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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 ... 7 8 9 10 11 ... 20 30 40 50 60 66 · «PREV / NEXT»
fred79
fred79


Disgraceful
Undefeatable Hero
posted August 01, 2013 09:15 AM
Edited by fred79 at 09:39, 01 Aug 2013.

i've already figured that part out, sal. all you have to do is make the object you place to be checked as "a part of ground", then you have to fix the passability(make every square of the def that has the object in it, red, in the passability editor), so that your hero cannot walk over top of the unused squares of the def, and ruin the visual effect. then you just have to layer your objects on the map right, so that they sit as they are supposed to visually, and do not overlap wrong. i figured this out when i was trying to figure out why the clouds i had made hovering over things, weren't throwing their shadow on "above ground" objects.

i already tried the non-erm version of what you said, and the whole reason i created the shadows was to get rid of the squared-off effect from recoloring the subterranean and rock terrain defs. once i realized that wouldn't work visually(because it exposed the passability squares in-game), i made the shadows, which do work, and blend much better.

---
case in point, all of these objects for an underground island have been selected as "part of ground", then layered correctly. i leave the creatures exposed, as the hero and the ship will be exposed as well, and i don't think it looks too bad at all, as the creatures will be in darkness anyway until they are "discovered":


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master_learn
master_learn


Legendary Hero
walking to the library
posted August 02, 2013 10:02 AM

Won't it be more fun if the creatures are darkened as well?
For example the hero travels through the ground and he bumps into a monster he didn't see because of such darkness around him.
As if the monster is chameleon.
Not an event,which brings monsters with ERM,but the monster colour,that is not recognizable at first sight.
I don't know if possible,but you can try.

Example-blue colour monsters at sea,orange-red colour monsters on lava,white colour monsters on snow...
____________
"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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Macron1
Macron1


Supreme Hero
posted August 02, 2013 10:14 AM

master_learn said:
Won't it be more fun if the creatures are darkened as well?
For example the hero travels through the ground and he bumps into a monster he didn't see because of such darkness around him.
As if the monster is chameleon.
Not an event,which brings monsters with ERM,but the monster colour,that is not recognizable at first sight.
I don't know if possible,but you can try.

Example-blue colour monsters at sea,orange-red colour monsters on lava,white colour monsters on snow...


You propose to redraw 200 creatures map animations?

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master_learn
master_learn


Legendary Hero
walking to the library
posted August 02, 2013 10:18 AM

Macron,that is where my lack of experience is revealed by you.
The animations...
I suppose to not be seen much darkness is required apart from the appropriate terrain.
____________
"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 02, 2013 10:20 AM

Yep this is the main problem. Fred changed the luminosity of some map objects, renamed them then placed via editor. But they are not interactive with the player, just map decorations. If you want to do same with interactive objects as monsters or dwellings, you will run in technical insuppressible problems, as the game does not recognize interactivity with unknown defs, unless you script each one.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 02, 2013 02:49 PM

lol, sal, what are you on about, man? all i did was make the objects a "part of the ground", in the advanced properties(which is available to any modder). they all work fine in-game, i tested it.

and, ml, you can make the creatures shaded too, it makes no difference, just make them a part of the ground, like everything else. when that happens, they are just caught under the shadow, which is set "above ground". the only difference, visually, is that they are just as dark as their surroundings.

but, you gave me an idea. maybe, i can make "invisible" monsters, that you cannot see, which reveals themselves when you attack(via the avwattak animation)...

yeah, that could have interesting results. just a handful of pixels that match the sub-terrain, to replace each creature, for underground. it would only be one frame, as i would want them hidden, and not move, so it wouldn't be that much work...

you know, with the roaming monsters script, that could be quite a problem, for people caught trapped underground. a script could also be written, that makes you gradually lose creatures while you are underground also, in either "attacks from the darkness", or "dying from lack of light", or even just plain starvation, lack of drinking water, etc.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 02, 2013 02:53 PM

You created a shadow def? I see, can you upload one, I am curious.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 02, 2013 03:01 PM
Edited by fred79 at 20:21, 04 Aug 2013.

yeah, man. hold on, i'll upload a pic of them in editor. they're real simple to make, i made 10 of them: a 192x192 box, a 256x192 box, and then, for the entrances, 8 facing every direction of the map.

i posted the results, don't you remember? it was a page back, where i was showing what the shadow would look like over water. in fact, the one pic i left there, of the entirely dark underground, was covered with the 192x192 shadow squares. i made the visible pixel match the shadows, so that visually, you could not see it.
--------


---------
unseen creatures work. even with only 1 frame as the def. doesn't crash when attacking.

