SpellForce: Platinum Edition

File information

Last updated

Original upload

Created by

Goldfinch

Uploaded by

TheGoldfinch

Virus scan

Some manually verified files

Tags for this mod

About this mod

This mod aims to bring some new life to Spellforce by re-texturing almost every single unit in the game. Now with Ai upscaled texture quality!

Permissions and credits
Hiya

This mod began as a personal project of mine that quickly got out of hand. It re-textures almost every single rune-unit and a few others, mostly with re-assigning team colours to make the world feel more grounded, and other smaller fixes. Some units, like the recruit and the assassin, also have changes made to their design. 

All changed units also have updated, matching unit and upgrade icons to keep things consistent. There will also be an optional gamedata.cff file that includes some weapon and armour swaps (all balanced with the original game) that fixes some inconsistencies as well as bringing some new life to the campaigns. 

Since Spellforce uses separate textures for each of the team colours, this mod would probably not work as intended in multiplayer, where more than red, blue and green colours might appear. Lots of units also miss textures of colours that would not appear in the campaigns, such as red elves, or green orc drummers.

A complete log of every single change made is included in the readme, but the mod includes almost 400 new textures, as well as several optional texture and mesh swaps. 



Update 2:

So, I might have done a whole bunch of stuff, then forgotten to upload it. Whoops.

Anyway, new textures for all the main factions, mainly focusing on making the team colouration more washed out, to make it feel like it fits better in the world. I went back to the first textures I did, mainly human and elves and added a bunch more details to them and generally made them look nicer.

The Crimson empire now have new textures, featuring a scorched, blackened look, for a more interesting and less yellow look.

I learned to use blender, and have now updated the meshes of paladins, protectors and wanderers to make their helmets fit the head better. I also fixed a weird stretching issue with the female silver/windsteel armour. Shar Arduin has also been given a modified mesh.


I have a pretty huge, exclusively campaign focused update in the works, adding dozens of unique appearances for npc characters across all three campaigns that might be upcoming this year, I just need to find motivation to redo the gamedata file for public use.

Happy 2023



Update 1: 

New file uploaded containing ai-upscaled versions of all my textures (2x size) as well as every unit I didn't touch, npc creatures, weapons, armours and faces in the entire game, about 1300+ textures. 

Also included in the update is: 
New appearances for enchanter and mentalist, giving them some more colour variations
Ironbeaks and war boars without warpaint
A few general fixes to old textures
Optional appearance for Hallit chief, combining elements from the soldier and chief, giving the Hallits a more unified look