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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Fred79's Object Patch
Thread: Fred79's Object Patch This thread is 66 pages long: 1 10 20 30 40 ... 47 48 49 50 51 ... 60 66 · «PREV / NEXT»
Polish_User
Polish_User


Hired Hero
Trying 2 ERM
posted March 09, 2018 09:32 PM
Edited by Polish_User at 21:37, 09 Mar 2018.

Nicely done!

These objects look amazing!

Also i've found kinda diffrent use for shadows.
Introducing Night!


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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 09, 2018 10:05 PM

i'm glad you like my patch. i put a lot of work into it(and still do), and i enjoy seeing people using the stuff.

the only problem i have with the current shadows, is that you have to set things "under object" if you don't reshade them all yourself, on the map. and there's the most pesky thing of all: that the heroes, boats, and spawning creatures stick out like a sore thumb against the shadows.

now, cool things can still be(and have been, as you have shown) done with these shadows, but they're subpar to what i really want: layer capability.

as soon as any homm3 map platform is able to work with layers, period, i'll be a happy camper. then i'll be able to make some REALLY neat-looking stuff. but it has to have all the other bells and whistles, as well.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 10, 2018 07:07 PM bonus applied by Maurice on 12 Mar 2018.
Edited by fred79 at 11:26, 17 Apr 2018.

i've been working on trees lately. yesterday i updated the coniferous/deciduous set, and today i updated the coniferous set. all three grass terrain sets now can blend from one to the other. i'm going to try working on the rough terrain trees next.

a screen showing how the 3 grass tree sets flow into one another appropriately:


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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 12, 2018 03:55 PM

fred79 said:




Looking fantastic, I know you already said no but please do animate them.
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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 12, 2018 05:45 PM

No.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 13, 2018 09:20 PM
Edited by fred79 at 06:30, 15 Mar 2018.

currently testing one of my maps. i haven't played in so long, i'm likely to be slaughtered. i've had to tweak 3 things already. i'll do a playthrough and work out any kinks(not in regards to enemy difficulty, though; since i'm sure i'll have my ass handed to me).

i also tried(again) to make a devil's *****house, using hota's vampire mansion that i fixed to pristine condition(instead of the original run-down version). still not getting the look right, for some reason; but at least this version is a drastic improvement over the old one. once i get it right(or find a better model to start with, which i doubt'll happen), i'll post what it looks like.
-----------
got my ass handed to me on that map, for more than a couple reasons.
-----------
made a few changes to the above map. besides removing some unneeded garrisons and making a few tweaks here and there, i evened out the playing field by giving all the ai 3 castles owned each, plus an extra they could each take over.
---------
still working on the map(i decided against another play through until the map was more refined). currently working on boosting one player, who is missing some mines. and in order to fit things in, i'm having to work on one of the things off of my checklist: making mountain mines for ore, gems, and sulfur crystals. so that's what i'm doing now.

got 14 ore mines done. i'm putting the rest of that task on hold, and working on the map again. i have to rewrite quests for all the seer's huts before i go back to testing; but before that, i should probably work on an ongoing story that'll tie all 3 maps together. the heroes themselves all have to be rewritten, too.

edit: the baseline plots are now written for each map. everything is falling into place quite nicely, in fact.

i will have to rename the entire scenario, since these heroes aren't gods, and there won't be any gods to recruit in any of the 3 maps.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 15, 2018 10:54 AM

The problem is, with all the living objects in my map being animated but not your trees, I can't use your trees.
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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 15, 2018 11:05 AM

i have no problem whatsoever with them not being animated. once you stop working with the wog trees for awhile, you stop caring that the trees aren't animated anymore.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 15, 2018 05:21 PM

To me static trees don't work because animation gives life to a map... Well I won't insist any more.
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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 15, 2018 06:49 PM

Galaad said:
To me static trees don't work because animation gives life to a map... Well I won't insist any more.


i guess you missed this reply in another thread:

fred79 said:
Salamandre said:
get the trees animated ffs.


dude. i'd have to hand-animate 95 trees, not including the off-defs and clusters, and all of that for the grass terrain alone. that's not even counting the snow trees and desert trees i've done or are replacing, OR the trees i have planned for the rough OR dirt terrain. it's just not going to happen. besides, hand-animated trees will look wack, anyway.


