Difference between revisions of "How to create a town mod"
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== Map dwellings == | == Map dwellings == | ||
− | + | You may want to get the same render as in the town, so you have to change the angle and the shadows. If you handle a 3D model software, you can start with ''Unique 3D'': https://huggingface.co/spaces/Gyufyjk/Unique3D | |
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+ | The map dwellings are not rendered on the map with vanishing points but in isometric. You can [https://blender.stackexchange.com/a/135384/2768 get an orthogonal render in Blender]. | ||
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+ | Without 3D, you can use ''Zero 1-to-3'': https://huggingface.co/spaces/cvlab/zero123-live | ||
+ | |||
+ | You can get higher resolution using this Video AI that can control the motion of the camera: https://huggingface.co/spaces/TencentARC/MotionCtrl_SVD | ||
+ | |||
+ | The buildings on the map are more satured than on town screen. If you have to reduce the size of an image, do not use interpolation (LANCZOS, Bilinear...) to get more details, not a blurred image. If you need to increase the resolution or the quality of your template image, use ''SUPIR'': https://huggingface.co/spaces/Fabrice-TIERCELIN/SUPIR | ||
+ | |||
+ | == Map buildings == | ||
+ | The AIs badly understand the sun direction and the perspective angles. To generate the buildings on the adventure map: | ||
# Open the HOMM3 map editor | # Open the HOMM3 map editor | ||
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# Inpaint the (big) empty middle with the brush | # Inpaint the (big) empty middle with the brush | ||
# Use a prompt like: <code>A dark house, at the center of the image, map, isometric, parallel perspective, sunlight from the bottom right</code> | # Use a prompt like: <code>A dark house, at the center of the image, map, isometric, parallel perspective, sunlight from the bottom right</code> | ||
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== Creature animation == | == Creature animation == | ||
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# Animate using ''ToonCrafter'': https://huggingface.co/spaces/Doubiiu/tooncrafter | # Animate using ''ToonCrafter'': https://huggingface.co/spaces/Doubiiu/tooncrafter | ||
− | Otherwise, use a 3D model software like ''Blender''. | + | Otherwise, use a 3D model software like ''Blender''. To start with, you can generate the model from an image using ''Unique 3D'': https://huggingface.co/spaces/Gyufyjk/Unique3D |
+ | |||
+ | The GLB export is recommanded. To use it in ''Blender'', create a <tt>.blend</tt> project and import the file. To render the texture: | ||
+ | # Add a ''Principled BSDF'' material to the object | ||
+ | # Create a ''Color Attribute'' in the ''Shader Editor'' view | ||
+ | # Link the Color output of the ''Color Attribute'' to the ''Base color'' input of the ''Principled BSDF'' | ||
+ | |||
+ | You can improve details by cropping the source image on a detail and generate a model for this detail. Once both imported in ''Blender'', melt them together. | ||
== Music == | == Music == |
Revision as of 12:54, 2 July 2024
This page helps you to create from scratch a VCMI mod that adds a new town. The town mod structure is described here.
Contents
Questioning the town creation
Before creating a town, be aware that creating a town mod is lots of work. You can start creating creatures in a creature mod that can be converted into a town mod after. This way, you are sure to release something. The smallest contribution is a hero portrait that you can suggest on an existing mod.
Make a playable town mod
Before creating your content, retrieve the content of an existing town mod like Highlands town. To download the project, click on the Code button and click on Download ZIP. The first thing to do is to change all the town identifiers in the files following the town format and manage to play with the town and the original without any conflict. To play to a town, you have to add all the files in your Mods folder. When it works, you will be able to modify the content step by step.
Keep in mind that the most important part of a town mod, above the animations, the graphisms and the musics, is the concept because if you have to change it, you have to change everything else. All the remaining content can be improved by the community.
Town screen
Background
The easiest way to create the background is to use a text-to-image AI. The free most powerful AI at the moment is Stable Diffusion 3 Medium available here: https://huggingface.co/spaces/ameerazam08/SD-3-Medium-GPU
In the Advanced Options, set the width to 800px and set the height to 374px.
Buildings
To render a building upon the background, I recommend to use an inpainting AI like SDXL Inpaint: https://huggingface.co/spaces/diffusers/stable-diffusion-xl-inpainting
The idea is to select the area where you want to add the building. As a prompt, describe the new building. The advantage is a perfect match between the background and the building. Keep in mind that to correctly integrate a building image, it must contain the image of the background on its edges. It simulates the semi-transparency.
