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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: New graphics for WoG
Thread: New graphics for WoG This thread is 17 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 · «PREV / NEXT»
artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted March 03, 2014 07:36 PM

So, it will be a new mod or will you replace them in Wog itself?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 03, 2014 07:43 PM
Edited by Salamandre at 19:44, 03 Mar 2014.

I think the best solution is as mod, now that Era allows it. On the other hand, WoG graphics are 11 years old (detractors often ignore this), will see, this must be commune decision.
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Era II mods and utilities

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted March 03, 2014 07:50 PM

I think attaching it to Wog Revised would be a practical solution, original stays original, and wont make extra crowd in mod list.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 03, 2014 08:05 PM

It wont be practical: wog revised allows bug safe game. People may want to make difference between seeking for bug free game and having all new graphic changed. I am not fool to think my new graphics will have only positive feedback.

There is no real issue about having a bunch of mods activated: you will see such thing in all recent games, modified areas are correctly separated.

In Skyrim I had 110 mods at once and all fine.
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted March 03, 2014 09:01 PM

Well then, better safe than sorry, you say, makes sense. Although, since you're only replacing the ugliest buildings, I don't think there will be much of a negative feedback.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 03, 2014 09:44 PM

Home of the bat. If Fred wants to take care of the base, he is welcome. I have no clue how to cut.




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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted March 03, 2014 10:48 PM

This definitely needs to be darker, maybe in tones of gray like the previous ones. Seeing them side by side may be useful.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 03, 2014 10:50 PM

Interesting, the original is dark but somehow I have a problem with those stone textures when in H3. So I tried a bit more colorful.


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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted March 03, 2014 10:55 PM
Edited by artu at 22:57, 03 Mar 2014.

With green it looks too Fortress related (swamp terrain), original is better for Necro theme.  And of course it would be much better if the bats hovering around werent purple.  

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 03, 2014 11:00 PM
Edited by Salamandre at 23:00, 03 Mar 2014.

If original, then my bats purple color must change. But to what?
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted March 03, 2014 11:04 PM
Edited by artu at 23:05, 03 Mar 2014.

Dark gray would be the most bat-like color I guess. IMO, purple dont look good on the green version either.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 03, 2014 11:05 PM
Edited by Salamandre at 23:06, 03 Mar 2014.



They are purple or I lost my sigh?

Testing bats color requires the longest work: there is no way to change multiple layers color in one command, have to go one by one.
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted March 03, 2014 11:06 PM

I wouldnt call this purple exactly but the 256 color purple does not look natural like this anyway.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 04, 2014 12:25 AM

Salamandre said:



MATERIAL FOR BOTH



lol, i already did the transyvlania tavern, i did that when i first saw the graphic posted. it's fixed and everything, just static. i wasn't sure if you were going to use it or not.




the problem is, the passability isn't the same, and i'm not sure how you would do that. the size it is now, is the best size for the object, and it is an extra 32-box long. let me know what you want to do.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 04, 2014 12:32 AM

the saturation is too high with both the new home of the bat, and the bats themselves. i would go for a grey with the bats(nice animation, by the way), and keep the same color as the original, for the object. these are supposed to be necromantic in nature, so it makes sense.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 04, 2014 12:58 AM
Edited by Salamandre at 01:02, 04 Mar 2014.

Can you upload a model of your tavern? I will look about size, looks good.

Here is the original bat, how do you cut the base? I tried with eraser, but is not precise at all, pixels around get mixed. Another option would be to use background eraser but then it is too straight.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 04, 2014 02:16 AM
Edited by fred79 at 02:18, 04 Mar 2014.

i cut most bases manually, if they don't have transparent backgrounds when i acquire them from wherever. i fill in the background with any color that isn't in the graphic, then use that same color to draw over the pixels around any borders(or parts of the graphic i don't want), until the base is cut out from the background. then i cut the background color out, leaving the only thing not transparent as the graphic needed. i then shrink the object, using both the traditional bicubic method for one version, then the nearest-pixel method for another version, and after properly re-sharpening of the bicubic one(if the object was very large upon shrinking), compare the two to see if one looks more like the original than the other. sometimes, the bicubicly-shrunk object looks better, which means that, when i fill in the same background color i used to cut the object out again, i will need to re-cut the borders again with that one, leaving the best of the two. i then brighten/darken, recontrast, and recolor as needed, after the object is at maximum visual effectiveness, for the game. sounds like a lot of work, and sometimes it is. but mostly it's just routine.

i also have the school of wizardry(static version) done(the first graphic next to the old one, but i use it for a lookout tower). i have a better object for that(i'll show you here in a second). the base, anyway. you can animate it any way you want.

that leaves the venus's blessing, which i already did as well(using the graphic from the first page).

i will upload all the stuff i'm talking about in my next post(except for the transylvanian tavern, i'll upload the full graphic in def form) in screenshot form, so you can see what i'm talking about, before deciding if you want them or not. there are other objects besides the ones you mentioned in the initial post, from WoG, that need replacing as well. i think you already mentioned that, though.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 04, 2014 02:36 AM

here is the transylvanian tavern in def form, sal.

and here are the other graphics:



i realize the far right object(the school of wizardry i was telling you about), is a little bright. that can be fixed. i cut and shrunk that down from it's original, as well.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 04, 2014 02:39 AM
Edited by Salamandre at 02:46, 04 Mar 2014.

I have a good wizard tower, not yet animated. Thanks for the def, I will try to cut original after seeing your work. I can't start work from your 8 bit.


Here my variant for tower


And badly trying for skull but haven't got any good material until now. I want to change mouth to cave entrance, but for this would be better to get a vertical model.


I sent you by PM all millidor objects I have, as I uploaded today at Ivorrus request. So you don't have to download low quality from here, get the originals in big size and do whatever you want with.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 04, 2014 02:46 AM

8-bit or no, it is the best graphic you're going to get(from that object) for the game. you don't have to use high-end graphics for HoMM3, if you noticed, most of the HoMM3 graphics are a little blurry, anyway. it already matches visually with the game.

i would upload my old work for the object, but once an object is done and in my .lod, i get rid of the prior work to it. otherwise, i would have a lot more clutter than i have now on my computer. the only reason i might keep old work, is if i think i might use it later, for another object.

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