- Joined
- Aug 13, 2013
- Messages
- 1,696
Finally, it's now deployed.
I apologize for the delay, this should've been released a week ago
if the development wasn't halted that time due to my inactivity.
An inactivity due to "busy"ness in real-life as obligation strikes.
However, I wouldn't let it be pending for too long so here it is!
The concept is inspired from HotS but redesigned by hemmedo and myself
to match the Warcraft's complexity in any ways. Some of the models were also
made by Mythic as requested by hemmedo. Special thanks to both of them.
Of course, permission is already granted to freely extract the custom models![Wink ;) ;)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
By the way, I've prioritized to release this first than
the Archimonde's overhaul update so that I can just easily focus updating these
resources on my next return(s) as I'm strictly budgeting my time nowadays.
There are features/extras that aren't implemented on the spellpack yet
as I've decided to crop them for releasing on upcoming updates instead.
Like; the mastered version of Fel Infusion which makes it stackable,
another mastered version of Summon Al'ar which is called Infinity Dive,
empowered version of Pyroblast & Summon Al'ar, and so much more...
There are minor things that I'm aware of to investigate
and "hopefully" to resolve these problems in the future;
Dive Bomb - as you could've not easily noticed, the diver unit which
holds the phoenix model to do the dive instead does not change the team color
of the model itself. It stays in red for whatever reason. I've sort into
various methods but only found a convoluted + limited way to correct this by
using another unit that literally must contain the model itself via OE.
However, this will not let me to use the pitch animation as only dummy.mdx have it.
Unless I use another two different units that have those pitch angles preset in OE
which is doable but not convenient. Or copy the pitch animations of the dummy.mdx
to the phoenix model itself but I don't think I have to sort into much of that.
I've remembered that I've achieved something like this years ago in my other resource
so I think the problem lies elsewhere. I must investigate furthermore.
Gravity Lapse (Polymorph) - ghost ability doesn't work on polymorphed units,
it would render them unwalkable as they don't take abilities. I tried re-adding it at the times
they transform but it does nothing. I don't think it's fixable but I'll see to it.
My to-do list for now:
Archimonde Spellpack v1.1.0 (on-going)
Jaina Spellpack v1.2.0
Kael'thas Spellpack v1.1.0
Cenarius Spellpack v1.0.0 or Sylvanas Spellpack v1.0.0
Thanks in advance for your considerations!
EDIT:
I forgot to mention these dependencies:
I've revised RiseAndFall, Knockback3D, IsDestructableTree for functionalities & bug fixes.
I'll acknowledge the changes made to their threads soon.
I apologize for the delay, this should've been released a week ago
if the development wasn't halted that time due to my inactivity.
An inactivity due to "busy"ness in real-life as obligation strikes.
However, I wouldn't let it be pending for too long so here it is!
The concept is inspired from HotS but redesigned by hemmedo and myself
to match the Warcraft's complexity in any ways. Some of the models were also
made by Mythic as requested by hemmedo. Special thanks to both of them.
Of course, permission is already granted to freely extract the custom models
By the way, I've prioritized to release this first than
the Archimonde's overhaul update so that I can just easily focus updating these
resources on my next return(s) as I'm strictly budgeting my time nowadays.
There are features/extras that aren't implemented on the spellpack yet
as I've decided to crop them for releasing on upcoming updates instead.
Like; the mastered version of Fel Infusion which makes it stackable,
another mastered version of Summon Al'ar which is called Infinity Dive,
empowered version of Pyroblast & Summon Al'ar, and so much more...
There are minor things that I'm aware of to investigate
and "hopefully" to resolve these problems in the future;
Dive Bomb - as you could've not easily noticed, the diver unit which
holds the phoenix model to do the dive instead does not change the team color
of the model itself. It stays in red for whatever reason. I've sort into
various methods but only found a convoluted + limited way to correct this by
using another unit that literally must contain the model itself via OE.
However, this will not let me to use the pitch animation as only dummy.mdx have it.
Unless I use another two different units that have those pitch angles preset in OE
which is doable but not convenient. Or copy the pitch animations of the dummy.mdx
to the phoenix model itself but I don't think I have to sort into much of that.
I've remembered that I've achieved something like this years ago in my other resource
so I think the problem lies elsewhere. I must investigate furthermore.
Gravity Lapse (Polymorph) - ghost ability doesn't work on polymorphed units,
it would render them unwalkable as they don't take abilities. I tried re-adding it at the times
they transform but it does nothing. I don't think it's fixable but I'll see to it.
My to-do list for now:
Archimonde Spellpack v1.1.0 (on-going)
Jaina Spellpack v1.2.0
Kael'thas Spellpack v1.1.0
Cenarius Spellpack v1.0.0 or Sylvanas Spellpack v1.0.0
Thanks in advance for your considerations!
EDIT:
I forgot to mention these dependencies:
I've revised RiseAndFall, Knockback3D, IsDestructableTree for functionalities & bug fixes.
I'll acknowledge the changes made to their threads soon.
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