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Posts from = Small mods that change the visuals =

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In reply to Рон54
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2 years ago
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Ron54
Beautiful! What about demons?
There won't be any demons... For now 😉

Added 1 minute ago
L'Garold
Why the attacks? In my opinion, the scene should liven up the window, not be strictly tied to hiring. So yes, you can put a mill for the same peasants. Logic should be present, undoubtedly, but it shouldn't be elevated to an absolute.
I agree more with comrade Narron. The background should complement the picture and bring it to life, not completely draw attention to itself. So far, it turns out that the undead blend in with the background, and for people, the background draws too much attention to itself. However, I really like the overall idea. I'm looking forward to the continuation 👍
Then the question is - how can we shift the focus back to the creatures?
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2 years ago
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2 **BlueHeavenHero**
Take a look at the work of comrade Zobr as an example. If he duplicates the link, it would be great, as I don't remember where I saw it here.
In short, it is desirable not to overload the background with details. Choose a general color that contrasts with the units but looks logical for the faction. Also, the unit should be brighter than the background - either the background colors should be muted or the unit should be highlighted. In general, if you look at it without focusing too much, the main color spot should be on the unit, and not behind it or to the side/front.
In reply to L'Garold
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2 years ago
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L'Garold
2 BlueHeavenHero
Take a look at the work of comrade Zobr as an option. If he duplicates the link, it would be great because I don’t remember where I saw it here.
If briefly, then it is desirable not to overload the background with details. Choose a general color so that it contrasts with the units but looks logical for the faction. Plus, the unit should be brighter than the background - either dim the colors of the background or illuminate the unit. In general, if you look without peering closely, the accent color spot should be on the unit, and not behind it or to the side/front.
/topic/at/1054794/
here is my mod, but I think my backgrounds are quite overloaded)

the problem here is in the color scheme; the units and their buildings have the same color! A light paladin on a light wall and a dark green vampire on a dark green X.
It’s easier in vanilla; only the gremlin blends in with the sand....
In reply to fktifzobr@mail.ru
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2 years ago
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fktifzobr@mail.ru


The problem here is the color scheme; the units and their buildings have the same color! A light-colored Paladin on a light-colored wall, and a dark green Vampire on a dark green building.
In the vanilla game, it's easier; only the Gremlin blends in with the sand....
So... should the unit be made lighter? To shift the perspective towards it?
I thought the point of a custom recruitment menu was to attract the player, so they would look at the new menu with interest instead of the old, familiar one. When creating custom menus, I primarily thought about the beauty of the background.
But I understand – the main thing in recruitment is the unit being recruited.
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2 years ago
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2 **BlueHeavenHero**
The main focus should still be on the unit itself, in my opinion. The background should complement it nicely and allow for a slightly deeper understanding of the faction.
It's simply important to have a balance between the background and the unit. You can emphasize it in different ways - lighting, color scheme, the number of details and their arrangement, etc.
In reply to L'Garold
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2 years ago
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L'Garold
Why the attacks?
Perhaps I should have expressed myself more carefully, as the person added a couple of spoonfuls of tar to a barrel of honey, but for clarity, I decided to exaggerate their actions to the point of absurdity so that it would be thoroughly understood and appreciated. In any case, I didn't mean to offend.

BlueHeavenHero, As a way to highlight creatures from the overall aesthetic of the Haven faction (or all creatures of good races), you could try applying the effect of sunlight, which is used on the global map, and see what the result is.
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2 years ago
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BlueHeavenHero
And what about this background image? What file is it? Is it just a picture, or is it a 3D view from the game?
I mean, couldn't you just blur this background a little so that the knight on it is more clearly visible? Or is this background directly related to the Castle, and can it only be changed by repainting the Castle?

Added after 8 minutes
Mооnst@r
BlueHeavenHero, what is the point (other than unnecessarily filling space) of having a dolmen for experience in the recruitment scene? It has nothing to do with recruitment.

Well, the windows with bars also have nothing to do with recruitment – should we paint them over now?

Personally, that dolmen didn't catch my eye; I just saw a unit against some background, something was standing/present there... and whether it's unnecessary or not didn't seem important to me. In other words, it's there just as much as it could have been absent.

P.S. And if a legend about the dolmen is really needed, explaining why it's there, does that mean the units shouldn't be formed? No, there are unit upgrades in the recruitment window, and how did they upgrade – just by riding a horse more often and swinging a sword? They could very well have been increasing their knowledge at that same magical dolmen....
In reply to Pavlinho
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2 years ago
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Pavlinho
BlueHeavenHero
And what file is this background? Is it just an image, or is it a 3D view from the game?
I mean, can't you just blur this background a little so that the knight is more visible? Or is this background directly related to the castle, and can it only be changed by repainting the castle?
Are you talking about the hall as the background? If so, you'll have to change the textures of the entire hall.
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2 years ago
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BlueHeavenHero
listen... did you manage to place a dolmen in a location where it wasn't originally possible? And can you place it, for example, in the center, under a creature?
What I'm getting at is, could you create an invisible object (I'm not sure if Heroes 5 has alpha textures), place it under the creature in the center, and apply an effect to it, like sunlight or whatever other effects are in the game that might be beneficial and could highlight the creature?

Added after 1 minute
Ron54
Beautiful! What about demons?
There were demons!!! But they self-destructed.
In reply to Pavlinho
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2 years ago
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Pavlinho
BlueHeavenHero
Hey, were you able to place a dolmen in a location where it wasn't originally possible? And can you place it, for example, in the center, under a creature?
What I'm getting at is, maybe you could create an invisible object (I'm not sure if Heroes 5 has alpha textures), place it under the creature in the center, and apply an effect to it, like sunlight or whatever other effects are in the game that might be beneficial and could highlight the creature?
I have an idea – move the Divine Power effect from the background to the center, under the creature. The effect itself provides good illumination without point lights, so I think it should look good.
The main thing is that the effect doesn't overshadow the creature with its beauty and brightness.
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2 years ago
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If I understand correctly, the hall where the creatures stand is intact. We need to turn it into a stage: remove the wall on the user's side and the roof so that it's not visible in the frame. Then, the daylight, rather than the wall light, will illuminate the creatures.
In reply to Mооnst@r
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2 years ago
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Mооnst@r
If I understand correctly, the hall where the creatures stand is intact. We need to turn it into a stage: remove the wall on the user's side and the roof so that it's not visible in the frame. Then, the daylight, not the wall light, will fall on the creatures.
If only I could modify the models so that I could erase part of the walls without erasing them from the other side (by the way, some models in Heroes are mirrored, and if you erase the roof on the right, there won't be a roof on the left either). But in general, the roof doesn't prevent light from entering the hall, so I don't see any point in erasing the roof or walls.
In reply to BlueHeavenHero
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2 years ago
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Also, my small visual mod adds resident creatures and some minor details to the cities of Haven, Necropolis, and Inferno.
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2 years ago
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BlueHeavenHero, what kind of terrain would be suitable for a scene featuring the Haven faction? If you look at a Knight on Necropolis terrain, its colors are almost identical to the ones you used on your previous page. That's just a theory.
In reply to Mооnst@r
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2 years ago
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Mооnst@r
BlueHeavenHero, what kind of terrain would be suitable for a scene featuring the Haven faction? If you look at a Knight on Necropolis terrain, its colors are almost identical to the ones you used on your previous page. That's my theory.
What do you mean?

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