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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 ... 30 31 32 33 34 ... 40 50 60 66 · «PREV / NEXT»
fred79
fred79


Disgraceful
Undefeatable Hero
posted January 15, 2016 11:44 PM

Nephretes said:
Lately I turned my attention to diablo 2, so for now I have three projects to maintain :S


i think i have everything ripped from diablo 1 and 2(minus maybe a few things). if you need, i can compile it all and make an upload for you(including any needed tools for further extractions from their data files). can't remember where i got the stuff from(maybe phrozenkeep? i think that website went down(?), so the stuff may no longer be available online; if you don't already have it).

anyway, adding diablo(1 and 2) stuff is still on my own agenda. it requires some work, since the diablo games are much darker than heroes games(and the contrast and sharpness are different as well).

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Nephretes
Nephretes


Promising
Known Hero
posted January 15, 2016 11:55 PM

Thanks Fred, but I don't need any ripped stuff, as I am doing everything in 3D .

Phrozenkeep is still up, and there are still active mods out there. What I like about d2 community, it seems much more mature and helpfull than these one with all meaningless fights about property rights. Also it is not hard to find the good programmers to help so I can make things I won't be able to do in heroes 3 where I have to wait for VCMI

You are right about differences in the style, still I am intending to move some resources from diablo 2 to heroes 3.



This is just a little artifact test, I will have to further work with them to make them fit, but it is givinng the idea

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 16, 2016 01:15 AM
Edited by fred79 at 09:02, 23 Jan 2016.

nice work.




--------
i've been working on various odds and ends(creature work, town work, adventure object work, etc). this morning i'm working on something i had plans for a long while back: making an adventure map version of the Dungeon's "portal of summoning", that can be used by any faction/hero. i'm making the graphic first; and it will serve as another regular portal graphic until i get it scripted.

i still have to recolor more than half of the abyssal murloc frames, and all of the regular murloc frames still, to have 3 creatures more akin to lovecraftian monsters(personal project). after i am done with those, i will be making 2 new dwellings for each; plus a creature bank that will include the murlocs and the cthulhi. i'm considering dropping the fear faction idea entirely, and instead, making a lovecraftian town instead. but this is a plan that(if i decide to make this instead of the fear faction) won't see any work for years. before i even consider doing either, i still have to finish my forge/stronghold project(which will be much easier now, since i already fixed a couple of scripting issues with creatures. the jet soldiers are now one-hex, as they should be. i have more to script, though; such as getting the brutes to have exploding damage, since a rocket isn't an unexplodable projectile unless it's a dud. i could make the dreadnaughts fire projectiles too, since i found a couple good graphics to use for the projectile; but i feel they'd be too overpowered then).
-------------------


could someone who knows anyone over at acidcave let them know that they still have my old patch available for download, instead of my latest one? (this is the same upload from page 25)

thanks in advance.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 24, 2016 05:09 PM
Edited by fred79 at 23:17, 04 Aug 2016.

been working on lovecraft-related stuff today. first, i wanted to make the initial spire of R'lyeh, for the ocean. then i made another, so that i can have one for each of the deep ones. now, i have a R'lyeh Monolith, Megalith, and Sepulchre:

edit: image removed.

i will be adding more to the actual city(mainly stone structures for decoration), as well as a creature bank, and some space object stuff(first, a throne for Cthulhu; which i started working on today).

speaking of adding more to it, i remembered i had Cthulhu that i got from the Civ forums(made by Plotinus, a great artist), that i thought would make a great addition to the rising city of R'lyeh. after fixing the palette(which is what reminded me about Cthulhu in the first place, thanks Pim18) an easier way that i found, with minimal errors to fix; i extracted it's frames. and lo and behold, the actual frames for the creature were much larger than i expected(and after recoloring/reshading them, i saw that it was quite what i wanted to use). they were actually battle size. problem is, the perspective is different from vanilla creatures:

edit: image removed.

here is the first 15 frames i did, animated for better viewing:

edit: image removed.

it'll be nice to add various Cthulhu animations for the map.

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted January 26, 2016 08:33 PM

Hey fred, may I suggest something?

There are many WoG buildings whose appearence does not correspond to their name (I.e. the Emerald Tower is a ripped pink-bricked tower from Cossacks). If you could make them more fit (i.e. make the Emerald Tower a proper Emerald Tower fit for a wizard not an ugly, ripped, pink tower).

