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fred79
Disgraceful
Undefeatable Hero
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posted February 15, 2015 02:22 PM |
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there's a hydra egg in the swamp screen, if you look. i plan on making eggs for everything that would hatch, all with the same idea. so far, just those dragons(including my acid dragon for Forge terrain wildlife), and hydras.
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Galaad
Hero of Order
Li mort as morz, li vif as vis
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posted February 15, 2015 03:06 PM |
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Edited by Galaad at 16:11, 15 Feb 2015.
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Wow Fred, all this really is beautiful. I remember your early work, which was already quite impressive, but the progress you've made within the last years is outstanding.
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bloodsucker
Legendary Hero
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posted February 15, 2015 09:51 PM |
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Galaad said: Wow Fred, all this really is beautiful. I remember your early work, which was already quite impressive, but the progress you've made within the last years is outstanding.
I agree. Please, test it for crashes, remember we may want to change something to object 63 subtype x. Last one often gives memory address errors when this is done. It doesn't happen with New Objects Patch and Composed Objects and NPC.
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fred79
Disgraceful
Undefeatable Hero
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posted February 15, 2015 10:25 PM |
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i don't see why you wouldn't be able to change anything. i change things all the time, using the object text editor tool.
if what you're discussing pertains to erm, i wouldn't know the first thing about it. i've been too busy to learn erm, and probably will continue to be; until i direct my focus towards it. i do have many things that need scripted, though.
as for my object patch; i have it installed on era 2, but i haven't built any maps or played anything on it yet(all of my maps have been made seperately using all of my progressive object work, as i go along; and run under era 1.8); as i only have my patch isolated for fixing. meaning, my objects are the only objects in the era 2 map editor(for easier patch work updating).
i wouldn't know of any errors with my patch, because none have been reported after my last patch release.
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bloodsucker
Legendary Hero
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posted February 19, 2015 03:47 PM |
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Does anyone knows what happens if someone trys to play a scenario with pached objects without the patch installed? I know that the map editor doesn't opens them.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 19, 2015 05:16 PM |
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Last time I asked the mechanic if car will start without engine, he looked at me in a strange way and didn't bother the answer.
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bloodsucker
Legendary Hero
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posted February 19, 2015 06:20 PM |
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Salamandre said: Last time I asked the mechanic if car will start without engine, he looked at me in a strange way and didn't bother the answer.
I tought so, that's why I used that awful mushroom in my PowerUp but in that case to use beautifull objects in the scenario highly reduces playability. I was hopping to be wrong.
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fred79
Disgraceful
Undefeatable Hero
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posted February 20, 2015 06:29 PM |
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bloodsucker said: Does anyone knows what happens if someone trys to play a scenario with pached objects without the patch installed? I know that the map editor doesn't opens them.
i am pretty sure, that trying to open a map that has any objects in it that aren't currently installed, is going to cause problems. just install the patch, and you get to see the objects show up in the editor. it's not an issue.
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fred79
Disgraceful
Undefeatable Hero
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posted February 22, 2015 04:41 AM |
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i've got plans to replace the non-heroes mountains in the patch with more heroes-esque mountains. the Forge mountains will be staying, of course; because they match the graphics. the swamp waterfalls will have swamp mountains in place of the old ones, when done. the rest will be part of the set of waterfall mountains that i'll be making.
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fred79
Disgraceful
Undefeatable Hero
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posted March 04, 2015 09:27 PM |
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Edited by fred79 at 04:42, 28 Mar 2015.
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artu, i decided to improve the mithril/silver objects. i'm working on them now.
the more i looked at those objects in comparison to the gold, the more i realized how right you were. i think maybe i was trying to overlook it, but now those objects have become blatantly obvious in their fault.
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edit: my work on the patch is coming along slowly but surely. i do other work sporadically because updating the patch is a lot of work, and tiresome(mainly because there is much in the patch that needs updated/replaced still, before i start the easier task of adding newer work).
