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Thread: Looking for Graphics artist/Animator | This thread is pages long: 1 2 · NEXT» |
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Karmakeld
Responsible
Supreme Hero
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posted January 13, 2019 04:34 PM |
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Looking for Graphics artist/Animator
I'm looking for someone with artistic skills who can help with making new grahics or animations for H4. Mostly it'll prob. be focused on objects like the ones displayed here:
(I'm NOT the author of these objects, the 3 new ones are from the Equi team, Snowcovered Evil Temple is by OldGreyWolf. I only did the edit on the Habour Tavern.)
It's stuff like these I'm hoping someone will be willing to help make. new objects in the H4 style that can function as new objects, be it dwellings, creature banks, Quest huts or just adventure objects of some kind. These are the kind of objects we can currently add/edit to/within the game. If we manage to process with dll extensions, stuff like new Creature Skins would also be a nice addition, but for now the above seems more doable.
Specific tasks as of now, would be to animate the Sea Monster Dwelling to give the red light a glowing effect.
The Mega Dragon Lair, I've made attempts to animate the eyes to come forth and be visible and the tail to move. The last part, I'm not pleased with and could use competent help.
I'm uncertain if the Equilibris intended the lower left object to be a Mermaid Dwelling, but such an animated object would also be much desired.
So if there's anyone outthere, give a shout out..
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 13, 2019 04:45 PM |
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That will be hard to find, good luck. My suggestion - while waiting for a miracle - is to create yourself animations on those static objects, using already done animations you can find for free in images banks.
Examples I did in the past (I have zero skill at animation, mediocre level at photoshop):
So basically you need to find some 3D basic object, extract all frames then work with layers. Because, in 15 years of visiting HC, I never saw a graphical artist positively answering to demands, but zillion of people asking for one.
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Karmakeld
Responsible
Supreme Hero
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posted January 13, 2019 06:26 PM |
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Salamandre said: That will be hard to find, good luck. My suggestion - while waiting for a miracle - is to create yourself animations on those static objects, using already done animations you can find for free in images banks.
Examples I did in the past (I have zero skill at animation, mediocre level at photoshop):
So basically you need to find some 3D basic object, extract all frames then work with layers. Because, in 15 years of visiting HC, I never saw a graphical artist positively answering to demands, but zillion of people asking for one.
Thanks for the suggestion Salamandra.
Seeing that graphics artists have occationally posted in treads both on HC and CH offering their help to various projects, I felt I might as well try my luck. But I can't claim I ever actually ever seen the result of the help they offered, which is essentially why I started image editing myself
Any suggestion for a good image bank or should a google search be sufficient?
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted January 13, 2019 08:06 PM |
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Edited by NimoStar at 20:10, 13 Jan 2019.
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Lower left object is not a mermaid dwelling, its called a "spire" and it is a Treasure with Guardians
You can also play it in my mod (well, the version not yet released at the very least, or the beta I published) http://heroescommunity.com/viewthread.php3?TID=45397
I published not too long ago a bank with thousands of isometric images, many animated
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I think our best hopes of making new images are kitbash (as you showed with Water Tavern, this is a popular method in Ra2 modding), and conversions (as done with AOE2 in wog)
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Karmakeld
Responsible
Supreme Hero
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posted January 13, 2019 08:23 PM |
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NimoStar said: Lower left object is not a mermaid dwelling, its called a "spire" and it is a Treasure with Guardians
You can also play it in my mod (well, the version not yet released at the very least, or the beta I published) http://heroescommunity.com/viewthread.php3?TID=45397
Thanks for the clarification. Didn't strike me as intended for Mermaid Lair either, but haven't - yet - tested your mod or 3.55.
NimoStar said:
I published not too long ago a bank with thousands of isometric images, many animated
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I think our best hopes of making new images are kitbash (as you showed with Water Tavern, this is a popular method in Ra2 modding), and conversions (as done with AOE2 in wog)
Hmm. I can't see any image bank link in the PNG tread, so was it in another tread?
Well I have planned alot of object mixing or Kitbash if you will, still that doesn't solve the issue of animating the static ones I posted. Also I don't see any of the existing objects fitting to being transformed into a Mermaid dwelling, which is why I hoped for someone with the skills to do one from.scratch.
