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Heroes Community > Heroes 5 - Modders Workshop > Thread: GEM Red (Graphics Enhanced And Models Replaced)
Thread: GEM Red (Graphics Enhanced And Models Replaced) This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
xuxo
xuxo


Responsible
Known Hero
posted June 12, 2013 02:13 PM
Edited by xuxo at 22:51, 12 Jun 2013.


Download PRT_Beta_0_2

After so long, here's the new version. I changed some textures that sometimes did not make sense in the campaigns, like the leaves of flowers. Lots of snow and orcs, changing dirty and dry rocky one more tropical. I've also tweaked other textures that were too dark or ugly. In a few weeks I'll upload another version with all the land which I still missing some desiertos.Otra thing I added, to avoid having to change the textures of the creatures in high definition and LOD in the future, is to eliminate all LOD models map. Now all creatures should be provided with detailed models. I hope your opinions, so as to fix bugs!


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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted June 12, 2013 03:01 PM

Hi XUXO, quick question to be certain. I know you've been working with textures for a long while; Is the Mod above stand-alone or does it need previous mod/mods to be installed 1st?

Cheers to your efforts  

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xuxo
xuxo


Responsible
Known Hero
posted June 12, 2013 03:05 PM
Edited by xuxo at 15:05, 12 Jun 2013.

replaces the previous. PRT 0.1 is deleted! forever!! lol

PD:some moderator would allow me to edit the first post to change the link and update the images?? thanks

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted June 12, 2013 10:16 PM

Hi xuxo, I've been using your mod (older version) for quite a while, and I find it great But I have issue with downloading lates version. It says something like: page temporary unavailable, and it is like this for some time.

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xuxo
xuxo


Responsible
Known Hero
posted June 12, 2013 10:52 PM

It is hosted in mediafire, I updated the link and was able to download. apology and you enjoy it

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted June 13, 2013 01:24 AM

Thank you very much. Everything works now

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted June 15, 2013 06:40 AM

Installed the Mod and took a long look around on some specific maps of mine to get a feel for the entire change. I also played a bit with the new textures in the map-editor to see how they would work together during map-making.(there is a blending between skins that most folks don't know anything about)

First-off, it is  an awesome Mod you've made here and deserves a QP It brings a new look to the game and in some ways makes it feel "more fantasy".

<imo>As a map-maker I want to give some good constructive-feedback.

All grasses are the same yellow-green, there is not one spring/summer grass in the picks. The Orc stone road is gone and it was by far the best for making a rock wall.

Most changes look better but not all. Both of the awesome underground-tiles are gone; one being the inferno-tile and the other the Dungeon-black-brick.

I have an idea; since there are at least 2 duplicated skins i.e. the same "needle-grass" is found in 2 places, can I replace the extra-texture with an original texture? I can do the same in the Inferno folder as well since it has 2 inferno-tiles that are the same.

Also Fyi, don't know if you're interested but <imo> on some maps the skydome is too bright; so I'm experimenting to see if I can tone that down a bit on a map.

Anyway, thank you for this, it really is great work. I'm just hoping I can put a couple back for more map-variety.

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xuxo
xuxo


Responsible
Known Hero
posted June 15, 2013 10:31 AM

Thank you very much, I'm glad you like the mod. I do not understand exactly the inferno and dungeon tiles that are not to your liking, especificame better your opinion, too dark dungeon maybe? Regarding "needle-grass", I've only changed one texture, but it is the editor that the doubles.

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SirLoccOtHaN
SirLoccOtHaN


Hired Hero
ProGamer
posted June 15, 2013 11:37 AM

THX Bro ;-) Great MOD and Please make Grass more Green ! SeeYa
____________
*********************
Ne01_LoccOtHaN

http://loccothan.blogspot.com/

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted June 15, 2013 03:15 PM
Edited by markkur at 15:22, 15 Jun 2013.

Quote:
I've only changed one texture, but it is the editor that the doubles.


Dang, I was hoping that was not the case.

About changes, since "like" can be different between players, I was asking, so I could make a couple of changes.

If you're interested in what changes I will make if I can;

To my tastes, there are a "few" new skins that are not impressive and some of the old ones are better...a couple are much better. The following will sound silly but since you're not a native English-speaker maybe it will aid comprehension;

1.In the Editor under the terra-skin "Grass"
What I want to do is replace your new selection for "Dark-Grass" with the old "grass-grass"(not the "old dark-grass"). (egad) This would give me some green-grass to use. I used the "old-Dark-grass" but it is not critical and your replacement is a tad ugly for a dark-grass, so I would like to put the original grass-grass in that slot.

Reason for switch? To add some variance to grass color.  

2. In the Editor under the terra-skin "Subterrain"
I like the old Sub-Terrain_2 because it looked like bricks. I like the new dungeon tile but <imo> since we have 3 "Dwarf_floors"; I would replace the 1st one with your new tile and keep only the Dwarf_floor_raised and the crusted. This way I would have tiles and bricks.<S>

Reason? I would gain a great skin and replace one I seldom use.

3.In the Editor under the terra-skin "Lava" I like the new skin you put in Inferno_bricks but not better. So, I would replace the "dead_land_3" instead and keep the original "Inferno-brick"

Reason? Same thing. There are 2 fire/lava tiles (3&4) and I never use #3. I do use the Inferno-bricks a lot because the design works very well on wavy ground and is unlike anything else.

