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Thread: What it takes to make a new town... | |
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Arkas
Tavern Dweller
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posted April 03, 2008 04:11 PM |
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What it takes to make a new town...
I thought something like this might be helpful to all of those "I've got a new town idea so who wants to join me?" posters. Now, I've never built a new town, graphics editing is not my skill of choice, so I hope the experts here can chime in and elaborate some and correct anything I have wrong.
What you need other than an Idea to have a new town:
1 - Wog 3.59 (maybe) or know which town you are replacing.
2 - 16 creature battle animations (including Commander)
3 - 15 Creature Map animations
4 - 8 Creature Dwelling Map objects (animated or not)
5 - Town Map object
6 - Town Background PCX
7 - 19 (maybe missing a couple) PCX Town Screen buildings
8 - 2 Hero Classes
9 - At least 2 heroes with large/small portraits
10 - 16 Creature portraits
11 - Battlefield Castle Walls, this includes 4 (I think) wall sections in 3 different crumbling stages, and a Tower.
12 - Editing of 5 different tab delimited text files.
And that's just a rough breakdown, but hopefully it helps people understand that it's not quite as simple as replacing 16 battle animations for creatures, which is difficult enough as it is.
Did I miss anything, or does anyone care to elaborate on any of this?
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Dj
Promising
Supreme Hero
Always loyal to HC
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posted April 03, 2008 04:21 PM |
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-puzzle map screen
-hero portraits
-a story-line campaign (so it may include some few more hero portraits)
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HELL_Deamon
Known Hero
Shadow of death
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posted April 03, 2008 05:28 PM |
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i guess including DJ's commentary everything is right..this post must be sticky,so there will be no more people with they ideas screaming : "everything is easy" ...
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Arkas
Tavern Dweller
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posted April 03, 2008 07:10 PM |
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Edited by Arkas at 19:27, 03 Apr 2008.
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Yes I forgot the puzzle screen, which I think includes about 10-15 PCX pieces off the top of my head.
I also forgot the masks for the PCX files for the town screen and battle screens, you have to have one for each of those PCX files.