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted January 14, 2019 04:59 AM |
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Edited by NimoStar at 05:13, 14 Jan 2019.
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it was in the thread that someone (radmutant?) was making new creatures. Anyways my upload is probably gone now.
I reccomend downloading this game (less than 200 mb), after installing, all resource folders are simple PNGs and they include hundreds of objects, easy to convert.
https://tpb.ukpass.co/torrent/15828540/Avadon_3__The_Warborn_(GOG)
https://postimg.cc/py2xqBBB/57d7b0d4
As for adding animations, there are effects there or a lot of free effects online... if that is the issue and not a technical one (I have seen that a few people already made animated objects, besides the Equilibris ones)
PS:
You should play existing mods before trying to make a new one :V
I tried equilibris a lot and compared it to vainilla h4 before making my mod.
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Karmakeld
Responsible
Supreme Hero
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posted January 14, 2019 10:59 AM |
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Got it. I recall the tread/link there, but at the time I mostly looked for useable objects, not their effects, but I'll take another look.
Else I'll probably find a way, although it'll take a loy of work.
I know how animations work and can for the most part easily import them, bit making an animation from scratch is my challenge.
For the Dragon Lair I've managed to make the eyes appear as if they come forth and stare for a bit and then withdraws/closes, while I also want the tail to move. But bending the tail in Gimp just makes it lose quality and the best way I can do it, would likely be a pixel by pixel move which is just cumbersome work.
For the Sea Monster dwelling I'd like to add a radient glow, but I'll see if I can't find some effect from another object and make it fit..
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mciric
Hired Hero
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posted January 20, 2019 12:46 PM |
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Edited by mciric at 12:46, 20 Jan 2019.
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Karmakeld said: I'm looking for someone with artistic skills who can help with making new grahics or animations for H4. Mostly it'll prob. be focused on objects like the ones displayed here:
(I'm NOT the author of these objects, the 3 new ones are from the Equi team, Snowcovered Evil Temple is by OldGreyWolf. I only did the edit on the Habour Tavern.)
It's stuff like these I'm hoping someone will be willing to help make. new objects in the H4 style that can function as new objects, be it dwellings, creature banks, Quest huts or just adventure objects of some kind. These are the kind of objects we can currently add/edit to/within the game. If we manage to process with dll extensions, stuff like new Creature Skins would also be a nice addition, but for now the above seems more doable.
Specific tasks as of now, would be to animate the Sea Monster Dwelling to give the red light a glowing effect.
The Mega Dragon Lair, I've made attempts to animate the eyes to come forth and be visible and the tail to move. The last part, I'm not pleased with and could use competent help.
I'm uncertain if the Equilibris intended the lower left object to be a Mermaid Dwelling, but such an animated object would also be much desired.
So if there's anyone outthere, give a shout out..
For example, you want to animate the Sea Monster Dwelling by adding glowing effect on eyes and tail of a object should be movable.
First step is to choose appropriate software, Photoshop for example.
Glowing effect should be done on separate layer. If you want to do same in space of fish mouth you need to know how to create clipping mask.
By various selection technique you can isolate tail, place them on separate layer, assign pivot point and start to move it.
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Karmakeld
Responsible
Supreme Hero
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posted January 20, 2019 06:17 PM |
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mciric said:
Karmakeld said: I'm looking for someone with artistic skills who can help with making new grahics or animations for H4. Mostly it'll prob. be focused on objects like the ones displayed here:
(I'm NOT the author of these objects, the 3 new ones are from the Equi team, Snowcovered Evil Temple is by OldGreyWolf. I only did the edit on the Habour Tavern.)
It's stuff like these I'm hoping someone will be willing to help make. new objects in the H4 style that can function as new objects, be it dwellings, creature banks, Quest huts or just adventure objects of some kind. These are the kind of objects we can currently add/edit to/within the game. If we manage to process with dll extensions, stuff like new Creature Skins would also be a nice addition, but for now the above seems more doable.
Specific tasks as of now, would be to animate the Sea Monster Dwelling to give the red light a glowing effect.
