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= Small mods that change the visuals = Auto-translated

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In reply to L'Garold
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#636
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L'Garold
When holding Alt, the model is not highlighted. I assume it's related to the number of polygons in the model (2149 tris).
It's because of the true in <ProjectOnTerrain> in the model files.
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#637
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Creatures&Heroes_NormalLODModels has been updated. BigOverlord found a bug with the magic wand being positioned behind the belt when the mage hero on an elephant moves. The movement animation has changed slightly (but who looks at it when the movement speed on the map and in battle is set to maximum?), but the wand no longer flies out. BigOverlord, thank you for reporting this.
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#638
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Thank you for the work done.
In reply to Mооnst@r
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#639
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Mооnst@r
SaveLoadScreenShootFullHD - changes the window size to full HD (1920x1080) for the screenshot during saving.

I wanted to make a slightly different mod for all resolutions, but it didn't work out — it doesn't adjust the screenshot size without stretching it. I made it for full HD. It turned out well, maybe someone will find it useful.

Top is as it was, bottom is what it became.

But isn't everything stretched by default there? Mine is like that, I don't remember fixing it separately.

But in map creation, yes, there are borders and there were. Anyway, good.

Герои Меча и Магии V: LEGACY CLASSIC

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#640
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G0ldiel

 

isn't everything stretched by default there? that's how it is for me, I don't remember fixing it separately.

but in the map editors yes, there are borders and there were. In any case, good

If the game screen is (approximately) 1920x1200, you probably won't even notice the stretching, but at 1920x1080 it's noticeable, which is why I made it for 1080.

For map creation, I made this.
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#641
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Disables the "aura" for all heroes and creatures in the game, including heroes from scenarios and campaigns and creatures from all expansions.

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#643
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Updated the PuzzleMap_fullscreen mod. On some "Tears" search screens, the landscape was slightly darker, which caused me to miss gaps (openings) in certain places and set the correct button size on the stained glass (it spanned the full length of the texture down to the bottom of the screen).

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#644
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Updated the PuzzleMap_fullscreen mod once again (hopefully for the last time). This time I reworked the frame. Previously it was being stretched; now I've redone it for widescreen format (comparison screenshots) and fixed the button for Sylvan — it was behaving strangely, jumping around.

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#645
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I was inspired to try my own version of the side panels for the stained glass.
At first I thought it looked cringe, but then it grew on me. I imitated the shadow and all that. Someone might share my view.


Герои Меча и Магии V: LEGACY CLASSIC

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#646
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G0ldiel

It inspired me to try my own version of the side pieces for the stained glass.
At first I thought it looked cringe, but then it grew on me. I imitated the shadow and all that. Hopefully someone will share my view.


It would have been better if both pieces were different rather than mirrored, and one without a shadow. Shadows don't fall that way, in both directions, in my opinion. Although they do fall in all directions, but there should be certain conditions... anyway, never mind.

Oh, and also, the mod doesn't work. There's an extra folder, PuzzleMapStoneBorders, which contains the UI.

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#647
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Mооnst@r
G0ldiel

I was inspired to try my own version of the side pieces for the stained glass.
At first I thought it looked cringe, but then it grew on me. I simulated the shadow and all that. Anyone else share my view?


It would be better if both pieces were different rather than mirrored, and one without a shadow. Shadows don't fall that way, in both directions, in my opinion. Although they do fall in all directions, but there should be certain conditions... anyway, never mind.

Oh, and the mod doesn't work. There's an extra folder, PuzzleMapStoneBorders, which contains the UI.

Re-uploaded
I agree about the shadows and the different sides, but I executed it purely in the style of how old games did it — the simple approach.
Yes, if we're going for realism, one shadow should be removed, but in reality this is more about achieving a beautiful solution — without a shadow on one side it would look ugly and stop working visually.
In design, sometimes accessibility and visuals matter more than realism; this is one of those cases. As for making the sides differ, maybe I'll do that later — right now I need to finish preparations for the release of the first version of the UI mod.

Герои Меча и Магии V: LEGACY CLASSIC