it might fit...

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Siegfried
Siegfried


Famous Hero
posted January 13, 2013 09:22 AM
Edited by Siegfried at 09:27, 13 Jan 2013.

Quote:
how's this?


looks better, i think.

@ siegfried: i found a minor issue with the zeobjts.txt for my second upload: SwmpX19.def - SwmpX50.def were listed as flowers, when they should have been listed as brush. must've been half-asleep. here is the corrected file-
corrected  zeobjts.txt file

thanks again.


It may well be that this was my fault. I had a problem getting some objects show up in the editor. So i tried other types. That didn't help. Later i found, what i forgot: I forgot to increase the object count in the txt file. Maybe i then forgot to revert these. Maybe i was half-asleep?

This version of the battlefield looks quite good. Maybe best, i'm not sure. Your third version is well done, too. If i had to decide which one is better, i wouldn't know. Maybe i'd prefere this one.

Quote:

the green clouds cover 40-60 percent of the area.


That does not mean 40% transparency i also thought of covering only 40-60% (or maybe 70%), and let the gas have "holes" where the ground shines thrpugh. I know, the evil fog covers the whole battlefield. And i don't know if covering only 50% is looking better. If you have the time, give it a try.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted January 13, 2013 02:35 PM
Edited by artu at 14:37, 13 Jan 2013.

I know, I was talking about holes too not transparency. If you ask me, the transparent version is much better, btw. But it may feel weird when the creatures move on it. One cant be sure without actually playing it.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 13, 2013 08:20 PM

no, the zeobjts was my fault, the correction was from the zeobjts i uploaded. so i was the one half-asleep.

i tried with the evil fog, and the result would look good except that i don't know how to remove the trees in the background layer(i'm using both the evil fog battlefield with the cursed ground battlefield for the ground layer). -oh wait, i think i just realized how to fix it. i'll just copy and paste some of the ground around. it'll be in the background anyway, so it won't be too visible. i'll do it like i re-did the holy grounds.

@artu- yeah, i like the transparent version better for looks, but as you said, when you have creatures moving around on it, it may look off. i think that's where the 2nd version will come thru. as for having holes in the clouds, so that you can completely see thru the gas, i think that can be done. but one issue nobody has mentioned...
what about the obstacles?

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Siegfried
Siegfried


Famous Hero
posted January 13, 2013 08:50 PM

Not sure, but i think the obstacles will always be in front of anything.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 13, 2013 08:57 PM
Edited by fred79 at 08:10, 15 Jan 2013.

they will, but that's not the problem. the problem will be with the base of the object. that will be more work to make them blend.

EDIT: improved spider hole #2. now it doesn't look so much like a carport.
old, carport version:


new and improved version:


EDIT: i decided to update the old spider stuff, instead of redo it from scratch. the result matches better( i still need to improve the edges of the rest of the defs)-


now, i will move on to creating the spiders in the holes. unless i decide to finish the next nude prisoner, i was dabbling with that one too.

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Siegfried
Siegfried


Famous Hero
posted January 15, 2013 09:34 AM

What we still need are spiders as (neutral) creatures

BTW: is that kind of "special terrain patch" too, like evil fog or magic plains? Could be an idea to slow down every creature on the battlefield if fighting on that ground, except spiders.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 15, 2013 09:49 AM

There are spiders in the megapack at WoG archive


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Era II mods and utilities

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 15, 2013 09:53 AM

Great job, and great concept

I think, however, that this cave-hole still looks quite unnatural, its edge is warped and blurred as it was magic portal or gas cloud, not solid material.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 15, 2013 10:00 AM
Edited by Salamandre at 10:01, 15 Jan 2013.

The cave hole should be extracted then created as adventure object, not blended to soil (is it right now?). Then place on special soil and give it the properties of a death chamber, but with spiders.
____________
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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 15, 2013 10:50 AM

@ siegfried- you have got some good ideas! i never thought of using the spider terrain as a battlefield that slows down everyone but spiders. that'd be friggin' cooooolll...

@ salmandre- i saw those spiders before, i didn't care for them. i want realistic ones, or at least more realistic ones, anyway. the ones i have, not sure where i got 'em, but there are four of them- a black widow, a green spider, a jumping spider, and i forget the other one. i plan on making those, if no one else does first. i would like to have a wolf spider, something hairy, and maybe a trap door spider(they're creepy looking with those huge fangs). i've been google-ing spiders in holes to get inspiration, still trying to decide what kind of spiders to use as models for my hole-dwellers. i want as creepy as possible.

the cave holes sit each on a platform of web for now, a modified first-def version of the spider terrain. but i'm going to make spider holes that will go on any terrain. the pics i got off the net should help me with design.

@ warmonger- yeah, i see what you mean. i just started using the sharpen tool (that's what i'll need to improve the edges), it works well after drawing web, and then smudging.

thanks for the feedback, guys, and the awesome ideas.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted January 15, 2013 11:10 AM
Edited by artu at 11:10, 15 Jan 2013.

Quote:
i saw those spiders before, i didn't care for them. i want realistic ones, or at least more realistic ones, anyway.


IMO, the spiders above are fine, a hairy trap-door one is a good idea too. Note that all H3 creatures have a cartoonish style and making them too realistic will eventually put them out of context and turn them into misfits. Realism shouldn't be at the cost of blending in with rest of the creatures.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 15, 2013 11:20 AM

Let him create full defs (100-120 frames) of more realistic ones, why not.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 15, 2013 11:27 AM

don't pout, salamandre. it'll be ok.

@ artu- yeah, i know, i'm not gonna overdo it.

btw, here's the holes sharpened. i think it looks better.


at first, i thought it was important that they blend well with the background, to flow more naturally. but after warmonger pointed out the obvious to me(or what should've been, anyway), they should be closer to actual objects, like the redone 1st web objects, i changed them. thanks, warmonger.

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Siegfried
Siegfried


Famous Hero
posted January 15, 2013 01:24 PM

Quote:
The cave hole should be extracted then created as adventure object, not blended to soil (is it right now?). Then place on special soil and give it the properties of a death chamber, but with spiders.


Good idea!

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted January 15, 2013 02:41 PM

The question is, what will be the spiders replace when this turns into a mod? They won't fit into towns (dungeon maybe, but no) so it will be one of the neutral creatures. Santa Gremlins are annoying but their dwelling auto-spawns in snow. Lava and Snow sharpshooters have their times. Elemental Messengers? Metamorphs are so much fun.

I suggest the spiders be weak in melee damage and especially defense but let them be fast and the non-hairy one always poisoning opponent and the hairy one with 70 percent chance to paralyze.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 15, 2013 04:15 PM

In Era (sorry Siegfried) you can use a custom def for any creature during the battle. Example: Spider chamber is scripted to summon 6 stacks of hell hounds. Then in that battle you add code to use custom def for hell hounds, revert to original after battle. It is not necessary to replace anything.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted January 15, 2013 04:24 PM

But is that so for a specific map or  can it be done for random maps too?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 15, 2013 04:28 PM

Can be used anywhere as mod. After random map generation, add battle script accorded to object type/subtype.
____________
Era II mods and utilities

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Siegfried
Siegfried


Famous Hero
posted January 15, 2013 05:31 PM

Not that good idea. Imagine: Inferno fighting such a spidr stack. Inferno suddenly got spiders?

I've checked WoG and it seems that the 4 slots named as UNUSED are still unused. Could be replaced as a general mod.

I do not like those messengres, but to replace them i'd prefere the 4 chiese dragons from the chinese dragons pack. They luckily also fit into the fire - earth - water - air scheme.

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