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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: StarGate Atlantis mod
Thread: StarGate Atlantis mod This thread is 14 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 · «PREV / NEXT»
gnollking
gnollking


Supreme Hero
posted November 23, 2009 04:53 PM

WW.

I like the frozen planet and the mountains of the NOX planet, where did you get them?

It looks awesome, really, You are the God of WoG.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 23, 2009 10:05 PM
Edited by Salamandre at 22:07, 23 Nov 2009.

Glad you like your mountains and the layout. I have many ideas to improve the map design but I am eager to start scripting and give it life, so I will try to speed it a bit.
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Ayreon
Ayreon


Famous Hero
posted November 24, 2009 10:25 AM

Truly stunning work you got there. That Asian planet... wow!
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Siegfried
Siegfried


Famous Hero
posted November 24, 2009 11:36 AM

Very interesting indeed!

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songfx
songfx


Adventuring Hero
posted November 25, 2009 11:15 AM

Hi, Salamandre, I have send patch of repaired red wall to your mailbox, pls check.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 25, 2009 12:08 PM

Got it thanks, answered and attached pics that you can't see here.
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Lofol
Lofol

Tavern Dweller
posted November 25, 2009 03:42 PM

Are the models for the characters World of Warcraft models? Seems like it to me.

Sheppard is a regular male Human, the Wraiths are Night-elves, McKay is a gnome, and Teyla is a female Human. There's also the ninja, also Night-elf, and that harvester is also from WoW. Gotta love the replicator too xD

Fantastic work by the way, it looks really good =)
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 25, 2009 09:07 PM

You know, I am way too skilled in designing new models but Heroes just can't handle my high detailed hand made creatures so I had to rely on Blizzard mediocre work.

No, seriously anyone here knows that those are WOW models, as I am spawning them one/day in every possible thread.
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Ayreon
Ayreon


Famous Hero
posted November 26, 2009 08:43 PM

Quote:
No, seriously anyone here knows that those are WOW models,


I didn't
Doesn't make the mod look less awesome though
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 26, 2009 11:07 PM
Edited by Salamandre at 00:56, 27 Nov 2009.

I don't know if Atlantis is under attack or just a storm passing. Both could work .


Horse cursors are gone.

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E-J
E-J


Known Hero
posted November 27, 2009 03:40 AM
Edited by E-J at 03:40, 27 Nov 2009.

there is an alternative version of the game stronghold with has the same style of trees as the ordinary stronghold but more tropical. the game is called Stronghold: Crusaders. the graphics can be extracted with the same extractor as the normal one. may be intresting for the more tropical planets.

screen from the game:


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 27, 2009 04:16 AM
Edited by Salamandre at 22:16, 27 Nov 2009.

So far Stronghold had the most awesome trees I could see in any game. But not tropical. I will check for the new one.

@Edit: not bad, they are great for beach/desert, I extracted the 3 models + all their sizes clones, in all about 12.


The animation goes and return, here is only the first half.
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Duke_Falcon
Duke_Falcon


Disgraceful
Supreme Hero
posted November 28, 2009 06:39 PM

Quote:
Nothing exceptional for this sexy Amazon, except her special "mouse over" frames. Actually is very funny if you pack some 7 stacks of them.
Inspired from Pei thread. I kept the gun to kinda remain in a decent style.



Superb!!!

Where can someone download her defs?
She will be an ideal commander for castle or tower

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 29, 2009 07:38 PM
Edited by Salamandre at 20:33, 29 Nov 2009.

Small update: burning planet, requires the use of the jumper to pass through flame lakes:

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gnollking
gnollking


Supreme Hero
posted November 30, 2009 03:28 PM

Wow, it's really good, especially the mountains .

Like You said once to me: "Keep up the good work".
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E-J
E-J


Known Hero
posted December 01, 2009 01:53 AM

are those mountains from age of wonders?

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Ayreon
Ayreon


Famous Hero
posted December 01, 2009 10:14 AM

Hmm, with every screenshot you present us with more new buildings and editor objects. Is there no limit on those?
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gnollking
gnollking


Supreme Hero
posted December 01, 2009 11:09 AM

I really hope not .
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 01, 2009 03:03 PM
Edited by Salamandre at 15:10, 01 Dec 2009.

Ayeron, there is no limit on objects number. But almost all objects you see are from the 1.9 patch released some months ago. Atlantis will use also a specific patch with about 50-80 new objects made for this occasion and not usable outside (like SCI-FI turrets, futuristic walls, the Atlantis frames itself etc). In fact I have 200 new objects for this map, but I find myself using only a very small percentage of them when drawing map, so I will remove 80% at the end from the editor. I have also bridges which look great when passing rivers/lakes but I could not find a way to make them passable by hero. All the special terrains I made have no use neither except the water one.

New bridges but I can't use them, no way to make the passable, so removed.


I expect this install to screw completely WoG settings so it will be usable only on a special folder. Flags were removed, monoliths replaced, cursors for battle/adventure map replaced also, battle sounds for every action modified, heros sprites changed.

Have the choice to release it as a stand alone so it does not replace original wog, but then it will weight 800 Mo and it is not worth for a single map. Or release as a 60-80 Mo size mod but you will have to use a clean wog which will be sacrificed only for this game play.
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sagamosa
sagamosa


Hired Hero
posted December 01, 2009 05:07 PM
Edited by sagamosa at 17:17, 01 Dec 2009.

salamandre, just curious, have you tried to make them passable by using !!TR:'P1 command?
these bridges replace some existing object (have their number in OB command? or have no number so you can't address them by ERM directly?]

could be possible to change it to passable upon clicking it, much in the similar way i did in my forestry skill script some time ago. [maybe try this - check bridge's neighbouring squares, if terrain=water, then it's bridge clicked and change square to passable?

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Sagamosa
[url=http://www.wog.euweb.cz]Advanced Levels[/url]

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