How to create a creature
This page helps you to create a creature (i.e. a unit that fights in a battle) for a creature mod or inside a bigger mod like a town mod.
Contents
Utilities
You need to download the two utilities DefPreview
and H3DefTool
from the internet:
-
DefPreview
converts a.def
file to.bmp
images -
H3DefTool
converts.bmp
images to a.def
file
But you can create a configuration that directly reads your image files. Most of the existing mods are coded with .def
files but direct images are recommended.
Make a playable creature
First of all, retrieve an existing creature and be sure you can clone it and make it work independently without any new content. If it already fails, don't waste your time to draw the new animation. It should work first.
Battle render
The sun is always at zenith, so the shadow is always behind. The reason is that the creature render may be mirrored. There was no strong rules in the original game but usually, the shadow is twice less higher than the creature.
We don't know the right elevation angle for the view.
3D render
You can render your creature using a 3D software like Blender. You can start with those free-licenced rigged 3D models:
- Fantasy-bandit
- Monster-4
- Crypt-fiend-modular-character
- Solus-the-knight
- Ancient-earth-golem
- Shadow-golem-elemental
- Earth-golem-elemental
- Kong-2021-rig
- Shani
You can also create your 3D model from a single image:
- Stable Fast 3D: https://huggingface.co/spaces/stabilityai/stable-fast-3d
- Unique3D: https://huggingface.co/spaces/abreza/Unique3D
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.
Render the images without background by selecting png RVBA and disabling background (Film -> Filter -> Transparent). It avoids the creatures to have an ugly dark border. Then, to correctly separate the creature from the cyan area, in GIMP, apply the threeshold on the transparency by clicking on Layer -> Transparency -> Alpha threeshold.
The global FPS of the game is 10 f/s but you can render at a higher level and configure it in the .json
files. We are not in the 1990's.
IA render
You can also use an AI like Flux to generate the main creature representation: https://huggingface.co/spaces/multimodalart/FLUX.1-merged
Then you can add random animations for idle states with SVD: https://huggingface.co/spaces/xi0v/Stable-Video-Diffusion-Img2Vid
Most of the time, the creatures do not move more than one pixel in an idle animation. The reason may be to avoid too much animation on screen and make the transition with the other animations always seamless. Use poses with ControlNet or OpenPose. For specific animations, I recommend to use Cinemo because it adds a description prompt but the resolution is smaller: https://huggingface.co/spaces/maxin-cn/Cinemo
Make animations seamless from one to another. To do this, you can draw the first and the last images with a prompt with ToonCrafter: https://huggingface.co/spaces/ChristianHappy/tooncrafter
Most of the time, you need to increase the resolution or the quality of your template image, so use SUPIR: https://huggingface.co/spaces/Fabrice-TIERCELIN/SUPIR
Battle 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.
Map render
We don't know the right elevation angle for the view but 45° elevation seems to be a good choice. For the sunlight direction, I would say 45° elevation and 45° azimut.
The map creatures are not rendered on the map with vanishing points but in isometric. You can get an orthogonal render in Blender. If you are creating a creature and its updated version, most of the time, the both creatures are not oriented to the same side on the map. I think that the animation on the map is usually the Mouse Over animation on battle.
You can see that the view angle is higher than on a battle. To change the angle from a battle sprite, 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
If you have a 3D software, you can get better quality by converting your image into 3D model and then render it from another angle using Unique3D: https://huggingface.co/spaces/abreza/Unique3D
Follow this comment to retrieve the color: https://huggingface.co/stabilityai/TripoSR/discussions/1#65e8a8e5e214f37d85dad366
Shadow render
There are no strong rules in the original game about the angle of the shadows on the map. Different buildings have inconsistent shadows. To draw the shadow, I recommend the following technique:
Let's consider that the object is a vertical cone:
Locate the top and its projection to the ground:
Then draw a rectangle triangle on the left:
The square top is the projection of the shadow of the top of the cone:
Then you can draw the rest of the shadow:
Main articles | |||
---|---|---|---|
Modding changelog | Modding guidelines | How to create a town mod | Mod Handler |
Formats | ||
---|---|---|
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 | ||
---|---|---|
Building bonuses | Map format | |
Bonus Type Format | Random map template |
Outdated pages | ||
---|---|---|
Mod system proposal |