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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 53 pages long: 1 10 20 30 40 ... 45 46 47 48 49 ... 50 53 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 01, 2017 06:41 AM

No need to be too picky about, passability in that image is rather obvious. To reach observatory you need to walk along the watering hole then you can attack the army at north. Using small 1x1 craters under the special terrain allows very precise passability. I would however move that pandora in a more flat location.

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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted November 01, 2017 06:56 AM

that's the area i'm referring to. the rolling terrain would be an issue for a hero; it would detract from the immersion, imo. don't get me wrong, i think the screens and map work is great; i just see issues when moving around on a map like that. for instance, one of the things i'll be making for the planeswalker(space) terrain, is an asteroid belt "road", so that the hero can move through(over) open space without looking like they are riding a horse through space.

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DoC_Sumann
DoC_Sumann


Hired Hero
posted November 01, 2017 07:01 AM
Edited by DoC_Sumann at 07:03, 01 Nov 2017.

fred79 said:
i don't think you're referring to the same image i am. this is the one i mean:



if you DO mean this image, could you show me the passability for that image, from the map editor?


here it is.



on that particular landscape, only that bunch of inferno heroes are given in light perspective shortening.
I think that doesn't ruin the overall balance of picure.

Regarding Pandora, yes it should be relocated somewhere else, but that scene is not 100% finished.
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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted November 01, 2017 07:09 AM

i gotcha. i think, if you used some picture editing program, you could manipulate those rolling hills so that you can input their own passability in zeobjts.txt(or whatever text file you use for passability). i mean, spots specifically made where a 32x32 box is passable without any visual issues for a moving hero. terrain patches like that shouldn't be hard to manipulate to specifics; blending the details into one another for continuity would be easy. you could space those hills so that the flat areas specifically fall on a passable 32x32 square.

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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted January 28, 2018 04:59 AM bonus applied by Maurice on 29 Jan 2018.
Edited by fred79 at 11:37, 17 Apr 2018.

some things i've worked on, that'll be in the 1.3 release:

1. one project of mine are homes for different factions. atm, i only have the fortress homes made(being that they're one of the only factions without homes in their townscreen, i made these using the first aid blacksmith as a model):



2. i worked on all of the stalagmites, fixing various graphical errors(i've yet to make water versions), as well as replacing the rock terrain. i also replaced all of the subterranean plant/stalagmite defs with pure stalagmites; i'll be adding my own underground plant life. i also added 8 sets of terrain patches(7 sets of which i still have to cut out).

3. as part of my ongoing project to improve the original homm3 terrain patches, i animated the lucid pools(i also recently redid the magic plains, but i haven't created a gif for that yet). i know ghost in particular will like them, being that he likes to use the lucid pools to cover the ocean in his maps.

4. i never liked any of the original roads(or even my roads), on the snow terrain; they always looked out of place. so i decided to make a road specifically for snow; which is pretty much just a horse trail through snow. i'm currently using it to replace my gravel road:


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FfuzzyLogik
FfuzzyLogik


Known Hero
posted January 29, 2018 05:36 PM
Edited by FfuzzyLogik at 17:38, 29 Jan 2018.

Hello Fred,
I really like the kind of sand on posts but I fear it goes well with other things you can put on.
Just a detail on water, it stops a bit "fast" I mean no border with things around. Usually you got some plants are a bit different at border and not "immediately" other things.
The kind of "gnoll hut" are nice on swamp ! I like to the kind of yellow shrooms.
The snow road is fun and good looking to my eyes.
Nice work.
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted January 29, 2018 07:50 PM

FfuzzyLogik said:
I really like the kind of sand on posts but I fear it goes well with other things you can put on.


that's not sand, it's rock. all of the underground patches are rock. but they can work on other terrains, you're right about that. the cursed grounds that i made specifically for the underground, work on rough terrain too. and i'm sure others will as well.

FfuzzyLogik said:
Just a detail on water, it stops a bit "fast" I mean no border with things around. Usually you got some plants are a bit different at border and not "immediately" other things.


not sure what you mean by this. if you mean the edges of the lucid pool defs themselves, then that's standard. we don't have optimal image transparency support, yet. once we do, we can blur the edges of things so that they blend, instead of having the cookie-cutter appearance we have now.

