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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 47 pages long: 1 2 3 4 5 ... 10 20 30 40 ... 43 44 45 46 47 · «PREV / NEXT»
brink99
brink99


Hired Hero
posted March 03, 2013 05:07 AM

Actually... the diablo objects look alright in the map editor. But whenever I try to put the mines (Heroes 2 style) for lets say a red player - the flag color changes in the object scroller on the right, but when you actually drag it out to the map, the color changes to dark green.

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fred79
fred79


Promising
Undefeatable Hero
posted March 03, 2013 02:35 PM
Edited by fred79 at 05:08, 09 May 2013.

Quote:
Buildings in the first screen look bad in heroes 3 except maybe the mill and the house to the left of the cross are nice.

The flags from the 3rd screen and the 3 white buildings near them. The fences (for animals) also look kinda very meh.

The tiger, lion, deer and maybe bear can be scaled down in size. Also not sure about the floating iceberg, its just in an entirely wrong perspective. And the diabloesque images of corpses could be scaled down and maybe even combined for more variety so its not just 1 body per terrain object. Just an idea.

Really love the multitude of new terrains. The new spiderweb landscape looks pro, blends very well together. Good job there

The screenshot with all the golem dwellings look very nice and in the style of forge, but that weird building on the far right just does not fit at all graphics wise. And the corner of a building on the far left also does not fit, I think its the building from the first screenshot.

The snow road looks amazing. So does the swamp terrain, grass terrain, spider/dark terrains. The diablo ones (except blood terrain/red rain effects) feel foreign to heroes 3 style graphics, but w.e. I guess. Maybe its just that I am not used to Heroes 3 being a game with lots of gore.

Really nice work though. Keep it up!




the buildings in the first screen aren't mine. they were extracted by someone else, i just resized and cut them, didn't mess with the colors or shading at all, i don't think. i played around with the flags(not mine), i did some minor color changes(except for red), but mostly just flipped them so that they blow the same way as most of the other flags in game. the white buildings(not mine), i only recolored the roofs. the fences i found online, for some zelda-ish game, i did a lot of work on them, and i am pleased with the result, even if they are a pinch too colorful. the tiger, lion, and bear(none mine originally) i will not be resizing. they each have like, 70 frames at least, and after resizing a lot of things, you have to go back and make sure the borders are clean cut, otherwise you will have bright spots/edges. i do plan on making snow tigers out of the tigers, tho. the bears are the right size, these aren't black bears, they are brown bears. i just darkened them, the original ones were too tan. yeah, i know the iceberg isn't positioned right, but i can only work with pictures i find on the internet. i have only found 2 or so with the right angle. that is just the first iceberg i made that didn't use to be a mountain in the game. the things i have added from diablo i needed for some of my darker-themed maps. i don't like how heroes 3 babied the inferno at all, the first change i made for it was the theme music, it is modeled after diablo right now, but i will be making one from scratch, and it will be the darkest thing i can make, complete with sounds of fires burning, screams, evil laughter, etc. "inferno" should be modeled after true "evil", not wannabe evil. that's my opinion, anyway.

Quote:
whenever I try to put the mines (Heroes 2 style) for lets say a red player - the flag color changes in the object scroller on the right, but when you actually drag it out to the map, the color changes to dark green.


i don't have that problem in my editor. i don't know what's wrong with yours, never heard of anyone with that issue.

Quote:
I really like the idea of changing interface colours, may I ask which tool was used for it ? Thanks in advance


i have two tools, one for the players interface colors(that oxfea was nice enough to give me), and one for the flag colors on the adventure map. i will post an upload for them for you soon.

EDIT: here is the link, chagoux. happy editing.

don't forget to read the readme's i wrote. they're pretty self-explanatory.

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Chagoux
Chagoux


Hired Hero
posted March 03, 2013 03:32 PM

Thanks a lot Fred79 !!

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fred79
fred79


Promising
Undefeatable Hero
posted March 03, 2013 03:41 PM
Edited by fred79 at 14:47, 18 Apr 2013.

oh yeah, i forgot. the pic above shows you what colors to change for your adventure map hero.

the interface palette editor that oxfea gave me is much more easy to understand.