the amount of work that would be involved(besides the 100+(?) list of things already on my to-do list, which is always growing), and the end result, describes exactly why i wouldn't even bother undertaking a task like that.

if somebody wants that many trees and clusters animated, they can do that themselves. i can pretty much guarantee that the end result won't look as good as the trees themselves, before they started.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 16, 2018 09:36 AM
Edited by fred79 at 09:37, 16 Mar 2018.

i've been gathering homm3 lore and world information, for help in understanding more about the factions, to help flesh out my story for my campaign maps. i'll get back to my campaign work again once i iron out what i can for my Forge project reallignment.

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abi008
abi008

Tavern Dweller
posted March 16, 2018 09:44 AM

Hello fred79,
I would really like to try out your mod but I'm kinda new at this so I would appreciate it you could link me the tutorial somewhere on how to apply those textures to my game. I'm using HD mod + Hota btw.
Thanks!

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 16, 2018 09:51 AM

my mod works for era. if you have era installed, just install my patch and peruse your map editor to see what is included. nothing is replaced; only added. be sure to read the readme included in the rar file, to find what is in the pac file(where everything is stored), that won't show up in the map editor(like battle creatures).

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 16, 2018 11:47 AM
Edited by fred79 at 11:27, 17 Apr 2018.

i carried this over from another thread, since it's dealing with map immersion and my objects.

@ galaad:

fred79 said:
i have no problem with the immersion in my maps. if you aren't immersed as a mapmaker, you aren't decorating/hiding enough(of course, you don't have the recent trees for my patch yet, either). you want to do everything you can to disguise the fact that you're playing a game(which is why one of my first graphical plans was removing all the immersion-destroying flags from every object).  i've been targeting a lot of the more cartoonish graphics in homm3.


for instance, what about this screen looks the most cartoonish to you? what deliberately tells you that you're playing a game?




(hint: it's the rampart castle's flag)
-----------

currently taking a break from the forge update to work on a few object replacements(and making graphics for a new creature bank; one for each terrain). most likely, i'll get the avwattak frames for the creature update done this weekend.

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fiorin
fiorin


Promising
Famous Hero
☠️
posted March 23, 2018 12:33 AM

fred79 said:
i carried this over from another thread, since it's dealing with map immersion and my objects.

@ galaad:

fred79 said:
i have no problem with the immersion in my maps. if you aren't immersed as a mapmaker, you aren't decorating/hiding enough(of course, you don't have the recent trees for my patch yet, either). you want to do everything you can to disguise the fact that you're playing a game(which is why one of my first graphical plans was removing all the immersion-destroying flags from every object).  i've been targeting a lot of the more cartoonish graphics in homm3.


for instance, what about this screen looks the most cartoonish to you? what deliberately tells you that you're playing a game?

(hint: it's the rampart castle's flag)
-----------

currently taking a break from the forge update to work on a few object replacements(and making graphics for a new creature bank; one for each terrain). most likely, i'll get the avwattak frames for the creature update done this weekend.


I dont know why, but i like very much the two floor crypt

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted March 23, 2018 12:33 AM

fred79 said:
for instance, what about this screen looks the most cartoonish to you? what deliberately tells you're playing a game? (hint: it's the rampart castle's flag)

The flag is indeed the least realistic looking thing, however, if you render it for the sake of realism, adding shadows and stuff, you then take the risk of making it look less noticable. When playing a large map, it is good to look at the many castles at once and immediately detect which one belongs to whom. With your level of attention to detail and realism, the flags might get lost in the wilderness.  We are playing a game after all, not looking at a painting.
____________
Are you pretty? This is my occasion. - Ghost

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 23, 2018 12:45 AM
Edited by fred79 at 00:47, 23 Mar 2018.

you can't have an un-animated flag, it doesn't look right(which is why the rally flag is animated). and you can't have decently animated flags in heroes regardless, because you can't automatically change the colors if they are lost or won in battle. the animated wog flags, neat though they were upon discovery, are now behind the times(and quality) of current graphics.


@ fiorin: the two-story temple isn't my work; the wog team did that(i think).

