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fred79

      
Disgraceful
Undefeatable Hero
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posted February 07, 2018 12:12 PM |
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Edited by fred79 at 11:28, 17 Apr 2018.
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if you're anything like me and you like to replace graphics that sometimes won't have the same passability afterward, it's nice to have an improved DEFAULT.def in order to find exactly where you need to place your graphic fixes in any of your existing maps(since the original DEFAULT.def can be lost underneath layers, mountains, or other graphics, and can be hard to spot regardless in a solidly decorated map such as mine). these defs really come in handy, and will be in the 1.3 release(an older version exists in 1.2, in case you're wondering, but it doesn't function as good as the new one does).
really only useful to modders/mapmakers, but whatever. the 1.2 version is only black, red, and blue(and the entire def isn't clickable, which can be a hassle sometimes. the 1.3 version is entirely clickable except for the upper left cyan pixel, and the 4 green pixels[the green box, in this slightly older version).
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i replaced/fixed/added 22 new trees from millidor, and i have more waiting in the wings if i need them. now, to work them into the existing clusters. i'll most likely make another set of trees, since my deciduous/coniferous set is being replaced with a purely deciduous set.
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markkur

    
     
Honorable
Legendary Hero
Once upon a time
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posted February 08, 2018 04:59 PM |
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Fine work Fred.
The Ice...impacting to me. Your colors work well. The break that was mentioned earlier looks like the difference between shallow & deep. I appreciate the color of the shore-ice very much.
For what that's worth.
Keep making it great. Cheers
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fred79

      
Disgraceful
Undefeatable Hero
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posted February 08, 2018 10:46 PM |
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Edited by fred79 at 11:30, 17 Apr 2018.
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thanks.
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a new forest set, using millidor trees(recolored, since their tree palette is more on the yellower side. also debuts my own leprechaun dwelling that i made the day the hota team let everyone know they'd be coming out with a leprechaun ).
(screen removed, since i didn't have a backup after the postimages crash. the leprechaun dwelling was old work anyway, since i worked on it again)
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markkur

    
     
Honorable
Legendary Hero
Once upon a time
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posted February 11, 2018 11:58 PM |
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Those trees do look awesome. Great work
Forgive me for not looking but does your effort work in H3 Complete?
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted February 12, 2018 12:16 AM |
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What you call complete? The Era is Heroes complete + mods support, which means you get the original game + fred's patch ONLY, if you wish. But to install it without Era platform, no (at least not without doing tons of boring manipulations which will certainly screw your vanilla)
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fred79

      
Disgraceful
Undefeatable Hero
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posted February 12, 2018 01:52 AM |
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thanks, markkur. and sal's right. in order to use the patch, you have to have era installed. you can install it over homm3 complete tho; that's what i have myself. just be sure to specify your game directory when adding it. i'm not sure, but it might be a different path based on different versions of era(i use an older version for easier access to the .lod file, which is where i add objects and whatnot). i can't remember atm.
also, make a backup of your original homm3 complete folder, so that if anything goes wrong, you'll won't have to re-install the game via the disc or whatever. not that anything will go wrong, but just as a precaution.
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markkur

    
     
Honorable
Legendary Hero
Once upon a time
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posted February 12, 2018 03:21 PM |
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Thanks gentlemen
I meant the 1st Complete...the H3 Collectors-Edition-Disc.
NRN
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fred79

      
Disgraceful
Undefeatable Hero
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posted February 12, 2018 03:25 PM |
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Edited by fred79 at 00:39, 03 Mar 2018.
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the same rules apply, as far as i know.
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i have 48 defs done for the asterod belt road. i have 32 left to do to complete it. once it's done, i'll post a screen.
edit: damn. ran into an issue with the original horizontal road template during visual testing: the hero isn't standing on the road.
the vertical and diagonal road tiles work just fine visually(the hero connects with the road), but i'll have to tweak the horizontal tile templates. which means, that the "T" junctions will have to be reworked. and more than that, fixing this error is going to throw the connecting point for all tiles to horizontal road sections off.
it's clear, that what i'm going to have to do, is widen and reset the road templates through trial and error now. 
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fiorin

  
   
Promising
Famous Hero
☠️
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posted February 23, 2018 01:49 AM |
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Downloaded the pack from first page, but cant make work.
Another thing, theres any way to open '.pac' file to see whats inside ? I like the elements, but dont need all them
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fred79

      
Disgraceful
Undefeatable Hero
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posted February 26, 2018 12:29 PM |
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what do you mean, you can't make it work?
mmarchive, in the era tools folder, is what you need to open the .pac. i think i already answered this in your "ruins" thread, but correct me if i'm wrong. are you still having problems?
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fiorin

  
   
Promising
Famous Hero
☠️
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posted February 27, 2018 05:17 AM |
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fred79 said: what do you mean, you can't make it work?
mmarchive, in the era tools folder, is what you need to open the .pac. i think i already answered this in your "ruins" thread, but correct me if i'm wrong. are you still having problems?
Im not. Used mmarchive and worked fine
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fred79

