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» [H3SW v0.8.2] Witch Hunt
H3SW: General Graphics discussion - Page 21 Icon_minitimeby GodRage Yesterday at 22:56

» 5Kings1Ring
H3SW: General Graphics discussion - Page 21 Icon_minitimeby GodRage Yesterday at 22:54

» Polskie powitanie
H3SW: General Graphics discussion - Page 21 Icon_minitimeby rrravyn 2024-11-15, 09:53

» loading simplification
H3SW: General Graphics discussion - Page 21 Icon_minitimeby badtoper 2024-11-15, 04:37

» Easier Troop Management Between Garrison and Hero in Town
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» Improvements for Hero Management and Turn Confirmation
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» [H3SW v0.8.2] Desert Isle
H3SW: General Graphics discussion - Page 21 Icon_minitimeby Sir Albe 2024-10-31, 07:56

Poll
Global announcements should be:
Everlasting, 1 for each project.
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 0% [ 0 ]
Temporary, when there is something new to announce.
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 100% [ 6 ]
Holalala... No idea where the Ultimate artifact is.
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 H3SW: General Graphics discussion

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Orzie
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H3SW: General Graphics discussion - Page 21 Empty
PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-05-05, 00:45

I can't think of a better solution currently. I support your idea with the small houses based on 1st level dwelling, and think that we can proceed with your iteration of the townscreen. The only thing that will need to be done is further adjustment of the houses to make them look a little more unique. Also, I am still pretty unsure about that square road thing I once designed, it looks pretty rough and it doesn't give any clue how we are going to make the roads when the City Hall is not built yet.

With your idea I've got another one concerning all townscreens. To make the addition of such element as inactive houses on the townscreen looking a little more legit, I suggest forethinking about all 8 factions in advance.
The main points are:

- Adding several inactive buildings based on (or at least inspired by) 1st level dwellings in exterior;
- Thus filling the space nicely because original townscreens were never meant to be expanded;
- Thus also giving the player a hint about such a big number of level 1 creatures available for hire each week.

To be honest, 50 peasants available for hire each week in Heroes 2 from one single house looked a little strange in my opinion. So that I generally support your idea, and also suggest thinking about same possible solutions for other factions. The only current problem is the Warlock's townscreen where we don't have another cliff to put additional smaller inactive caves to (probably all of them must be on the background). Probably, we will require Agar's help on this piece with adding new 3D renders.

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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-05-05, 07:49

I have been working on the miniature for the new Medusa Queen by Ragoon. What do you think?

Medusa:
H3SW: General Graphics discussion - Page 21 GGZM1GQ
Medusa Queen:
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2X:
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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-05-05, 08:38

Very good job Albe, I like it! Smile

I'm posting two frames from attack anim if you would like to improve it further (make it more similar, although it's not necessary imo)

H3SW: General Graphics discussion - Page 21 Ob0M1n9

Things like blue bow string or arrow details etc.
Will you make animated version for it? It's 2-4 frames if I remember

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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-05-05, 09:03

Thanks, Ragoon. Those will be useful for me Smile I might change the bow string if it looks good in blue. I don't know if I can improve the arrow to be more precise. Just 1 pixel might make it too big. I plan to animate it myself and make its attack sprite, where these pictures also will come in very handy Smile
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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-05-05, 09:08

You can simply open any gif from animations thread in most of graphic programs and it'll show you every single frame Smile If they're not looking pretty that's probably because of gif optimalization option. I'm sure you can find a way to deoptimalize them (in GIMP it's just 1 click in filters > animations > deoptimalize)

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H3SW: General Graphics discussion - Page 21 Empty
PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-05-05, 10:03

Some quick fixes. What do you think? Personally I think the blue string looks okay, but the arrow is too big.

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2X:
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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-05-06, 04:20

Good job Smile I think that blue string + smaller arrow looks best.

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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-05-06, 15:12

I agree with Uhm on the matter. I would also love to see the bow edges varied in the way like the full-size version is. Currently it resembles Elf's bow too much.

Thank you for your input!

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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-05-08, 20:55

I tried to make the bow a bit more curvy and a pixel shorter. I also tried to implement the curvy top, but it isn't easy when it is such a small detail. Any suggestions for improvement? Smile

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2x:
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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-05-08, 21:20

This new version isn't an improvement imo. Not much has changed and bow is still not right.
My suggestion:

Before - After
H3SW: General Graphics discussion - Page 21 JAWJfALH3SW: General Graphics discussion - Page 21 Ve2NABs

x2
H3SW: General Graphics discussion - Page 21 YT5aVFSH3SW: General Graphics discussion - Page 21 P8e3kZ3

Fixed double elbow, shorter, golden bow and blue fletching + longer arrow tip

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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-05-08, 21:43

It looks great Ragoon. I am going with that one, if there is no further suggestions Smile
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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-06-03, 05:48

So, what draws the most attention for you here?
I know it's far from perfect, but I have a strong feeling that the v0.8 beta must be released in near future.

For me it's still the roads around the statue which stand out completely and don't complement to any other townscreens having roads.

