[Mod] Emir's Immersive Assets (v1.02)

Moderator: Vic

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Emx77
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[Mod] Emir's Immersive Assets (v1.02)

Post by Emx77 »

Emir's Immersive Assets Mod

Author: Emir Agić
Version: 1.0 (26/04/2023), 1.01 (08/05/2023), 1.02 (09/10/2023),
Number of modded assets: 374/374

Download link: https://ko-fi.com/s/708c1a5708


Install and uninstall instructions

To install mod unzip the Archive (graphicsAlt) directly in the main Shadow Empire folder, or copy the unzipped folder (graphicsAlt) in the main game folder.

An easy way to find where your game folder is: launch Steam, right-click on "Shadow Empire" in your game library > Choose "Properties" > "Local Folder" > "Explore"

To uninstall the mod remove the following folders from graphicsAlt folder:

...\graphicsAlt\shadow\airassets
...\graphicsAlt\shadow\assets
...\graphicsAlt\shadow\hexperks
...\graphicsAlt\shadow\navyassets

Changelist 1.02

- This update includes 21 new assets introduced in the recent patch.

Changelist 1.01

- Changed Xeno Farm Community (106) to look more alien.
- Changed illustration for Derelict Mech (hexfeat15).
- Additional ovally cropped version of the mod (please see below).
- Accompanying catalog in PDF format (please see below).

Mod purpose

This mod replaces the old asset drawings with new, more realistic art created with the help of Stable Diffusion 1.5 and Playground AI, using Greg Rutkowski's distinctive style. The sole purpose of this mod is to provide a more immersive gaming experience as you explore the worlds of Shadow Empire.

Some examples:

Image

Ovally cropped version

Mroyer made this version with a soft edge to create less stark which others might like too. This version is included as a separate file at the same download link.

Image

Making the mod

Even with the aid of AI tools, it was a considerable challenge to create illustrations for a large number of assets. One of the biggest obstacles was maintaining consistency between levels of the same asset type. I had to generate thousands of pictures and then pick the ones that fit the best. It took a lot of patience and attention to complete the lengthy process.

I will provide just a couple of higher-resolution illustration examples. Don't forget, there is over 350 different assets in Shadow Empire.

Image

Ancient Statue (hexfeat)

Image

Derelict Spaceship (hexfeat)

Image

Freefolk Large Settlement

Image

Ice Mining Facility (level 5)

Shadow Empire Assets Catalog (PDF)

The catalog's visually stunning artwork brings your empire's assets to life, inspiring your strategic decisions and immersing you in the Shadow Empire's immersive world. It's an indispensable companion for both seasoned commanders and novice explorers, serving as your strategic guide to conquering the vast unknown.

Image

Unleash your imagination, shape your destiny, and embark on an adventure. Download link: https://tinyurl.com/5d95mmsh

Mod is free but feel free to contribute kofi

If you are a fan of the game and appreciate high-quality artwork, I encourage you to check out this mod and see for yourself the incredible level of detail that has gone into each and every asset.

And if you like what I made, think about giving me a little kofi to support what I do.
https://ko-fi.com/emiragic

Best regards,
Emir
Last edited by Emx77 on Mon Oct 09, 2023 12:42 pm, edited 7 times in total.
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Cladboy2
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Re: [Mod] Emir's Immersive Assets (v1.0)

Post by Cladboy2 »

These look great, downloading now to try them out.
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Nikel
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Re: [Mod] Emir's Immersive Assets (v1.0)

Post by Nikel »

Impressive graphics Emir.

You are a pro, and if you are not, you should be :)
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mroyer
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Re: [Mod] Emir's Immersive Assets (v1.0)

Post by mroyer »

Emir,
Is your Ko-fi set up correctly for donations? With Pymous (and Dastactic), I get a box to enter an amount. For yours, it's not possible.

-Mark R.
Untitled.jpg
Untitled.jpg (25.92 KiB) Viewed 6000 times
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Emx77
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Re: [Mod] Emir's Immersive Assets (v1.0)

Post by Emx77 »

mroyer wrote: Thu Apr 27, 2023 10:37 am Emir,
Is your Ko-fi set up correctly for donations? With Pymous (and Dastactic), I get a box to enter an amount. For yours, it's not possible.