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 23, 2018 01:01 AM

Your screens emphasize objects mixture and spectrum, I doubt any skilled mapmaker will use such patterns outside very limited atmospheric areas. That is exactly his job, to use the best of your graphics while prioritizing gameplay visibility.

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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted March 23, 2018 01:41 AM

fred79 said:
i've been gathering homm3 lore and world information, for help in understanding more about the factions, to help flesh out my story for my campaign maps. i'll get back to my campaign work again once i iron out what i can for my Forge project reallignment.


for sure have a word in my ear if you would like a hand with that because I know everything about the Heroes world lore (except the bits I do not know) and am able to help cheers lol
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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 23, 2018 02:09 AM

Salamandre said:
I doubt any skilled mapmaker will use such patterns outside very limited atmospheric areas.


all 3 of my XL campaign maps are like this. hopefully, other map makers are doing the same. i'd much rather play maps that look more realistic, than run-of-the-mill vanilla heroes maps. imo, vanilla maps don't represent the heroes world like it should. a fantasy world shouldn't look like a game; but a living world. it should be as "alive" as possible. most vanilla maps are so uninteresting to me, that i couldn't be bothered to even give them a try. they remind me of plain shortbread cookies: they're for boring and/or old people. me, i want double-stuff oreos sprinkled on ice cream jam-packed with chocolate-covered nuts, wafers, peanut butter cups, and white chocolate.


@ verriker:

this is what i have found around the net so far, plus the various maps of the world i've been able to find(feel free to add to it what you can):

Quote:
Eeofol is a nation on Antagarich. It used to be the domain of the Halflings, but was invaded and corrupted by the Kreegans after their arrival on Enroth. The demonic creatures turned the once-pleasant land to a volcanic hellscape.

Deyja, kingdom of the Necromancers, lies in the northern barren land part of Antagarich.

Erathia was a kingdom on the continent of Antagarich in Enroth. Ruled by the Gryphonheart dynasty, it was inhabited mostly by humans. Its capital city was Steadwick. It was the largest state on Antagarich.

Krewlod, also known as the Wastelands, is the land of the Barbarians, located in southwestern Antagarich. It is bordered by Erathia to the north and Bracada to the southeast.

AvLee is the nation of Renegade elves on Enroth ruled by the Elf King Eldrich Parson. They are connected to the Rampart faction.

Nighon is a cavernous island east of Antagarich, across the Nighon Straits. It is populated by the Dungeon creatures, led by Overlords and Warlocks.

Tatalia is the kingdom of the mudlanders in western Antagarich. It is mainly made up of swamps, and home to several dangerous kinds of wild beasts.

Bracada was a kingdom of the mages in Antagarich. It was founded by Gavin Magnus after the fall of Bracaduun.

Vori is a nation of Snow Elves, or 'true-elves' that have isolated themselves in the upper northwest corner of Erathia. Geographically, the island is seen on the Might and Magic VII map, but inaccesible. In Jadame, it's southwest of Regna. Very little is known about their history; what is known is remembered by their cousins, the elves of AvLee. The Vori elves call themselves the 'pure-blood' elves; and the elves that left their civilization are called the Renegades (eg: elves of AvLee).

Jadame is a continent on the planet Enroth. Locations on and around Jadame include Alvar, Ravenshore, Garrote Gorge, the Ironsand Desert, Murmurwoods, Shadowspire, Ravage Roaming, the Dagger Wound Islands, and the infamous pirate homeland of Regna. Jadame appears to be less human-dominated than the continents Enroth and Antagarich, with Dark Elves being prominent on the continent, as well as there being civilized populations of Minotaurs, Trolls, Dragons and Lizardfolk.

Enroth was a continent on the planet of Enroth, and the setting for Heroes of Might and Magic I, Heroes of Might and Magic II, and Might and Magic VI. It was located north of Antagarich, where Heroes III takes place. Like the rest of the planet, the continent of Enroth was destroyed in the Reckoning, though some of the inhabitants escaped through magical portals, to Axeoth.

