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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 44 pages long: 1 2 3 4 5 ... 10 20 30 ... 40 41 42 43 44 · «PREV / NEXT»
fred79
fred79


Promising
Undefeatable Hero
chewer of expensive shoes
posted April 20, 2013 12:03 PM
Edited by fred79 at 05:05, 09 May 2013.

thanks, sal, but i can't really take credit for it. i got the idea by how someone placed it on a map i was checking out that i had downloaded, forgot the site.
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something else i've been wanting to do, did finally. isolated steel traps from the rogue dwelling:

i'm going to put events on them, then script them to cripple horses, making the player move slower for a bit. i may have to doctor them a bit so they aren't so obvious to the player. of course, i can always have one not seen, so if a player tries to go around the obvious one, they'll get the hidden one. better give these ones a wide berth, just to make sure...

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Bersy
Bersy


Responsible
Supreme Hero
posted April 20, 2013 04:06 PM

Great idea )

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fred79
fred79


Promising
Undefeatable Hero
chewer of expensive shoes
posted April 20, 2013 08:18 PM
Edited by fred79 at 05:05, 09 May 2013.

thanks, bersy. i was also thinking that they could have their horse permanently slowed until they get to something like a stables, but more of a horse doctor-type building. i was thinking about that one of the times i laid down, trying to sleep. no sleep last night, lol.
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ok, the dwarven treasuries are done. i had one last one i was working on, for the sandy version of the sand column mountains, but i can't get it to look right, so i'm gonna skip it. the others:

and finally, something that is not mine at all, it's the hota crew's, i think. i made it from a screen that was posted, from objects that nobody came out with yet. i couldn't wait any longer:

if this makes somebody mad, sorry. i am not known for my patience(i'm not going to claim it as mine, obviously, and it won't be in any future patches of mine).

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 21, 2013 03:34 PM
Edited by Salamandre at 15:44, 21 Apr 2013.

@Macron:

What is sure 100% is that those praising for the usage of only legal acquired things (3Ds, Photoshop, original handmade graphics) finally end in doing absolutely nothing, zero. Which raise the following question: talk or work?
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Macron1
Macron1


Supreme Hero
posted April 21, 2013 03:59 PM
Edited by Macron1 at 16:01, 21 Apr 2013.

Quote:

and finally, something that is not mine at all, it's the hota crew's, i think. i made it from a screen that was posted, from objects that nobody came out with yet. i couldn't wait any longer
if this makes somebody mad, sorry. i am not known for my patience(i'm not going to claim it as mine, obviously, and it won't be in any future patches of mine).


What HotA crew likes the most - is to call modders "stealers".
Created town from available graphics? Stealer.
Added line-up of creatures from some creature pack? Stealer.

Not to mention, that they think, that redrawing Forge units and buildings make them legal copyrighters in result.
And drawing Cove makes them "good quality modders". Through there were ideas and creatures of Harbor (hello 7 level) and Regna pirates mod (Two Islands).

PS Not to mention, that producing exe, that uses and distrupts work of original H3 exe, is illegal in Russia, but it's not stopping them from see "stealers".

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 21, 2013 04:03 PM

Your avatar is illegal, you don't have a copyright for it...
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fred79
fred79


Promising
Undefeatable Hero
chewer of expensive shoes
posted April 22, 2013 04:08 AM
Edited by fred79 at 05:02, 09 May 2013.

so, i think some people on here remember what was supposedly the initial heroes 3 graphics, before they changed it. i worked on the gazebo that was in a screen i saw. i think it still needs a little work, but here it is:
----
rough terrain dragon utopia(i like how it fits both the reddish terrain and the tan terrain):
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doing some research and planning for the level 1 creature for my fear town. going to sketch out each frame for each animation. the colors will be easier to do pixel-wise, but i've got my ideas for what i want, set. at least for the giant leech and giant lamprey. the only thing i haven't absolutely decided on is if the tail-fins on the lamprey will be horizontal(because on land), or vertical, like normal. regardless, it's time to dust off my conceptual drawing skills again. (btw, they are no longer going to have "disease" capabilities. i think it'll make more sense if, say, the giant leech can take hit points from a creature, and the giant lamprey can regenerate it's health and numbers completely with attack, like nosferatu. the leech will be slow, and inch-worm towards it's prey, while the lamprey will move like a snake, and be quicker)

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted April 23, 2013 12:56 PM

Is the link on first post to the latest version of the pack?

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fred79
fred79


Promising
Undefeatable Hero
chewer of expensive shoes
posted April 23, 2013 12:58 PM
Edited by fred79 at 17:40, 23 Apr 2013.

yeah, but the stuff i've been posting recently is not included yet. you can see where i left off on the page before this one.
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ok, this morning i got 3 of my fear town artifacts done: skin of hatred, eye of terror, and necklace of ears. i'm working on the ring of human hair, still not satisfied with it. still looking for the right artifacts for the rest. haven't found an axe that i am satisfied with using as a base, nor the proper helm, or shield.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On to the Other Side
posted April 23, 2013 11:28 PM

I love that Dungeon Utopia, it's a bit dark fits in that terrain...great job over there Fred!
____________
The Lord of Reboots

Part 1 | Part 2.
By Verriker

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fred79
fred79


Promising
Undefeatable Hero
chewer of expensive shoes
posted April 24, 2013 01:17 AM
Edited by fred79 at 14:29, 24 Apr 2013.

thanks, man. glad you like it as much as i do.
----
i somehow forgot about the puzzle i have to make for the fear town. that should be fun.
----
checking out sky islands online, lots of stuff to play with. i also want to make bridges that link islands, and skyships. looks like fun!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 24, 2013 02:33 PM

Careful when making bridges, they must have a minimal size to hide terrain under, or you can't pass.
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fred79
fred79


Promising
Undefeatable Hero
chewer of expensive shoes
posted April 24, 2013 02:37 PM
Edited by fred79 at 01:49, 01 May 2013.

