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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 ... 33 34 35 36 37 ... 40 50 60 66 · «PREV / NEXT»
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Promising
Supreme Hero
posted March 19, 2016 01:02 PM

This pack is running as Era's mod. Era and HotA aren't compatible each other. So you'll never (for now) make HotA map with new graphic.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 19, 2016 01:34 PM

Technically it is possible, as Hota uses a similar object coding. Then those objects will not be generated for random maps, but could be added via editor, which is 100% same pattern as their Era function.

The main problem will remain the distribution. While Era allows small additions as "mods" then you distribute only those, Hota reads only from main lod, so if you modify it, you have to distribute the whole lod, some 800 Mo.
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Era II mods and utilities

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 21, 2016 01:21 AM
Edited by fred79 at 23:09, 04 Aug 2016.

figured i'd post a screen of one of the map areas i was having so much fun working on(that kept me up on thursday night):

edit: image removed.

the "Bay of Pirates" used to be a multi-crop area originally(this is from one of the maps i'm converting into a campaign map), but since crops weren't very tactical/exciting and didn't work with the new storyline, i opened the area up, made a bay that had a water garrison heavily guarded/controlled by pirates that connected to the ocean; and am planning to set the bay full of random pirate attacks for anyone who has to traverse the road that once traveled through the area. it was a lot of fun designing this part, and i especially like the additions of impaled skulls in a pirate-controlled zone(gives them a little more of an ominous feel, i think). the sharks to eat the survivors of the piracy were a nice touch, too. i have yet to add the events which will liven the area up and give a backstory to the skull cavern to the south, which is where the pirates are mainly holed up.

edit: which reminds me: i wanted to make signs or an isolated pirate's flag to use as warnings for pirate territory...

edit 2: made the first jolly roger flag marker(using what is apparently the HotA team's original starting point for their newest pirate flag. kudo's to you gentlemen, that was pretty tedious work), and am currently working on new jolly roger signs. i want to make new pirate water garrisons too, complete with jolly roger's flying as flags, instead of the typical unanimated triangle flags(they'll later be scripted so in order for heroes to pass them, they'll have to fight pirates; and if heroes leave creatures behind in the garrisons, they will be attacked by pirate reinforcements after a brief period). i'll post a screen when i have a group of things to show. i also have more jolly roger animations, that i will be using to make varying other jolly roger flag markers, to give more visual options than the same graphic.

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Baronus
Baronus


Legendary Hero
posted March 21, 2016 07:46 PM

It is possible adding new objects to random map generator? It is very important to create maps...

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Promising
Supreme Hero
posted March 21, 2016 10:38 PM

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For now it is partially possible in VCMI port of this patch.
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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 21, 2016 10:47 PM
Edited by fred79 at 12:33, 22 Mar 2016.

made the new water garrisons(although i may have to tweak the vertical one), and am now working towards adding the flags. also made the first pirate sign last night, but i'm not sure if it looks different enough from my skull'n'crossbones signs...

edit: i forgot how tedious it was to add 2 animations to an already animated object. i'm having to do 30 frames for just one garrison. snow.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 22, 2016 01:06 PM
Edited by Warmonger at 13:07, 22 Mar 2016.

Baronus said:
It is possible adding new objects to random map generator? It is very important to create maps...

I have an idea to allow custom object sets in RMG, but for now it's only a concept.

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The future of Heroes 3 is here!

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 22, 2016 02:00 PM
Edited by fred79 at 23:09, 04 Aug 2016.

goddamn. finally done with the vertical pirate garrison(and i'm too snowing eager to not post it right away, lol):

edit: image removed.

the horizontal one will come much easier, as i won't have to manually move the flag's shadows for 30 snowing frames to make sure they line up correctly.

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Baronus
Baronus


Legendary Hero
posted March 22, 2016 03:55 PM

Looks good...
It is important ad it to RMG because there is only a few people who knows how to add it to map. Ordinary players not. And there is no map. And finally people play without it... Harm... Using RMG all player can generate map.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 22, 2016 06:54 PM

fred79 said:
goddamn. finally done with the vertical pirate garrison(and i'm too snowing eager to not post it right away, lol):

Looking great!
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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 22, 2016 07:46 PM
Edited by fred79 at 23:10, 04 Aug 2016.

thanks.

edit: quit working on the campaign maps long enough to finish the 2 new garrisons(so the jolly roger work is now complete):

edit: image removed.

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Nephretes
Nephretes


Promising
Known Hero
posted March 25, 2016 05:47 AM

I like front version of the garrison, but it is illogical for flag to be in the same position for vertical garrison as well.