Axeoth is one of the worlds of the Ancient universe. This is the world into which the refugees of the Reckoning escaped by means of magical portals. Its native inhabitants include elven communities, barbarian tribes, red dwarf clans and human states. Noticeable elements of the native wildlife are the mantis and the sea monster.
========================
antagarich:

Erathia, the main homeland of Antagarich's human population, lies in the center of the continent. Ruled by the Gryphonhearts since its foundation, it was represented by the Castle faction in Heroes III. Erathia also featured prominently in Might and Magic VII and the Heroes Chronicles. Founded by King Rion Gryphonheart, Erathia was invaded by numerous nations following the murder of King Nicolas Gryphonheart, resulting in the Restoration Wars. Championed by Nicolas' daughter, Queen Catherine Ironfist, Erathia was eventually led to victory against the Deyjans and later the Kreegans of Eeofol. Erathia's capital city is Steadwick.
Capitol: Steadwick
Former Rulers: Rion Gryphonheart, Allison Gryphonheart, Mad King Gryphonheart, Niven Gryphonheart, Nicholas Gryphonheart, General Morgan Kendal
Last Ruler: General Morgan Kendal
General Race: Humans
Borders on: Tatalia, Krewlod, Bracada, AvLee, Eeofol, Deyja and Nighon (across the Nighon Straits and a tunnel system).

AvLee is the homeland of the Wood Elves, located at the northern regions of the continent. Ruled by King Eldrich Parson at the time of Might and Magic VII, it is home to Centaurs, Faeries and Dwarves in addition to the resident Elven race. AvLee is represented by the Rampart faction in Heroes III' and its inhabitants are descended from the Snow Elves of Vori, an isle due west of the mainland. AvLee once battled Erathia in a bitter conflict known as the Timber Wars, and also participated in the Restoration of Erathia war. The capital city of AvLee is Pierpont, which lies within the Tularean Forest.
Capitol: Pierpont
Former Rulers: Elvólas, Duke of AvLee, Lothoe IV
Last Ruler: King Eldrich Parson
General Race: Wood Elves, Dwarves, Faeries
Borders on: Erathia, Contested Lands, Eeofol, Deyja, Vori


The Contested Lands: A disputed territory between AvLee and Erathia that is sometimes referred to as "Harmondale".
Capitol: Welnin
Former Rulers: Faruk Welnin
Last Ruler: The Lords of Harmondale
General Race: Humans, Elves
Borders on: Erathia, AvLee, Eeofol

Bracada is a country on the continent's southern tip, comprised of two parts: a desert to the north and snowy mountains to the south. It's home to Antagarich's wizards. "Descended" from the Empire of Bracaduun, its only known ruler throughout the centuries has been the Immortal King, Gavin Magnus. Bracada is represented by the Tower faction in Heroes of Might and Magic III. Its capital, the skycity of Celeste, served as the headquarters for the "Good" faction in Might and Magic VII. The resident wizards once battled against the four Elemental Lords, as told in Heroes Chronicles: Masters of the Elements, and Bracada is also known for having sided with Erathia during the Restoration Wars.
Capitol: Celeste
Former Rulers: None
Last Ruler: Grand Vizier Gavin Magnus
General Race: Humans, Genies, Gremlins
Borders on: Erathia, Krewlod

Deyja is a barren land in mid-northern Antagarich, populated by Necromancers and the undead minions. Represented by the Necropolis faction in Heroes III, the Deyjans were never actually involved in war with other nations throughout the thousand years before the events of Heroes of Might and Magic III: The Shadow of Death. After being invaded by forces from AvLee, Erathia and Krewlod, Deyja then staged a plot to dominate Erathia by killing its king, Nicolas Gryphonheart, and raising him as their own undead ruler. This plot failed due to intervention from Erathia's heir, Catherine Gryphonheart. Deyja's "capital", Castle Gloaming, served as the headquarters for the "Evil" faction in Might and Magic VII. By the end of that game's events, Deyja's grip over the continent was almost totally undone.
Capitol: Moulder
Former Rulers: King Finneas Vilmar, Lich King Nicolas Gryphonheart, King Archibald Ironfist
Last Ruler: King Kastore
General Race: Liches, Vampires, Goblins
Borders on: Erathia, AvLee, Contested Lands

