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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 50 ... 54 55 56 57 58 ... 60 66 · «PREV / NEXT»
fred79
fred79


Disgraceful
Undefeatable Hero
posted March 30, 2019 07:52 PM

Thanks.

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grossmaster
grossmaster

Tavern Dweller
posted March 20, 2021 03:06 AM

Grass mountains are very nice. True, it seems to me that they are low

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 04, 2021 06:33 AM bonus applied by Corribus on 23 May 2021.
Edited by fred79 at 07:10, 04 Apr 2021.

i didn't design them, just made them fit in the game better.


currently reworking the above ground section of my first campaign map to fit with the story i came up with for my campaign. the first map is going to take place on Nighon. eventually i will have a campaign made for all of Antagarich(after this particular campaign is done, after college, and after my Lovecraft faction is added with it's own map. i'm planning the Fear faction for last).


a couple things i've done since i last posted an update. i remade my old autumn trees, and replaced the original swamp trees with tropical jungle trees:




i'm also in the process of replacing each individual original homm3 tree. the only set i haven't had much progress yet, is with the rough terrain tree replacements.

also, i made my first 3d object, and found that my computer can't handle doing everything i need in blender because of it.

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Celfious
Celfious


Promising
Legendary Hero
From earth
posted April 05, 2021 10:13 AM
Edited by Celfious at 10:15, 05 Apr 2021.

Wow Fred I am proud of you. 4,750 items and only light partial MA13 content in very few instances. Is there a secret patch or something?

Asking for research purposes.
____________
What are you up to

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 05, 2021 11:07 AM

i'm not familiar with ma13, so i don't know what you're referring to.

there's no patch other than the one in the op. i had released updated content, everything i had, 2 years back, but that's not available anymore. future patch work is a long way off; i'm extremely busy and about to finally start college. the most likely release for new content will be when i release my campaign(which is one of the things i'm always working on); as the lod will have to be included in it's entirety. new/updated graphics will most certainly come that way.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 07, 2021 11:16 PM

working on odds and ends until i get the crash ironed out. i'm gearing up to reskin the roc dwelling i made a while back, so that it blends better with the cyclops and behemoth dwellings i made based off of their original graphics. once that's done, the Stronghold dwellings will be done.

also fixed the 1st and 2nd isolated pixies i made(after fixing the fairie ring's mushrooms/shadows. i fleshed out the model, so it's no longer a stick figure with a huge rack). i have 50+ left to fix with those; while simultaneously building the surface of Nighon for my 1st campaign map. i made my first group of mini-mountains(an old, old thing on my ever-expanding "to-do" list). the way i see it, Nighon, like the appalachians, would have rocky territory above, where caverns exist below. i've also been reordering my zeobjts.txt so it is more efficient.

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VIP
VIP


Known Hero
posted April 11, 2021 09:44 AM

Very interesting project a lot of objects composes with original game SoD. I think that in future use this great project .

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 13, 2021 10:04 PM
Edited by fred79 at 07:23, 25 May 2021.

a view of some newer(updated x2) subterranean work. as my first campaign map takes place on/under Nighon, it feels right to make the underground more lively. the homes are taken straight from the Dungeon townscreen, recolored and doctored to match accordingly.



i'm currently working on adding more decorations and subterranean versions of all-terrain objects. i have underground plants planned as well, despite them not existing in the townscreen. i think it can be livened up a bit, so the underground isn't so bland and lifeless. the original plants that were a part of the subterranean objects just didn't fit, imo. for instance, trees and cacti underground? always looked so out of place, to me(which is why i removed them from the original stalagmite defs). the plants i'll be adding underground, besides mushrooms, will be more alien in nature.

-----------
i had made an alternate roc dwelling to fit anywhere as a neutral creature, because i wanted to keep it while replacing the Stronghold lineup with Forge. since i put Stronghold back and removed most of the Forge defs from my lod, i felt it imperative to update the Stronghold dwellings as i had every other dwelling. but i felt the adventure map dwellings didn't fit the mountains in the Stronghold townscreen, so i replaced their rock with mountains that did. pictured below are the roc(which i just finished), cyclops, and behemoth dwellings i made.



had to fix a def that h3deftool screwed some pixels on.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 20, 2021 12:22 AM

added 15 new cave graphics this morning that i had been working on for a handful of days. been working on odds and ends graphically here and there(including natural audio to replace the in-game music), while trying to remodel a room in the house irl. also been slow and unsteadily working on the Nighon map.

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Bersy
Bersy


Honorable
Supreme Hero
posted May 20, 2021 02:50 AM

Wonderful graphics, fred!

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 20, 2021 03:40 AM

thanks.

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Corribus
Corribus

Hero of Order
The Abyss Staring Back at You
posted May 23, 2021 06:52 AM
Edited by Corribus at 06:53, 23 May 2021.

fred this stuff is amazing. I love the jungles tiles. Almost makes me want to go back and finish my WoG maps.

+QP awarded
____________
I'm sick of following my dreams. I'm just going to ask them where they're goin', and hook up with them later. -Mitch Hedberg

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 23, 2021 10:28 AM

Congratulations fred for well deserved reward.

