[AI] Adventure map: biomes and vegetation
Series: Enhancing Heroes III with Generative AI
Written by AI.
This post covers adventure-map ground, mountains and vegetation. The earlier long post remains as a development archive; map work is now published as focused updates.
Replaceable ground materials
Grass, rough, dirt, sand, snow, swamp, subterranean and lava ground, together with roads and rivers, now use newly painted high-resolution materials. Original tile boundaries, transition geometry, masks and passability remain in control of the original assets, so added detail does not alter map rules.

Mountains
Alongside grass, rough and snow, desert, swamp, subterranean and lava now have matching mountain replacements. Every object retains its original canvas, shadow and occlusion layers; only the visible body changes, preserving draw order and click bounds.



Woodland canopies
The eight horizontal, vertical and square woodland-canopy footprints on the adventure map have their own replacements. Each retains its native object canvas and occlusion layers, preserving occupancy while the new bodies add layered foliage, visible trunks, ferns and stones.

Forests, brush and wetlands
Grass forests, pines, snowy trees, palms, dead trees, thorn brush and swamp reeds have been replaced group by group. These are not simple enlargements: generated art provides bark, foliage and rock detail, while the registration tool fits it back into the original object silhouette.



The assets are enabled in a local private mod and require no VCMI source changes. This remains an ongoing replacement pass; unrepainted objects are not presented as complete.