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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Death Valley 2.0
Thread: Death Valley 2.0 This thread is 5 pages long: 1 2 3 4 5 · NEXT»
Draeganfire
Draeganfire


Adventuring Hero
posted January 19, 2017 02:30 AM
Edited by Draeganfire at 04:59, 19 Jan 2017.

Death Valley 2.0

Okay, I have (with the direction of my good friend misiokles) taken a slightly different approach to Death Valley, going with materials available from a file posted on vcmi site of resources. Here are some town pics so far.....


Background


Layer 2


Layer 3


Layer 4


Layer 5


Layer 6


Mage Guild window

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Promising
Supreme Hero
posted January 19, 2017 08:59 AM

Yeah, I've reached to end of my graphic skills to continue work on this town screen (I can use existing graphic, not create new ). Keep in mind that H3 town screen has 800x374 resolution, so you must resize these layers (borders and areas as well) carefully. Making def from pics is another story
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Macron1
Macron1


Supreme Hero
posted January 19, 2017 11:59 AM

avatar said:
Yeah, I've reached to end of my graphic skills to continue work on this town screen (I can use existing graphic, not create new ). Keep in mind that H3 town screen has 800x374 resolution, so you must resize these layers (borders and areas as well) carefully. Making def from pics is another story


For VCMI he can use 32-bit PNGs without color loss in JSON-animations.

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Promising
Supreme Hero
posted January 19, 2017 12:17 PM

Yeah, Silaneo made his Necro Town using only 32 bit png files.  But... game is lagging during visiting town.
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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted January 19, 2017 02:37 PM

If I may say, the building on the right on the first plane, I think that's the tavern? It seems proportionally too big, if compared to the perspective of the main building on the left, which is almost at the same horizon.

Otherwise, I kind of sympathize with the overall feel of this screen.
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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Macron1
Macron1


Supreme Hero
posted January 19, 2017 03:23 PM

avatar said:
Yeah, Silaneo made his Necro Town using only 32 bit png files.  But... game is lagging during visiting town.


That's because town screen drawing is not optimized.
It needs caching. Like most of buildings are not animated usually, so for example instead of drawing layer 1-5 of non-animated dwellings for current town is may compose PNG from static layers 1-5 one time and store it to memory. At next visit to town only 1 layer will be drawn instead of 5 then.

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valgaav
valgaav


Adventuring Hero
posted January 19, 2017 08:10 PM

So the only way to make it work right now is to have not animated town screen ?

Maybe this should be reported as a bug to Vcmi devs?

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Draeganfire
Draeganfire


Adventuring Hero
posted January 19, 2017 09:45 PM

The Covenant town has animation and doesn't lag, so I don't think it's an error in VCMI

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Draeganfire
Draeganfire


Adventuring Hero
posted January 19, 2017 10:25 PM

PandaTar said:
If I may say, the building on the right on the first plane, I think that's the tavern? It seems proportionally too big, if compared to the perspective of the main building on the left, which is almost at the same horizon.

Otherwise, I kind of sympathize with the overall feel of this screen.


---------------------------------------------------------------------

Thank for the observation! I did a lil playing around and I think I may be able to shrink it a bit in the final output, so I may end up doing that yet.

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Macron1
Macron1


Supreme Hero
posted January 19, 2017 10:51 PM
Edited by Macron1 at 22:53, 19 Jan 2017.

valgaav said:
So the only way to make it work right now is to have not animated town screen ?


Not necessary.
To make things simple it is a receipt to make townscreen in multi-layers graphical editor like Paint.NET and then save each layer as PNGs (800x374) and use them in animation JSONs.
For example, you have 800x374 PNG with blacksmith, which is situated in left upper corner. You can then cut this PNG to 120x120 PNG to reduce size of PNG and leave blacksmith drawing on it. This will also reduce CPU load
Draeganfire said:
The Covenant town has animation and doesn't lag, so I don't think it's an error in VCMI


It's because Covenant is in DEF files with 8-bit color...

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Draeganfire
Draeganfire


Adventuring Hero
posted January 19, 2017 11:40 PM
Edited by Draeganfire at 04:51, 20 Jan 2017.

Town structures

Here's the town structures I currently have in the picture:


Village Hall


Town Hall


City Hall


Capital


Fort


Citadel


Castle


Castle Special 1


Castle Special 2


Mage guild lvl 1


Mage Guild lvl 2


Mage Guild lvl 3


Mage Guild lvl 4


Mage Guild lvl 5


Tavern


Marketplace


Thieves' Guild


Skull Pile


Excavation


Graveyard


Pyramid


Mansion


Valley


Death Knight Statuary


Bone Circle


Hall of Darkness


Waste Mountain


Slaughterhouse


Bone Lab


Necromancy Amplifier

-------------------------------------------------------------
That's it so far, and I may change names of some as I go.....as always, it's a work in progress. TY for your attn.

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zeryss
zeryss


Promising
Famous Hero
http://i12.pixs.ru/storage/6/4
posted January 20, 2017 12:19 AM


look great

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avatar


Promising
Supreme Hero
posted January 20, 2017 06:40 AM

Draeganfire said:

That's it so far, and I may change names of some as I go.....as always, it's a work in progress.



You should have and use animater water png's as well (water1ani1.png-water1ani8.png)
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Draeganfire
Draeganfire


Adventuring Hero
posted January 20, 2017 07:27 AM

Yeah actually I have about 10 pics for animation, but at this point I am not at all ready to tackle them yet skill wise. One of those things I will need either internet tutorials or partners for :-)


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niven
niven


Hired Hero
Lord Niven(cz)
posted January 20, 2017 09:30 AM

Beauty! Especially after careful about the quality of monsters. There disappoints me most towns.

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted January 20, 2017 01:46 PM

Oh, perhaps making those pyramids a bit bigger? Only noticed them after you placed buildings above.
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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Draeganfire
Draeganfire


Adventuring Hero
posted January 20, 2017 04:18 PM

Okay, here's an alternate layer 6 picture I saved with a slightly smaller tavern and a slightly enlarged pyramid......let me know which one you like more


Updated Layer 6 (adjusted Tavern / Pyramid)


Original Layer 6 pic

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted January 21, 2017 05:26 AM

The adjusted one seems better. Just my opinion, hohoho. ^_^
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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Draeganfire
Draeganfire


Adventuring Hero
posted January 21, 2017 06:09 PM
Edited by Draeganfire at 18:23, 21 Jan 2017.

Yeah, I was feeling that myself the more I looked at it.

BTW....I was reading your thread, it looks intriguing, and your town screens are AMAZING!!!!  I also love the gaming table, did you build it? That table would make tabletop games like Warhammer 40K or Dungeons and Dragons miniature games fantastic.
--------------------------------------------------------------------
Also here's some additional items I have in standby mode....


Layer 7 (Grail Structure)


Glass Pyramid (Grail Structure)


Map town without fort structure


Map town with Fort structure

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Michal
Michal

Tavern Dweller
posted January 21, 2017 06:16 PM

very neat, climatic and beautiful. What about name of town? "Death Valley" in my opion sounds simple and "non-canonical" (but it's only my suggestion) What about creatures?

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