--------
lol, ok. slight problem with the invisible creatures. you have to be able to select them in order to change their numbers, their aggressiveness, and their messages, in the map editor. so i will have to make some kind of arrangement of pixels that one can see if he is looking for it(and that he can actually select in the map editor), so that he can change the attributes of the monster. i'll do my best to make it somewhat unrecognizable...
------
found out that using any color even close to the terrain, will not work, but straight black does(every dark shade before it, doesn't, even darkest gray). so, the defs are now just 1 black pixel, which isn't too noticeable. they don't stand out, you actually have to be looking for them, to be able to change the properties of the monster.
-----
a list of all the creatures i will be making as unseen underground creatures(aside from the trogs, but that's a given):

both beholders
both medusas
both minotaurs
manticore and scorpicore
red, black, and darkness dragon
dwarves and battle dwarves
both behemoths
obsidian gargoyles
naga and naga queen
all inferno creatures
both skeletons
both zombies
wight and wraith
both vampires
scorpion
apparition
lava sharpshooters
great spider
fangalabolo
succubi
werewolves
____________

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Macron1
Macron1


Supreme Hero
posted August 02, 2013 06:25 PM

I think invisible creatures are not cool.
Maybe draw some dust floating or some dark form in place of this creatures?
So player will see invisible creatures, but do not know who is it.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 02, 2013 06:39 PM

lol, macron, you got a generic shape in mind, that could possibly represent all of the multi-shaped creatures i plan on making invisible?

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Macron1
Macron1


Supreme Hero
posted August 02, 2013 06:45 PM

fred79 said:
lol, macron, you got a generic shape in mind, that could possibly represent all of the multi-shaped creatures i plan on making invisible?


Just some twister, I didn't mean form of common creature...

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 02, 2013 07:09 PM

lol, like a tornado? underground tornadoes? that's crazy. i like that you think outside the box, macron.

i will give the shadow idea some thought. i kinda like it, despite the fact that it'll be a lot more work.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 02, 2013 07:26 PM
Edited by fred79 at 23:53, 02 Aug 2013.

Salamandre said:
Yes, latest era was patched with, now is 100% compatible with sod designed maps. 3DS max, sorry.


sal, i checked the avlpntr6.def in the new upload(2.46), and it is a copy of avlpntr7.def. it's not fixed. just to let you know.

(repeated, to grab SAL's attention)
--------

my new fear castle:



i may need to make some more shadows for the haunted terrain, i can't decide yet. i could make shapes, that transform into skulls, claws, etc.

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Silaneo
Silaneo


Adventuring Hero
Town Creator
posted August 03, 2013 11:21 AM
Edited by Silaneo at 11:22, 03 Aug 2013.

That castle looks damn cool.Good luck with the project

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 03, 2013 12:06 PM

thanks, silaneo. this is where i got the inspiration for it:



i will be working on the mountains and rocks for the haunted terrain today. i will be using my old spider mountains as a template. it'll probably take all day(and some of tomorrow, lol). the castle took an hour to get it right, and i still had to fix the bases of the town, castle, and castle with capitol this morning, as they weren't fitting well with the terrain, too jagged. i'll leave the jagged facing up.

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Felipe
Felipe


Known Hero
Editing Heroes Without Limits
posted August 04, 2013 03:07 PM

OxFEA said:
Fireworks and rain resembles me about:








Where and how you get that rain?

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 04, 2013 08:21 PM
Edited by fred79 at 20:22, 04 Aug 2013.

i improved the shadow edges:



now they look more like overhanging shadows, and the pixels blend more correctly.

to compare, the old shadows:




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master_learn
master_learn


Legendary Hero
walking to the library
posted August 09, 2013 05:18 PM

5 days without update on the progress.
I hope some good events are happening to you,fred.
Like relaxation and vacation.
____________
"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 09, 2013 06:09 PM

i have been slacking off, actually. i made 3 defs in the past 5 days.

more importantly, i've been trying to build a business-casual wardrobe(all i've ever had was junk clothes and a 3-piece suit, nothing in-between), so that i can have something to wear to an interview for a job where the pay doesn't suck. i have been really strapped for cash, and i'm not getting hired anywhere, even for simple jobs.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 10, 2013 02:39 AM
Edited by fred79 at 06:18, 14 Aug 2013.

how cool would it be to make a completely realistic(graphics-wise) h3? it would be a hell of an undertaking. especially since, i only have realistic terrains done.

no, it wouldn't be possible. it would have to be done with hollywood, the special-effects would have to be top-notch. there'd have to be a green-screen involved, just to make the hero defs for the adventure map. how else would you have a realistic horse and rider to use as an actual hero? all of the animations, every single one, would have to be green-screen, as well.

any millionares out there want to make a lot of fans happy?

============================

Salamandre said:
Yes, latest era was patched with, now is 100% compatible with sod designed maps. 3DS max, sorry.


sal, i checked the avlpntr6.def in the new upload(2.46), and it is a copy of avlpntr7.def.

in the new "lord" mod, avlpntr6.def is a repeat of avlsptr7.def.

is there any way to get the original h3 avlpntr6.def animated like all the others? they are really beautiful, and it is a shame that not all of them are done.
------------------HM SENT TO SAL----------------------

UPDATE: i am working on the next upload. it will take awhile.

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