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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 40 50 ... 55 56 57 58 59 ... 60 66 · «PREV / NEXT»
fred79
fred79


Disgraceful
Undefeatable Hero
posted May 27, 2021 11:12 AM

currently working on the subterranean ground texture lineup. i have a lot of cutting still to do, and more textures to add on top of that, but at the moment i'll post a screen of the latest dry texture(preliminary tests show that an altered version of this texture will work well with the rough terrain). i have wet cave textures and graphics i still need to cut and add, too. once i've added them, i'll post another screen.


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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted May 27, 2021 12:58 PM

What are the kinda ethereal objects that look a bit like shrooms? I really like that.
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VMaiko
VMaiko


Known Hero
posted May 27, 2021 05:06 PM

Galaad said:
What are the kinda ethereal objects that look a bit like shrooms? I really like that.


I think they are like Dungeon's Seer's Hut, but they are a better made variant than the original, you could also consider an empty object and imply that they are like houses of underground inhabitants or Dungeon.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 27, 2021 06:48 PM

those are Dungeon homes. you can see them in their townscreen. one of the things on my to-do list were faction homes for the adventure map. it took me a while to realize they're not actually mushrooms(or at least, have been repurposed from them), and their walls aren't solid; but netting of some kind. the blue lights are from within the homes. the beams around their circumference hold the roofs up.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted June 04, 2021 09:29 PM

Good that you are still working on this.
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Never changing = never improving

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Ancientdruids
Ancientdruids


Famous Hero
(Andruids for short)
posted June 05, 2021 01:08 AM
Edited by Ancientdruids at 04:59, 05 Jun 2021.

fred said:
not sure where else to put this, but i wanted to share the screen anyway.

It's always a treat to see showcases of your work, never hesitate sharing them ^^

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fred79
fred79


Disgraceful
Undefeatable Hero
posted June 05, 2021 01:11 AM

cool. thanks.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted June 08, 2021 07:30 AM
Edited by fred79 at 21:25, 11 Jun 2021.

another showcase. invaders of Nighon:


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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted June 08, 2021 08:27 AM

Suddently I have the urge to swim in the lake.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted June 08, 2021 09:41 AM

noticed the ladies of the lakes, did ya?

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planetavril
planetavril


Famous Hero
posted June 08, 2021 03:34 PM


the lakes the beautiful ones

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fred79
fred79


Disgraceful
Undefeatable Hero
posted June 08, 2021 03:42 PM
Edited by fred79 at 06:52, 30 Jul 2021.

after some intense scrutiny(), i realized i will have to darken them a bit so they don't stand out so much. they don't have this effect on the open ocean as mermaids; i wouldn't have thought it'd make that much difference on "land". but they stick out like a sore thumb. that's... a lot of frames i'll have to fix.


edit: updated the Nighon screen with the 16 bushes i've been working on for grass.


also, another screen of Nighon:




edit: updated with latest work. (x2)

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Ancientdruids
Ancientdruids


Famous Hero
(Andruids for short)
posted June 11, 2021 06:11 PM

Looks quiet and kinda grim. The creeping asmosphere of 'inna woods' stories is definitely there. I'd loose a bit of saturation on those bushes though.


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fred79
fred79


Disgraceful
Undefeatable Hero
posted June 11, 2021 06:27 PM
Edited by fred79 at 21:29, 11 Jun 2021.

yeah, i've been working with barely any sleep, and can't seem to get the bushes just right(been haggling with sharpness/brightness/contrast/fine details mainly). i'll see if less saturation makes them look better.




edit: updated them and the screenshots(the new tropical foliage around the lake in the first screen is par for the course, as it usually belongs in a jungle. thought it fitting to leave things a little more colorful around those saucy minxes, which i still have to fix). i went with sat -20, and -35 for one cyan-colored bush because it was being ornery. thanks, andr.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted June 18, 2021 02:34 PM

dead swamp(from the 2nd map in the campaign).


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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted June 19, 2021 09:10 AM
Edited by NimoStar at 09:11, 19 Jun 2021.

Ancientdruids said:
Looks quiet and kinda grim. The creeping asmosphere of 'inna woods' stories is definitely there. I'd loose a bit of saturation on those bushes though.




Personally I like the saturated version more here. And I have desaturated the entirety of H4 with my config  by about 13% so I think I know about that
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Never changing = never improving

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fred79
fred79


Disgraceful
Undefeatable Hero
posted June 19, 2021 10:27 AM

i added 10 more bushes before bed, bringing the total up to 29. i still have a lot more waiting in the wings, but most would require more work than previous to get them in; and there are other things i could be focusing on. once again, i'm making defs as needed while i work on a map. Nighon is so unlike what i'm used to working with, it requires mostly things i haven't added yet; and many require entirely new graphics that i have to build. for instance, the subterranean dragon utopia i had built previously just isn't up to snuff, and i have to go in almost a completely other direction to build one that will be. then there's all the other typical objects that don't look as if they belong underground, which are yet to be built once i have a better gist of what they would look like.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted June 20, 2021 01:19 PM
Edited by fred79 at 05:46, 21 Jun 2021.

after finding a couple terrain patches make for an excellent raw wilderness groundcape, i'm currently working on logs to help flesh the terrain out.

i have 24+ logs so far prepped and ready to add/fine tune, with more waiting in the wings if i need them. i started with the best driftwood defs i had(tweaked and fine-tuned pixelwise to place on grass instead of sand), and then preworked 14 new logs(all of the same type). i'll add more if things get monotonous.

current work:


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fred79
fred79


Disgraceful
Undefeatable Hero
posted June 24, 2021 05:54 PM
Edited by fred79 at 20:38, 01 Jul 2021.

currently working on odds and ends. prepping some stuff, replacing others, and working on the Nighon map all the while. just finished replacing a lesser bush graphic with the same kind of fern as the other two i found on my Endless Drive of Graphics, and also adding two new caskets for use as warrior's tombs underground and for the dirt(undead) terrain. i have yet to make ocean versions of them, which is what i originally got the graphics for, so that there will be a warrior's tomb for water. also compiling more graphics for the subterranean terrain. i added two sets of new mushrooms for underground last night(since they didn't mesh well with the wild terrain, which i had originally made them for). finally, i added more(and new) coniferous trees to help flesh out the wild areas.

edit: fixed a couple defs, replaced 2 ooooold homm2 log graphics with new ones, doing waterfall prep work, and still working on the 1st campaign map. i will be tapering off here for awhile, since i have an irl room to finish and get my college stuff ironed out.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted July 07, 2021 03:16 AM
Edited by fred79 at 06:53, 30 Jul 2021.

still working on various odds and ends, and fleshing out the 1st campaign map. tweaked a group of similar logs, so they look much better. working on adding more decorations for the volcanic terrain as well, despite them not being a priority. replaced an old HotA rock they never released except in screens with a much better version.

i have a feeling that once i add all the new stuff that i'm adding for the first campaign map, i'll be updating the other two, as well. the strive for perfection never sleeps.

also, a screen to debut the new grass terrain i added that helps transition the wild terrain(which i will still be tweaking to better match the grass) to the standard:



(as you can see, i've started placing the Bone Totem sporadically in appropriate places throughout the map. for this area, i started with the terrain, mountains, lakes, and trees. after placing the Bone Totem, i worked outward to reflect the influence it has on it's surroundings. it's not an obvious effect, but very subtle)

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