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magnomagus
Admirable
Legendary Hero
modding wizard
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posted March 21, 2016 10:08 PM |
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Ok, I like the last example a lot better, but I'm not sure this is also going to fit for the overview pages. It would be very confusing if those have another scheme.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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thGryphn
Promising
Famous Hero
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posted March 21, 2016 10:12 PM |
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magnomagus said: Ok, I like the last example a lot better, but I'm not sure this is also going to fit for the overview pages. It would be very confusing if those have another scheme.
I see what you're saying, and I agree. I'll see if there's gonna be a problem there.
And here's what I mean by including the Appendix info in relevant skill screens:
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thGryphn
Promising
Famous Hero
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posted March 21, 2016 10:25 PM |
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magnomagus said: Ok, I like the last example a lot better, but I'm not sure this is also going to fit for the overview pages. It would be very confusing if those have another scheme.
Well, the icons on the overview screens are 48x48 as opposed to 32x32 on the skill screens.
With icon size of at most 40x40, I can guarantee you the overview screens won't be a problem.
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Belisarius
Promising
Known Hero
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posted March 22, 2016 01:55 AM |
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I like it too.
With the newest thGryphn suggested changes on skill-looks:
Instead of this:
We get this solution: (?) (cant find more "proper" placement for basic, adv, exp icons. tried to use the New tall variant with them on top... no good result for overall scene placement of all elements)
Some other things regarding the image (video), that I was hoping to get opinions (feedback):
I was experimenting with using some different fonts. With small portions of the text. Like on this images taken from the newest video part, which is barbarians part of trailer video. Both for Name of the hero and for names of skills texts, Game of Thrones font is used. The first letter of hero's specialization description text is put in Royal font. And I think in this way video looks somewhat better.
On all texts, an outside Stroke blending effect is used directly in image editing software.
On each of picture a drop shadow filter is applied directly in the image editing software. It looks smoother, with less "artifact bending" produced by the video editing software. Original parts of in-game dds files are being used. Also for this video (the barbarians part of trailer), images on right side representing classes and their respectably available skills and stats, are cleaner and lower.
Everything (texts and images) is prepared in image editing software in native resolution before being arranged in video editing software. This in order not to have to scale anything in video ed. softw. Otherwise, scaling and stretching would have distorted the element, somewhat.
That is everything except for the town/race symbol-and-name picture ( top right). Haven't found appropriate filter from image ed. softw. to apply to that image, yet. (effect from video softw. looks better for now, imo).
In this video, the background have been made by using hbao shadows and skyrimtonemap. Shadows are just fine with this hbao setting imo, and I really like the tones and colors that skyrimtonemap is giving to Stronghold town. (looks colorfull instead)
What I also experimented with (on other examples that are not shown here), is putting some frame texture on edges of some images. Like the frames that are used on in-game images for town and hero selection. At another case I've tried to use some background with "teared up" edges for classes images (on the right part of video).
But seems like plain straight edges of images are better looking in video. Textured frame edges are too "heavy" looking (also space for info inside is smaller). The "teared up" edges are interfering wit the image contents in some cases, and on the other hand, would need to be made more diverse. In order to have original looks for them. Meaning a lot of different tear-up patterns should be made (for not to have the same teared up texture on all classes images).
So (at least for now), straight line edges are used for images.
PS: While trying to upload some video I discovered that moddb supports H265 video format uploading. It is good news since most of (all) video share sites do not. H265 format offers way better compression than H264, which is the leading format for compressing video at the moment. Comparing two videos with same quality, H265 can sometimes be even 3 times (!) smaller.
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thGryphn
Promising
Famous Hero
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posted March 22, 2016 09:31 AM |
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Why don't you write it like these:
"
Primary Skill: BLOODRAGE #Barbarians
Secondary Skill: LEARNING #Barbarians
"
OR
"
Primary Skill:
BLOODRAGE #Barbarians
Secondary Skill:
LEARNING #Barbarians
with same indents
"
Then, you can include the new 3x4 skill tree.
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Belisarius
Promising
Known Hero
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posted March 22, 2016 10:08 AM |
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It would be something like this:
I've tried this one first. Not sure if it looks better this way? Anyhow only Stronghold has primary skill displayed on the right side, above classes spec images.
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thGryphn
Promising
Famous Hero
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posted March 22, 2016 10:24 AM |
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How about "Primary Skill: BLOODRAGE #Barbarians" inline, and align the perk descriptions with perk icons?
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Belisarius
Promising
Known Hero
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posted March 22, 2016 11:02 AM |
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Wakke
Hired Hero
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posted March 22, 2016 12:32 PM |
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Wakke said: There is definitely a bug with the supply contracts, and I have more info on it. This is the scenario:
- Day 7.
- I have two supply contracts.
- 2 heroes in town, 2 heroes on the map
When I end the turn like this, neither contract works.
