There are no tools for *.orc files. There are only for *.ork. Regarding Reshade. It would redundant without screen-space lights and global illumination with rt. Don't forget i use it with addon system. So it's not just color adjustment.
There are no tools for *.orc files. There are only for *.ork. Regarding Reshade. It would redundant without screen-space lights and global illumination with rt. Don't forget i use it with addon system. So it's not just color adjustment.
No, there is not
There will be news soon with project's roadmap
Yes it will. Mostly for fit new core mechanics and adding combat micromanagement
Currently mod is incompatible with vanilla game. There will be vanilla edition after completion of third prophecy campaign. It may be necessary to rework the original maps, as the lighting is physically incorrectly organized there, which will make it look strange with mod
Still working on separated shadows. If you want to get more news about development process you can follow my blog at Vk.com but it is on russian
There will be no new factions
Since there will be only human campaign so won't. Orcs and lizards will appeared for some episods as in vanilla game
Still working on separated shadows for pseudodynamic lighting system
As I mentioned in summary section "extended functionality for scenario editor" is expected but it is "critical improvement that may be implemented (depends on popularity of the project)"
Mainly working on dynamic lighting and stuck with some unpredictable things. Anyway developing is continuing
Currently widescreen feature developed and compatible for the mod only. In future Im going to edit that feature and some ones for vanilla game.
There is no sense to unpack these files because you won't be able to modify them. But you can use any of existing ones if you know its names of course. In order to pass filename (with path) to PlayInGameAnim function (bypass selecting file window) you need to create template of command. Open "commands.trig" and find line PlayInGameAnim DATAFILENAME LastAnim: MBOOLEAN. If you want use for example 01_01_001_00.GOBJ you should add next line: PlayInGameAnim OBJECT\HIGH\INGAME\CAMERA\HUMAN_INT\01_01_001_00.GOBJ LASTANIM: TRUE. Then in trigger editor you will see that command and just click on that to add in your scenario trigger.As for me I don't plan use this approach, because that strongly limits my cutscenes
Visual Studio, IDA, Cheat Engine
I don't open *.orc files, I get access to *.orc data after its loaded during *.scn initialization.
Nowhere, it is in development
INTERRUPTOR
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