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planetavril
planetavril


Famous Hero
posted May 23, 2021 01:28 PM
Edited by planetavril at 13:29, 23 May 2021.

superb graphics Fred,great job,can you already test to build maps?

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phe
phe


Famous Hero
Life and Freedom
posted May 23, 2021 03:37 PM

is Jungle music going to be supported?

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 23, 2021 06:02 PM
Edited by fred79 at 08:01, 25 May 2021.

thanks, guys. cor, i've been checking your maps out recently(along with a lot of others). they're interesting. i'm not going to have chapters for my campaign maps, but i think they will be just as immersive as yours and others in different ways.

@ avril: i've put off testing the maps on era 3 until i finish what i can beforehand in their design.

@ phe: not music, actually, but i'll eventually be adding natural ambience to the game(to replace the terrain music). hopefully, i can someday code all sorts of new audio.



edit: just now saw a word mistake, and fixed it. not sure how i missed it before.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 25, 2021 07:58 AM
Edited by fred79 at 14:56, 25 May 2021.

not sure where else to put this, but i wanted to share the screen anyway. i'm working on Nighon, and the more i work on it, the more i think i get a handle on what the island would look like. i don't think it'd be typical of a forested island, being that it is an island known for it's evil subterranean creatures. which is to say, it wouldn't look like some kind of nice, grassy place where you could roll out a blanket and have yourself a picnic, because something just wouldn't be sitting right with you. now, obviously, it's not going to be full-on "terror" just being on the island, but little things here and there might give you the idea that this particular island isn't exactly friendly. first, where are the colorful and varying wildflowers? where is the wildlife? you haven't seen a songbird, a deer, or even a squirrel since you've been on this island. then, as you enter a clearing:



all of the hairs on your body stand on end, you feel cold, and your muscles tense up. this place is NOT safe.


when i look at that graphic(not mine, but i did sharpen it) in the middle of all that nice forest, it gives the area a different vibe altogether. the first thing i think of is, "wendigo territory". the object itself isn't going to be active, but i think it will make for a nice set piece.

when working on the island, i first started removing flowers i had placed when typically creating a grass territory. i thought to myself, "Nighon, a nice, forested island? that doesn't make sense. it's an island nation of evil creatures. so the mountainous forest shouldn't be some pretty place, but something naturally raw, like the places that would come to mind in Alaska where grizzly bears might want to eat you."(i'm aware of how beautiful and natural Alaska is, but i'm in my imagination atm, so i'm viewing Alaska as creepy) now, i still have to make due in some places, because the island has been overrun(on the surface, anyway) with Tower, Rampart, and Castle. so their specific areas will reflect that; but the rest of the island, i think, should be exactly true-to-form. in my mind, anyway.

none of this really makes any sense to post, though. because the player will be playing the evil side from the evil perspective, regardless.



edit: i recolored the red grass mountains and made new defs to blend with the existing mountains on Nighon.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 25, 2021 08:43 AM
Edited by fred79 at 09:45, 25 May 2021.

also, a gif to show the above/below ground difference on Nighon(thus far; still a wip):



you can see from the minimap, which is the underground level and which is the aboveground level. the aboveground area objects that mirror the underground, are just unused placeholders for continuation(only the underground level objects are visitable).

the map storyline starts with the infiltrators of Nighon(Tower, Rampart, and Castle) having their stolen sawmills repurposed for those who've been banished underground; who have united to reclaim Nighon for the Nighonians.



sorry for the size, but i wanted to show the minimap as well, so it could be better understood what i was describing here. also, updated after i realized that the coniferous trees work better than a mix of different types. i'm still unsure what to do with the trees on the beach, as i think they're too upbeat for the beaches of Nighon. but, i don't know if dead trees fit, either.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted May 25, 2021 09:12 AM

I like the death statue something. Many years ago I think Death Angel 1000hp, 100dmg, 50/50 att/def, 21 speed and 1-5lvl spell immune and no relation. Death Angel casts Armaggedon after attack against troops. How? When hero finds death statue. And example of 43lvl hero loses the battle, and then 43 Death Angels come to battlefield. If hero is 1lvl means 1 Death Angel. So hero can't resurrect or summon elementals. Ok if hero wins the battle. So hero without troops or 100% lose, it means hero leaves and you can't buy a hero again. How? If you summon Death Angel. It fits AI. When 1lvl human player doesn't summon Death Angel. You can't summon, if neutral. AO! The last call and battle. But how do script? When we have a Death Angel, and now your object. You must create summon Death Angel spell icon too. Hm no much Armaggedon damage, when 43 x amount. But a very good.
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Fight MWMs - stand teach

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 25, 2021 09:43 AM

i said, that's not my object. i didn't make it, and it isn't part of the patch. i just posted that here because i don't know where else to post it and don't want to waste a thread in the heroes 3 subforum for it.

as far as spellbook graphics, i haven't worked on any, yet; because i haven't added any new spells with scripting.

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