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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 ... 58 59 60 61 62 ... 66 · «PREV / NEXT»
fred79
fred79


Disgraceful
Undefeatable Hero
posted August 23, 2021 04:45 PM
Edited by fred79 at 00:42, 24 Aug 2021.

currently prepping the Rally Flag for work. it always bothered me, how it's flag blew opposite the hero flags; and the fact the graphics seemed like they belonged to a different game. when i'm done, i'll post a screen.


done. it took a bit of work, but the end result is nice.




edit: i'm already dissatisfied with the graphic. i'm going to replace the skull and possibly the shield entirely. it's not sitting right with me. i may only end up keeping the flag, after some more work to it.

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VMaiko
VMaiko


Known Hero
posted August 24, 2021 12:59 AM
Edited by VMaiko at 01:03, 24 Aug 2021.

You're working very hard, I really appreciate your work, I'm looking forward to a new version of your objects, my mod is putting it to good use, I just wish RMG knows how to use objects better.

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Nevemor
Nevemor

Tavern Dweller
posted August 24, 2021 01:33 AM

I am also looking forward to the new version to apply the new objects for my future map

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 24, 2021 07:48 AM

glad to hear it. although, the next thing i'll end up releasing will most likely be my campaign. but, that will contain the files with all the most up-to-date object work.



also, i put the rally flag off for now. instead, i fixed a handful of other things, including the spider dwelling. lastly, another day, another chunk closer to fleshing out Nighon's surface.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 25, 2021 03:49 PM

someone, i forget who or in what h3 thread, stated they didn't like maps with cramped passability. well, they certainly wouldn't like my first campaign map(which i'm nearly done with the meat of the surface; you can see what i have left to do):





claustrophobia is a small price to pay for immersion. what's funnier(at least to me), is that the underground of Nighon is almost worse.

as well, it suits that the surface reflects the underground. the Nighonians would want it that way.

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gnollking
gnollking


Supreme Hero
posted August 25, 2021 04:18 PM
Edited by gnollking at 16:18, 25 Aug 2021.

I love cramped maps, but I like to have lots of nooks and crannies and spaces for heroes to pass over, while still enabling almost any point to become a choke point to block an enemy. Also makes the map feel more alive, maps with huge empty spaces and 5-tile wide paths (or more) feel soulless and rushed.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 25, 2021 04:38 PM

noted. i'll make sure to leave little nooks and crannies here and there.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 26, 2021 03:07 AM
Edited by fred79 at 05:52, 26 Aug 2021.

worked on and added a new mountain, and fixed the HotA rocks to match the existing grass mountains; as well as another couple pieces of the map.

edit: after trying to get some sleep i got back up and worked on more of the map(improving a couple graphics as needed). i have to say, this is the most natural-looking map i've seen or made; in my opinion it's just as immersive as my Fear faction object work. when i'm done with it i'll really be setting the bar for myself to keep up to, and surpass. which means the other two campaign maps will have to be brought up to par to be able to compete. i have oodles of new stuff to use for different terrains, and i may have to reinvent the other two maps entirely; even place them in actual locations on Antagarich(as i have with this map).

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 27, 2021 02:22 AM
Edited by fred79 at 03:55, 27 Aug 2021.

i've decided the 2nd two campaign maps will take place on Deyja and Eeofol, respectively. they will be created using the actual canon map layout, with the "import image" feature. they'll primarily be surface-level maps, with a few caves(underground areas). i've got the images made now, but i'll need to screenshot the editor in order to get the colors correct so the transition is smoother.

this way, the campaign'll stay true to form, like the Nighon map.

edit: the 2 maps are made. just terrain, for now.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 09, 2021 08:03 AM

i took one of the xl maps that i was going to use for the campaign(the 2nd one), and made it it's own map(i call it "Domination"). i rewrote everything, tweaked the hell out of it to fit the storyline(and am still tweaking it), and have been playtesting it during my 30-day ban, since galaad wanted to be... well, galaad. at the 15-day mark i sent him an hcm letting him know i had a map i wanted to release and that i needed playtesters, but he ignored it. and like i told him, if i didn't get playtesters soon, it wouldn't be able to be released, because now things are finally laid out for college(i've been working for months and spending hundreds of dollars remodeling a room so it would be suitable for college, and get my prereq's all sorted out, all while working on hundreds/thousands of graphics, the campaign, my lod, and now a solo map), and all i have to do now is sign up. and, once i'm in college, there will be no time to release jack diddley.

but, if i can get people to expediate the process in the next two weeks, i should be able to release the map. what i need are:

1. someone(s) to rewrite the erm scripts i have in-game so that this map can be released under era 3(i still run era 1.8), and

2. playtesters who can keep things under wraps until the map is released.

atm, this is the best solo map i've made, and the only one i find suitable to be released currently under my name.

i've had a handful of issues with the original wog scripts crashing this map; i've had to hunt down the offending scripts and remove them(ending in me not being able to use mithril at all, having to ban secondary skills enhancement, and two chunks from script 1), odd issues with creature sounds that didn't replicate, and not being able to use creatures 136 and 137 as wandering monsters AT ALL, because they wouldn't show up for any battle(but just leave a blank space and give an instant win).

not being able to use creatures 136 and 137 as wandering monsters was a definite pain in the ass, because in my lod, they're both pirates; and Regna was written into the storyline, which i then had to neuter after the fact during playtesting.


so, there it all is. this will be the last thing i can release for 3 years, if i'm able to. it's up to ya'll if this gets released or not. i imagine it will be thoroughly enjoyed upon error-free release.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 09, 2021 11:48 AM

Quote:
a small price to pay for immersion


Well... Thanos quoting aside, I think you can make objects transparent to passability and keep immersion.

