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Some things were very jarring to the eye. Some of it was fixed. I would like the next version to address these comments.Stone OreModified file: \_(Model)\Resourses\Ore-lambert2.(Material).xdb
It was too bright, so I changed the lighting to:L_NORMALCrystalsModified file: \_(Model)\Resourses\Crystal-ruby.(Texture).dds
They were too bright and pale. I simply made the texture much darker and a little more saturated. Now they are like the originals, but with an improved texture.GemsModified file: \_(Model)\Resourses\Gems-lambert2.(Material).xdb
They are very dark on maps with evening or night lighting. I changed the lighting to:L_SELFILLUMChestsModified file: \_(Model)\TESTS\dev\chest.(Model).xdb
The gold texture was too bright, and the glow was clearly unnecessary. I removed the glow:L_NORMALNow the model is slightly higher above the ground, which causes a shadow to be drawn along the edge of the gold. It needs to be lowered (4E9A1489-3FAB-4CE2-A07C-011B96F9778E) slightly below the ground. For now, I simply removed the shadows:falseGrassHowever, it still doesn't look very good on the battlefields, so I reverted to the original. But at least its glow can be fixed.Modified files:\_(Model)\TerrainObjects\Grass\Flowers\Flower01.(Model).xdb
\_(Model)\TerrainObjects\Grass\Flowers\Flower02.(Model).xdb
\_(Model)\TerrainObjects\Grass\Flowers\Flower03.(Model).xdb
It stands out too much on evening and night maps. I removed the glow:L_NORMALNext, a controversial point, some may disagree.Reverted to the original waterI'm not sure that transparent water is a good idea. Crooked texture seams are often masked by the water, and in large bodies of water, the ground is often textured haphazardly, most often simply uniformly. And in the Dungeon, transparent water is simply not visible.
Deleted files:\_(Material)\dev\ReflectiveWater.xdb
\_(Material)\dev\ReflectiveWater_Rampart_Adv.xdb
\_(Material)\dev\Test\Malkovsky\Water.(Material).xdb
\_(Material)\dev\Test\Malkovsky\Water_aligned.(Material).xdb
\_(Material)\dev\Test\Malkovsky\Water2.(Material).xdb
\_(Model)\SkyDomes\Virtual\*.*
\MapObjects\_(AdvMapTile)\Water\Water.xdb
\Textures\Terrain\Water\ReflectiveWater.dds
\Textures\Terrain\Water\ReflectiveWater.xdb
\Textures\Terrain\Water\ReflectiveWaterBump.dds
\Textures\Terrain\Water\ReflectiveWaterBump.xdb
\Textures\Terrain\Water\Water.dds
\Textures\Terrain\Water\Water.xdb
\Textures\Terrain\Water\Water_TNL.dds
\Textures\Terrain\Water\Water_TNL.xdb
\Textures\Terrain\Water\Water2.dds
\Textures\Terrain\Water\Water2.xdbP.S. I won't list my preferences for ground textures and some objects, but I also changed a lot there...
To top it off, here's another replacement for the underground gates:
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I also modified this mod - I removed all the purple tint, but the link is to the original.