The Mega Dragon Lair, I've made attempts to animate the eyes to come forth and be visible and the tail to move. The last part, I'm not pleased with and could use competent help.
I'm uncertain if the Equilibris intended the lower left object to be a Mermaid Dwelling, but such an animated object would also be much desired.
So if there's anyone outthere, give a shout out..
For example, you want to animate the Sea Monster Dwelling by adding glowing effect on eyes and tail of a object should be movable.
First step is to choose appropriate software, Photoshop for example.
Glowing effect should be done on separate layer. If you want to do same in space of fish mouth you need to know how to create clipping mask.
By various selection technique you can isolate tail, place them on separate layer, assign pivot point and start to move it.
I'm familiar with layers but my current attempt with the tail just isn't good. It's not smooth if you will, coz changing the angle of the tail makes it more pixilated, but thanks anyway for the reply.
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted October 16, 2019 10:55 AM |
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Edited by NimoStar at 11:02, 16 Oct 2019.
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Can anyone make a guardable gate that isn't horrifically enormous?
All of the default gates are absolutely huge in the map.
They don't scale with ANY element of the map, being even like three/four times as tall as walls (which honestly makes no sense since gatehouses in real life aren't much taller than the walls they guard)
Not only that but the new Equilibris gates are only two (the egyptian ones, and one of the has bad lighting) and are as big as the normal H4 ones, if not even bigger.
I illustrate my point with normal buildings for comparison:
I don't know about you but I don't remember Rome having gates four times as tall and double as wide as the Colisseum. Its just disproportioned.
Plus, these buildings are so big they hide several tiles behind them and force you to make maps significantly bigger.
If someone could make gates (doesn't matter which designs) more to scale, it would improve map making appreciably.
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Karmakeld
Responsible
Supreme Hero
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posted October 16, 2019 08:20 PM |
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NimoStar said: Can anyone make a guardable gate that isn't horrifically enormous?
All of the default gates are absolutely huge in the map.
They don't scale with ANY element of the map, being even like three/four times as tall as walls (which honestly makes no sense since gatehouses in real life aren't much taller than the walls they guard)
Not only that but the new Equilibris gates are only two (the egyptian ones, and one of the has bad lighting) and are as big as the normal H4 ones, if not even bigger.
I illustrate my point with normal buildings for comparison:
I don't know about you but I don't remember Rome having gates four times as tall and double as wide as the Colisseum. Its just disproportioned.
Plus, these buildings are so big they hide several tiles behind them and force you to make maps significantly bigger.
If someone could make gates (doesn't matter which designs) more to scale, it would improve map making appreciably.
Download the H4ResourceEditor. Scale the object in a photoeditor and import it via the Editor, then you got yourself a scaled object.
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted October 17, 2019 04:52 AM |
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Isn't hex editing of the object required?
Anyways... I wasn't speaking of scaling the existing objects, but rather making new ones with more correct scale/proportions.
If you tell me hex editing isn't required for imported images to work, I would make some based on Age of Empires resources:
https://www.spriters-resource.com/pc_computer/ageofempiresii/sheet/88817/
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Karmakeld
Responsible
Supreme Hero
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posted October 17, 2019 11:48 PM |
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NimoStar said: Isn't hex editing of the object required?
Anyways... I wasn't speaking of scaling the existing objects, but rather making new ones with more correct scale/proportions.
If you tell me hex editing isn't required for imported images to work, I would make some based on Age of Empires resources:
https://www.spriters-resource.com/pc_computer/ageofempiresii/sheet/88817/
The program is set up to do the hex editing for you I still have to test that all the new more advanced functions works, but it does allow you to create new objects. You just import image(s) into an existing object (of desired type. Also the new image must fit in - be smaller or same. Size as the original).
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted October 18, 2019 12:47 AM |
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Edited by NimoStar at 11:06, 18 Oct 2019.
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I see. I ask that because before, when I left the forums due to my lacking hard drive, you still had to do the hex editing manually. But on the other hand I see footprints are not still functional from the editor and development seems to have halted. That's a shame since I would have liked to have functional "outposts" (the map object is functional, since it can be captured and provides vision; it just doesn't have any "enter" tile assigned and a bad image)
Anyways, I shall try what you say.
