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Posts from GEMs - GEMred (Pre-rendered textures, PRT) и другое

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10 years ago
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I am adding a GEMs Discord, where we invite you to submit your suggestions for new changes in GEM Red and future modifications.
https://discord.gg/7CNrsrG


GEMNOD 1.0  ------------------------------- 01/12/2023
/topic/15368/



Method:
Place the .pak file in the game's /data folder.

GEM Red 0.5.2 ------------------------------------ 01/19/2023
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An update with many new building models, some of which are inspired by previous versions of the game (H1-4). Some buildings were reworked while preserving their appearance; the mesh and textures were improved, and a logical proportion between them was established (doors of the same size). Some of them were redesigned diagonally, pointing to the activated square, making the entrance more logical (I will always adapt to the original blocking and activation squares to avoid conflicts on any map). The previous Haven pillar model has been replaced with another one similar to the original design. Any suggestion, as always, will be welcome.




GEM Red 0.5.1
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After a longer summer than I imagined, I am publishing a new version with some changes, featuring an updated witch's hut, utilizing the fact that it is the night of the dead! A new market, new roots (prepared for a future Gemnod patch on this theme), and a suggestion I read on some channels: new palm trees. The leaf texture is taken from H&M Dynasty, a mobile game that has since disappeared, but from which I plan to use a lot of high-quality art.

In addition to a small graphical patch, some files were removed to improve compatibility with the Heroes 5.5 mod, and I hope all of you who use GemRed together will report any Gameplay errors to me so that I can fix them in the future.


GEM Red 0.5 ------------------------------------
After a more than intense year, I am returning to my "gems" with more desire than ever. In addition to some buildings that I reworked with great patience and learned much from in the process, the most important change is the vegetation. A replacement was carried out for the 3 most frequently used bushes, crops, and the most difficult ones — trees. Plants in any video game are always hard to get right, and due to the direct lighting of Heroes V, it was difficult for me to leave them to my liking. I will try to publish updates every 2 months, besides continuing/starting other projects in the GEMs series of other "colors". I hope you enjoy this! Peace and health to all!



GEM Red 0.4.1
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Fixed the white water bug in the editor and on some maps without sky, reduced texture mapping size from 2048 pixels to 1024 pixels to avoid performance issues with other mods and improve compatibility with them.

GEM Red 0.4
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After a few months, I have finished the new version! This time I had many suggestions from Discord and other means; thanks to everyone who came to collaborate and help improve.

Since the abbreviation PRT makes no sense in the current project, and with the next initiation of the other three mods also called "GEMS" that are compatible with each other, the name has definitely changed. PRT is dead, but from its ashes GEM Red was born!

Besides replacing some buildings that were considered urgent, the most important additions in this version will be new giant trees and new mountains. In addition to an increase in polygon count, it has a quite efficient display that allows it to fully adapt to any terrain. Almost all snowy territory has also been reversed, including mountains and trees, which have become colder than the originals. I left many models, such as molibons, halfway because most of them require animation, and that is a slower process that I need to refine; they will definitely be added in the next patch. Enjoy!

https://i.imgur.com/IulqELz.jpg" target="_blank" rel="noopener">

GEM Red 0.3.2 --------------------------------------------------
Reworked version with many small fixes, cleaning up 30 megabytes of unnecessary files and adjusting the color of some textures (among other changes: greener grass and less transparent water)
GEM Red 0.3.1 --------------------------------------------------
After 5 years? Finally a review of all the work. Most importantly: lighting issues have been fixed. New import method (Thanks to Zahar for help in studying). Besides cleaning archives of "junk" and reviewing practically all meshes and their textures, there are new tasks that I have started testing.
One of them will be reworking and scaling all artifacts, starting with moment rings, so they are clearly visible on the adventure map. For dwellings in Haven, conquest effects were added where hired units will appear, train, or observe. I intend to extend this effect to all dwellings.

Practically all resources have been reworked, effects have been enhanced, and the aura, which in my opinion had become very annoying, was removed.

Additionally, many decorative details were completely reworked, such as logs, pumpkins, stones, mushrooms... and especially grass and reeds.

