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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 ... 16 17 18 19 20 ... 30 40 50 60 66 · «PREV / NEXT»
LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted April 05, 2015 05:27 PM

Age of Mythology? But I think h4 ones look better, maybe you could add the root from h4 to these

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 05, 2015 06:32 PM

those leaves/branches aren't large enough. when shrinking down, you'll lose all clarity and definition. trees without small blended leaves are optimal starting material. anything without a decent contrast to start with(meaning, lower in actual contrast), will turn out bad, no matter what you do. the more definition you start with, the more definition you end up with.

oddly enough, some of the more kid games have trees that look pretty lame to start with, but because they have better definition, when they get shrunk to size, the tree's details are easier to discern; less clarity gets lost.

shrinking those trees down would look like a mass of pixels, just like my previous and later attempts at the h4 trees.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted April 05, 2015 09:36 PM
Edited by LizardWarrior at 21:37, 05 Apr 2015.

Maybe Age of Empires I trees with several modification might do the job

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fred79
fred79


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Undefeatable Hero
posted April 07, 2015 12:17 AM

that tree looks nice. the smaller trees from that game(if they are all smaller) might work, but they still have to be shrunk to size; which will make them lose clarity, and most likely more like a cluster of pixels than an actual tree(but i'd like to try them out anyway, if you could upload them). but i could just be nit-picking. i shouldn't really expect great clarity(in an end result) from a deciduous tree; especially for a game(HoMM3) where the best graphics are all out of focus anyway.

------


on a more patch-related note, i've found that i cannot change the order of the objects in my patch. meaning, that i cannot clump like objects together(only switch which column they will fall under). i'm guessing it's because of the naming convention i use for the objects in my patch. does anyone know how to circumvent this? i would really rather have the objects in my patch(and any future objects) organized so that they can be easier to find for the map maker.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted April 07, 2015 12:08 PM

Here's a screenshot, say if you need any of them and I will extract them from the game files. It also got palms and pine trees if you are interested

____________

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 08, 2015 05:27 AM

those trees don't look any better than the ones i already have, honestly(and they lack leaf definition, as well). the previous tree in the other post looks better by comparison(but it may just be a difference because of the background).

i have tropical trees covered already; 30-something made so far, with more waiting to be worked on if needed.

i appreciate the help anyway, lw. thanks.
----

has anyone taken a gander at the ordering problem i brought up with my patch? does anyone have any ideas how to fix that?

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Maurice
Maurice

Hero of Order
Part of the furniture
posted April 08, 2015 01:25 PM

fred79 said:
has anyone taken a gander at the ordering problem i brought up with my patch? does anyone have any ideas how to fix that?


The only way I see is to redesign your naming convention and rebuilding the patch?

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Macron1
Macron1


Supreme Hero
posted April 08, 2015 04:35 PM

fred79 said:

has anyone taken a gander at the ordering problem i brought up with my patch? does anyone have any ideas how to fix that?


I sorted it by hands:-)
1 way - to think out naming convention. Like dwellings will be called "DWEL0001" etc, trees "TREE0001" etc, banks "BANK0001" etc.
Of cause, banks can be used like dwellings and so on, so user will decide by himself

2 way - to make several .lod files, one for decorative trees, rocks etc, one for dwellings and so on.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 09, 2015 01:24 AM
Edited by fred79 at 05:57, 10 Apr 2015.

Rebuilding the patch is out of the question. Anyone who has used my patch thus far would have to replace too many objects on their maps. Since this is holding up progress, I'm going to go ahead & continue with updating it. Thanks for the help, guys.

edit: sorry if i came off curt or unappreciative here. i was on somebody's phone, and i had to get a message off fast.


