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Posts from Mod that replaces textures.

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In reply to Ment
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Ment
To be honest, there's no consensus on how Orcs are portrayed across different settings.
In Warcraft and The Elder Scrolls, they're just typical green brutes.
In Warhammer, they look like the Orcs mentioned above, but they're actually fungi (!).
Tolkien's (i.e., the original) Orcs are creations of Melkor, corrupted elves twisted by dark magic, as Melkor himself couldn't create anything. They are also goblins. "They (were or are) short, broad, with flat noses, yellowish skin, wide mouths, and slanted eyes," meaning they're definitely not green.
In Might & Magic (before the Ubisoft games), they're half-human, half-boar, characterized by their pig-like snouts. This image was very popular with the Japanese, and I constantly see it in anime and manga now.

So, overall, they're depicted differently, and there's no reason to stick to the Warcraft image; it's not canon. In Ashan, as already mentioned, they're half-human, half-demon... In this regard, it makes sense to depict something transitional – and the red (celestial) upgrade in the original castle fits perfectly, something with spikes, clearly touched by chaos, but not as grotesque as Urgash's creatures. The other upgrades can also be explained, considering both the ongoing transformation and the original description of Orcs by Tolkien, which is surprisingly accurate.
For me, the best Orcs are definitely the Warcraft ones, because the master swordsman is awesome.

Added 3 minutes ago
And why are the Warhammer Orcs fungi?

Added 2 minutes ago
justzmp

I present to you my first texture mod.

Huge thanks to zahar0z for developing the file organization structure, to L'Garold for LAA, and to Griffin Eternal HD for his textures.
(In some cases, my knowledge of upscaling wasn't enough, and his work was used as a basis for future textures, in particular this one).
I also can't fail to mention black-hat and his mod for "uncanning" the Inquisitor from a tin can. In my opinion, the bald head looks better.
Special thanks to psatkha for the guide on creating icons.

What was done?

    • Textures of all units in the game, as well as default heroes, were upscaled to 2048x2048.
    • All textures were repainted manually.
    • The faces of the units were honestly "stolen" from a well-known MMORPG based on another well-known series of strategy games.
    • The camera angle was changed on the creature hiring screen for some units.
    • The Orcs are now green; I don't know if others like it, but it's important to me.
    • The hero's color scheme changes depending on the player's color; the changes affect not only the flag.

What is planned?

First of all, I plan to do similar manipulations with the campaign heroes. Then, I will move on to static objects and landscapes.

Screenshots

Mod + LAA patch

Hmm, it's possible to create a Warcraft campaign from your mod
Одна голова хорошо, а две - уже не красиво!
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**Mushrooms, according to the lore. The structure of the orc biome (there's no other way to describe it) is very interesting. I haven't played the game, I'm only superficially familiar with it through YouTube reviews, but it's a very intriguing concept. And their methods of magic/technology are no less interesting.
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L'Garold
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Mushrooms, according to the lore. The structure of the orc biome (there's no other way to describe it) is very interesting. I haven't played the game, I'm only superficially familiar with it through YouTube reviews, but it's a very intriguing concept. And their methods of magic/technology are no less interesting.
I understand, thanks for the explanation, but I wish someone would make a review of all the elf factions, as they are my favorite race.
Одна голова хорошо, а две - уже не красиво!
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I don't know enough to go into great detail, but here's a decent overview of orcs if you're interested. Something reasonably good about elves is described here; in short, it started with Scandinavian myths, and the modern image is also Tolkien, where elves are an immortal primordial race, and an entire chronicle, the Silmarillion, has been written about them. But all of this is completely off-topic and has nothing to do with the texture mod.
 

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yellow orcs fit well into Heroes 5; Hottabych is right, although I also liked the green ones – they became more distinct... but the Titans – not so much, the original is much better, no offense, but that's my opinion))). I really like the Titans from Heroes 5, especially the Titans themselves; the same "Zeuses" look much more primitive and dull...
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In my opinion, the Titans have an interesting idea – to add a few more lightning reflections. Not the implementation itself, but the idea. If the processing were made barely noticeable, it would look very good.
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L'Garold
I think the Titans have an interesting idea – to add a few more lightning flashes. Not the implementation, but the idea itself. If the effect was made barely noticeable, it would look very good.
Don't the vanilla versions also have lightning flashing around the body?
In reply to Pavlinho
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Pavlinho
Don't the vanilla versions have lightning flashing around their bodies?
The vanilla versions have lightning flashing around them. Here, it's also in the texture of the body itself.
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L'Garold
They are all around the vanilla models. Here, it's also visible on the texture of the body itself.
Is it possible to import textures from World of Warcraft into Heroes of Might and Magic V?
Одна голова хорошо, а две - уже не красиво!
In reply to Вариматас
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Varimatas
Is there a way to import textures from World of Warcraft into Heroes of Might and Magic V?
What's the point?
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Varimatas
Is it possible to import textures from World of Warcraft into Heroes of Might and Magic V?
Yes and no. It depends on what you mean. If you simply place a texture on a model, then no. It will result in something incomprehensible due to mismatched UV maps. However, you can manually overlay one texture onto another, making the necessary adjustments, distorting it as needed, etc., in Photoshop. However, it may turn out that it is easier to adjust the existing texture, copying only those sections where it is not possible to achieve similarity through adjustments.
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L'Garold
Yes and no. It depends on what you mean. If you simply apply a texture to a model, then no. It will turn out to be something incomprehensible due to the mismatch of the UV maps. But you can manually overlay one texture on another, making the necessary adjustments, distorting it in the right way, etc., in Photoshop. However, it may turn out that it is easier to adjust the existing texture, copying only those areas where it is not possible to achieve similarity by adjusting.
Yeah, but you'll get tired of fitting one image to another )))) in Photoshop... it's a hassle, either with the models or by repainting what already exists in the game.
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Pavlinho
Yeah, but you'll get tired of aligning one image with another in Photoshop... It's either a waste of time, or it involves working with models, or repainting what already exists in the game.
I agree, it's not easy, but there are also some good examples of this kind of work. For example, the griffons by Narron in the NVS mod.
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Narron
This mod is for those who use LA. Otherwise, you will experience frequent game crashes.
Is there any information on how to install/use it?
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Good evening to all, dear fellow modders!

I don't remember if I asked this question on the forum before, but even if I did, I'll ask again: Has anyone managed to extract the landscape textures (ground, trees, and other environment elements) from Might and Magic Heroes VII? I still haven't figured out which folders in the game these files are located in. Using Umodel.exe, I was only able to open and export textures for units, dwellings, towns, and other interactive objects on the adventure map. I am more interested in the ground textures.

Thank you all for your attention. I would appreciate any help you can offer.

Мой проект:
NVS 3.0 (Narron's Visual Solutions for HOMMV)
- Ссылка на скачивание мода;
- Ссылка на Компендиум NVS 3.0;
- Сообщество проекта в vk.com

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