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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 ... 35 36 37 38 39 ... 40 50 60 66 · «PREV / NEXT»
fred79
fred79


Disgraceful
Undefeatable Hero
posted April 25, 2016 04:48 AM

Bes said:
fred79 said:
you wouldn't have the base versions for the multiplayer button, would you? because i'm having issues making a button with it's graphic.

i have this button with blue color of flag, i make it special for phoenix-mod skin
another version of multy-player button i doesn't made

p.s. i told the axolotl about 1 week ago of this post...


thanks, he got the message.

as for the multiplayer button you have; can you upload it? because i can't get the multiplayer one to act right, for the life of me. it's the only button giving me trouble. i have another set, but i like the font and style of the ones you used.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 26, 2016 07:01 PM

i think i'll only be releasing the 2nd two maps from the campaign i was working on; as i find the 1st map to be uninspired, to say the least. i'm now working on fixing the 3rd, game-play wise. i have yet to work any story into the 3rd(or 2nd) maps, and i'm still working on all the little events and such. but for now i'm focusing on game-play, as that takes priority.

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Bes
Bes


Adventuring Hero
posted April 28, 2016 10:15 AM

fred79 said:
Bes said:
fred79 said:
you wouldn't have the base versions for the multiplayer button, would you? because i'm having issues making a button with it's graphic.

i have this button with blue color of flag, i make it special for phoenix-mod skin
another version of multy-player button i doesn't made


as for the multiplayer button you have; can you upload it? because i can't get the multiplayer one to act right, for the life of me. it's the only button giving me trouble. i have another set, but i like the font and style of the ones you used.

take it
mp.psd

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 28, 2016 08:56 PM

thanks bes. but i'm still having the issue with the multiplayer button, when making the def:

what i use:



what i get when the def is made(using the correct interface settings):

with this image, you can see there is a loss of quality; particularly on the shadowing on the lower right part of the flag:



which is still evident in the "selection":



and compounded by the fact that pure white becomes black in the "highlight":




now, the pure black is an easy fix, but the distinct loss of quality when converting your multiplayer button template to an actual multiplayer button, leaves the multiplayer button looking less-than-satisfactory, while the other buttons look exactly how they should. i wonder, have you had the same issue? or anyone else who uses the "your custom skin" mod from here?

i'd really like to get this ironed out bes, because your mod is the best mod out there for this type of work(maybe the only?); and it'd be a shame to have one button negate all the other work you put into it.

bes, if you need the files i used for the multiplayer button, they're here.

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Bes
Bes


Adventuring Hero
posted April 29, 2016 09:11 AM

you are used wrong index-mod, as i see
here my def for you based on your images
ZTMULTI.def

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 29, 2016 10:07 AM

your def definitely looks better than the one i made; thanks for uploading it for me(and others). how did you make it so that you didn't get the same visual errors that i did? i don't understand what you mean by "wrong index mod".

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Bes
Bes


Adventuring Hero
posted April 29, 2016 10:52 AM

i meen menu options from Photoshop
Images -> mode -> Indexed color:
Pallete: local (adaptive)
colors: 256
Forced: customs -> heroes3 palette (10 base color)


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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 29, 2016 06:43 PM
Edited by fred79 at 19:03, 29 Apr 2016.

my current version of ps might not have those options, but i'll check. thanks, bes.


edit: checked, and it actually does have it. had to import the heroes palette(and it didn't save like i thought i made it do as an ".aco" file), but it works.

i get frightfully ugly results when i try to convert an object, tho.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 07, 2016 11:44 PM

finally got around to making abandoned strip mines. working on abandoned gem ponds now.

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robizeratul
robizeratul


Known Hero
posted May 13, 2016 03:29 PM

fred79 said:
finally got around to making abandoned strip mines. working on abandoned gem ponds now.


Really like the abandoned buildings in Heroes 3...I don't know why.

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robizeratul
robizeratul


Known Hero
posted May 17, 2016 04:26 PM

Trying my luck here, I sent you a message but it is still "awaiting delivery ", here is the abridged version  
 
"So, I am working on a map for H3SW mod, and I have made some custom graphics. My issue is that I don't know how to add them to the map editor and make it easily usable, just like your mod  

I want to make an ERA mod, just like yours, but only with my def files instead. Any tips on how I could do it?  
 
I used pac editor to extract the stuff, I also used def viewer to extract and edit in paint. I need to :  
 
1) Make the files work in the map editor  
2)edit from png to . def.  
 
any thoughts ?

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avatar
avatar


Promising
Supreme Hero
posted May 17, 2016 06:50 PM

robizeratul said:
need to :  
1) Make the files work in the map editor  
2)edit from png to . def.  



Launch ERA Start Menu:
A.D.1: Object Editor
A.D.2: Def Editor


____________

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 21, 2016 08:28 PM

prepping jungle animals for addition to my latest map(finishing the crocs, and adding elephants, jaguars, leopards, tigers, water buffalo, and tapirs; as well as other snakes, monkeys, and apes). i finished chunks of it already by copy/pasting parts of other maps that won't be released, into it. since the map is mostly jungle, i've been compiling jungle-themed stuff for it. i still have much to do to finish it(the other maps are nearly done, except adding small details, events, and storyline).

