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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: New Heroes IV Era! Making new resources!
Thread: New Heroes IV Era! Making new resources! This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · «PREV / NEXT»
trashid
trashid


Famous Hero
posted September 20, 2017 02:18 PM

NimoStar said:
My other idea was to create creatures from in-between animations such as the efreeti appearing as a column of flames when he moves. This column of flames could be made as a whole creature replacing the Efreet or other. Also the mini-bat the vampire turns into to fly. But I don't know if many more such transformations are available.


As for the bat and red monster, there would be a problem in making getting hit and death animations. A never changing creautre animation would feel weird. I guess all of this depends on the project. I was thinking about turning Axeoth into Jadame, where wisps fit better than leprechauns for example.

None of the work we are talking about here has to be implemented right now, they are all speculations and could be used if someone was determinated enough. We don't have to turn every creature to creatures from Diablo right now.
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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted September 20, 2017 02:32 PM

trashid said:
I was thinking about turning Axeoth into Jadame, where wisps fit better than leprechauns for example.


wow mate I would love to get behind a big Jadame mod for H4, always wanted that setting to get more mileage, would definitely cheer that on lol
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted September 20, 2017 03:30 PM

Quote:
As for the bat and red monster, there would be a problem in making getting hit and death animations


Well, my implementation of red monster doesn't look or feel as bad as you would expect, the normal frame fits all uses nearly, though it is sort of frantic.

About the bat (and wisp) one could try to use the death or other animations of other creatures  - ex wisp dies as a Genie.

The other alternative is just to make an all-purpose death animation for the creature, that would not be so hard to animate from the base frame (like bat falling into the ground) and strictly speaking you only need one direction for this, it's not like the direction the creature faces when it's dead will bother people that much.
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Never changing = never improving

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trashid
trashid


Famous Hero
posted September 20, 2017 04:21 PM

verriker said:
wow mate I would love to get behind a big Jadame mod for H4, always wanted that setting to get more mileage, would definitely cheer that on lol


Yeah, you could definitely help, as I've seen you have a very good grasp on the lore, while I myself don't know everything about it. But I will see if I get enough time to do it, I have planned out most of the stuff needed, if I have time I will post them here. The most time consuming job would be of course the implementation.

_____________

As for the death and getting hit animations, it is possible to manipulate the images to make it work. It would work best for the simple units, like the bat, wisp and the fire pillar, while hard to do with the red monster, but possible. With the red monster you could try to cut the Old Jack out of it and use the beginning of the animation, before the hits as standing, while the death could just be him getting smaller, like he does after the punches.
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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted September 20, 2017 09:18 PM

You guya are still talking about replacing existing creatures, right? No luck actually adding a new one, yet?

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trashid
trashid


Famous Hero
posted September 20, 2017 09:24 PM

Could someone check how this file would look in game? I have problems getting to my heroes4 file.



It is not finished yet, but this one is for life on sand. I wonder if buildings would need a similar treatment.


Full image
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Baronus
Baronus


Legendary Hero
posted September 20, 2017 09:45 PM

Very good but to replace one city you must do it a lot.
...
Forget now about adding new unit. If adding hero pic is impossible adding new unit is more more hard. The same problems like hero with portraits PLUS you must add ability section in exe. I thik it needs all code rewriting.

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trashid
trashid


Famous Hero
posted September 20, 2017 09:57 PM

I know, I just wanted to find out if it's worth the trouble
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Baronus
Baronus


Legendary Hero
posted September 20, 2017 10:42 PM

Simply rectangle is very easy to replace. Problem is that creators give a lot of backgrounds. But new ones are very needed if we want give new restorated version of Axeoth.

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nimostar
nimostar


Responsible
Legendary Hero
Modding the Unmoddable
posted September 20, 2017 11:10 PM

New backuonds will also occipy a lot of space in downliad of mods sadly. Each one is bigger than all tables combined and there is 6 per faction.

To fit buildings will hace to get higher contrasts too. And all terains must get eithervsimilar ir neutral iluminations because buildings are the sme for each setting...
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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted September 20, 2017 11:20 PM
Edited by verriker at 23:22, 20 Sep 2017.

trashid said:
Yeah, you could definitely help, as I've seen you have a very good grasp on the lore, while I myself don't know everything about it. But I will see if I get enough time to do it, I have planned out most of the stuff needed, if I have time I will post them here. The most time consuming job would be of course the implementation.


by all means very interesting, will be more than happy to chip in if that comes to fruition lol

nimostar said:
New backuonds will also occipy a lot of space in downliad of mods sadly. Each one is bigger than all tables combined and there is 6 per faction.

