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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: New hero skins
Thread: New hero skins This thread is 2 pages long: 1 2 · «PREV
NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted June 27, 2018 01:04 AM
Edited by NimoStar at 01:27, 27 Jun 2018.

If you don't want to revisit your already made sprites due to burnout, I can reccomend you to convert some of these easy ones.

Vertical rows: 8 directions
Horizontal rows: Animations

Each page is a "stance" (moving, attacking, etc.)

https://ufile.io/jkzqq
Only stays 30 days.

These sprites are from the independent game Avadon 3. Very nice, I reccomend the series.

Particularly, it already has similar to H4 style. And the shadows are down and simple. They are already gray with like 50% transparency, so you don't need to split them. It will work by simply pasting the frames.

Some of the creatures there:
- Red Dragon (we lack it in H4, present in almost all other Heroes and a symbol of Heroes 3 appearing prominently in victory screen and in Might and Magic cinematics)
Unfortunately though it has wings this Red Dragon only walks :V
- Red Devil. The Devils we got in H4 are some sort of techno-magic necromancers. This demon goes back to the classic look.
- Constructs
- Small pest creatures (spiders, rats)
- Wolves (better than the little dogs we got)
- Spooky skeletons
- Titans, trolls
- Lizards
- Hellhounds
- "Goblins"
- Some kind of aberrations against nature
- Multitude of heroes, townsfolk, etc. (not sure if big enough to be to scale with existing ones in this case)
[THough most monsters have more than enpough size, player characters are smaller]
-> Search for the ones that are at least 681 pixels tall in the spritesheet, those could do the trick.
At the very least they are useful as dwarves/gnomes/halflings

Normally there are seven sheets of each, including: Walking (x2), Attacking (x2), taking damage, standing, and a dying animation.

Walking and attacking takes two sheets because they have 16 directions in total, 8 per sheet. You only need to use half of each skipping the "Intermediates" in these because H4 just uses 8 directions.

Some have extra sheets such as spellcasting, or extra attack anims, which can also be x2. Hero sprites have sheets with different weapons, which are convenient to represent ranged/melee such as H4 does.

Some other sprites are not intended as full fighters and as such have less sheets. Count and watch the sheets before converting; at least the basic 7 are reccomendable for a fully animated character.







Note: I don't know if H4 "auto-reverses" frames. For example, when a creature gets hit, when it "comes back" to it's position. If it doesn't, then the converter should manually put the "damaged" frames back after the hit, for example. Otherwise the creature will look choppy (gets hit, then instantly returns to standing state without a "go back" reverse order animation). Same happens with attack anim. Not necessary with walking, standing, and dying, for evident reasons.

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mirage
mirage


Promising
Hired Hero
posted July 25, 2018 01:08 PM
Edited by mirage at 13:34, 25 Jul 2018.

omg!!!

im still trying to sorting this stuff and i feel like ill never finish it
but its soooo many sprites i cant even choose which one i should begin with and i really REALLY want a tool what can handle actor sequences!!! i wanna make a lot of this but till i must adjusting all the sequences manually this project will surely ending as a crappy mess like the poor skeleton king

so dear iliveinabox05, could you pls make your tool to be able to edit the seq files too?? they are like the same as the objects but without a header and the still unknown things at the end and it should be much easier to solve than the object making

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted July 25, 2018 05:34 PM

mirage said:
omg!!!

im still trying to sorting this stuff and i feel like ill never finish it
but its soooo many sprites i cant even choose which one i should begin with and i really REALLY want a tool what can handle actor sequences!!! i wanna make a lot of this but till i must adjusting all the sequences manually this project will surely ending as a crappy mess like the poor skeleton king

so dear iliveinabox05, could you pls make your tool to be able to edit the seq files too?? they are like the same as the objects but without a header and the still unknown things at the end and it should be much easier to solve than the object making


That is absolutely on my list of things to do I have to finish sorting out getting images into adventure objects and then work on a user interface for importing both images and shadows (if you have them separately), as well as animated images (gif), and then I can start working on file types other than adventure objects

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted July 30, 2018 05:32 AM

Well, at least it's a good thing you downloaded it because there was only two days until it got deleted by the file hosting due to time limits, I think it's no longer there now :V

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted January 31, 2022 08:13 AM
Edited by NimoStar at 08:55, 31 Jan 2022.

Of these in the first page I didn't find the Robin,seems like download was incorrect for that. Which is a shame because it looks like a good replacement halfling. Does anyone else have it?

PS_ Nevermind, I got it
But it only has a fraction of the frames of a "real" creature or hero, most animations are way too choppy


***

Most of them were not good enough to use (dryad and barbarian girl are bad), but If I can fix the werewolf, I think it may be a good Troll replacement creature...

Birdgirl would be good if only the shadows weren't a glitchy mess. I will attempt to use mass process to fix that. The werewolf solid shadows are being fixed though Photoshop also selects some parts that aren't suppossed to be shadow...
____________
Never changing = never improving

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