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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 ... 27 28 29 30 31 ... 40 50 60 66 · «PREV / NEXT»
orzie
orzie


Responsible
Supreme Hero
posted September 11, 2015 03:49 PM

I'm sorry but I have to criticize the volcanoes for a little. With such amount of volcanoes for mountains your fixes made the holes standing out too much and drawing too much attention. You know, people with trypophobia (like me at some degree) may feel very uncomfortable, given that there is a real lot of holes.

I think that Lava mountains don't need to be highlighted as volcanoes, as it looks now more like lunar craters since there is a real lot of them.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted September 11, 2015 04:13 PM
Edited by fred79 at 16:20, 11 Sep 2015.

lol, i knew somebody would say this, because i thought the same thing. they don't seem right to me either(they look good, just too repetitive). i have been looking for resources online so that i could break up the repeating effect(as it is, the jagged parts of the one def are the only differences, really. and they don't look good, imo), but i'm not having any luck. and i got sidetracked searching for different lava animations.

i tried looking for different volcanoes/volcanic rock/dried lava pieces to add, and i'm not finding anything i can use. i may resort to using either actual volcanic terrain to shape stuff, or to using other rocks/mtns from the game(tweaked to fit volcanic terrain, ofc).

if anyone has any resources that they know of that i could use to break up the pattern, i'd be much obliged.

-------
orzie said:
it looks now more like lunar craters since there is a real lot of them.


that's due partly to how i made the craters look, and i realize that as a mistake(by that i mean, doing it to too many of the volcanoes. i had fixed two of them to break up the effect, but i need to redo more). that's part of the problem, and i aim to fix it.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted September 12, 2015 12:15 AM

I agree with Orzie, I like the original volcanos more (more realistic type A'ā'-Lava), more variety would be nice anyways. A Moon surface or stuff for floating islands/globules are also nice (with different color it would fit perfectly imo). Referance here Wizardry -> steampunk between medival and sci-fi (see "Forge" theme)

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fred79
fred79


Disgraceful
Undefeatable Hero
posted September 12, 2015 03:30 AM

i'm working on new volcanic mountains. i'm using the original rough mtns as a base. i nearly have the base look down. i have a few more tweaks to make before i start adding details to it. i found some volcanic rock to throw in there for varying texture, and i'll use some volcano tops(that i'll have to fix before adding) too. when i am satisfied enough, i'll post another screen.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted September 12, 2015 05:11 PM

i realized what the problem is with the volcanoes i defined before: i did nearly the same thing for the mouth of every volcano. that, and they're too clean cut. fixing them will be a chore(as i have to make different details for each one; it took me 2 hours to work on just 2 of the small defs that i had done previously, in order to fix them before being able to use them on the volcanic mtns), but now that i know what's needed, i can get to work. i'm putting off the new mountains for now(they'll require more work before being presentable); i'll get back to them after fixing the "crater" look on the latest work.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted September 15, 2015 08:17 PM

Nah, I think its the Lava itself, for me "typical" Lava is "Aa-Lava" type: rough, edged, chunky (like dried cereals in a bowl) "pahoehoe-Lava" is quite different for example and I wont associate it with Lava on the first look. Same counts for volcanos, smooth edges just look like craters from meteroid impact.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted September 22, 2015 03:07 PM
Edited by fred79 at 08:24, 12 Oct 2015.

after i'm done with the Forge transfer, i'll go back to fixing the volcanoes. just looking at the gif today(i replaced the latest patch release in the initial release with the latest version), i've realized that the volcanoes only needed a few tweaks, and not all the work that i did to them.

----
after making the sounds for the 1st 6 Forge creatures, i took a break and fixed the volcanoes i tweaked. i used a mix of the old and the new to make the current(pretty much just fixed some things about the originals/new that were bothering me). i have to fix some of the isolated volcanic craters still; but i think i'll make the tier 7 creature sounds for Forge, then go back to the craters.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted October 12, 2015 07:54 PM

Too bad thats all VCMI... but at least it's a runnign project... maybe I check it out later...

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 12, 2015 09:08 PM

P4R4D0X0N said:
Too bad thats all VCMI


what's all vcmi? are you referring to my forge/stronghold plans? because that'll be run on era.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted October 17, 2015 01:19 PM

Nah, I actually mean your project in general, it has to be customized for every version I guess, OR it adds all existing graphics/uniques from other mods aswell (hota, wog... also have unique graphics). But I think that won't be possible, like moving trees in WoG that replace the old ones, e.g.. An universal soultion isn't possible at all for this object mod.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 17, 2015 01:44 PM

oh, i see what you mean. if i'm not mistaken, macron1 is working on converting my object patch for vcmi.