It always bothered to me how H3 gets passability blocked by grass and flower fields. "Oh no, my horse cannot step on flowers, they are allergic!"

At least H4 ended that nonsense...
____________
Never changing = never improving

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 09, 2021 04:32 PM

...what?

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 09, 2021 08:49 PM

this



vs this


____________
Never changing = never improving

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 09, 2021 09:48 PM

only meanies step on flowers. you're not a meanie, are you?

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 10, 2021 10:29 PM
Edited by fred79 at 05:54, 12 Oct 2021.

i guess people aren't interested. no skin off my teeth; i have the map.

aaaaaaand i'm still running into issues that i cannot fix, regardless. i'm close to just giving the snow up. this snow is ridiculous.

so, the current issue is an issue that makes no sense: the player flags for tan, teal, and black are screwed, and i haven't the slightest why:





so, i quadruple-checked everything in h3bitmap.lod and h3sprite.lod; even redid the frames for both the pcx's in h3bitmap and the defs in h3sprite.lod. and somehow, tan's pcx flag is teal, teal's pcx flag is black, and black's pcx flag is PINK, despite the fact pink was REPLACED BY BLACK. and, i double-checked all of this in both the game AND the player palette.

what the snow GIVES?

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted October 12, 2021 07:21 AM

NimoStar said:
this



vs this




You need a WoG. You can walk at flowers, mounds, ghost towns or mountains, if you want also you can do Learning Stones, towns or example of Artifacts are decorative objects or flowers, rocks, mountains are enters by mapeditor, so you can also edit a SoD and send to maps4heroes, they ask you how you managed them.

@fred


____________
Fight MWMs - stand teach

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 13, 2021 03:12 AM
Edited by fred79 at 03:49, 13 Oct 2021.

what a hot snowing mess. now ghosts don't show up for battle either, and i'm getting a directdraw crash in a fight with ghost behemoths vs rocs. the laundry list of problems with this bullsnow just keeps getting longer, and nobody here apparently wants to help with that.

you guys snow about people not releasing stuff constantly, but when it comes to someone needing assistance in order to actually release something, they get ignored. even if you have a personal problem with ME, it's asinine to neglect my CONTRIBUTIONS because of that.


edit: i isolated the "creatures not showing up for battle" issue(136, 137, 159); it has to do with random creature generated numbers. manually adding a number removes this problem, but that excludes random number generating for wandering creatures. where might one find the txt file(i assume), to fix this?

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fanofheroes
fanofheroes


Famous Hero
posted October 13, 2021 05:16 AM
Edited by fanofheroes at 05:24, 13 Oct 2021.

Hi Fred,


I don't know if I can be much help (your skills surpass mine), but I know the player flags are from CREST58.def.  I've encountered messed up colours when I made the HD interface too.

What are the 'bit depth' for the flags giving you trouble in the CREST58.def? Are they higher than 8?  If they are, they need to be lowered.  To find out, extract in a folder for deftool CREST58.def, and right click the .bmp, hit 'properties', and then the 'details' tab.  On my tab it is the 4th listing from the top that reads 'bit depth'.  I know when I made my mod, if the graphics were higher in the bit depth, they wouldn't show properly in my mod either.  

Only if you're adding creatures: I also remember having issues with creature defs not appearing.  I collected a bunch of creature defs for TUM to add for my own LOTR mod, and I noticed some creatures appeared either blank, tiny in scale, messed up colours or who knows what.  To fix them, I made sure they were all the same size defs in their animation (for some reason, some artists had them in different sizes), the transparent colour had to be the same hue.  Believe it or not, that cyan blue background had subtle colour differences, thus messing up the transparency.  So I had to clear out all the backgrounds, and then go back in and refill it universally.  Also, each def had to be 8-bit like I described with the Crests/flags.  

[img][/img]

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 13, 2021 07:41 AM

fanofheroes, thank you. for some inexplicable reason i never had that def collected with the others. i've changed out player colors before, but never noticed that def until you pointed it out. as for the creature defs, the three in question are 2 of HotA's pirates, and the latest ghost released in another mod i forget the name of atm. i'll rebuild the defs and see if that fixes the issue.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 13, 2021 07:45 AM
Edited by NimoStar at 07:45, 13 Oct 2021.

Quote:
You need a WoG. You can walk at flowers, mounds, ghost towns or mountains, if you want also you can do Learning Stones, towns or example of Artifacts are decorative objects or flowers, rocks, mountains are enters by mapeditor, so you can also edit a SoD and send to maps4heroes, they ask you how you managed them.


I know, I did that years ago with wog map editor object editor and it corrupted my map and made it unplayable and unopenable

yay :v
____________
Never changing = never improving

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