If you have an idea for a town, the very least you can do, is know how and where to replace all of those files and come up with all of the stats. And If you just put placeholders and possibly even some concept art stolen off the internet, you stand a better chance of getting someone else to do the animations and graphics, or help you do them, than you do if you just post "I have a great idea".
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Darkloke
Promising
Famous Hero
WoG Team artist
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posted April 03, 2008 08:16 PM |
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Well, you forgot about "some" things and perhaps dont even imagine their detailed elaboration...
Here for example (i hope) FULL LIST of files, that needed for FORTRESS TOWN.
Not to mention that your campaign for the town (which ideally SHOULD have history of its origin in the M&M universe) could have:
- artefacts
- special campaign map objects
- small (for campaign menu) and large video + subtitle
- specific neutral creatures
- interface skin
File name
-----------------------------------------------------
template.fortress\
FortressTown.mp3
template.fortress\h3bitmap.lod\
crbkgfor.bmp
tbfrback.bmp
tpcasfor.bmp
tpmagefr.bmp
template.fortress\h3bitmap.lod\buildings\
template.fortress\h3bitmap.lod\buildings\icons\
BoFApoth.bmp
BoFBas1.bmp
BoFBas2.bmp
BoFCage.bmp
BoFCast1.bmp
BoFCast2.bmp
BoFCast3.bmp
BoFCastA.bmp
BoFCastD.bmp
BoFFly1.bmp
BoFFly2.bmp
BoFGno1H.bmp
BoFGno2H.bmp
BoFGnol1.bmp
BoFGnol2.bmp
BoFGorg1.bmp
BoFGorg2.bmp
BoFGrail.bmp
BoFHall1.bmp
BoFHall2.bmp
BoFHall3.bmp
BoFHall4.bmp
BoFHydr1.bmp
BoFHydr2.bmp
BoFLizr1.bmp
BoFLizr2.bmp
BoFMage1.bmp
BoFMage2.bmp
BoFMage3.bmp
BoFMark1.bmp
BoFMark2.bmp
BoFSHIP.bmp
BoFTav.bmp
BoFWyvr1.bmp
BoFWyvr2.bmp
template.fortress\h3bitmap.lod\buildings\masks\
tzfaida.bmp
tzfbas1.bmp
tzfbas2.bmp
tzfcage.bmp
tzfcas1.bmp
tzfcas2.bmp
tzfcas3.bmp
tzfcasa.bmp
tzfcasd.bmp
tzfdck1.bmp
tzfdck2.bmp
tzffly1a.bmp
tzffly2a.bmp
tzfgnl1.bmp
tzfgnl1h.bmp
tzfgnl2.bmp
tzfgnl2h.bmp
tzfgor1.bmp
tzfgor2.bmp
tzfhal1.bmp
tzfhal2.bmp
tzfhal3.bmp
tzfhal4.bmp
tzfhlyaa.bmp
tzfhyd1a.bmp
tzfhyd2a.bmp
tzfliz1.bmp
tzfliz2.bmp
tzfmag1a.bmp
tzfmag2a.bmp
tzfmag3a.bmp
tzfmrk2a.bmp
tzfmrkaa.bmp
tzftava.bmp
tzfwyv1.bmp
tzfwyv2.bmp
template.fortress\h3bitmap.lod\buildings\outlines\
tofaida.bmp
tofbas1.bmp
tofbas2.bmp
tofcage.bmp
tofcas1.bmp
tofcas2.bmp
tofcas3.bmp
tofcasa.bmp
tofcasd.bmp
tofdck1.bmp
tofdck2.bmp
toffly1a.bmp
toffly2a.bmp
tofgnl1.bmp
tofgnl1h.bmp
tofgnl2.bmp
tofgnl2h.bmp
tofgor1.bmp
tofgor2.bmp
tofhal1.bmp
tofhal2.bmp
tofhal3.bmp
tofhal4.bmp
tofhlyaa.bmp
tofhyd1a.bmp
tofhyd2a.bmp
tofliz1.bmp
tofliz2.bmp
tofmag1a.bmp
tofmag2a.bmp
tofmag3a.bmp
tofmrk2a.bmp
tofmrkaa.bmp
toftava.bmp
tofwyv1.bmp
tofwyv2.bmp
template.fortress\h3bitmap.lod\hero portraits\
HPL000SH.bmp
HPL112BS.bmp
HPL113BS.bmp
HPL114BS.bmp
HPL115BS.bmp
HPL116BS.bmp