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fred79
fred79


Disgraceful
Undefeatable Hero
posted June 17, 2016 06:41 PM

slowly(very) but surely working on the campaign map that will replace my old 1st one(the 2nd and 3rd are, for the most part, done). since i have a job now, and i'm currently working on other tasks that take priority on my days off(like getting my car ready for inspection), any releases from me will be delayed for at least 4 months or so.

rest assured, that if i decide to give up modding altogether, i'll release everything i have to the public(including unfinished maps/mods/graphic sets/etc).

i still haven't signed up for college yet, either. but if i go the route of computer game graphics(and if i previously dropped all modding work), i'll pick up where i left off again.

to be frank, my interest in modding is waning yet again. it does periodically, but now i have more things to distract me, as well.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted June 20, 2016 09:03 PM
Edited by P4R4D0X0N at 21:29, 20 Jun 2016.

fred79 said:
i want at least an underwater world, and a sky/space/planeswalker world. the only thing that limits me is my imagination, and what's possible with scripting/light hardcoding. much of what i want can be done by graphics alone. the scripting and light hardcoding will be finishing touches, to make sure everything works how it should; if i need it.

anyway, i'm really glad to post my first in-game screen with the actual buttons(yaaay!):



Looks awesome! As for floating islands they would work quite well with unpassable space below, you need DD or Fly Spell to get there or use teleporters. The blocked space below could be used for blocking terrain objects aswell. As for deep sea objects I would use over+underworld layers, on normal sealevel unpassable dark ocean and on the borders of this dark sea patter passable terrain to enter it, for underworld the actual underworld layout but extra water theme to fit in.

Some suggestions of objects still missing:
special landmarks: Statues for example, I really like those forgotten monuments
heros: I really would like a male+female variant of every hero class, male/female barbarian, male/female warlock e.g. maybe easier to do, other faces/skull, minotaur warlocks got their own face compared to human warlocks, elves so more pointed ears, dwarfs a smaller and shrunken body, its not that much more work imho.

Lets hope a lot more of your stuff will get into HotA!

€dit: some more suggestion: Artifacts! A revamped version of HoMM1+2 Artifacts and maybe some new ones would be awesome. Thats what I miss most in HotA new and more artifacts also to please the dumb Seer Huts

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted June 20, 2016 09:45 PM

P4R4D0X0N said:
Lets hope a lot more of your stuff will get into HotA!


I want to +1 that, Fred did so much content for the map editor I can't open any other editor now.
____________

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fred79
fred79


Disgraceful
Undefeatable Hero
posted July 01, 2016 03:13 AM
Edited by fred79 at 23:08, 04 Aug 2016.

P4R4D0X0N said:
Lets hope a lot more of your stuff will get into HotA!


don't know what you mean by this. as far as i know, the HotA team never used anything i have worked on.

as for the artifacts, i have a bunch of artifact graphics i haven't released yet. they'll come out with the next patch release(whenever that will be. i'm still working on finishing up the jungle water patches so that i can continue working on a mainly jungle-based map that i'll be releasing in the future[even if it won't ever be completed]). i have to complete some of the sets, tho, as most of them are set artifacts.

@ galaad: thanks for the kind words. and, i agree on the map objects; that's why i only ever use my own loadout.

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

...it's really annoying when the same formula doesn't work on snowing identical graphics.
-------
...ok. i now have two formulas to make the same set of jungle river water. hopefully, one or the other will work on the rest, and i won't have to tweak each formula for each friggin' def.

once i'm done with that, i can really get moving with that map. i also have 1,001 more carnivorous plant graphics to make for it. that should be fun; i love carnivorous plants.

--------

goddamn it. those two formulas won't work for them all. the fourth def gave me the finger on both of them.

...and i just noticed that the 3rd def's slightly off, as well.
---------
took a much-needed break from the snowed jungle river defs, and have been working on adding more carnivorous plants for the last of the three maps that needs made before i can release them as a set:

as you can see from the plain dirt borders, this chunk of the map was first brought over from another map(where it was an island in my "war in the emerald isle" map), to help get a head start in this map(the other won't be released, as it is not part of the 3 that i'm releasing). the dirt layer goes down first, before i can add green vines, kudzu, and various foliage overtop. the brown under-layer helps provide contrast to the green above-layers, so that the two blend together less.

edit: removed the screen.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted July 17, 2016 10:19 AM

This looks really sampy now, fits nice for fortress while the actual swamp kit fits nice to cove... imho.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 17, 2016 10:32 AM

Wow, this is awesome, I hope someone (Salamndre ) will make an epic map with your mod
____________

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fred79
fred79


Disgraceful
Undefeatable Hero
posted July 17, 2016 03:41 PM
Edited by fred79 at 23:24, 04 Aug 2016.

i don't know about epic, but i have 2 nice maps waiting in the wing(graphically complete, but lacking story tie-ins and events; which i'm waiting until i've finished this last map graphically, to set to work on).


edit: did some necessary editing of this thread.

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