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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 35 ... 40 50 60 66 · «PREV / NEXT»
Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 05, 2016 11:14 AM

avatar said:
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.

Wait wait, is there any object pack for VCMI?
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avatar
avatar


Promising
Supreme Hero
posted February 05, 2016 11:56 AM

Yes, you even commented this at macron's stuff topic at vcmi.eu forum
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 05, 2016 11:59 AM

Well, it doesn't sound like proper or working mod.
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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 05, 2016 05:45 PM

avatar said:
Yes, you even commented this at macron's stuff topic at vcmi.eu forum


link? that's a forum i don't frequent.

are you referring to the vcmi version of my object patch that macron was working on, or a seperate one altogether?

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avatar
avatar


Promising
Supreme Hero
posted February 05, 2016 05:53 PM

There's hundreds of jsons and defs. Some of them cause crash during random map generation, but some of them not. By the way - we HAVE object pack:
]

fred79 said:
avatar said:
Yes, you even commented this at macron's stuff topic at vcmi.eu forum


link? that's a forum i don't frequent.

are you referring to the vcmi version of my object patch that macron was working on, or a seperate one altogether?

Sorry, impossible to write links of my phone earlier. Here's the link:
http://forum.vcmi.eu/viewtopic.php?t=763&start=15

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 05, 2016 06:05 PM
Edited by fred79 at 18:19, 05 Feb 2016.

cool. i wasn't aware he was finished with it. looks like he's still working out the kinks. i look forward to seeing a flawless vcmi map editor. i'll most likely switch over to vcmi then.


and, lol @ the screen. those toucans and parrots are supposed to be in trees(otherwise the snakes'll eat 'em). that's why you can't really see their feet.

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Macron1
Macron1


Supreme Hero
posted February 05, 2016 06:37 PM

fred79 said:
cool. i wasn't aware he was finished with it. looks like he's still working out the kinks. i look forward to seeing a flawless vcmi map editor. i'll most likely switch over to vcmi then.


and, lol @ the screen. those toucans and parrots are supposed to be in trees(otherwise the snakes'll eat 'em). that's why you can't really see their feet.


I'll finish it only when editor is out:-) It's hard to write masks for new objects not seeing them in game.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 05, 2016 06:42 PM
Edited by fred79 at 18:44, 05 Feb 2016.

i can certainly see how that'd be an issue. hopefully the vcmi map editor is able to display transparent objects, so that you can see how the map looks without having to load a game.

if they make that possible, with all the other things that are already possible with vcmi, i'm definitely switching over to vcmi. that feature will make beautiful maps even more beautiful.

now, if vcmi also allows to transfer different(translation: wog) maps to vcmi, and allow larger map sizes without issue, then i'll be set.

hell, i might even join their team then, if they'd even need me at that point.

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Nephretes
Nephretes


Promising
Known Hero
posted February 05, 2016 08:49 PM
Edited by Nephretes at 20:50, 05 Feb 2016.

I guess there will be additional version of your object patch for VCMI fred, as I have already picked the best object for future map editor release (though decoration support is supposed to come later in time) as well. While most of your objects are cool I don't think that I will use them all, as always quality > quantity...if you don't mind that is

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 05, 2016 09:51 PM

how difficult is it to port my patch to vcmi? what's entailed?

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 07, 2016 05:05 PM
Edited by fred79 at 23:15, 04 Aug 2016.

been doing random work. added another ore resource; added another piece to rlyeh; worked on organizing and prepping more plants/trees; worked on, replaced and prepped more hero avatars; and found a much easier way to get graphics from games instead of wiki's.

i'd work on more today, but it's superbowl day.
-----

ok, a tidbit before i go get rolling for the day. my necro avatars atm(they're being replaced as i find better. just added two mummies):

edit: image removed.

the only unknown heroes(i'm sure everyone knows vlad) are the human-looking female vampires. clockwise from top left:

1. streya(female vampire with red avatar)
2. claudia(little vampire girl from "interview with a vampire")
3. vampirella(just-fed vamp girl)
4. elizabeth bathory(regal-looking lady)
5. natasha(bathory's daughter, bathing in blood).
---------

a mummy i'll be using, that'll require a bit of work to fix, to replace the black/dread knights in my necro lineup(compared side-by-side with the original:


-----------
this image gave the idea of creating a cursed sand terrain(def and script), to summon mummies into the armies of heroes who have necromancy:


-------------

done doing the bulk fixing work for the new mummy. much easier to do when they're all on a handful of pages, instead of each on a single frame. currently cutting all the pages into single frames, using the single frame template(so glad that i don't have to manually place these frames to get the animation to flow correctly). after i get the frames cut, i have to fix all the borders on the creature; and lastly, i'll have 13 frames that i have special work to do(as the animations are jacked up; it's attack swipe is a motion blur, so i have to fill in the legs in some frames, and fix the lighting, sharpness, and contrast in others, where the mummy grows dark to contrast with the lightened attack swipe. it'll be necessary to do a lot of work to these 13 frames, just to help them blend with the other creatures, animation-wise).
-----
done cutting the frames. i may have to move a few here and there; as not all of the frames matched up how they should've. i believe i have all the animations lined up right, but i'll have to make a def out of the frames before i can really tell.

i believe i have the death(unravelling) frames recontrasted and resaturated correctly, as they were "off" originally. but again, there'll be no way to really tell until i make a def and start testing.
--------
well, after discovering that i missed the "attack up" frames entirely, i did those; then transferred all the frames to 450x400 boxes(realligning all of the "attack straight" and "attack up" frames, since they somehow were 4 pixels off; and a handful of other frames), and made a def. the def looks good, even though nothing has been tweaked or fixed yet, aside from the shadows for sand clouds in 3 frames. i'll replace the black knight with the new mummy, and see how it looks in-game; before moving on to fixing everything.

...the def looks good. had to fix the 2-hex issue before i could see the turning frames work how they should, but it looks good. the "attack straight" frames seem to be missing a frame, but other than that, pretty nice. now, to fix the visual issues. after i fix those, i can make the sounds, and make a royal version of the mummy(like homm2).

...skipped the fixing(but found the right formula to fix the darker edges), and fixed and added the sounds for the mummy, fixed and added the cprsmall and twcrport frames, and tweaked the creature's stats and speed with the text files. also replaced the adventure map dwelling, and renamed everything appropriately in the text files. the easy work is done. now comes the more difficult work.
-----------
working on my "allegiance of the gods" campaign, while waiting on an answer to a question.
----
well, snow. i was going to look up the author of the h3-ish game that i pulled the mummy from(and am working on). after finding the threads and the user that i got the mummy from, i realized it was actually not going to be possible to find this creature pre-attack-effects.
---------
i've been organizing/consolidating all of my raw resources. i also finally turned the ugly darkness dragon into a shadow dragon(one of the first things that was on my expansive to-do list). i still have some errors left over from original def to touch up(in the attack-down frames), but everything else is done; including the avwattak, cprsmall, and twcrport frames.
--------
lava river patches that i made the templates for a while back, and just now got around to filling them:

edit: image removed.

only 2 defs are done so far, but i'll have a regular set of 8 when i'm finished with them.
---------
damnit. i need to go to sleep, but i'm too busy working on my campaign maps. on this one, i've had to remove all the drug events/storylines, and defs, and clear out whole areas of strictly humans on the surface. i'm working on getting rid of everything that could be improved with what i have currently, and filling in all the blanks left behind with campaign storyline stuff:

edit: image removed.
=============
finally got around to improving the swamp/jungle dragon utopia(ruins) again:

edit: image removed.

it was something i've been wanting to do for quite a while. i've been accumulating many more types of overgrowth, specifically for the swamp/jungle ruins theme.
==========
it took a few tries, but i'm finally satisfied with the cliff nest i made for the rocs(which will be a neutral creature now):

edit: image removed.
-----------
after fixing all the burnt dragon terrain rocks, i swapped out the arachnid dwellings with better versions:

edit: image removed.

