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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Official VCMI Thread
Thread: Official VCMI Thread This Popular Thread is 116 pages long: 1 10 20 30 40 50 ... 53 54 55 56 57 ... 60 70 80 90 100 110 116 · «PREV / NEXT»
demoix
demoix

Tavern Dweller
posted June 21, 2014 09:21 PM

Hmm.. still nothing for me and AI wont take turn for me. Can you give a step by step guide?

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 21, 2014 09:42 PM

AI will NOT take turn for you, these commands work in a different way.

Again, this is a showcase thread, not help thread. Use our forums for guidance and reports.
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fred79
fred79


Disgraceful
Undefeatable Hero
posted June 21, 2014 09:50 PM

Sower said:
Here is a project of more detailed Castle on swamp:



very nice. great improvement.

the way you did this swamp castle, if you were to do that for the volcanic terrain versions, i think they would look just as good as this one. 2 cents. feel free to disregard.

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demoix
demoix

Tavern Dweller
posted June 21, 2014 10:11 PM

Ok, ok, just let me know are you planing transfer gosolo in next release of VCMI. Becouse current vcmi commands have big differences from original auto AI of gosolo.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 22, 2014 04:48 AM
Edited by Warmonger at 04:59, 22 Jun 2014.

It is incredible like random people come by and request new features a week before release and demand them immediately, while we have more than 500 reported issues on bugtracker over last few years.


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Sower
Sower

Tavern Dweller
2D and 3D graphic
posted June 25, 2014 03:54 PM
Edited by Sower at 15:55, 25 Jun 2014.

Thats last works related to first version of Castle on all terrains:


Here are a [url=http://www.mediafire.com/download/uxb4p775lrsmx04/CastleFullTerrains1.0.rar]graphics[/url] ready to make defs.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted June 25, 2014 04:11 PM
Edited by fred79 at 16:27, 25 Jun 2014.

question, sower: how did you make the shading layer for the volcanic terrain castle? i've tried replicating it, to no avail.

2 questions, actually: why did you not include the improved versions of the swamp terrain castles? did you only do that for one castle?

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Sower
Sower

Tavern Dweller
2D and 3D graphic
posted June 25, 2014 05:04 PM

Soon appear the next version with corrected Castle on the marshes and on the snow.

Shading on the volcanic Castle is two normal black layers with 31% covering. One layer occupies smaller surface.

BTW - Project of better version of Castle on snow:

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fred79
fred79


Disgraceful
Undefeatable Hero
posted June 25, 2014 05:13 PM
Edited by fred79 at 17:22, 25 Jun 2014.

that's a great improvement. have you thought of adding a few plants around the bases? for the rough terrain, i think it'd look pretty good, since the bases for those wouldn't be much different from normal. i also thought about pitting the castles a little, on the harsher terrains. on rough it would make sense, surely.

as for the volcanic castle, how did you get the blend(from black to non-black), if you used solid layers at a 31% opacity? regardless, i'll give that method a go, and see if i can adequately reproduce the effect.

the reason why i want to reproduce the effect, is because this can be done with ALL things in the game(aside from monsters), to better match terrains...

like this, for instance. some of the objects you see here(mountains, castle, dragon utopia), are blended with fog at the bases, so that they don't stand out from the terrain unnaturally:


i plan on doing the same for everything to be used for this terrain.

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted June 25, 2014 09:04 PM

This is awesome, castles that change based on terrain!!!!

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 25, 2014 09:24 PM

Towns are getting cool indeed. But this feature works for all the objects on adventure map.
What fred wants will also be possible, but for now we can't add new terrain... not even know how to organize it.
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fred79
fred79


Disgraceful
Undefeatable Hero
posted June 25, 2014 09:28 PM

Warmonger said:
new terrain... not even know how to organize it.


if you're talking about the lineup(and not how you config them with the ".json" files), just look at other terrains. you can see which are the fill tiles, decoration tiles, and edge tiles. i think i have the templates somewhere, if you want. i had to make them in order to make my Forge terrain.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 25, 2014 09:33 PM

I mean mechanics. Native terrains, battlefields, battlefield obstacles... also, engine interiors.
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fred79
fred79


Disgraceful
Undefeatable Hero
posted June 25, 2014 09:39 PM

ah, i see.

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Sower
Sower

Tavern Dweller
2D and 3D graphic
posted June 26, 2014 09:28 PM
Edited by Sower at 10:46, 03 Jul 2014.

New works (new Capitol on snow will appear soon):


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fred79
fred79


Disgraceful
Undefeatable Hero
posted June 26, 2014 09:59 PM

very nice work.

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MattII
MattII


Legendary Hero
posted June 26, 2014 10:30 PM

Oh yes, those are definite improvements.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 27, 2014 09:57 PM

VCMI 0.95c is out!

Check RMG as well as reworked adventure map objects.

We need help with tests and we need it quickly before 0.96. Thanks!
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 30, 2014 07:46 AM

VCMI 0.95d.

All adventure map objects should be fixed. Also, RMG can now generate terrain-matching obstacles.
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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted June 30, 2014 08:05 PM

Will internal town screen change aswell?

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