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fanofheroes
fanofheroes


Famous Hero
posted October 31, 2015 11:30 PM

Hi Fred, just one quick question, when you make your graphics, how do you set the square grids that outline the image.  I've been trying to make some graphics of my own and I've had to use pre-existing Defs to put over them

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fred79
fred79


Disgraceful
Undefeatable Hero
posted November 01, 2015 04:10 PM

i'm not sure what you mean by that. if you mean the exact placement of your graphic by the h3deftool(so that your hero can interact with the object aesthetically), then what you're looking for is the "reposition" tab.

if you're actually constructing a frame for a def using various pieces of graphics, then i have a grid made that i use in photoshop. just open h3deftool, screenshot that grid, and save it. should be 256x192 pixels.

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fanofheroes
fanofheroes


Famous Hero
posted November 05, 2015 04:38 AM

fred79 said:
i'm not sure what you mean by that. if you mean the exact placement of your graphic by the h3deftool(so that your hero can interact with the object aesthetically), then what you're looking for is the "reposition" tab.

if you're actually constructing a frame for a def using various pieces of graphics, then i have a grid made that i use in photoshop. just open h3deftool, screenshot that grid, and save it. should be 256x192 pixels.


What I mean is this: for example in the map editor, if you click advanced properties of any object, a small screen appears and shows the image and the grid it fits in.  Some images have small grid squares, others very many.  All to fit the image.  The problem I'm finding is that if for example I replace a cactus with a larger castle image, the only image that shows is whatever square that was shown in the original cactus. So what ends up happening is the image shows only a fraction.  If I could add more squares to the grid, then I could fit the entire image on.  


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fred79
fred79


Disgraceful
Undefeatable Hero
posted November 05, 2015 09:04 AM
Edited by fred79 at 09:07, 05 Nov 2015.

i see. i think the issue is most likely the def's object type you're attempting to use. try and see if you get the same issue when using a "type 40" object as a starting(source) def. meaning, that is the object that you are going to use to replace with xxxxx.def's image.

and does this problem occur in the map editor, or in-game?


forgive me, i forgot: castle images don't work the same as other defs; they will always be cut off. you're better off extracting that castle def and making your own. rename the frame when making the def, and make sure you don't save it as a castle. my tutorial thread should help you.

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fanofheroes
fanofheroes


Famous Hero
posted November 12, 2015 03:08 AM

fred79 said:
i see. i think the issue is most likely the def's object type you're attempting to use. try and see if you get the same issue when using a "type 40" object as a starting(source) def. meaning, that is the object that you are going to use to replace with xxxxx.def's image.

and does this problem occur in the map editor, or in-game?


forgive me, i forgot: castle images don't work the same as other defs; they will always be cut off. you're better off extracting that castle def and making your own. rename the frame when making the def, and make sure you don't save it as a castle. my tutorial thread should help you.


I wasn't making a functional castle def, only decorative.

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fanofheroes
fanofheroes


Famous Hero
posted November 12, 2015 03:16 AM

I made a screenshot to help illustrate it.  How can I upload it here to help explain what I mean.


(the error occurs on the map editor and the game)

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fanofheroes
fanofheroes


Famous Hero
posted November 12, 2015 03:20 AM


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fanofheroes
fanofheroes


Famous Hero
posted November 12, 2015 03:22 AM

ok I figured it out.  sorry for the super large image, it was my first loaded here. It is a type 40 image but the squares that the image exist in are limiting what is shown in the image as you can see

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fred79
fred79


Disgraceful
Undefeatable Hero
posted November 17, 2015 08:45 AM
Edited by fred79 at 23:19, 04 Aug 2016.

so you have the problem solved? sorry i took so long answering; i missed helping you, it seems.

------

after making all the Forge dwellings fit the 64-pixel standard width, i decided to fix others, non-Forge related. so i fixed some other dwellings that weren't the correct size(i threw the homm4 medusa dwelling i made in the screen because it's the last dwelling i worked on before resizing anything).

shown in the screen are the diamond dragon dwelling, the crystal dragon dwelling, the darkness dragon dwelling, the fangalabolo(mystical bat) dwelling, and the werewolf dwelling(lastly the homm4 medusa dwelling i made from what i think was the original graphic):

edit: image removed.

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