-Mark R.
Hi Mark,

Thanks for letting me know. I have updated my Ko-fi settings so you can now enter an amount when making a donation. Let me know if problem still persists.

Best regards,
Emir
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nadia911
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Re: [Mod] Emir's Immersive Assets (v1.0)

Post by nadia911 »

Excellent work, congratulations, it should be incorporated into the base game
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Emx77
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Re: [Mod] Emir's Immersive Assets (v1.01)

Post by Emx77 »

Double post
Last edited by Emx77 on Mon May 08, 2023 7:50 pm, edited 1 time in total.
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Emx77
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Re: [Mod] Emir's Immersive Assets (v1.01)

Post by Emx77 »

Dear Community,

First, I would like to express gratitude to all of you who have shown support and appreciation for my mod. Special thank goes to Mark R. (aka mroyer) for his contribution in making oval variant of the mod.

Second, version 1.01 is here. This is change list:

- Changed Xeno Farm Community (106) to look more alien.
- Changed illustration for Derelict Mech (hexfeat15).
- Additional ovally cropped version of mod.
- Accompanying catalog in PDF format.

The biggest addition is not directly related to the mod itself. I compiled a catalog of all in-game assets in PDF format. I'm still amazed by the sheer number of assets Vic managed to put in this game. This catalog is divided into four distinct sections: Galactic Republic, Hexperks, Private Sector, and Public Sector Assets. Each section offers an in-depth exploration of the assets, providing valuable insights into their construction, upkeep, production costs, and, most importantly, the invaluable benefits they bring to your gameplay.

Excerpt from Catalog
Image

But that's not all, as you can see, the catalog is not merely a dry compendium of information. It is a visual delight, adorned with artwork that captures the essence of each asset, transporting you deeper into the immersive world of Shadow Empire. Download link is in the first post.
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nadia911
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Re: [Mod] Emir's Immersive Assets (v1.01)

Post by nadia911 »

Awesome job with the mod and the visual guide, they should be in the game by default, I would like to see the rest of the game screens with the same format, thank you very much
Kaaven
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Re: [Mod] Emir's Immersive Assets (v1.01)

Post by Kaaven »

Great work! It's amazing how much more extra immersion such a small change brings. Thanks for making this!
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nadia911
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Re: [Mod] Emir's Immersive Assets (v1.01)

Post by nadia911 »

New Assets in the last beta patch! ;)
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Emx77
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Re: [Mod] Emir's Immersive Assets (v1.02)

Post by Emx77 »

Hello all, I'm pleased to announce a new 1.02 update for Emir's Immersive Assets Mod, featuring 21 new assets from the recent game patch. The download link is in the first post. Thanks for your continued support!

Examples:

Image
Farmstead

Image
Ammunition factory

Image
Scavenging furnaces
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nadia911
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Re: [Mod] Emir's Immersive Assets (v1.02)

Post by nadia911 »

Thanks Master
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Emx77
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Re: [Mod] Emir's Immersive Assets (v1.02)

Post by Emx77 »

nadia911 wrote: Mon Oct 09, 2023 2:06 pm Thanks Master
Thank you for your support, and I'm glad to hear your positive feedback. :)
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Moat_Man
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Re: [Mod] Emir's Immersive Assets (v1.02)

Post by Moat_Man »

Looks fantastic. Thanks for updating the mod.
Xitax
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Re: [Mod] Emir's Immersive Assets (v1.02)

Post by Xitax »

These are excellent. Thank you.
Would you consider updating the "air asset" pictures? They don't seem to capture the idea of a sequence of upgrades quite as well as your other sets.
eddieballgame
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Re: [Mod] Emir's Immersive Assets (v1.02)

Post by eddieballgame »

Wow, just noticed these...amazing work Emir.
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Khanti
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Re: [Mod] Emir's Immersive Assets (v1.02)

Post by Khanti »

Emx77 wrote: Mon Oct 09, 2023 12:51 pm Hello all, I'm pleased to announce a new 1.02 update for Emir's Immersive Assets Mod, featuring 21 new assets from the recent game patch. The download link is in the first post. Thanks for your continued support!

(...)
This is amazing mod. For me a-must-have. This + interface mod made this good game a better one.
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There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.
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