The program still works generating a GIMP-openable image with layers to edit and then re-import, doesn't it?
I have already been editing the images.
No image, tho.
(you can see how in the size comparison mine is significantly smaller yet much more elaborate, and is based on Age of Empires II HD)
I am having a problem that could be described as "Mr. Stark, I don't feel so good" after importing.
PS:
Welp, due to the errors in the resource editor I detailed on its own thread, Im not going to be able to do this myself after all. Unless someone volunteers to import the images/PNGs/ORAs (which I already have) manually.
I am also willing to make isometric buildings by request, including animated, if someone needs, as animated PNGs, PNG frames or ORAs - just that they will have to import them themselves without the editor.
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Karmakeld
Responsible
Supreme Hero
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posted October 18, 2019 09:49 PM |
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Both Radmutant and I have made a functional outpost based on an old screenshot displaying the outpost - functional = it has an entranve and works as you described.
Send me the image and I'll see if I can get it to work, as the editor has worked nicely for me in the past, though I haven't played around with importing animations yet..
Edit.: ora format would be fine for me.
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radmutant69
Promising
Known Hero
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posted October 19, 2019 07:21 PM |
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Karmakeld said: Both Radmutant and I have made a functional outpost...
Is that actually working for you though? I'm just curious because for me it can be flagged in the editor but I can't capture it ingame. So it doesn't look really functional to me...
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted October 20, 2019 04:42 AM |
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Edited by NimoStar at 04:46, 20 Oct 2019.
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Does the "change type in resource editor" function normally?
AKA can I import something into a Garrison image and then change the type and make it work?
Normally outposts don't have an entrance and Im having trouble importing images into them. But if I could import image somewhere else and THEN change it to outpost, that should work.
If so I should only need to send stuff with partial transparency since it's the only thing that isn't figured out with the editor... (but it worked before with namerutan's and hex editing)
PS: Radmutant, do those flagged outposts prevent a person from losing the game? Since they are actually classed in the "castles" category.
Also, I have been thinking that you could mimic the "outpost" function with a one-tile garrison that doesn't obstruct anything with the option enabled where stationed troops can't be taken out. That would be basically a defendable outpost.
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Karmakeld
Responsible
Supreme Hero
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posted October 20, 2019 09:56 AM |
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radmutant69 said:
Karmakeld said: Both Radmutant and I have made a functional outpost...
Is that actually working for you though? I'm just curious because for me it can be flagged in the editor but I can't capture it ingame. So it doesn't look really functional to me...
Now Im uncertain of that. I was gonna say yes, but then my memory could be failing me as to wheter it can actually be captured in game. I'll see if I can't find time to run a test.
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Karmakeld
Responsible
Supreme Hero
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posted October 20, 2019 10:04 AM |
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NimoStar said: Does the "change type in resource editor" function normally?
AKA can I import something into a Garrison image and then change the type and make it work?
Not sure. I only tried it once but I also tried to change the tilesize and it messed up the object. I will have to run some more tests to be sure, otherwise it's mostly simple work hexediting the type - only a few exceptions in how the type should be changed.
NimoStar said: Normally outposts don't have an entrance and Im having trouble importing images into them. But if I could import image somewhere else and THEN change it to outpost, that should work.
If so I should only need to send stuff with partial transparency since it's the only thing that isn't figured out with the editor... (but it worked before with namerutan's and hex editing)
PS: Radmutant, do those flagged outposts prevent a person from losing the game? Since they are actually classed in the "castles" category.
Also, I have been thinking that you could mimic the "outpost" function with a one-tile garrison that doesn't obstruct anything with the option enabled where stationed troops can't be taken out. That would be basically a defendable outpost.
Adding an entrance isn't hard.
I too used to import images with Namerutan editor and then edit it with the ResourceEditor afterwards.
Worth testing if outpost counts as castle owned and prevenys a player from losing the game.
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radmutant69
Promising
Known Hero
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posted October 20, 2019 12:21 PM |
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NimoStar said: PS: Radmutant, do those flagged outposts prevent a person from losing the game? Since they are actually classed in the "castles" category.
No they don't. Also they are classed as castle only by their file name, but they called simply 'outpost' in their file header so they are not real castles.
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