HPL117BS.bmp
HPL118BS.bmp
HPL119BS.bmp
HPL120WH.bmp
HPL121WH.bmp
HPL122WH.bmp
HPL123WH.bmp
HPL124WH.bmp
HPL125WH.bmp
HPL126WH.bmp
HPL127WH.bmp
HPS000SH.bmp
HPS112BS.bmp
HPS113BS.bmp
HPS114BS.bmp
HPS115BS.bmp
HPS116BS.bmp
HPS117BS.bmp
HPS118BS.bmp
HPS119BS.bmp
HPS120WH.bmp
HPS121WH.bmp
HPS122WH.bmp
HPS123WH.bmp
HPS124WH.bmp
HPS125WH.bmp
HPS126WH.bmp
HPS127WH.bmp
template.fortress\h3bitmap.lod\obelisk map\
PuzFor00.bmp
PuzFor01.bmp
PuzFor02.bmp
PuzFor03.bmp
PuzFor04.bmp
PuzFor05.bmp
PuzFor06.bmp
PuzFor07.bmp
PuzFor08.bmp
PuzFor09.bmp
PuzFor10.bmp
PuzFor11.bmp
PuzFor12.bmp
PuzFor13.bmp
PuzFor14.bmp
PuzFor15.bmp
PuzFor16.bmp
PuzFor17.bmp
PuzFor18.bmp
PuzFor19.bmp
PuzFor20.bmp
PuzFor21.bmp
PuzFor22.bmp
PuzFor23.bmp
PuzFor24.bmp
PuzFor25.bmp
PuzFor26.bmp
PuzFor27.bmp
PuzFor28.bmp
PuzFor29.bmp
PuzFor30.bmp
PuzFor31.bmp
PuzFor32.bmp
PuzFor33.bmp
PuzFor34.bmp
PuzFor35.bmp
PuzFor36.bmp
PuzFor37.bmp
PuzFor38.bmp
PuzFor39.bmp
PuzFor40.bmp
PuzFor41.bmp
PuzFor42.bmp
PuzFor43.bmp
PuzFor44.bmp
PuzFor45.bmp
PuzFor46.bmp
PuzFor47.bmp
template.fortress\h3bitmap.lod\siege\
SgFrArch.bmp
SgFrBack.bmp
SgFrDrw1.bmp
SgFrDrw2.bmp
SgFrDrw3.bmp
SgFrDrwC.bmp
SgFrMan1.bmp
SgFrMan2.bmp
SgFrManC.bmp
SgFrMlip.bmp
SgFrMoat.bmp
SgFrTpWl.bmp
SgFrTw11.bmp
SgFrTw12.bmp
SgFrTw1C.bmp
SgFrTw21.bmp
SgFrTw22.bmp
SgFrTw2C.bmp
SgFrWa11.bmp
SgFrWa12.bmp
SgFrWa13.bmp
SgFrWa2.bmp
SgFrWa31.bmp
SgFrWa32.bmp
SgFrWa33.bmp
SgFrWa41.bmp
SgFrWa42.bmp
SgFrWa43.bmp
SgFrWa5.bmp
SgFrWa61.bmp
SgFrWa62.bmp
SgFrWa63.bmp
template.fortress\h3sprite.lod\
template.fortress\h3sprite.lod\buildings\
tbfrblak.def
tbfrboat.def
tbfrcas2.def
tbfrcas3.def
tbfrcstl.def
tbfrdock.def
tbfrdw_0.def
tbfrdw_1.def
tbfrdw_2.def
tbfrdw_3.def
tbfrdw_4.def
tbfrdw_5.def
tbfrdw_6.def
tbfrext0.def
tbfrext1.def
tbfrext2.def
tbfrhal2.def
tbfrhal3.def
tbfrhal4.def
tbfrhall.def
tbfrholy.def
tbfrhrd1.def
tbfrhrd2.def
tbfrmag2.def
tbfrmag3.def
tbfrmage.def
tbfrmark.def
tbfrsilo.def
tbfrspec.def
tbfrtvrn.def
tbfrup_0.def
tbfrup_1.def
tbfrup_2.def
tbfrup_3.def
tbfrup_4.def
tbfrup_5.def
tbfrup_6.def
tbfrwtrw.def
template.fortress\h3sprite.lod\combat\
template.fortress\h3sprite.lod\combat\heroes\
ch014.def
ch015.def
template.fortress\h3sprite.lod\combat\units\
cALiza.def
cBasil.def
cBGog.def
cCGorg.def
cCHydr.def
cDrFir.def
cDrfly.def
cGBasi.def
cGnoll.def
cGnolM.def
cHydra.def
cPLiza.def
cWyver.def
cWyvMn.def
template.fortress\h3sprite.lod\interface\
AvWattak.def
CPrSmall.def
FlagPort.def
HallFort.def
itpa.def
itpt.def
TwCrPort.def
un32.def
un44.def
template.fortress\h3sprite.lod\map\
template.fortress\h3sprite.lod\map\dwellings\
avgBasl0.def
avgDfly0.def
avgGnll0.def
avgGorg0.def
avgHydr0.def
avgLzrd0.def
avgWyvn0.def
avgBasl0.msg
avgDfly0.msg
avgGnll0.msg
avgGorg0.msg
avgHydr0.msg
avgLzrd0.msg
avgWyvn0.msg
avgBasl0.msk
avgDfly0.msk
avgGnll0.msk
avgGorg0.msk
avgHydr0.msk
avgLzrd0.msk
avgWyvn0.msk