FfuzzyLogik said:
The kind of "gnoll hut" are nice on swamp ! I like to the kind of yellow shrooms.
The snow road is fun and good looking to my eyes.
Nice work.


thanks. i could make a road like that for the sand terrain, too. it wouldn't be all that difficult; it would just take a while.

speaking of sand, i'm working on animated quicksand patches, as well. once i get the animation to loop properly, i'll be able to post progress on that.

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted January 29, 2018 08:45 PM

Yes that was what I'd like to talk about.

You can notice near lakes there is a "border". Water isn't directly the end of the picture. In some cases, it may not be fun because something "subterran" has a subterran border (so hard to place somewhere else if you want) but this helps to make the lake going better with things around.
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted January 29, 2018 08:48 PM

you can't stack lucid pool defs if they have decorations around their borders. that's what lakes are for. unless i'm misunderstanding you?

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planetavril
planetavril


Adventuring Hero
posted January 30, 2018 08:50 AM
Edited by planetavril at 09:09, 30 Jan 2018.

Fred 79,I like your changes to the snowy ground

where you can download your mod fred's objects updated?

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planetavril
planetavril


Adventuring Hero
posted January 30, 2018 08:55 AM

when will the map or maps be released?

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 30, 2018 01:58 PM

Wonderful work as usual fred. I may have a request, about 'static' trees, if they could be animated that would be fantastic.
____________
He JVC taught us how to use skeletons. -Ghost

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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted January 30, 2018 07:27 PM
Edited by fred79 at 19:34, 30 Jan 2018.

Galaad said:
Wonderful work as usual fred. I may have a request, about 'static' trees, if they could be animated that would be fantastic.


thanks. sadly, i don't have any programs that could animate them properly(not in the improved way, anyway. i certainly don't want the original wog way, since that was ugly; and i'm not a fan of turning something that's aesthetically pleasing into... pixel gruel). i gave up on that idea a couple years ago, tbh. especially being that even with the best animated trees i've seen for heroes, they also animate the trunks. that wouldn't work well with my trees, since the trunks on the trees i use are definitely larger. it would look heinous.



also, any release for 1.3 would be a ways off. i still have a lot to do before an update would be released. i wasn't initially going to post anything here until a release date was closer to reality, but i get antsy not displaying my ongoing work for actual feedback. and posting at d.a. is like posting to myspace; the place is a ghost town for modders like me. most of the people who mod stuff here, who also have accounts there, haven't updated any of their works in so long that i feel i'm the only one actually active there. and most of the people who i get feedback from at d.a., don't really care what the work's being done FOR.

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted January 30, 2018 08:56 PM
Edited by FfuzzyLogik at 20:57, 30 Jan 2018.

I thing the construction of this forum makes it not easy to find what is done and contribute... I mean in 453578 posts (may they be old or not) in many pages, hard to see fast what's done...
I've made some graphical attempts but few... I was working more on artifacts, spells, some buildings and edit few creatures. Not enough to really make a great data to share... If you want them to add to your work, they're yours.
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FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted January 30, 2018 09:39 PM

appreciate the offer, but i only put out stuff i've worked on myself.

since you're not the only person who has offered this though, i think anyone wanting to compile a community-made patch should get together and make it happen.

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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted January 30, 2018 09:42 PM

planetavril said:
when will the map or maps be released?


sorry, i somehow skipped this. i have 3 maps ongoing, all part of a campaign. i still have some bulk building work to do on two of them, and i need to fine-tune all 3 before writing the stories and fleshing out the events and whatnot. this'll all be after the next patch release; which is a ways off. i don't expect to be done with the maps by this year. and i still have to get off my ass and go to college.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 31, 2018 11:57 PM

Eh? I think wog trees animation is OK...
Yeah only the leaves would be good.
____________
He JVC taught us how to use skeletons. -Ghost

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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted February 01, 2018 05:32 AM

Not a fan of the original animated wog trees, no sir. Somebody else did a better job, where the animation looked really good. Only problem was, the trunks moved like the leaves did. Besides, dude... Do you know how many trees I'd have to animate? I'm STILL adding more, ffs. And always replacing with better graphics. I'm as busy as... Well... C.o.c. and all...

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Humanoid
Humanoid


Bad-mannered
Known Hero
Rest in Peace Juvia (48-499)
posted February 06, 2018 09:33 AM

Wow!
Your works are beautiful! I really want to know what and how you use. Are you using PhotoShop or some other kind of program?
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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted February 06, 2018 10:52 AM

thanks. i use an old version of photoshop.

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