      
Disgraceful
Undefeatable Hero
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posted February 27, 2018 09:33 AM |
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted February 27, 2018 10:38 AM |
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The last screen is mesmerizing.
it lacks guns tho.
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fred79

      
Disgraceful
Undefeatable Hero
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posted February 27, 2018 12:34 PM |
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i still haven't attempted to fix the asteroid belt road yet. i've been busy with various other things, and i'm really not looking forward to the task.
thanks for the kind words.
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fred79

      
Disgraceful
Undefeatable Hero
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posted March 01, 2018 08:55 PM |
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Edited by fred79 at 20:57, 01 Mar 2018.
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i started working on new road templates for the asteroid belt road. i can drop the horizontal lines down just fine, but matching them up with the existing diagonals that already work(if not needing a bit of widening, after taking some in-game screenshots) is going to be a chore. the end product HAS to have a natural flow(and it would make sense that every direction is all the same thickness, more or less), otherwise it'll look ugly as all get-out.
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master_learn

 
     
Legendary Hero
walking to the library
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posted March 01, 2018 10:37 PM |
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I see on the first page that you started your project 5 years ago.
Great to see your long term dedication,fred!
____________
"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre
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fred79

      
Disgraceful
Undefeatable Hero
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posted March 01, 2018 11:48 PM |
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Edited by fred79 at 11:32, 17 Apr 2018.
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it was actually 6 years ago, but thanks. i hadn't realized myself how long i'd been at it. time flies when you're having fun. 
on a related note, does anyone have the grass terrain replacements that i used in my first patch? because i want to try to fix the original grass terrain patches i first released. someone here had released a grass texture replacement(i think, by itself?), and i can't find it in any of my files; because i don't have my very first patch anymore.
edit: i scanned a ton of earlier threads here in the h3 subforum, and still nothing. 
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as for the planeswalker road, i'm working the templates up, and everything is going smoothly so far. it's apparent i'll have to widen the vertical roads somewhat so there isn't so much of a thickness difference, but aside from that, everything is going much easier than i thought it would. i'm not even having to run the trial-and-error phase because i'm putting all the templates on one big frame, and fitting them together like puzzle pieces beforehand to see that they all match up. much easier. 
edit: i've been attempting to line up 32x32 defs for this road, when what i should have been doing, is making 64x32 defs, so that everything sits how it should with the hero(since this isn't going to be used as a traditional road def, i don't need to use 32x32 frames anyway). initially with the new 32x32 templates, i was unable to use the diagonal pieces because they didn't line up. but that should be fixed by using 64x32 piece templates. i wasn't liking how the hooves of the hero are standing on the very edge of the road with my latest templates; it'd make more sense to move the road down so that the hero is exactly on the middle of the road(how a rider would normally be placed). which means, that i'll have to start over with the templates.
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finally, the asteroid belt road is done:


i know it's lacking diagonals(they won't work right without throwing everything else off, regardless of what i do), but what do ya'll think? as you can see, the hero makes more visually accurate contact with the road, now.
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pumma

 

Hired Hero
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posted March 03, 2018 06:48 PM |
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fred79 said: on a related note, does anyone have the grass terrain replacements that i used in my first patch? because i want to try to fix the original grass terrain patches i first released. someone here had released a grass texture replacement(i think, by itself?), and i can't find it in any of my files; because i don't have my very first patch anymore.
edit: i scanned a ton of earlier threads here in the h3 subforum, and still nothing. 
Do you mean this file FREDOBJ 1.0.exe. It is about 35,4 MB. If you are looking for this file, I have it. If you need it, just let me know and we will find way how I could send it to you.
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fred79

      
Disgraceful
Undefeatable Hero
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posted March 05, 2018 12:52 AM |
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Edited by fred79 at 11:33, 17 Apr 2018.
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somehow missed your post. no, that's the slightly newer one(i found that one). after checking the size you posted, and running a scan for all the fredobj's in my possession, i was able to actually find the defs i was looking for.
thanks for you help, pumma. 
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as for what i'm doing atm, i'm currently cutting out uncut terrain patches. i got two sets done for the grass/swamp, and 2 sets done for the subterranean group.
i'm currently also on a treasure kick, so i've gathered treasure chest and gold/jeweled treasure graphics, and am working on those, as well.
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fred79

      
Disgraceful
Undefeatable Hero
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posted March 06, 2018 03:01 PM |
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Edited by fred79 at 11:34, 17 Apr 2018.
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the underworld's coming along nicely. still waiting on somebody to upload a homm3 hd dungeon townscreen so i can make more dungeon homes, but here's what i have so far(nevermind the inner-tube ducks; sometimes the troglodytes need to kick back and have fun. ):

edit: did some more work on the dungeon homes. they should be done now.
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