When I reload and put one of the heroes from the town garrison to the town entrance before ending my turn (it works for one of the two heroes, placing the other one out of the garrison has no effect), ONE of the two contracts works.
I cannot get both contracts to work.
I don't know if it's related but both heroes in town were there as a result of town gate. Related to this, I noticed that these heroes only learned new spells on day 1 (the spell pop-ups appear on day 1), although they were town gated on day 7.
Hope this helps!
magnomagus, have you been able to reproduce this? If you want I can send you the map and save file.
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Skeggy
Promising
Famous Hero
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posted March 22, 2016 01:38 PM |
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Would it be appropriate and is it possible that Artificer skill be capped at 30 knowledge instead of 60 ?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted March 22, 2016 02:07 PM |
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@Belisarius: let me know wheen you feel they are finished, so I can link them on pages with more views
@thGrypn: I think i still prefer to keep the old branching, because now dredknight has also made a skillwheel using that structure and they are a more natural fit for the 4:3 ratio of the overview screens
@Wakke: This problem occurs on high performance PC trying to update multiple resource additions too quickly, the issue is in the source code so hard for me to fix.
@Skeggy: No but i would prefer adjusting the formulae.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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Wakke
Hired Hero
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posted March 22, 2016 04:17 PM |
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magnomagus said:
@Wakke: This problem occurs on high performance PC trying to update multiple resource additions too quickly, the issue is in the source code so hard for me to fix.
Maybe a popup dialog saying how many resources you get from what (like you did for town portal)? Would that help?
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Antalyan
Promising
Supreme Hero
H7 Forever
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posted March 22, 2016 05:26 PM |
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Mario
Known Hero
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posted March 22, 2016 06:27 PM |
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Supply contracts don't apply at me.
Play homm5.5 map - 6P-Epic-XLu, get supply contract with windmill. After new week nothing happened - contract not working (no gold income from windmill)
Play RC6 (HommV ToE 3.1 of course) and only xuxxo mod PRT 0,3.
Without PRT not working too.
I try other maps and supply contracts not working too.
Any idea?
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thGryphn
Promising
Famous Hero
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posted March 22, 2016 07:54 PM |
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magnomagus said:
@thGrypn: I think i still prefer to keep the old branching, because now dredknight has also made a skillwheel using that structure and they are a more natural fit for the 4:3 ratio of the overview screens
I was gonna ask you about the overview screens. I there a specific reason the skills are grouped and ordered in the way they are?
Antalyan said: I also prefer the horizontal branching, so with the expert skill in the bottom-left corner and perks for basic skill in the top-right corner.
I really didn't understand which one you like
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thGryphn
Promising
Famous Hero
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posted March 22, 2016 08:09 PM |
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Edited by thGryphn at 20:11, 22 Mar 2016.
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magnomagus said:
@thGrypn: I think i still prefer to keep the old branching, because now dredknight has also made a skillwheel using that structure and they are a more natural fit for the 4:3 ratio of the overview screens
Well, from what I see here, dredknight is actually using a 3 columns x 4 rows grid for each skill:
And, he's using the top to bottom approach for the perks and horizontal for the primary. Basically, he's seems to have invented his own way and not using the current scheme anyway...
Since he's using a 3x4 grid, it's actually very easy for him to switch to the one I'm proposing. If he wants, that is...
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted March 23, 2016 12:09 AM |
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@TheGryphn: No this is the old version, the new one is totally different it has the same design as xazardous.
The skill overview pages are organized as : might - magic - special
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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thGryphn
Promising
Famous Hero
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posted March 23, 2016 10:19 AM |
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magnomagus said: @TheGryphn: No this is the old version, the new one is totally different it has the same design as xazardous.
The skill overview pages are organized as : might - magic - special
I see where it's coming from now, I mean I now remember. I gave a long break from playing Heroes, let alone Heroes 5, which I played extensively. Hell, you might even see a few little mods still credited to me (theGryphon) from those old times, lol.
I do acknowledge the power of visual memory that's set by the Skill Wheel, but not to be bickering over it, I still think while the scheme used by the Skill Wheel in a "circle" has it's own language and logic, which is perfectly consistent, that same paradigm does not apply when it's not a circular design anymore.
But, you're the boss so, no changes there...
I hope we're still going for getting rid of the Appendix page, though.
About changing "Learning" back to "Enlightenment", the only three instances I've found is a file name (an icon), and two dds files (which would be changed anyway). Is there anything else you think I'm missing?
By the way, I think I'll try to implement the circular SkillWheel in-game, but without the pop-ups. Let's see
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Skeggy
Promising
Famous Hero
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posted March 23, 2016 12:55 PM |
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Is it possible to make appropriate changes so heroes can drop items on ground? Or perhaps to make boxes (walking boxes?) that can be used for storage and would have wider display of items.
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Antalyan
Promising
Supreme Hero
H7 Forever
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posted March 23, 2016 04:44 PM |
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