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 26, 2016 08:40 PM

that's a good idea. i never use the object myself, though(of course, if i made different graphics for them all, i might). i was under the impression that the new wog team was tasking themselves with that, as well. but i have no idea on what progress they're making.

what the hell, i'll see what i can come up with for the emerald tower. shouldn't be that hard.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 26, 2016 08:48 PM

There is the red tower from Hota. Yet it is so easy now to create its own mod with replacing graphics that no one bothers working on old graphics and possibly replace.

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted January 26, 2016 09:54 PM

Yes Salamandre, but there are soo many WoG graphics that need to be replaced and most WoG mods use ripped defs. As for the Red Tower, I think it would not be fit. Let's leave to fred the choice. Maybe he comes up with something more original.


Furthermore, I compiled a list of some Functional WoG Objects that on my opinion require a graphical enhancement that no one-made:

*Home of the Bat: From a red Hill Fort with a huge red flying bat I think it should look like a large manor with a group of bat flying around it.

*Transylvania Tavern: On my opinion, it may look like an old tavern with red eyes glowing from the windows.

*Garrison(the chinese tower): I think there should be two variations (one horizontal and one vertical) of garrisons in chinese style with white walls and blue roofs but not the tower. (I would also like garrisons in Middle-Eastern, Mayan and Viking Architecture)

*Arcane Tower: Looks like a standard tower but not Arcane. Its def might be used for an Observatory or Cartographer or, with a telescope on its roof, as an Astrologer(predicts future months for a price) but an arcane tower needs something more "Arcane".

*Bank: Big, black, creepy, doesn't look like a bank at all.

*Palace of Dreams: I think it needs something more magical/fairytale-like. Something like the purple dragon Utopia, but without Rapunzel and more different/easier distinguishable from the Dragon Utopia.

*School of Wizardry: Something more like Hogwarts than that big, blue tower on my opinion.

*Death Chamber: Rather than just a pile of skulls it should (on my opinion) look more like a dark building/castle etc. with skulls maybe as ornaments (not much an idea just that the dwelling of the Lich King needs something darker/mightier.

*Summoning Stones, Living Skull, Junk Merchant, Hunting Lodge, Battle Academy, Forgotten Shrine: Nice concepts but they need a graphical enhancement.

Other ideas I have are: Sea Prison(there isn't one in HotA either) as well as replacers for the Mushrooms and the Messenger Banks (Palace of Martial Spirits, Citadel of Pacification, Monastery of Magicians and Library of Legends) should deserve their name not look like big mountains.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 26, 2016 09:59 PM

Lord_Immortal said:
Yes Salamandre, but there are soo many WoG graphics that need to be replaced and most WoG mods use ripped defs. As for the Red Tower, I think it would not be fit. Let's leave to fred the choice. Maybe he comes up with something more original.


i was thinking of a tower made out of emerald, actually. like, literally, an emerald tower.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 26, 2016 10:16 PM

Well, there was THIS, however is very difficult to find perfect fitting graphics. Unless you do them yourself, as hota guys.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 26, 2016 10:19 PM

Salamandre said:
Well, there was THIS, however is very difficult to find perfect fitting graphics. Unless you do them yourself, as hota guys.


oh yeah, forgot about that. i'll post what i make there.

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robizeratul
robizeratul


Known Hero
posted January 28, 2016 11:38 AM

Fred, did you hear about battle of wesnoth ? It has a lot of interesting graphics, some would fit in the game.  
 
I downloaded it now and looking at how to export the files and test them...Still worth a look from an expert!

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Macron1
Macron1


Supreme Hero
posted January 28, 2016 12:10 PM

robizeratul said:

I downloaded it now and looking at how to export the files and test them...Still worth a look from an expert!