Macron1 said:
2 way - to make several .lod files, one for decorative trees, rocks etc, one for dwellings and so on.



how would i do this, with a .pac file? put .lod's in the .pac file?

because if this method could work, i could simply drag and drop everything to where it needs to be.


i've gone ahead with fixing the old zeobjts file. not that there's a problem with it now(there isn't); just that the passability, category, and object names will be fixed. any objects that could be used for multiple things, i'm leaving blank, though; for the scripters among us.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted April 10, 2015 11:12 AM

fred79 said:
Rebuilding the patch is out of the question. Anyone who has used my patch thus far would have to replace too many objects on their maps. Since this is holding up progress, I'm going to go ahead & continue with updating it. Thanks for the help, guys.

edit: sorry if i came off curt or unappreciative here. i was on somebody's phone, and i had to get a message off fast.


That's ok, I wasn't offended. As it is, I didn't think that people already incorporating your stuff would be an issue until you pointed that out. The only way to go that way would then be to yell in neon signs that it's not backwards compatible.

In the end you will have to decide which is the lesser of two evils: maintaining what you already have and compounding on it, or deciding to go clean slate just once (even if it causes pain for others).

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fred79
fred79


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Undefeatable Hero
posted April 12, 2015 10:06 AM

i've started adding fruit trees to the tropical tree lineup, to break up the monotony some. i have rehued some of the old trees only a little; they are various enough to seperate from one another. the fruit trees will help. when i start on the grass terrain trees(not anytime soon, i'll be out with an updated patch before then), i will be adding flowering trees, to help break up any monotony there. and because the game needs them, too.

i'll post a screenshot when i'm done with the tropical tree clusters. i have 5 made now; with 5 more to go. i will probably add a few more fruit trees, just for good measure. i only have 6 atm. i'd like to have some banyan trees in there, but i don't think that's in the dice.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 15, 2015 08:27 PM
Edited by fred79 at 21:07, 15 Apr 2015.

so yeah. done with the tropical tree clusters. technically, anyway. i have the replacements for the HoMM3 trees done, but i want to do the two bigger clusters that come with the other sets of trees.

as soon as i'm able to upload a pic... i'll post one.

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husham123
husham123


Famous Hero
Yes
posted April 15, 2015 09:11 PM

Nice Job, Fred, I wish I was you (gealous)

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 15, 2015 11:07 PM

huh. postimage came through:


____________

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Maurice
Maurice

Hero of Order
Part of the furniture
posted April 16, 2015 12:23 AM

That actually looks very good!

The non-green in the foliage is subtle yet enough to break the monotony of the green leaves. Also don't forget that normal maps will have map objects among them as well, which will have a color of their own.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 16, 2015 12:36 AM

thanks. they look great on plain grass or swamp, by themselves. but i tend to use a lot of layers(something i'm starting to break away from; i'm finding subtlety looks better), so some of the clarity gets lost. i uploaded this pic, because the trees are more clear to view.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 16, 2015 02:05 AM

after replacing all of the old trees with the new in 3 maps, i'm finding that the new trees stand out much better than the trees that the HotA team came out with, when the ground is covered in various foliage. those H4/3 tree clusters need shading to better differentiate between single trees in the group. so i'll probably redo them next.

i'll ask the HotA team in their thread if they have the originals, as this pertains to them.

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fred79
fred79


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Undefeatable Hero
posted April 17, 2015 06:43 PM

i have to change my mind about the patch. as i cannot split the terrain patches up(i made full sets of some that had only 3-5 defs), i will have to rebuild my patch from scratch(since splitting a single set of terrain patches up is stupid). and since i'm doing that, i might as well go with a new naming convention. i'm thinking "FRDXXZZZ.def" where x represents a letter corresponding to the type of def, and z represents the number. i may use "FRXXZZZZ.def", depending; if i anticipate a higher number. it would be the safe way to go, anyway. so, bad news: all the update work i've done up until now is for nothing; and the new patch won't be backwards compatible. good news: when the patch comes out, it will be ordered much more conveniently(plus, of course, most of the objects and terrain patches will look 10x better).


anyway, here is the latest work i did for the holy grounds:

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husham123
husham123


Famous Hero
Yes
posted April 17, 2015 07:49 PM

Hey, Fred, that jungle grass...
I like it
I wish it to be added to HotA because my WoG crashes anyway

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 17, 2015 08:04 PM

it'll all be in the next patch release. it'll take a while though, so don't hold your breath or anything. because you will suffocate.

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