Furthermore, a "ProjectOnTerrain" effect has been added to many elements, highlighting wooden fences, which will now be correctly placed on sloping areas.

I hope you enjoy it, and please... if you find bugs or simply have some design aspects you want to comment on, I would appreciate it, as the opinion of other people is important for evolving and creating the perfect mod. Hugs!


GEM Red 0.3 ----------------------------------------------------
Finally a new version !! The main part is the replacement of models. My idea is that all buildings have a similarity, especially human buildings (with tiles), since they differed greatly from each other and belong to one era (classic Middle Ages). Some models were extracted from Heroes VI, changing them in the style of Heroes V. I also changed the palm trees, as they seemed a bit artificial to me, and added various desert bushes.

The landscape was slightly changed, especially snow and hell, based on suggestions (in heroescomunity xD ..). Another important change is the grass. The 2D effect has been replaced by a 3D model with movement and shadow. In the future, I will try to adapt it to the terrain; at the moment it produces an error. Lava has been replaced (in 0.2.9 I mistakenly put a terrible texture).

The entire sky was doubled in size; now there is one sky for the adventure map and another for the castle, for two reasons. First — to create a false horizon (black gradient) for those of you who want to change the camera border and see the sky but not see the edge of the map. And the second reason is to include clouds in the highest texture so that they reflect in the water, avoiding the reflection of only one color.

And, of course, almost all resources were changed, especially mercury and gems, which turned out to have a more similar appearance to previous games (Heroes 1-4). And many details, texture improvements using Bump and Ambient Occlusion in many buildings.

New models do not receive light correctly; they are self-illuminated because I use "archangel," and I failed to properly import vertex colors. If anyone can help me with another system, I would be grateful; it is important that they are well lit in the next version.

I would like to know your opinion and recommendations for improvement, and of course, bugs! (I will install Heroes V again) Greetings.
 
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10 years ago
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Nevertheless, kudos! Our forum was lacking a detailed description of the mod and the author's goals.
Do you have contact information for the author?
In reply to Ment
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10 years ago
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Ment
Nevertheless, kudos! Our forum was lacking a detailed description of the mod and the author's goals.
Do you have contact information for the author, if I understand correctly?
That's correct.
It also needs its own thread.
And if you have contact information, that's even better!

I'd like a link to the new version :smile43:
10 years ago
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I have contact with the author and am currently trying to connect him with Psatkh, as there are issues with importing building animations. You can find the link to version 0.2.9 on heroescommunity; xuxo doesn't want to post it here because he says version 0.3.0 will be released soon. I currently have a closed version of 0.3.0, and I assure you, it's worth waiting for.

Regarding the snow – do you have any ideas on how to improve it? Write them here; xuxo will either read them himself (he reads this forum through Google Translate from time to time), or I will pass them on.
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10 years ago
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Hmm, a very interesting concept. The game really looks different in the screenshots; that’s cool. :smile20:
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10 years ago
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And approximately when will this mod be released?
10 years ago
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/deleted/
10 years ago
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Updated! Version 0.3 Beta is now publicly available. The download link is in the header.
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10 years ago
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I'm sorry, but I didn't really like the Inferno flag – it would suit the Orcs better. Here's my suggestion.
It definitely wouldn't suit the Orcs; they don't worship Urgash, and the flag depicts him. The serpent eating its own tail is a symbol of chaos. In the original game, it's basically the same symbol; the author probably just improved it to their liking.
In reply to SRD
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10 years ago
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in general, regarding the flags, I liked the ones that use symbols of the factions, for example, the ouroboros for the demons and the triskelion for the elves, etc.

Added 4 minutes later
Ment
It definitely wouldn't suit the Orcs, as they don't worship Urgash, and the flag depicts him. The snake eating its own tail is a symbol of chaos. In the original game, it's essentially the same symbol; the author probably just improved it to their liking.
You misunderstood me – I meant that the Orcs would be better suited with the one that's currently used for the demons in this mod, and the one I posted is what I'm suggesting for the demons.
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10 years ago
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Oh, please excuse me, I am unusually inattentive today...
10 years ago
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Hi everyone, I can't figure out how to install the mod. The game version is 3.1.
In reply to sadev
10 years ago
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To install the mod, simply place it in the data folder.

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