i have yet to cut out the remaining spider web frames, and fix some of the others. i may do that this weekend; or i may attempt to fix the mummy's bad frames.
------
remember the cursed sand terrain i talked about making(you know, the one in this post, lol)? well, here's my first attempt(i'm currently working on the original cursed terrain, and took a break to attempt the mummy version):

edit: image removed.

i think i'll add some other stuff to it; like maybe sarcaphagi and other egyptian-themed decor.
---------
made new bone fields, using the bones from the hd version of the cursed ground. i'm debating on whether or not to change their contrast or color yet, and i still have to cut them out(but i think they look much better than the original versions i made):

edit: image removed.

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Nephretes
Nephretes


Promising
Known Hero
posted March 02, 2016 01:04 AM

Quote:
i think i'll add some other stuff to it; like maybe sarcaphagi and other egyptian-themed decor.


Arabic-themed stuff would be the most appreciated from my perspective, but then: good luck with goodies you planned as well.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 02, 2016 01:15 AM

fred79 said:


This looks wonderful Fred!!

fred79 said:


I like this one a lot as well, aside the green obelisk, doesn't mingle much with the rest.
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted March 02, 2016 02:47 PM

Bonus points for using Vlad

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 03, 2016 06:04 AM
Edited by fred79 at 23:16, 04 Aug 2016.

@ nephretes: i haven't decided yet what i want to include. i may not include anything, as ruins and other stuff will be seperate anyway; but i'm not sure.

Galaad said:
fred79 said:
edit: image removed.

I like this one a lot as well, aside the green obelisk, doesn't mingle much with the rest.


the green obelisk shown is at it's glowing peak, which is why it doesn't look like it blends well in the screenshot. it "pulses" with light.

@ lw: i had to include vlad, he's one of my favorite people in history.

---------
as i tweak the 3 campaign maps, i find issues to fix; graphical and otherwise. i just fixed a couple stone pillar graphics(plus added a couple more), and lowered the contrast on the sea serpent dwelling. i've also been tweaking the scripts for creatures, and then testing them in-game with each change. i have the forge creatures ironed out script-wise, but i'm still stuck on the townscreen castle visual issues.
--------
i have 2 more defs to fix before i can show my growing desert object work. until then, i decided to make the bone fields blend with the pre-existing bones(for the most part. as you can see, there are some objects i have yet to fix, that stand out like sore thumbs). see if you can spot all the different bone defs in this screen(you most likely won't be able to, as i have a hard time finding them all myself):

edit: image removed.

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phe
phe


Famous Hero
Life and Freedom
posted March 04, 2016 12:02 AM
Edited by phe at 01:23, 04 Mar 2016.

Judgment Day is coming... it's going to be like this...

battle sites will become bone fields...necromancers will create bone fields every day...
of course there must be variations of bone fields...bones on grass, on snow, in mud, in swamp, bone hills, bones in blood etc...

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 04, 2016 12:58 AM

@ phe: rivers of blood, years of darkness

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phe
phe


Famous Hero
Life and Freedom
posted March 04, 2016 01:07 AM
Edited by phe at 01:29, 04 Mar 2016.

fred79 said:
@ phe: rivers of blood, years of darkness

all water on map should be replaced by blood...
only bones, blood and darkness ...

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 04, 2016 02:24 AM
Edited by fred79 at 23:16, 04 Aug 2016.

@ phe: i started adding blood to the ocean wayyy back(before i added shark fins, actually). when i'm done, they'll all be released with the next patch update. they're more along the lines of "people bled out because of creature attacks in water", but you can use them however you want; it'll be up to ya'll.

i have 6 made so far(3 of each set). i have yet to do the others(when done, there'll be 16 total). i still have to make shark fins with blood ocean break, too. but that'll be after i add more shark fins, going in different directions. this is what i have so far(again, they're old; but fully animated so that they flow correctly with the ocean):

edit: image removed.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted March 04, 2016 04:44 PM

I like the "bone roads" quite interesting for necropolis

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