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Showing content with the highest reputation on 11/30/22 in all areas

  1. Remade SeriousToni's painting model, so it can serve both as decoration and loot item. 500 coins for such a sloppy cutout job might be a bit of a wishful thinking though
    5 points
  2. Yes, just create it as a func_animate entity. I believe you can make them play a specified animation when triggered, otherwise take a look at animation script events in the TDM script reference.
    2 points
  3. No, Artbreeder merge existing images to an new different one, it's collaborative between AI and the user. It's differnt from those like Craiyon, nightcafe and others, which crete images by a promt rom the user. You put f.Exmple Middleage city in a starry night, and the AI create an image which show this. Criyon is 100 free to use, also Nightcafe, but only with limited resolution. There are also a lot of others, but mostly only free with limitation. https://creator.nightcafe.studio https://deepdreamgenerator.com https://www.craiyon.com https://beta.dreamstudio.ai/dream https://deepai.org/machine-learning-model/text2img https://dream.ai/create https://replicate.com/pixray/text2image https://www.diffusion.land ....and some more Rhere are also some to create videos in this way f.Exmple https://app.fliki.ai This I made now in NightCafe
    1 point
  4. There's a chain model to lengthen signs: I'll make that the func_pendulum then just bind the func_static sign to it, I can then use at any rotation I need. The swing direction follows the rotation of the pendulum entity so I can work with that. While here I figured I'd ask another little question for a fun idea. I noticed there are some head entities in AI/ Ambient/atdm:ambient_head* which can be used to place a generic AI head. Is it possible to also make it idly chatter? Would be fun to have some scary Frankenstein stuff like heads in a jar or on a pole that can greet each other or yell at the player when seeing them (maybe even alert other AI) with the according lipsync
    1 point
  5. Looking at the func_pendulum c++ class, shows that it doesn't care or use angles var for anything. So the only thing I can think right now, to solve this, is to bind the visible entity, to a invisible pendulum mover, moving in the direction you want the visible one to follow, its own axis doesn't matter (visually but do matter to the pendulum movement), you can even make it a brush box. Hope you get what I mean. Also here is a old Doom 3 pendulum tutorial that I found, I didn't bother to search in TDM wiki, so perhaps there's one there as well, but just in case see if this helps. https://web.archive.org/web/20100522163241/http://www.doom3world.org/phpbb2/viewtopic.php?p=84076#84076
    1 point
  6. @ Peter_Spy: I understand what you mean. I ran the image through my photo editor and this is what I got. I added the stone texture effect...
    1 point
  7. What about it?
    1 point
  8. I can reproduce this on DR 3.7 (non-dev) portable on a Windows 10 system, using the testfiles suplied by @MirceaKitsune. I previously tested this under 3.6 Linux, but couldn't reproduce (might have to retest). Edit: You get even more bizar results if you choose to enable and disable all filters.. Edit2: If you do any kind of reloading inside the create entity/model/particle , it is normal again. It also doesn't get saved, so saving and reloading fixes it as well. Edit3: If I deactivate and activate the layer, it goes back to normal as well. Edit4: Disabling the func_static filter also affects the other entities. Enabling any other filter fixes the view. Edit5: Only the entities that are in the 3D view when triggering the filters are affected. I couldn't reproduce this in other maps though.
    1 point
  9. func_pendulum IIRC (I don’t have my computer in front of me). Set it up and bind the visible object to it. There’s one in my mission Now and Then
    1 point
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