You can also animate the building or the background using Stable Video Diffusion: https://huggingface.co/spaces/multimodalart/stable-video-diffusion
Map dwellings
You may want to get the same render as in the town, so you have to change the angle and the shadows. If you handle a 3D model software, you can start with Unique 3D: https://huggingface.co/spaces/Gyufyjk/Unique3D
The map dwellings are not rendered on the map with vanishing points but in isometric. You can get an orthogonal render in Blender.
Without 3D, you can use Zero 1-to-3: https://huggingface.co/spaces/cvlab/zero123-live
You can get higher resolution using this Video AI that can control the motion of the camera: https://huggingface.co/spaces/TencentARC/MotionCtrl_SVD
The buildings on the map are more satured than on town screen. If you have to reduce the size of an image, do not use interpolation (LANCZOS, Bilinear...) to get more details, not a blurred image. If you need to increase the resolution or the quality of your template image, use SUPIR: https://huggingface.co/spaces/Fabrice-TIERCELIN/SUPIR
Map buildings
The AIs badly understand the sun direction and the perspective angles. To generate the buildings on the adventure map:
- Open the HOMM3 map editor
- Put items all around a big empty area
- Make a screenshot
- Go on an AI like SDXL Inpaint: https://huggingface.co/spaces/diffusers/stable-diffusion-xl-inpainting
- Inpaint the (big) empty middle with the brush
- Use a prompt like:
A dark house, at the center of the image, map, isometric, parallel perspective, sunlight from the bottom right
Creature animation
The AIs are not completely ready to animate the creature but you can:
- Create the basic sprite with Stable Diffusion 3 Medium
- Create idle animations with Stable Video Diffusion: https://huggingface.co/spaces/xi0v/Stable-Video-Diffusion-Img2Vid
- Use poses with ControlNet or OpenPose
- Animate using ToonCrafter: https://huggingface.co/spaces/Doubiiu/tooncrafter
Otherwise, use a 3D model software like Blender. To start with, you can generate the model from an image using Unique 3D: https://huggingface.co/spaces/Gyufyjk/Unique3D
The GLB export is recommanded. To use it in Blender, create a .blend project and import the file. To render the texture:
- Add a Principled BSDF material to the object
- Create a Color Attribute in the Shader Editor view
- Link the Color output of the Color Attribute to the Base color input of the Principled BSDF
You can improve details by cropping the source image on a detail and generate a model for this detail. Once both imported in Blender, melt them together.
Music
Here are unused available themes:
- Synthetic Horizon
- Prompt:
Dystopy, Cinematic classical, Science fiction, 160 bpm, Best quality, Futuristic
- Initially created for: Forge town
- Prompt:
- Quantum Overture
- Prompt:
Clef shifting, Fantasy, Mystical, Overworldly, Cinematic classical
- Initially created for: Asylum town
- Prompt:
- Warrior s March
- Prompt:
Powerful percussions, Drums, Battle Anthem, Rythm, Warrior, 160 bpm, Celtic, New age, Instrumental, Accoustic, Medieval
- Initially created for: Ruins town
- Prompt:
- Clan of Echoes
- Prompt:
new age, medieval, celtic, warrior, battle, soundtrack, accoustic, drums, rythm
- Initially created for: Ruins town
- Prompt:
- Enchanted Reverie
- Prompt:
Classical music, Soundtrack, Score, Instrumental, 160 bpm, ((((fantasy)))), mystic
- Initially created for: Grove town
- Prompt:
- World Discovery
- Prompt:
Clef shifting, fantasy, mystical, overworldly, Cinematic classical
- Initially created for: Asylum town
- Prompt:
- Enchanted Ballad
- Prompt:
Females vocalize, Cinematic classical, Harp, Fairy tale, Princess, 160 bpm
- Initially created for: Fairy town
- Prompt:
- Baroque Resurgence
- Prompt:
Baroque, Instrumental, 160 bpm, Cinematic classical, Best quality
- Initially created for: Courtyard town
- Prompt:
- Harvest Parade
- Prompt:
Marching band, Best quality, Happy, Vegetables
- Initially created for: Green town
- Prompt:
Those themes have been generated using Udio.
Sound effect
To create the audio effects, I recommend to use Tango 2: https://huggingface.co/spaces/declare-lab/tango2
The quality is better than Stable Audio.
Recycle
Some mods contain neutral heroes or creatures. You can integrate them in your town mod. Don't forget to remove the content from the original mod.
Main articles | |||
---|---|---|---|
Modding changelog | Modding guidelines | How to create a town mod | Mod Handler |
Formats | ||
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Mod file Format | ||
Town Format | Creature Format | Hero Classes Format |
Artifact Format | Animation Format | Hero Format |
Bonus Format | Object Format | Spell Format |
Work-in-progress formats | ||
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Building bonuses | Map format | |
Bonus Type Format | Random map template |
Outdated pages | ||
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Mod system proposal |