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Chagoux
Chagoux


Hired Hero
posted March 03, 2013 03:45 PM

Okay, you mean the paledit or the paletteexplorer ? I didn't figured out how this works, yet =)

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fred79
fred79


Promising
Undefeatable Hero
posted March 03, 2013 03:46 PM
Edited by fred79 at 15:49, 03 Mar 2013.

the info is in the readme's i wrote for you. they specify which one to use for the interface and the adventure map flags. the "pal explorer" is for the interface, "players.pal", located in h3bitmap.lod.

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CHagoux
CHagoux


Hired Hero
posted March 03, 2013 05:09 PM
Edited by CHagoux at 17:43, 03 Mar 2013.

EDIT : Figured out what i was missing =) Thanks !

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fred79
fred79


Promising
Undefeatable Hero
posted March 06, 2013 02:53 AM
Edited by fred79 at 05:08, 09 May 2013.

just a "little" something i'm working on at the moment. nude sprites for the fairy rings(pic obviously enlarged to show what detail there is to show):

as soon as i get the ring done, then i will make isolated duplicates for here and there, and different colors. no, i still haven't started work on the nude town yet. i still have a lot on my plate, this little project is just a welcome diversion for me.
=========================================================
here is a view of things to come. this pixie has longer blonde hair and green wings. enlarged slightly to show better detail:


oh yeah, i forgot. the lower parts of the wings i had to animate myself, the ones from the original heroes 3 weren't animated. seems they thought there were two parts to these wings, and that only the top half operated. now that's fixed.

shoot. and now i can see there are errors in the 5th frame. fixed.

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master_learn
master_learn


Legendary Hero
walking to the library
posted March 06, 2013 08:37 PM

Very nice work,fred,keep them coming!
____________
"They made a Heroes V? "-OhforfSake

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fred79
fred79


Promising
Undefeatable Hero
posted March 06, 2013 08:42 PM
Edited by fred79 at 07:48, 23 Mar 2013.

fixed that problem with the 5th frame, master_learn. take another look, it's definitely better now. all the old ones are fixed too, now i can continue on. i'm going to make a whole harem of pixies!

Edit: ok, 32 pixies done. now to make green hair, blue hair, and maybe purple hair. it'll be a total of 64 nude pixies, at least, when i'm done. i'd like to be able to make black pixies, but the skin colors for these are more complicated than the nude prisoners i made.

EDIT: yeah, 32 pixies done, and after i add them, i see that they all face the same way again, and are all the same color. the only difference off the top of my head that i can see between the 30 new ones and the 2 initial ones that work, is the naming convention. so... on to edit 240 frame names. at least i checked halfway to being done, instead of doing the other 32 before error-checking. *sigh*... i need to punch something.

IT IS THE NAMING CONVENTION.

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master_learn
master_learn


Legendary Hero
walking to the library
posted March 07, 2013 12:35 PM

I play THUNK now,where you can blow objects with plutonium.
You might create a map with nude pixies,which the player free from cages,using some gunpowder or T.N.T.
Why am I asking again someone to do something that I can learn and experiment with...
____________
"They made a Heroes V? "-OhforfSake

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted March 10, 2013 06:39 PM

The wooden garrison looks great, Fred, hope you make more of them
____________

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fred79
fred79


Promising
Undefeatable Hero
posted March 10, 2013 08:59 PM

that's one that's already in the game, i just changed the color and doctored it a bit to resemble the barricade. but thanks.

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Slayer
Slayer


Adventuring Hero
posted March 11, 2013 01:00 AM
Edited by Slayer at 01:04, 11 Mar 2013.

Wow all this stuff is amazing!

You should make some textures and other things to do with sand. (Sand filled castle, etc)

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fred79
fred79


Promising
Undefeatable Hero
posted March 11, 2013 02:25 PM

Quote:
Wow all this stuff is amazing!

You should make some textures and other things to do with sand. (Sand filled castle, etc)


sand filled castle? like a sand-castle?

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Slayer
Slayer


Adventuring Hero
posted March 13, 2013 03:31 AM

Yeah, that was basically my idea, so a Castle town could fit better on sand terrain.

(Maybe one broken tower, sand spilled out of the front of the castle and overfilling the moats.)

As if it got hit by a crazy sand storm.