template.fortress\h3sprite.lod\map\heroes\
AH14_.def
AH14_E.def
AH15_.def
AH15_E.def
template.fortress\h3sprite.lod\map\towns\
avcforz0.def
avcftrc0.def
avcftrt0.def
avcftrx0.def
avcforz0.msg
avcftrc0.msg
avcftrt0.msg
avcftrx0.msg
avcforz0.msk
avcftrc0.msk
avcftrt0.msk
avcftrx0.msk
template.fortress\h3sprite.lod\map\units\
avwBasl.def
avwDFir.def
avwDfly.def
avwGBas.def
avwGnll0.def
avwGnlX0.def
avwGorg.def
avwGorX0.def
avwHydr.def
avwHydX0.def
avwLizr.def
avwLizX0.def
avwWyvr.def
avwWyvX0.def
template.fortress\Heroes3.snd\
template.fortress\Heroes3.snd\units\
template.fortress\Heroes3.snd\units\01+\
GNLMATTK.wav
GNLMDFND.wav
GNLMKILL.wav
GNLMMOVE.wav
GNLMWNCE.wav
template.fortress\Heroes3.snd\units\01_\
GNOLATTK.wav
GNOLDFND.wav
GNOLKILL.wav
GNOLMOVE.wav
GNOLWNCE.wav
template.fortress\Heroes3.snd\units\02+\
ALIZATTK.wav
ALIZDFND.wav
ALIZKILL.wav
ALIZMOVE.wav
ALIZSHOT.wav
ALIZWNCE.wav
template.fortress\Heroes3.snd\units\02_\
PLIZATTK.wav
PLIZDFND.wav
PLIZKILL.wav
PLIZMOVE.wav
PLIZSHOT.wav
PLIZWNCE.wav
template.fortress\Heroes3.snd\units\03+\
FDFLATTK.wav
FDFLDFND.wav
FDFLKILL.wav
FDFLMOVE.wav
FDFLSHOT.wav
FDFLWNCE.wav
template.fortress\Heroes3.snd\units\03_\
DFLYATTK.wav
DFLYDFND.wav
DFLYKILL.wav
DFLYMOVE.wav
DFLYWNCE.wav
template.fortress\Heroes3.snd\units\04+\
GBASATTK.wav
GBASDFND.wav
GBASKILL.wav
GBASMOVE.wav
GBASWNCE.wav
template.fortress\Heroes3.snd\units\04_\
BASLATTK.wav
BASLDFND.wav
BASLKILL.wav
BASLMOVE.wav
BASLWNCE.wav
template.fortress\Heroes3.snd\units\05+\
BGORATTK.wav
BGORDFND.wav
BGORKILL.wav
BGORMOVE.wav
BGORWNCE.wav
template.fortress\Heroes3.snd\units\05_\
CGORATTK.wav
CGORDFND.wav
CGORKILL.wav
CGORMOVE.wav
CGORWNCE.wav
template.fortress\Heroes3.snd\units\06+\
WYVMATTK.wav
WYVMDFND.wav
WYVMKILL.wav
WYVMMOVE.wav
WYVMWNCE.wav
template.fortress\Heroes3.snd\units\06_\
WYVNATTK.wav
WYVNDFND.wav
WYVNKILL.wav
WYVNMOVE.wav
WYVNWNCE.wav
template.fortress\Heroes3.snd\units\07+\
CHYDATTK.wav
CHYDDFND.wav
CHYDKILL.wav
CHYDMOVE.wav
CHYDWNCE.wav
template.fortress\Heroes3.snd\units\07_\
HYDRATTK.wav
HYDRDFND.wav
HYDRKILL.wav
HYDRMOVE.wav
HYDRWNCE.wav
template.fortress\Heroes3.snd\units\08\
template.fortress\optional\
template.fortress\optional\8-th level\
zavg157z.def
zm157z.def
zmm157z.def
template.fortress\optional\Commander\
zm181npc.def
zmm181n.def
template.fortress\optional\Town Demolition\
avcFort1.def
avcFort2.def
avcFort3.def
avcFort4.def
avcFort1.msg
avcFort2.msg
avcFort3.msg
avcFort4.msg
avcFort1.msk
avcFort2.msk
avcFort3.msk
avcFort4.msk
total files 430
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Feenor
Known Hero
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posted April 04, 2008 09:42 AM |
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Also small creatures' portraits and 1 frame when they're attacked on adventure map.
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