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Everything posted by STRUNK
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Maybe some of you have the same sort of situation and haven't found an aswer for the pointer appearing in the centre of your tdm game when switching to an other computer and back, and have to quit and restart the game for it to go away ... I just found a solution!: I hooked up another mouse (both logitech now, so maybe that matters .. dunno) to my game computer and just left it on top of the case .. only to keep saying to the game computer: I'm a mouse! Now I can play TDM and switch to mij low wattage internet computer, use my main mouse and keyboard, switch back and don't have the annoying pointer in the middle of my game : ) It will probably work for other games with the same issue.
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Kill, KO, Frob, Visual and Sound are stims, responese could be trigger or run script. I'm not sure what you are planning to do though, but maybe this could do it without being an objective.
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Did you look into stim/response?
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I think I remember with sounds that you (sometimes?) have to put in the whole path, not just the name. Hope that helps, for it should not be hard at all to use your own sounds. AND, be sure to have your mission selected in DR under File > Game/Project Setup... Hope it works, otherwise you could upload your complete mission folder with you map and sound and the lot somewhere, and we can take a look and try to fix it/help ... could be via personal message or here : )
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https://wiki.thedarkmod.com/index.php?title=How_to_add_Textures_to_The_Dark_Mod For sound, just make folder called sound, and some subfolders if you wish, in your mission folder, and place your sound files there (.ogg, .wav). There is also a soundshader file needed for ambient sound, and maybe other instances: https://wiki.thedarkmod.com/index.php?title=Adding_ambient_Sounds_to_your_Map https://wiki.thedarkmod.com/index.php?title=Sounds:_Background_and_Local
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Fan Mission: Footloose Museum Theft (V.2)
STRUNK replied to Goblin of Akenash's topic in Fan Missions
Welcome and thanx for your little mission @Goblin of Akenash : ) -
Nice!
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Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
STRUNK replied to JackFarmer's topic in Fan Missions
@PsymH -
@Uncertain Title There are quite some video tutorials: https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials
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@Uncertain Title Maybe check this tutorial:
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Still working on the comfyUI "workflow". As all was looking very good at first glance, there were some things that didn't work as they should; mainly producing decent seamless tiling height (depth) maps. But I got that figuered out with a trick: Make a 3x3 grid with the diffuse (color) map (scaled to 512 so the combined image is 1536) > make a heightmap of that and crop to the center, so the output is 512 again. And it works (using geowizard nodes that produce a height and normalmap). Added bonus: The seamless tiling normalmap from geowizerd can be converted to a height map with deepbump, that produces seamless heightmaps also, but in a very different way: they can be blended together to get a very decent result. Added bonus 2: The normal map created from the diffuse map with deepbump was already quite good, but now there is the normalmap created by geowizard also, both tiling seamless: They can be blended together (to have more or less detail). Also I added a way to reduce the highlights and shadows from generated images a bit; that is still a problem with generating textures with AI. Prompting: "A floor that looks like a stone wall" works a bit but doesn't work with a door somehow. AI models are trained on images with light coming from above. Althought there are (re)lighting options, they are trained on humans and objects, not on walls and doors and stuff ... so that is still a limitation. Maybe I should train a lora on perpendicular lighted vs top lighted surfaces ... : )
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https://www.wopc.co.uk/france/france-cartes/dames-de-france
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@nbohr1more There is no wiki yet is there? I'll probably go bore @Arcturus again : P
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Ok, good to know. As for the heightmap; it does work in a texture, but does it does it replace the normalmap if used, or are they added together? And what are the specs for the new "heightmap"?
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All is working and has a basic directory and save system, with automatic scaling to the recommended dimenstions (upper left) and can be used just to make the maps for input images (to the right from the directory and name, the red lines indicate how the reference image stays as it is), or have the inputted image as a reference for the AI to work from. I tried to make it as simple as possible where things can be bypassed (like maps and saves) and a lot of nodes are hidden under other nodes, and nodes are pinned so you can't drag them around without unpinning them. Next step: getting it all ready and packed for download and install so ppl can use it .. and some sort of manual I guess : P @nbohr1more I see the texture guidlines were updated! But now I wonder about the recommended dimension or the heightmap?
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@datiswous I'm building it in ComfyUI and have a working normalmap process now, that looks quite good. I first had a node that put out very nice normalmaps, but they just didn't tile seamlessly : ( Spend all morning to try to get it tiling but failed so again went searching on the internet and finally found one that does a decent job and is seamlessly tiling : )
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Thanx, in the Texture guidlines I read normalmaps should be TGA (uncompressed, no RLE) and I can't find any "node" for comfyUI that can save to TGA .. but I have a node that can save to DDS (bc1, bc3 or bc5) with mipmaps. Thing is that this node also creates a json with it. There is an other node that saves in DDS that it has no settings but doesn't create an other file with it. If this node puts out bc5/dxt5 with mipmapping, would it be acceptable to save diffuse, normal, specular and height with it? The other thing is, since it can't save in TGA, what fileformat would be preferable for the highres backups? I'm now making a automated save structure for the different maps where project name, material type, optional sub type and material name can be set globally and it will save in projectname/(dds)/textures/materialtype/(subtype)/materialname The materialname wil be assigned the appropriate postfix; _local,_s,_h,_ed. I think the folder HighRes will be in in projectname/textures/materialtype/(subtype)/HighRes. Or would there be a better directory for that? The maps will be downsized to the apropriate max resolution before saving, but ofc. the high(er) resolution images won't be downsized. It's quite a puzzel, but it should all work in the end : )
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Pff .. now I have to try and implement this I guess: https://www.reddit.com/r/comfyui/comments/1blhkk6/comfyuitexturesimple/ https://github.com/gokayfem/ComfyUI-Texture-Simple I want to finally get a good save name and save path structure where the material class name can be set to have the output saved in a folder with that material class name. And the material name that will be set to all outputted files like: name_diffuse, name_normal, name_specular, name_height, name_editor ( or however these are called in TDM / however the general syntax for texture files is?). When that all works, I like to simplify the whole UI as far as possible and have toggle buttons for creating and saving the maps, so you can only generate a (diffuse) image till you have something you like.
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Ok, so I got the normalmap figured out and now also the heightmap (don't know if it's really usefull for TDM) and also managed to produce something that looks like a specularmap. Now I found a node that can save images to .dds, and it works.
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My goal was to explore making textures for TDM with AI and then it shifted to make a workflow in ComfyUI that anyone can use to make custom textures with te required maps in one go by generating or importing an image. And I am 1 step further now I figuered out how to invert the red and green channel as shown below: The 1st normalmap is still the one I turned and turned again, but I guess I'll apply the method used on the second normalmap that outputs the 3rd normalmap : ) Working with ComfyUI and these nodes might seem quite overwhelming, therefor the goal to create a workflow and share it on the forum if it all works, so pll can just download a few things and have it up and running in no time .. when they have the required hardware ofc.