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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 ... 28 29 30 31 32 ... 40 50 60 66 · «PREV / NEXT»
fanofheroes
fanofheroes


Famous Hero
posted November 17, 2015 10:03 PM

fred79 said:
so you have the problem solved? sorry i took so long answering; i missed helping you, it seems.

------
That's ok. I don't check often anyways unless I'm in front of my computer.

To answer your question, no I don't have the problem solved. I was saying that I figured our how to upload a picture to the thread here. Any ideas how I can increase the "squares" to fit the images I want from existing DEFs?

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fred79
fred79


Disgraceful
Undefeatable Hero
posted November 17, 2015 10:13 PM

@ fanofheroes: not sure why you're having that specific problem. is it only with that def?

the only thing i can think of, is that either the def was made wrong(not as an adventure object), or it was inputted wrong in the objtxteditor. i'd check both of those. if you're still having the issue after double-checking those(make sure you don't have duplicate names of that same def in your text file, too), then upload it here(or just paste a pic of the actual object(with cyan bg, light pink and dark pink shadows, and upload it as a png file) so i can try to recreate the error.

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fanofheroes
fanofheroes


Famous Hero
posted November 17, 2015 10:28 PM

Because I don't know how to make DEFs from scratch, I've taken pre-existing DEFs and changed their image.  So for that specific example, the previous image has that alignment of squares. Then I use the object Def editor to make the shadow and centre the image.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted November 17, 2015 10:46 PM

try this link. it should answer your questions on how to make defs.

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fanofheroes
fanofheroes


Famous Hero
posted November 19, 2015 12:44 AM

Thank you! I've always wanted to figure out how to use the objects editor.txt application.  So i've been able to change the passability  features, but the one thing that puzzles me though, is there a way to change for example this grid to a perfect 6x6 grid? as you can see its a 6x3 with 4 squares on top.  Would this be in the object editor as well? (I reduced the image size, hope it fits more compact on the screen)


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fred79
fred79


Disgraceful
Undefeatable Hero
posted November 19, 2015 01:05 AM

thanks for reducing the image size. i hate when pics stretch the screen to where i have to pan right just to read everything.

from you screen, i can see one problem: your entry square is blocked off. unless you planned it that way(so that a hero would either have to use the "fly" spell, or the angel wings, to access it)?

regardless, try making your own def with that graphic. if you still have the problem, let me know. as it is now, i don't understand why you're having the issue. there isn't enough information on my end to give any proper remedy(kinda grasping at straws so far).

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fanofheroes
fanofheroes


Famous Hero
posted November 19, 2015 01:31 AM

When making your own DEFs, does it automatically change the image to fit inside the grid? I wouldn't want the image to be cropped.  I don't know what other information I can provide.  Even in object editor I have the grid space large, but that doesn't correspond to the image itself


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fred79
fred79


Disgraceful
Undefeatable Hero
posted November 19, 2015 01:49 AM
Edited by fred79 at 01:03, 03 Dec 2015.

lol, i can see the obvious problem, i just don't see what is creating the issue for you.

as long as you're using a 256x192 frame to make your def, there isn't any issue. the h3deftool works off of the following pixel dimension sizes: 32, 64, 96, 128, 160, 192(the last size that the deftool can handle vertically), 224, and 256(the last size that the deftool can handle horizontally). if you create frames using these dimensions, the deftool can accept them. you select whatever size encompasses your entire object, respectively. the deftool won't cut anything off, unless you cut the frame yourself. which no one would logically do.

like i said, try making your own def from that object. open H3sprite.lod(or whatever lod the object exists in, as i have no idea what you have added to your own object lineup by whatever mod) with MMArchive(should be under the "tools" folder in your heroes folder), and find the object, select it by using a right-click, "extract as", and find wherever you want to extract the object. then rename that object to something else(if you aren't planning on modifying it with a graphic editor), and add it back by following the instructions in the link i posted before.

i don't know exactly what is creating your problem, so i'm showing you how to circumvent it.


edit: at first glance, i'd say that you are attempting to use a def that was made as a "town", instead of a regular object. look the object up in the objtxteditor, and see if it is selected as "town". if it is, then change it to a generic object.
---------

...i'm guessing you solved your issue, being that i haven't heard back from you. i hope so, anyway.


i'm taking a break from the Forge project for now. i've been busy with a map, and fixing various things that still need it.

i just finished fixing all of the rogue battle frames for my tweaking(got rid of the red pants, toned down the overall red, and made him more sinister-looking. a rogue should look dangerous, and hot red pants just wasn't doing it). i also fixed one treasure chest and replaced another with a more suitable fill-in, so now all the treasure chests match graphically. i'm adding all the stuff that'll be released in a patch update to a folder as i do them, so i can keep track of everything i fix.
--------------

currently going through the entire erm help thread, and classifying what i need into "before era 2" and "after era 2", since changes were made to scripting once era 2 came out. i started at 2010, since further back may be even less relevant.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted December 07, 2015 12:30 PM
Edited by fred79 at 12:31, 07 Dec 2015.

after taking a break from the internet for a weekend, i started going back through the erm help thread. found that the earliest pages i had started on (from 2010), were actually for wog only, and not era. so that's cool(). i should probably start after era2 came out, as scripting anything using earlier era scripts probably won't work for anyone else.

and i'll have to start working with era2, meaning that i'll have to make my entire 1.8 lods a mod to carry everything over in their entirety.

or i could just drag and drop. that would probably work too.