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these are the trees that i am using to replace the original H3 tropical trees(not the swamp trees, those are still going to be replaced with the new Ubisoft remakes):
i'm wondering if i shouldn't change some of their colors slightly, for contrast. i want to find a balance with something that blends in, and without also being too monotonous. i would like to have more variation than what i have now, but tropical trees that vary in appearance are hard to come by. the original sets had trees that i feel didn't represent "tropical" at all. thoughts?
(btw, the screen above only displays 3 of the cluster defs, because that's all i have done so far. i have the .psd's saved, so that i can change what i need, accordingly)
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Maurice
Hero of Order
Part of the furniture
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posted March 28, 2015 03:46 PM |
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You could try adding browns, yellows and reds. Just take a look at reallife tropical plants and trees, they can be fairly colorful.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted March 28, 2015 03:51 PM |
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fred79
Disgraceful
Undefeatable Hero
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posted March 29, 2015 12:02 AM |
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true. i have been coloring/hueing all of my tropical plants and trees to blend with the HotA tropical trees. i didn't want the graphics to stand out too much, so repeating graphics wouldn't be a problem. that doesn't really matter anymore, as i now have around 55 or so plants for tropical terrain, which is various enough to not repeat graphics(and i'm always adding more). thanks for the advice, guys. i forgot that i have enough graphics, to where it won't matter anymore, if they are different colors/shades.
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fred79
Disgraceful
Undefeatable Hero
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posted March 31, 2015 12:18 AM |
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so. the trees that i wanted to replace, will not be replaced automatically, just by using the old defs' names. it appears that the def dimensions are set, and cannot be tampered with or altered. so that means, that i can make defs to replace trees, but they have to be replaced manually in the map editor, if they are not the same size; as the def gets cut off/moved if the def dimensions and placement isn't exact. snowing lame.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted March 31, 2015 06:52 AM |
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I have a plan to support new obstacle sets in VCMI someday. For sure this work will not be wasted.
http://forum.vcmi.eu/viewtopic.php?t=934
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The future of Heroes 3 is here!
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fred79
Disgraceful
Undefeatable Hero
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posted April 02, 2015 07:24 PM |
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it won't be an issue for me, because i don't play random maps; but maps i make myself. it will be neat to see that idea come to fruition, though. i always wondered why they didn't make the RMG capable of clumping like objects with their respective terrain. that's why i never got into random maps; they just looked so damn ugly(VCMI definitely seems to be fixing that, though), and it was easier to make a map from scratch, than to start tweaking a RMG'd map.
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did some more work on the patch. i think i'm going to just organize what's already in the patch, and then start adding new things, so that an update can be released a little sooner than doomsday(). if i wait to fix all the spider and dragon terrain objects(the bulk of which is holding up progress), i'll never be releasing an update.
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fred79
Disgraceful
Undefeatable Hero
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posted April 05, 2015 12:34 AM |
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i've been trying to find suitable cypress and mangrove trees to replace the fail versions i made from huge trees uploaded in a patch here.
so far, these are the best mangrove trees i've been able to find, via "battle for wesnoth" forums:
which i HoMM3'd to this:
but they still don't look right in the game. anyone know where i can find suitable replacements? i'm having no luck with cypress trees at all, either. the best trees have bigger leaves, if they have to be shrunk. i've made good trees from graphics you wouldn't imagine would be good, but the bigger leaves give better definition, when shrinking. any help would be appreciated.
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted April 05, 2015 12:46 PM |
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What about heroes IV?
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Warmonger
Promising
Legendary Hero
fallen artist
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posted April 05, 2015 12:48 PM |
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fred79
Disgraceful
Undefeatable Hero
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posted April 05, 2015 05:16 PM |
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LizardWarrior said: What about heroes IV?
these are the trees that i tried using before(the fail versions). they are in one of the patches uploaded here. the best i could do with them is reskin the branch/top layer, and it still didn't look good. the roots look fine, though.
@ warmonger: i have checked out a lot of graphics from later HoMM games. there are some that i will be manipulating for the patch. if you could upload or find a link to the obstacles, i could do that. hopefully, the graphics are worth a damn, as trying to fix bad graphics is an unnecessary chore. better graphics are much more pleasant to work with.
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