Quote:
Careful when making bridges, they must have a minimal size to hide terrain under, or you can't pass.


that's why i'm going to put them "above terrain". lol, i'm going to cheat with that.
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haven't been modding in awhile, instead been working on finishing up my "migration" map. so, i have a question: i'm running era 1.8. i know that when i tried using era 2.3(or 4, i forget), the maps i had made were somehow unreadable, maybe obsolete. is there any way to copy(or update) a map so that it is readable in the newer era platform? i don't want to lose the ability to update and improve older maps, due to incompatible newer software.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 01, 2013 05:24 AM

I have no idea what you're talking about. Any era version editor reads any map if the graphics are in mods/pac or in H3sprite.lod.
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fred79
fred79


Promising
Undefeatable Hero
chewer of expensive shoes
posted May 01, 2013 02:53 PM
Edited by fred79 at 01:09, 02 May 2013.

i got some kind of error message trying to open the maps i had worked on since vanilla heroes 3, that i modified with wog, and further with era. these maps will open with era 1.8(which is the last version that i modded the maps with), but not with era 2, where i get the error message. i will have to wait to check it again, i will let you know when i am able to try again.
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well, i'm modding again. i'm creating terrain patches from my version of the "forge" terrain, and marshes for the ocean from the swamp terrain. i plan on making something new from all of the terrains. anybody have an idea for something from sand, grass, snow, or underground? i'm not seeing anything i can really do with those, being that they're all lacking texture.
----
wow. i'm digging the saltwater marshes. it is now possible to blend swamp into ocean, flawlessly, without that dumb shore in the way. putting it on open ocean, you can have a nice marsh. in game, the ship/water animation makes it look like it's parting the reeds. very nice effect. they also double nicely as road-coverers for swamp terrain, for that overgrown, less-used roads look. i plan on making these for every terrain, i will use the original, make a negative, and make copies for the other terrains. it'll look neat when i'm done. i have screens, but i can't upload them yet because i'm using an older computer(that has no internet) because i wore out the left clicker on the new computer(only 2 months old ), and it's being fixed.

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Macron1
Macron1


Supreme Hero
posted May 02, 2013 01:28 AM

Quote:

well, i'm modding again. i'm creating terrain patches from my version of the "forge" terrain, and marshes for the ocean from the swamp terrain. i plan on making something new from all of the terrains. anybody have an idea for something from sand, grass, snow, or underground? i'm not seeing anything i can really do with those, being that they're all lacking texture.


I guest the "urban" terrain - land covered with paved stone or some granit/basalt plates or asphalt.

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fred79
fred79


Promising
Undefeatable Hero
chewer of expensive shoes
posted May 02, 2013 01:59 AM
Edited by fred79 at 05:02, 09 May 2013.

i'll see if i can make something like that, tho i'm not sure how well it would fit into the game. might be nice for forge areas, tho.
----
screens of what i've been working on:
marsh blending into water:
on ocean, as saltwater marsh:
as "less-traveled road":

and finally, i made my forge terrain(that i will be making the terrain patches from):

using dirt, rock, cracks, and skeleton from this screen:

i made a base using volcanic terrain with only dirt variation tiles, and played with that until it looked right(less contrast, less color in the terrain, browns to green). when i copied and pasted the stuff i couldn't make on my own from the original forge screen, it blended right in.(i am aware that forge is already out. i haven't installed it yet, because i haven't installed vcmi yet. i'm sure they have even more interesting stuff that i haven't seen. )

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kswdiy
kswdiy


Adventuring Hero
posted May 02, 2013 02:45 PM

Quote:
i'll see if i can make something like that, tho i'm not sure how well it would fit into the game. might be nice for forge areas, tho.




Good! I like it.
Come on!

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fred79
fred79


Promising
Undefeatable Hero
chewer of expensive shoes
posted May 02, 2013 03:37 PM
Edited by fred79 at 19:58, 02 May 2013.

well, i got the forge terrain patches done. snowed if i know how they fit with anything now, tho. maybe i need to make some forge terrain mountains, and other things. is this stuff already made for the forge mod, or did they just concentrate on the town, monsters, and ground?
(edit: looked in the files in the dl, no terrain, no ground stuff)
----
mountains i made for forge stuff, plus glowing, toxic mushrooms:
(update below)
the mushrooms thing was an epiphany moment. seems, if forge is evil, everything around it should be harmful to your health. kind of like the toxic gas i made.

i will make dead, toxic green corpses(from dead creatures), and more toxic stuff. makes sense to me.

(looking at the mountains, i may make a version from the subterranean mountains. not sure i like the rough mountain versions. i never was a fan of the h3 rough mountains, either.)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 02, 2013 07:00 PM

I like very much the marsh and road. You should make some demo map to show potential of patch.
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