H3SW: General Graphics discussion - Page 21 KNpOOls

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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-06-03, 07:00

I would actually say the building in the lower left corner. It looks a bit weird, what is it actually? Other than that I got no complaints only cheers! It looks amazing, but I highly agree that we must really focus on getting v0.8 out soon - that means no time for "new" stuff and finishing the missing and most important stuff. Is Feanor around at the moment?
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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-06-03, 07:40

My list of changes: (Also small edits town hall's darker side)

H3SW: General Graphics discussion - Page 21 IBQnNIW

PNG:

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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-06-03, 07:58

I like your road better, but not the other changes.
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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-06-03, 08:03

why?

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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-06-03, 08:56

Ragoon wrote:
why?

I can try to explain it, but it is of course a very subjective thing, so don't take it personal please Smile I don't see why you would rather want an bald field rather than a lush/grown one. I find the tower (Crossbowman dwelling) looking washed out and pale, I don't see why you want to change it. The roof on the city hall tower looks unfitting compared to the rest of the roof. I also don't think the water needs to be more saturated, it always have looked a little different from the ocean on the map for instance and that is no problem to me.
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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-06-03, 16:50

Yes, half of the suggested fixes concern the original graphics, not ours. Former Captain's Quarters is what the Outpost (Crossbowman dwelling) currently is. If fixed, it stands out too much because all the area right to the castle is shadowed, but the Outpost isn't anymore. I agree with Sir Albe on the matter of water, too. The roads near the Mage Guild/Cathedral are unchanged from classics. The fix may have been legit if improved to the level where the road is clearly visible though. It is still useful.

I do appreciate the fields fixes however, because the green field brings too much brightness for that part of the screen. The road colors are mostly chosen right, too.

The tower top of the City Hall cannot have the same pattern as the ones from the Cathedral because of the perspective distortion. The brick lines cannot be present at that angle. The only possibly required fixes there would concern lighting. I do appreciate some fixes on the shadowed side of the City Hall, however.

Now, what troubles me the most is not the color scheme of the road square, but its shape. In fact, this solution feels much more natural to me and this has been already the point of argument in this topic. It also fills the right area better (still would require fixes though):

H3SW: General Graphics discussion - Page 21 GLi3FRj


P.S. feanor is currently looking for job, but we'll see how things will go in June. For now, we can use the txt file to assign all missing creature specialties (starting from the Barbarian if I recall correctly) to continue with the testing.

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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-06-03, 20:41

I dont know how roads will be added in the game (as a part of other buildings? or will be there from the start?) but I think that it would be a good idea to have a straight line from armory to the town hall and add second line with cathedral apperance only. And round road with statue :p

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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-06-04, 05:02

In fact, the complexity here is that only some of the roads are shown on the completely empty townscreen, and this was another reason to consider the road triangle.

The square was meant to appear with the appearance of the Statue, which is in turn appearing only with the City Hall (+2000 monies per day). I still want to use your suggestions somehow and probably find an option which would satisfy the majority.

The new roads technically are part of the buildings just like Uhm's proposed inactive houses, and they are not active either. So, they appear as background objects, just like the Statue. We still can make the Statue clickable though, as a part of the City Hall.

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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-06-04, 05:30

Well, I'm almost 100% sure that the townscreen/roads will be changed and tweaked after v0.8 so I don't see the point of doing it perfect (and satisfying for the most of the community). It's good as it is right now :p

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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-07-06, 00:47

Okay guys, this is how it looks in-game:
Spoiler:

All buildings added except Brotherhood of steel. Still need to prepare animations of Castle, Docks and fixing flags and roads. Otherwise - it's ready.

Update: Only docks and boat animations are left to do. Will we have Brotherhood of Steel and Lighthouse or something else instead?

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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-07-08, 09:48

Uhm wrote:
Will we have Brotherhood of Steel and Lighthouse or something else instead?
Fortifications instead of Lighthouse..somewhen.
No opinion about Brotherhood, I think, we certainly should discuss special buildings sometime.
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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-07-08, 20:35

I really think we should leave that discussion for later. For now I think we should stick with the H3 buildings and effects when we can't use H2 buildings (it doesn't make sense for the fortifications to increase the movement on sea). Also Feanor I gathered a list of programming related bugs in the excel file called "Bugs in current version of H3SW". It contains general bugs, but also still some creature ability bugs. Feel free to update it when needed.
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PostSubject: Re: H3SW: General Graphics discussion   H3SW: General Graphics discussion - Page 21 Icon_minitime2017-07-13, 17:06

I'm not against Brotherhood of Steel the Sword lol , and I think we can actually discuss its design. The current one is acceptable for the beta, so if we won't come to anything, it's not as critical.

What's pity is that I cannot reach the most actual townscreen files: when I use both the UpToDate folders, the townscreen is still old.
UPD. Updated town_coords.ini, but it of course doesn't solve the townscreen graphics themselves.

Nevermind, I've found it. I think it will be better to place the graphics in the UpToDate folder: they will be only slightly improved with the course of time. I'm starting to fix the houses, town hall and I'll still try to design a fancier road scheme so that Uhm will be happy. Smile


P.S. We really need to do something with this situation. I'll ask feanor about it.

H3SW: General Graphics discussion - Page 21 GkRVk30

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