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Posts from Phoenix Vision – a comprehensive modification of the game’s visual aspects.
You can simply say "ignores obstacles." There's no need to pick specific nouns.
Personally, I prefer the combination of a noun and an adjective, especially since most abilities are described in this way.
I would even add an adjective to the creature's name, something like "Venomous Cobra" or "Cave Cobra." Although, this naming convention is mainly used for enhanced creatures, but I think it would also be appropriate in this case.
The feathers should be made semi-transparent; otherwise, they don't look very good. And since they are replacing the phoenix, wouldn't it have been better to use the ID of the firebird?
It will be available soon; the project is gradually being prepared for release. footman
The feathers should be made semi-transparent; otherwise, they don't look very good.
As they say, beauty is in the eye of the beholder.
Originally, this creature was supposed to look a bit different, but the game lacks the necessary shader settings. So, I had to make do with what was available.
However, in my opinion, it still turned out quite well. footman
And since you're replacing the phoenix, wouldn't it have been better to use the Firebird's ID?
Although, in my opinion, it still turned out quite well.
In my opinion, this is the best hero-themed Phoenix ever. What could be considered for improvement is the semi-transparency, as footman mentioned, and the color itself (considering the lore of Phoenixes in Ashan, which are not fire, but rather primordial magic). It's not a given that it will become better after such experiments, but the experiments themselves would be interesting. But as it is – it’s great.
In my opinion, this is the best hero phoenix ever. Something to consider would be the semi-transparency, as footman mentioned, and the color itself (considering the lore of phoenixes in Ashan, which are not fire, but rather primordial magic). It's not a given that it will be better after such experiments, but the experiments themselves would be interesting. But overall – it's great.
Thank you for this assessment :)
A considerable amount of time was spent on the phoenix model, and I tried all possible setting options, including transparency. In my opinion, the best result was achieved in the final version.
Do these new models also have problems with animations? As I understand it, it's still not possible to create a movement animation like that of normal creatures?
And in general, how problematic is it to work with these models?
I tried to modify the geometry of the standard models, and nothing worked. After exporting the modified geometry, the skinning was displayed incorrectly. I'm thinking of trying to get models from other games.
Do these new models also have problems with animations? I understand that it is still not possible to create a movement animation like that of normal creatures?
Constellar
And in general, how problematic is it to work with these models?
Most of the problems really lie in the animations, and the movement animation is the least of the problems, since a cyclic run in place exists in almost all models and only needs to be adjusted for "heroes." Although, sometimes this can be extremely tedious if you want to do it well, without seams and jerky movements of the model, but it is still possible.
In addition, there are many options for implementing creature movement. For example, in the neutral models that I announced, the wolves have a classic running animation on the ground, the phoenix flies, the cobra burrows into the ground, and each of the 4 elementals has its own unique movement animation. So you can approach this in different ways.
But with some other animations, it can be quite difficult, since the models from WoW are not designed for strategy games, and many of the necessary animations are simply missing or need to be edited. In such cases, the desired animation has to be literally assembled frame by frame from different animations (combined/cropped/glued/adjusted by frames and speed). This is a rather laborious process.
As an example, you can look at the fire elemental model. In WoW, these creatures deal damage in melee combat, and they do not have a shooting animation, but in Heroes they should be ranged attackers, so I had to create a shooting animation for them. In the end, it turned out quite well; you will soon be able to see it for yourself. :) Constellar
I tried to change the geometry of the standard models, and it didn't work. After exporting the changed geometry, the skinning was displayed incorrectly. I think I might try to get models from other games.
Try it; there are many interesting models from other games. The Heroes Community will be grateful... probably... :D
It would be good to add a symbol to the Imperial Archer, like the one on the crossbowman, or remove the chain altogether, because up close it doesn't look very good, but from a distance it's fine. In my opinion, changing the perspective for the archers was unnecessary; I didn't even recognize them at first because of the unfamiliar angle.
In my opinion, changing the camera angle for archers was unnecessary; I didn't even recognize them at first because of the unfamiliar angle.
One of the main changes in PV is the uniform height of creatures within each faction, as well as the consistent camera position. There are, of course, a few exceptions, but overall, this is the standard. Andraíl
Where are the shackles on the fire demons themselves? They are on the icon, but not in the game.
The shackles were present in the original game. If my memory serves me correctly, the developers removed them in "Hammers of Fate," although it's unclear why.