To fit buildings will hace to get higher contrasts too. And all terains must get eithervsimilar ir neutral iluminations because buildings are the sme for each setting...


could always just standardize all the backgrounds to be the same per town as in H1-3, then go nuts in terms of changing the buildings without worrying about the lighting lol

it's not like the flexible terrains/backgrounds approach of H4 resulted in a prettier townscreen, actually they're kinda hideous compositions if I'm honest (although most of the individual buildings are very well designed and creative) lol
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trashid
trashid


Famous Hero
posted September 20, 2017 11:56 PM

That's what I was thinking also. Make very good looking singular townscreens for each faction for now, and maybe one day make the rest. Also the terrains could use some help.
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Baronus
Baronus


Legendary Hero
posted September 21, 2017 08:17 AM

If problem  is theyre big 600x 800 = 480.000 bytes x 36 = 18 MB. Or more? How is single size?But maybe Im wrong. Must see what we can do with it.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted September 21, 2017 07:24 PM
Edited by NimoStar at 19:27, 21 Sep 2017.

Quote:
could always just standardize all the backgrounds to be the same per town as in H1-3


That's not the worst problem, I actually like the variation - even if you do this, you HAVE to put six (?) different files for the town backgrounds anyways, so might as well use the engine's capability rather than just repeat the same file occupying space six times... (potentially, you could just slightly change the background's color).

The townscreens are "ugly" because they aren't integrated properly (buildings just laying there randomly as most space is empty, and all towns having the same uncreative layout), not because of having different backgrounds.

Quote:
If problem  is theyre big 600x 800


They are 1280x825, and can have multiple layers. Most are like 1 mb when exported (as a single layer) so 6 towns * 6 ambients = 36 MB just of town backgrounds.
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted September 22, 2017 01:53 AM

Speaking of town screen, I'm having problems (the program hangs and gives errors) trying to open the town layouts with namerutan's tool. Anyone else having this problem? If it is persistent, we may have to edit the positions of buildings on hex by hand, which is inconvenient for obvious reasons.
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Never changing = never improving

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Baronus
Baronus


Legendary Hero
posted September 22, 2017 09:36 AM

I check it. Yes 825 x 1280 indexed but it gives over 1 MB for one. Its 6 x 8 no 6x6. Summary its 50MB space! Only for pics. Its next fail of the game. Maybe smallest size 412 x 640 can be a solution? It gives 12,5 MB. Still a lot but not so big. Game can stretch it because in 800x600 we see the same screen. So must be stretching alghoritm. We need check. Best solution will be one screen like HIII but Im afraid it needs big code rewriting.

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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted September 22, 2017 10:10 AM
Edited by Karmakeld at 10:13, 22 Sep 2017.

Now I could be mistaken, but I think you'll need one size for each resolution = 3 versions of each background (easy to check with Namerutan's tool if there's three resolutions or not).

I could give it a try, perhaps during the weekend, inserting the new background if others continue to have issues.

If you create several new backgrounds, just keep in mind they all need to be aligned (that is if they contain painted buildings, mountains etc), as all structures will be in the same place.

Got no clue how to, but I Know thw Equi team could change where the buildinga are placed.

Oh and thanks Baronus, I was pretty sure there was morw than just 6 different backgrounds for each town, but couldn't remember exact number..

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Baronus
Baronus


Legendary Hero
posted September 22, 2017 11:25 AM

Luckily we have only one resolution. 3 res x 40 MB = 120 MB only for town pic would be horrible. So if game can resize maybe its solution. I must check whats happend if I give blank pic. Its black screen or another? In this case 7 blanks + 1 real gives 6 MB mod. HIV is very hard codded an unpleasant to mod. I saw games so easy that first day Ive mod without any knowledge! Only watching inside. Would be better if we can have 48 cities than 48 similiar screens. Harm...
I dont think so we must changing building coordinantes. Big work and you must mod exe file. Another way correct def. But I think that nice look will be enough for this moment.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted September 22, 2017 04:00 PM
Edited by NimoStar at 16:08, 22 Sep 2017.

Quote:
I could give it a try, perhaps during the weekend, inserting the new background if others continue to have issues.


I can insert the new backgrounds (even if the tool takes a long time and often dies in the process).

Whaty I cannot do is open/export the files with buildings... (the pics and positions, not the anims)

These are called for example:
layers.town.nature.layout

And are even bigger than the backgrounds.

Quote:
I dont think so we must changing building coordinantes. Big work and you must mod exe file.


What I believe is that the coordinates are on these "layout" files, each of them a different layer, and thus can be edited in the GIMP after exporting. It's a conjecture, though, but it seems to be going to work like that.

______________

On the other hand, easiest graphics to edit: Animations.
These are Building pics and spell anims. Just open, export, edit with gimp, import and re-export. Not even hex change of name of layer needed.
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Never changing = never improving

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Baronus
Baronus


Legendary Hero
posted September 22, 2017 04:24 PM

But it gives mod bigger bigger and bigger after short time it will be 2GB. I think about new content. Manipulating pictures to fit some more is big work big file size and poor effect. New backroud is new content eg. New units etc.

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