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pellish
pellish


Famous Hero
posted December 07, 2015 02:08 PM

fred79 said:
after taking a break from the internet for a weekend, i started going back through the erm help thread. found that the earliest pages i had started on (from 2010), were actually for wog only, and not era. so that's cool(). i should probably start after era2 came out, as scripting anything using earlier era scripts probably won't work for anyone else.

and i'll have to start working with era2, meaning that i'll have to make my entire 1.8 lods a mod to carry everything over in their entirety.

or i could just drag and drop. that would probably work too.


How much of your work from the Forge will be released in your next object patch? I'm interested in anything from the adventure map town def to the mountains and such. :-)

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fred79
fred79


Disgraceful
Undefeatable Hero
posted December 07, 2015 02:22 PM

any forge map objects and terrains will come out with the stronghold/forge mod(i'm keeping that work seperate from my object patch work; which will have it's own scripts. i'll still have to make sure that there won't be any errors created by using both at the same time). i'm working on using oxfea's building townscreen relocator mod now. but first i have to figure out the erm for it to work according to my layout. and i know jack diddley about erm so far; i'm just researching now.

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pellish
pellish


Famous Hero
posted December 07, 2015 02:27 PM

fred79 said:
any forge map objects and terrains will come out with the stronghold/forge mod(i'm keeping that work seperate from my object patch work; which will have it's own scripts. i'll still have to make sure that there won't be any errors created by using both at the same time). i'm working on using oxfea's building townscreen relocator mod now. but first i have to figure out the erm for it to work according to my layout. and i know jack diddley about erm so far; i'm just researching now.


Ok man! Sounds good.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted December 12, 2015 12:53 AM

goddamn, do i hate imageshack. the images not only take forever to load on their own goddamn site, but they take forever to load on forums, too.

anyway, my panties in a wad aside, i have 21 trees ready to replace the oak trees. i want to have more, but 21 are definitely done. i replaced half of them, improved the other half, and added one. i'll upload a screen once i get enough good trees to use and replace the original oak set.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 12, 2015 10:44 AM

You should avoid imageshack if not premium subscription. They clearly stated that images will not display any longer after the 1 January 2016 -for basic members.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted December 12, 2015 10:51 AM
Edited by fred79 at 23:18, 04 Aug 2016.

most of the images in the era mod thread op are the same way; they load at the speed of backward. makes it difficult to peruse the goods.


anyway, i started with the oak tree conversion. after making a few more isolated trees, then two more for the first oak replacements. i've got the new trees and their shadows all lined up to go into the object grid template. i'm not going to go to sleep until they're done and i've tweaked some of my maps with them, then uploaded a screenshot or two.

-------
i was busy all day yesterday with non-mod work, so i finished the replacement set this morning. i used flowering, fruit, and regular deciduous trees in different colors as replacements:

edit: image removed.

critique's? i'm giving them some time, myself, to see if they have lasting appeal.
----
i've decided they're staying. i've been gathering and prepping others, for the deciduous/coniferous set, and the coniferous set replacements.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 21, 2015 05:51 PM

Sure looks beautiful. This is how first wog campaign should have looked because is pixel hunting. It will much less work for standard maps where people want to have an idea about passability and goals at first view. Such design needs role playing scripts, where the tree behind the windmill sends you to talk to the nude pixies, but she is shy and won't show unless you bring her the panties you got from the blue wizard, who...see, something like that, where the player indeed has to LOOK around.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted December 21, 2015 06:08 PM

lol. and thanks.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted December 21, 2015 06:15 PM

Nice stuff! Bring it in HotA ppl!! Biome for Rampart+Conflux... really epic

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted December 21, 2015 06:19 PM

Too...many...colors

But good job nonetheless.
____________
The future of Heroes 3 is here!

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fred79
fred79


Disgraceful
Undefeatable Hero
posted December 21, 2015 08:16 PM

Warmonger said:
Too...many...colors

But good job nonetheless.


lol. i went with more colors and textures for this tree set. the next two sets won't be so blatantly different, but'll be more subtle.

and, thanks.

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