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fred79
fred79


Promising
Undefeatable Hero
posted March 13, 2013 04:40 AM
Edited by fred79 at 13:17, 14 Jun 2013.

i gotcha. sand destruction. i'm still working on what i mentioned before, but i took a detour to create a new creature for my game, well, create is too strong a word. more like recolored to be more spooky.

i was working on the spring trees yesterday, but i found out that unfortunately the same formula for changing the oak trees doesn't work on every def the same, so i have to redo the one i just finished, which is a pain, since in order to get the shadows right, i have to work on the extracted shadows also, or face doing them from scratch. so i have 2 frames to work on for every 1. not that i'm complaining, i just have no choice in the matter.

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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted March 15, 2013 10:26 PM

Fred79, what´s the meaning of this numbers? I only know that 40 is the object number and 10 is the subtype. Whats the meaning of the rest of them? I whant to modify the red and yellow spots in the objeccs.


val99.def 001111111111111111111111111111111111111111111111 010000000000000000000000000000000000000000000000 111111111 001000000 40 10 0 0

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 15, 2013 10:42 PM

At least val99 tells that def was made by me.

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fred79
fred79


Promising
Undefeatable Hero
posted March 17, 2013 09:52 PM
Edited by fred79 at 05:06, 09 May 2013.

well, what he shows is not in the new upload, as all the objects i modified were named FREDXXXX(XXXX being the designated object number).

Quote:
Fred79, what´s the meaning of this numbers? I only know that 40 is the object number and 10 is the subtype. Whats the meaning of the rest of them? I whant to modify the red and yellow spots in the objeccs.


don't know the meaning of the numbers. if by "red and yellow spots of the objects", you mean the passability and activation squares, open the text file where the object you want to change is located with ObjTxtEditor. you can change what you want permanently there. as for the meaning of the numbers themselves, i looked into it briefly, realized i didn't really care, and moved on. so i couldn't tell you the answer to that.

btw, i've got 17 modified snakes made. i have copperheads, water moccasins, and rattlesnakes so far. want to make green and black mambas, but may not. may or may not make a couple cobras also.

EDIT: a couple of indian cobras are now made, as well as green and black mambas.
new stuff including all snakes made, plus snow tigers:
(on first page, with new upload)

a couple of additions- re-contrasted and darkened frogs(as well as isolated ones), bloody corpses, more ancient swamp buildings on the way. adding regular scorpions(more on the way),also, 3 new grotto's. the original one i took the trees off of, because never-moving trees among constantly-moving trees look a little ridiculous. (fixed the grotto's. now the sand is gone, and the bridge of the nose is more visible.)

what my 2 grotto's look like in game(i made the first as an islandish sacrificial altar, ala "blue lagoon":

and, the swamp one:

one snake that has no apparent changes from the original(the whitish-striped one), i fixed the shadow on. the shadow was too low. all the others are modified from the 1st snake. now, on to snow tigers(done), so i can have some winter wildlife. i would like some wolves for the snow-lands, but all the ones i've seen do not look good, and too much modification(read: time) would be involved to make them. oh yeah, and i fixed the skulls on pikes eye holes and nose holes. added a flipped gazelle and a grey garrison. to do the vertical one, tho, will be a problem, as the shadow doesn't match up. so i have a question to pose to grayface:

(in bold at end of post)

ok, so i'm happy as a cop in a donut shop right now. if any readers followed my last thread, they would know that my last computer crapped out on me, and that i apparently hadn't made a backup of all the heroes 3 work on there. i was astounded at the time that i didn't back up my work, and very, very sad that i had to start over on a lot of things...

but i just found the external that i had backed all my work up on. it's missing a few things, i'm sure(i already found the latest thing i was working on, a spider-occupied hole, is not there), but i have almost all of it again. i'm guessing 99.99%.

i am glad that someone already made andariel from diablo 2, one less thing for me to do.

QUESTION FOR GRAYFACE:
grayface, is it at all possible for you to modify your h3deftool so that you can have a shadow come in at a 45-degree angle, from the right side? like a button to choose what angle to make the shadow? it would be extremely helpful, as a lot of the shadows are having to be done manually, and ones done just using the current tool don't match the height of the object, leaving inconsistencies between the object and the shadow. thanks.

(using bold to grab attention, i'm not yelling. )

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