Eeofol: Formerly populated by the Halfling race, the lush land of Eeofol was invaded by the demonic Kreegans sometime after the Night of Shooting Stars as depicted in Might and Magic VI: The Mandate of Heaven. The Kreegans transformed the pleasant territory into a volcanic dreadland, represented by the Inferno faction in Heroes III. At first ruled by Xenofex, the Kreegans were united under the iron fist of a new leader, Lucifer, following the events of Might and Magic VII. After the events of Heroes of Might and Magic III: Armageddon's Blade, the Kreegans were driven to total extinction from the face of the world, though they still exist on many other planets such as Axeoth. The capital of the Kreegan-ruled Eeofol was Kreelah.
Capitol: Kreelah
Former Rulers: Xenofex, Lucifer Kreegan III
Last Ruler: Xeron
General Race: Demons (Kreegans)
Borders on: Erathia, AvLee, Contested Lands and Nighon (across the Nighon Straits and a tunnel system).

Nighon is a cavernous island east of Antagarich, across the Nighon Straits. Populated by underworlders, including Minotaurs, Troglodytes and Harpies, it is ruled by the Dungeon Overlords and the Warlocks, united under a single leader every few centuries. The first (known) such leader was the Lich Emperor Mederon. Later, the Dragon Queen Mutare took total control of Nighon and its armies, leading them in an invasion of AvLee and Erathia, but she was repelled by AvLee's Forest Guard in Heroes Chronicles: Clash of the Dragons and later slain. Nighon's overland is barren, mountainous and snow-capped in some regions. It is represented by the Dungeon faction in Heroes III.
Capitol: None, Death Kiss (seat of Queen Mutare), Damocles?
Former Rulers: Emperor Mederon, Queen Mutare
Last Ruler: Tarnum
General Race: Troglodytes, Minotaurs, Humans, varied underground creatures
Borders on: Erathia, Eeofol both across the Nighon Straits and via a tunnel system.

Krewlod, also known as the Wastelands, is situated in southwestern Antagarich. Inhabitated by Barbarians, Orcs, Ogres, Goblins and their kin, it was represented by the Stronghold faction in Heroes III. Krewlod was the original homeland of Tarnum, the Barbarian Tyrant from Heroes Chronicles: Warlords of the Wasteland later to become the Immortal Hero. Strangely, Krewlod did not feature in Might and Magic VII, nor was it mentioned. Its penultimate ruler was Duke Winston Boragus, who was later slain by an aspiring barbarian named Kilgor during Heroes of Might and Magic III: Armageddon's Blade. The capital of Krewlod is named Ulgak.
Capitol: Ulgak
Former Rulers: Jarg the Conqueror, Rabak, Tarnum, King Targor, Duke Winston Boragus
Last Ruler: King Kilgor
General Race: Humans, Goblins, Orcs, Ogres
Borders on: Erathia, Bracada, Tatalia

Tatalia is a marshland region located north of Krewlod, in eastern Antagarich, also known simply as the Mudlands. Tatalia's inhabitants suffered a long history of oppression to the leaders of Krewlod and Erathia, only declaring independence during the events of Heroes Chronicles: Revolt of the Beastmasters. First ruled by the human, Droglo, Tatalia's second (known) ruler was the Lizardman, King Tralossk. Tatalia was represented by the Fortress faction in Heroes III, and its Erathian borderlands appeared in Might and Magic VII. The word 'Tatalia' is mentioned to translate as 'Community' in the language of the Witches who reside there.
Capitol: Tidewater
Former Rulers: Droglo
Last Ruler: King Tralossk
General Race: Lizardmen, Gnolls, Humans
Borders on: Erathia, Krewlod, Vori

Phynaxia.  Capitol: Unknown
Former Rulers: Phynax Dynasty
Last Ruler: Unknown
General Race: Humans
Borders on: Erathia, Bracada
Located in the northern parts of Erathia.

Vori: The homeland of the Snow Elves, the eldest of the Elven race, Vori was only featured during the events of Heroes Chronicles: The Sword of Frost. A frozen island west of the mainland, Vori's capital - named Volee - housed the Sword of Frost, one of the two weapons which resulted in the planet's ruination in the cataclysmic event known as the Reckoning.
Capitol: Volee
Former Rulers: King Sil-Gandir
Last Ruler: Vol
General Race: Snow Elves
Borders on: Tatalia, AvLee.
=========================
The planet of Enroth is colonised by the Ancients.
Continents Enroth, Jadame and Antagarich are settled.

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