Also nice island

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 25, 2016 06:35 AM
Edited by fred79 at 23:10, 04 Aug 2016.

that's how the flags are for the vanilla garrisons, if you remember(or did they even have flags? now i can't remember, lol).

as for the "island", that's a reef. it's in the patch already, if you want to use it.
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replaced the "death blow" graphic and sound with "hand of death"(since the attack mainly comes from mummies now, and i hated the sword  animation and sound anyway).

now, if i only knew where to find the text to change what is stated during the spell activation...
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current desert objects(the mountains, dunes, and snakes aren't my work):

edit: image removed.
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currently working on replacing 2 sets of reef overlays. parts of the old texture bothered me, so i'm getting them redone with a better texture. if i find a better texture for the others, i'll be replacing them too.

edit: realized that the texture i was using looked too dry to be reef, so instead, i improved the original texture for the 2 reef overlays, and am redoing only the ones i think need improvement.

i also made land versions of HotA's two pier-ocean buildings, to use as dwellings for the pirates: the Salty Spittoon, and the Crow's Nest Pub. updated the 3 campaign maps and the solo map "War in the Emerald Isle" afterward. still working on the campaign maps. they're nearer to completion, design-wise.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted April 01, 2016 09:09 AM
Edited by Warmonger at 09:10, 01 Apr 2016.

Apparently some of users of Acid Cave share your interests.



Egyptian ruins look great, but pyramid and Sphinx look more like atcual interactive object than decoration. Also palettle is quite off when compared to desrt.
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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 01, 2016 09:42 AM
Edited by fred79 at 23:11, 04 Aug 2016.

Warmonger said:
Apparently some of users of Acid Cave share your interests.


cool. glad to see people using the stuff in their maps. i'd really like to see some maps made with my objects.

edit 2: god, the nude prisoners look so ugly now. i still haven't made anything that they'll attach to. oh well, gotta focus on other stuff atm...

Warmonger said:
Egyptian ruins look great, but pyramid and Sphinx look more like atcual interactive object than decoration. Also palettle is quite off when compared to desrt.


i may change the hue. i keep thinking that ancient egyptian stonework is more saturated, for some reason. maybe it's because i saw it in a game somewhere, i dunno(after a quick search online, i'm seeing that egyptian ruins are indeed a hue more akin to their surroundings, which would make logical sense). regardless, if i ever want to make the egyptian stuff blend in better, it'll be an easy fix, as i've worked to make all the egyptian stuff nearly the same hue/contrast/sharpness/brightness. thanks for the feedback.

edit: does this look more realistic?

edit: image removed.

i didn't change the sarcophagi, since they're made out of gold; although i may work on them to make them more gold(like the rest of my gold objects).
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ugh. i just realized that because i am animating the ocean creatures correctly now(having them bob up and down in the waves), that i also have to fix the water-bound mermaids. and i still have the sea serpents to do(they will require 30+ frames each, to make the animations run smoothly), and the deep ones(which i still have to recolor). at least now i have floating pirates and sea dogs. i would have liked to have the cutlass showing for the sea dogs, but it didn't look right when i added it.

besides that unpleasant discovery, i replaced the as-yet-unreleased dead coral reef with great barrier reef. still working on a new side project, too.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 05, 2016 08:10 AM

Yes much better

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 06, 2016 10:39 PM
Edited by fred79 at 09:49, 07 Apr 2016.

i don't know, i'm kinda partial to the more saturated versions. i think they look better overall, and liven the desert up a little. the less-saturated versions look pretty bland by comparison. maybe lightening them would work?


regardless, i'm working on the screwed mummy frames atm. got the first one done, by using a simple method: cutting the actual creature out, then adding it as a layer next to a creature from a good frame, and spot-correcting from there to blend with the good frame(and then adding the corrected creature back to the bad frame and saving). shoulda thought about doing it this way before; it's nowhere near as hard as it thought i was going to be.

once i get the regular mummy done, then i'll be making the royal version to replace the dread knight. debating on whether or not to add the homm3 mummy's headpiece to it(that's even if i can, which is doubtful; since they don't have the same animations).
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after a long break of binge-watching a t.v. show, i started back on the mummy frames. i'm very close to having the flawed attack-down frames fixed(which were the worst set of the attack frames to fix). i'm having an issue with one leg in one frame, as a huge chunk of the right leg in that frame was completely whited-out; so i'm having to use the before and after frames to try to make an in-between frame(which is a snow to get it to look right, let me tell you. making a frame appear to be a continually revolving leg from other frames is not something i would want to do more than once). at least the worst of it is done; after i get the leg to look right, i have some simple fixes for the attack-straight frames, and then i can move on to the defend and death frames(where i have to fix the contrast of the bandages, before adding the original mummy's death cloud back in. i may have to do more than fix the contrast, but i'm hoping a contrast job will fix the thick black lines used as the bandages' border in those frames).

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted April 07, 2016 11:17 AM

In the second screen objects blend better, in the first screen they look like they should be surrounded by another kind of sand, so I would go for the second screen too.
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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 07, 2016 11:48 AM
Edited by fred79 at 11:49, 07 Apr 2016.

maybe i can make less saturated versions than the first go, but not so unsaturated as the second try? lol, there's gotta be a middle ground here.


edit: yeah, because "as" and "than" are the same word. ffs, fred.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted April 07, 2016 12:04 PM

fred79 said:
edit: yeah, because "as" and "than" are the same word. ffs, fred.


Sleep, get some Fred!
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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