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Phoenix Vision – a comprehensive modification of the game’s visual aspects.Auto-translated
Frozensoull, when do you plan to release the update?!
Since not all circumstances depend on me, I cannot name the exact date yet. If everything goes well, the release may happen at the end of December; if not, it will be in mid-January.
Good day to all. First of all, I would like to wish everyone a Happy New Year and thank you for your interest in this project, and also share some news.
- The development of the "Phoenix Vision" mod is complete.
The official release will take place on January 15th.
- Since creature models from "World of Warcraft" have been added as neutrals in "Phoenix Vision," the copyrights to them belong to "Blizzard Entertainment." Therefore, a request was sent to them for permission to use their materials for this campaign. At the moment, no response has been received, which is why the release has been slightly delayed.
There are two possible scenarios:
1) If "Blizzard" refuses or does not respond, the "Phoenix Vision" release will still take place as planned, but the updated neutral creature models from the release version will have to be removed.
2) If "Blizzard" gives their consent before the release, then "Phoenix Vision" will be released in its entirety. In addition, a new project will be announced, which is currently being actively developed. It will include many unique heroes and new neutral creatures from the "WoW" universe.
Thank you for your attention.
Did Blizzard give them permission to use their content?! :rolleyes:
At the moment, I have not received any response from "Blizzard Entertainment." Therefore, I was forced to remove the new neutral unit models in the release version; all other announced changes are present.
A couple of notes regarding the Royal Griffin:
1) The texture doesn't have mip-maps, which causes distortion when the camera moves further away.
2) The "dead" animation lacks a glow effect.
And regarding the Zealot, you can use my model from the FEM pack; all bugs and minor issues have been fixed there.
A couple of notes regarding the Royal Griffin: 1) The texture doesn't have mip-maps, which causes it to distort when the camera moves away.
I tried to make sure that mip-maps were enabled for all creature textures, but I guess I missed some places.
And does it really distort noticeably? In theory, the absence of mip-maps only affects the granularity when viewed from a distance. footman
2) The "dead" animation is missing the glow effect. And regarding the Zealot, you can use my model from the FEM pack; all bugs and minor issues have been fixed there.
The glow effect is also missing on the "dead" animation for the Battle Griffins. I can add it, of course, but I'm not sure if it makes sense for this animation. When a creature dies, these armor elements, which should have a glow, are not really visible anyway.
Regarding the Zealots. I didn't really notice these small defects in the model before. If I get the desire to continue developing the "PV" project, I might use your suggestion, thank you.
I tried to make sure that mip-maps were enabled for all creature textures during saving, but I must have missed some places.
And does it really distort the image? In theory, the absence of mip-maps only affects the graininess when viewed from a distance.
The glow effect is missing on the dead animation for both the Dead and the Battle Griffons. I could add it, of course, but I'm not sure if it would be worthwhile for this animation. When a creature dies, you can't really see these armor elements that are supposed to have a glow.
Regarding the Zealots. I didn't really notice these small model defects before. If I decide to continue developing the "PV" project, I might use your suggestion, thank you.
The distortion is always visible if you pay close attention, especially when only one creature on the entire map is distorted.
You can disable the glow effect at the end of the dead animation. You can see how it's done in my HoMMVII mod; there are copies of the xdb files with the addition of _die. They have a parameter called CycleCount; set the value to 1, and the effect will be disabled
Distortion is always visible with good attention to detail, especially when only one creature on the entire map is distorted.
Okay, I'll take a closer look when I have time. footman
You can disable the glow effect after the dead animation finishes; you can see this in my HoMMVII mod. There, copies of the xdb files were made with the addition of _die in their names. There is a parameter called CycleCount; set the value to 1, and the effect will be disabled.
I know how the "CycleCount" parameter works. I'm talking about the fact that the presence or absence of this effect is not very noticeable when the death animation is playing. Although, I can fix this minor issue.