They are in 32-bit PNGs with transparent pixels (so it will need to work with pixels to get object ready for HMM3), and there is no need to export them, as they are in PNG files already.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 28, 2016 01:37 PM
Edited by fred79 at 06:50, 02 Feb 2016.

robizeratul said:
Fred, did you hear about battle of wesnoth ? It has a lot of interesting graphics, some would fit in the game.


i know about b.o.w., but thanks for bringing it to my attention anyway. that's where i got 2 cool sand terrains from, and some of the grass and swamp terrains. they're already in my patch.

i have ideas from that game that haven't been realized yet, though. in time, they will be.
---------------------

while looking for a job-specific resume to generalize, i found my old campaign maps(the alliance of the gods). since they were the old versions of the maps i have currently, i found what had been changed and applied them to the new maps. i've been further working on converting the 3 maps i'm going to use into campaign versions, and tweaking objects as i go along.

i still have so much left over work/projects to do, it's ridiculous. i wanted to work on the townscreen positioning mod that i got from oxfea for the Stronghold/Forge project last weekend(so that i could mark that off my list), but ended up just taking the whole weekend off and drinking myself into sickness.

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Macron1
Macron1


Supreme Hero
posted February 02, 2016 09:01 AM

fred79 said:

i still have so much left over work/projects to do, it's ridiculous. i wanted to work on the townscreen positioning mod that i got from oxfea for the Stronghold/Forge project last weekend(so that i could mark that off my list), but ended up just taking the whole weekend off and drinking myself into sickness.

Well-known problem.
I also have a hell lot of graphics to convert, but last week work was ineffective, i watched some movies instead.
Organism needs to take a break sometimes and just relax drinking and doing nothing

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 02, 2016 04:00 PM

Macron1 said:
I also have a hell lot of graphics to convert


what are you working on? what's your to-do list?

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Macron1
Macron1


Supreme Hero
posted February 02, 2016 04:21 PM
Edited by Macron1 at 16:28, 02 Feb 2016.

fred79 said:
Macron1 said:
I also have a hell lot of graphics to convert


what are you working on? what's your to-do list?


Lot map objects from various sources to use in VCMI as dwellings/map halls/castles, plus some corrections to earlier made town screens.
Plus some monsters in form of spritesheets/sprites from various sources to use in VCMI.
I wanted also to find time and add some corrections to VCMI source codes, but still found no time for this.
Last time i played some time was 2 weeks before:-)

Also wanted to mess up and make some new spells for VCMI using VCMI bonus types currently not used by spells. Spell system is incomplete yet (not allowing summoning creatures - what i wait most), but already allows battle spells (damage, or bonus giving) and adventure map bonuses granting spells.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 02, 2016 06:41 PM
Edited by fred79 at 23:18, 04 Aug 2016.

@ macron: after making the rounds on the wiki's, i'm back to working on one of my campaign maps. currently, i'm fixing the TPSDUNE snow drifts to mimic the HotA snow drifts. the first one is done. 3 more to go. it's actually a more complicated formula to fix them to blend with the HotA versions, than i thought it would be. but once i'm done, i'll have more snow drifts to use.

what i really need to do, is start sorting all the raw tree graphics i have from everywhere; so that i can start clustering them to replace the remaining forests i haven't replaced yet. but that's a more extensive project(in total), so that'll have to be for another day. or week.
---------
done with the snow drift fixing(below are HotA's, above are the drifts fixed to match):

edit: image removed.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 04, 2016 07:26 PM
Edited by fred79 at 05:03, 05 Feb 2016.

god damn. i just realized i'm only halfway through recoloring the abyssal murloc(deep one) frames(after so many days of on/off working on it). i still have the regular murloc to do, as well. and for that one, i'll have to fix each frame's eyes specifically, where i'm only fixing the glowing bait appendage on the abyssal version.

but then, i may go back and do the abyssal murloc's eyes too. i want these little amphibious beasts as ominous as possible. which reminds me: i also have to replace their sounds.
----
have 32 frames left to do to finish the abyssal murloc. i'm really not looking forward to working on the regular murloc. i forgot how time-consuming and boring it was to recolor and fix creatures.

snow it. i have 15 frames left to do, and i'm bored out of my snowing skull. time to work on something else.

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avatar
avatar


Promising
Supreme Hero
posted February 05, 2016 10:20 AM

Macron1 said:
fred79 said:
Macron1 said:
I also have a hell lot of graphics to convert


what are you working on? what's your to-do list?


Lot map objects from various sources to use in VCMI as dwellings/map halls/castles, plus some corrections to earlier made town screens.
Plus some monsters in form of spritesheets/sprites from various sources to use in VCMI.

It's good to hear that! Your object pack for vcmi is quite enjoyable.

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