#4 In the Editor under "Orcish" I would replace the old "Needle_Dirt_Road with your new "Needle_Road and keep the old Needle_Road.

Reason? The old Needle_Dirt_road did not look good, so your new one is much better. And, I would get to keep the best skin (the old needle_road) for Orc-roads & in building walls...anywhere.

Last night I played my Dark-World Map and I really enjoyed the new-looks and the detail! Some of the lava-tiles are just amazing and many things look sharper. Btw, I quickly became used to the brighter water so that's not an issue. Fyi, I am going to turn off "reflective water and see what that does.

Thank you again for doing this work...it's a gem.

PS, love that you added the multi-colored gems too
____________
"Do your own research"

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xuxo
xuxo


Responsible
Known Hero
posted June 15, 2013 06:06 PM

In order to see hehe

it is clear that for the creation of new maps, how many more land, more options. What happens to these changes I am making to create the new maps, but to renew existing missions and campaigns. To do this, I played all the 60 missions campaigns and 60 saves have kept in listed order to access any of them and check the changes. It was not easy, because the idea is that in the 60 maps, all textures they had consistency with the map itself. Balancing the light and tone for that whole episode was naturally. Therefore, if a texture is repeated, such as "dead_land_3", if replaced by a different one, would produce chaos to be used in conjunction with "dead_land_2", like if amend "Dwarf_floors" all missions that texture, like battles, would lose all belong to meaning .the textures Heroes VI, the idea was to make a game similar to this, which I find amazing graphically, that Heroes V new players find it more user friendly. In Heroes VI itself is yellow increased, this is because it is a color "warm", and green is a color "cold". red "warm" blue "cold". The warm tones blend well with each other and with neutral tones like gray or brown, and cool colors are more complicated.

Therefore, besides Heroes VI, there are plenty more games that use this sistema.Aun so, I increased the saturation and changed the tone of "grass", "flowers" and "dark_grass" that I see people so you prefer, but fair. therefore my priority, is that campaigns meaningful look, without thinking about the future of land maps .There 5 terrains in menu "conquest" that seem at first so I could mess around in the game, would be used for a 3D map similar to Heroes III, with rivers and forests. hardly are used in the campaigns, that's why I'm leaving to go, in order to change them almost completely. Apart from this, I'm also investigating a little as replacing models and even to add more, as a got to do with the creatures.

I will look at an alternative to "Sub-Terrain_2" with more quality than the original, but "Needle_Road" if I would like to keep it as the former, with all new textures rock, there would be no way to place it. But take this into account. Although it really interesting, I think, would get to add new land, with new Battlefields and decorative objects.That by pesmontis app of "archangel" and games like World of Warcraft that have easy extractor models and animations already low-poly, would be practically "copy and paste models" to heroes V!

PD:excuse me my English

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted June 15, 2013 11:07 PM

Quote:
.There 5 terrains in menu "conquest" that seem at first so I could mess around in the game, would be used for a 3D map similar to Heroes III, with rivers and forests. hardly are used in the campaigns, that's why I'm leaving to go, in order to change them almost completely. Apart from this, I'm also investigating a little as replacing models and even to add more, as a got to do with the creatures.


I forgot about the "conquest-skins", good idea, that should give you some options.

Wow, you have big plans. I saw that a few models were off-color now, like that "one black rock" in the subterrain-objects-list.<L>

Anyway, very good work, I like the Mod a lot, my "ideas" were only about aiding my H5 map-making. Pretty selfish,

Cheers!


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Kleenkuter
Kleenkuter

Tavern Dweller
posted June 16, 2013 01:22 PM

Awesome

Great mod man, really great!! Cant wait to see whats next Respect from Bulgaria.
____________

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted June 16, 2013 02:57 PM

xuxo I have to say it again; really great work. I saw the battlefield changes quickly but I didn't notice the change in the creature windows till last night.

High quality work, you're very good with this stuff.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted October 23, 2013 03:02 PM

So great !!!!!!!!!!!!!!

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted October 23, 2013 03:17 PM
Edited by markkur at 15:20, 23 Oct 2013.

@Galaad

Fyi, I've made a few maps with PRT installed, <imo>to make the best looking map. The Mod is near perfect but <again imo> a couple of textures will not look right, if (as most all maps have been) a map was made with normal textures and then are later seen with PRT. That's not really a big deal but after all his work I wanted to craft the best looks I could get from it.

EElink

Towards the bottom of the 1st page, you'll see the PRT versions of a few maps.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted October 23, 2013 08:25 PM

Thanks Markkur !!!!

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mhorohello
mhorohello


Hired Hero
posted November 07, 2013 01:36 PM

xuxo

This is a really good project and I hope that you find the motivation to carry on with it.

It gives the experience much more enjoyment from my point of view.

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Zilba
Zilba

Tavern Dweller
posted January 12, 2014 05:59 PM

Hi everybody,

Could anyone please post a brief tuto of how to install this mod?

Should one archive the files in .pak or .h5u?
Do some files in data need to be deleted?(replaced)
Does it function with old maps?
Does it function with random map generated with RTMG?

Thx a lot
____________

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Zilba
Zilba

Tavern Dweller
posted January 12, 2014 06:16 PM

And I forgot to mention that I am using the 3.1 H5 version of Quantomas, which may cause some issues with this mod...
____________

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