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Everything posted by STRUNK
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How about AI voice generation using the already existing voices?
STRUNK replied to STRUNK's topic in TDM Editors Guild
There is a new TTS : https://github.com/SWivid/F5-TTS Should be a lot better with "emotion". -
How about AI voice generation using the already existing voices?
STRUNK replied to STRUNK's topic in TDM Editors Guild
I think it can run on ios and linux but that might not be as simple as the window install: https://github.com/neonbjb/tortoise-tts https://git.ecker.tech/lightmare/tortoise-tts -
How about AI voice generation using the already existing voices?
STRUNK replied to STRUNK's topic in TDM Editors Guild
builder1_00009.wav -
How about AI voice generation using the already existing voices?
STRUNK replied to STRUNK's topic in TDM Editors Guild
builder1_00008.wav -
How about AI voice generation using the already existing voices?
STRUNK replied to STRUNK's topic in TDM Editors Guild
builder1_00005.wav -
How about AI voice generation using the already existing voices?
STRUNK replied to STRUNK's topic in TDM Editors Guild
Ik got this tortoise TTS up and running after some hassle and made a model for Builder1. Builder one has just 4 audiofiles and I ran 500 epochs on it, what might be way too much for such a small sample size, and the model is about 1.6Gb, but it seems to work quite nicely. Some outputs sounded a bit strange and for most of them I had to cut of the start of the audiofile for there was some garbage. I still have to play around with settings but for now it's looking (sounding) quite nice. builder1_00002.wav To install it I followed this tutorial, though some things differ a bit when you install version 3 that came after this tutorial: He is using some other programs to remove background noise and to prepare the audio, but the voices in TDM are already clean so no need for that. What you will have to do is convert all the ogg files to wav (batch convert with vlc player) for tortoise TTS to be able to handle them. You also need an Nvidia graphics card. That said, on my rtx5000 laptop GPU it all takes a lot of time ... -
How about AI voice generation using the already existing voices?
STRUNK replied to STRUNK's topic in TDM Editors Guild
I tried that yesterday and I thought it sounded pretty bad : P The thing is, there must also be a way to steer the speech output, and train voice sets of the dfferent npc's; bored, angry, alarmed etc. to be really usefull .. I guess. Like training LoRa's for image generation ... I'll try to install and use tortoise TTS this weekend. -
How about AI voice generation using the already existing voices?
STRUNK replied to STRUNK's topic in TDM Editors Guild
I was looking at this one yesterday: https://github.com/neonbjb/tortoise-tts Thanx. So I see voice actors don't like it and some other people neither. My idea came when I locked out a guard on a balcony and thought; would be nice is he was yelling some about being stuck on the balcony in his normal guard voice. Maybe I/we just have to try what the quality of speech generation is these days. But .. is there any copyright on these "in game" npc voices? -
Fan Mission: The Imperial Sword [ 15yr Anniversary Contest ]
STRUNK replied to nbohr1more's topic in Fan Missions
This looks very good and lots of ways to go about. I enjoyed it a lot. -
Fan Mission: Requiem by Gelo "Moonbo" Fleisher (2013/10/6)
STRUNK replied to Moonbo's topic in Fan Missions
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Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
STRUNK replied to JackFarmer's topic in Fan Missions
Jack, you are a true master!! This was just epic ... -
Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
STRUNK replied to JackFarmer's topic in Fan Missions
The game is looking a lot better through the years and yes, it needs more processing power to look that way. But, for me it doesn't get too slow in any way, and I'm still playing on a 2011 HP Z800 with a gtx 1660, almost on the highest settings. BUT, I didn't play through the whole game yet and some missions in the past had massive FPS drops for me in some areas. Those have been solved however by by reporting them as detailed as possible : ) TDM is just awsome I think, even if it's not always perfect .. and it's free!!! This mission by Jack, that has cost him (and others) countless months of work, if not years in total (regarding the learning process), is the newest example of that. It looks so good that I'm playing it as slow as possible, just because I want to "be there" : P -
FM Release: Sneak and Soufflé - April Fools mission (01.04.2024)
STRUNK replied to Goldwell's topic in Fan Missions
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Well ...
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YeeY, I succeeded the 45 second challenge!! It's not hard at all : P I'm not telling how ofc : ) Also, I like these "little" missions with extra challenges, like the quite common "secrets" (only found one so far) .. and a very rare "time challenge" only added to my enjoyment! All of you "april fools missions" contributors: it was a real treat!
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FM Release: Sneak and Soufflé - April Fools mission (01.04.2024)
STRUNK replied to Goldwell's topic in Fan Missions
Well, it looks very good! I tried generating some textures with AI, and it look quite good but the free model(s) lost the option to generate images and I'm too cheap to pay for it : P -
FM Release: Sneak and Soufflé - April Fools mission (01.04.2024)
STRUNK replied to Goldwell's topic in Fan Missions
Nice menu : P The intro is grandious!! Who draw these? -
Very enjoyable little mission, I liked evereythig about it! You should team up with Amadeus!! : P
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Still enjoying the missions you guys make : )
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Somehow your missions play out in a scenery that invites me to just hang around and enjoy. I was almost 4 hours in this mission, just because is was a nice place to be : )
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@datiswous Could you share your .map file here?
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Looking at the rats anims there is no anim turn so I guess that is not needed for making turns when following paths? (Can rats follow paths?): anim idle models/md5/chars/simple_animals/ratz/rat_idle2.md5anim anim idle2 models/md5/chars/simple_animals/ratz/rat_idle1.md5anim anim walk_blind models/md5/chars/simple_animals/ratz/rat_idle2.md5anim // grayman #2469 anim walk models/md5/chars/simple_animals/ratz/rat_walk.md5anim { frame 1 footstep frame 11 footstep } anim walk2 models/md5/chars/simple_animals/ratz/rat_scamper_01.md5anim { frame 1 footstep frame 11 footstep } //anim run models/md5/chars/simple_animals/ratz/rat_scamper_01.md5anim anim run models/md5/chars/simple_animals/ratz/rat_walk.md5anim { frame 1 footstep frame 11 footstep } anim search models/md5/chars/simple_animals/ratz/rat_walk.md5anim { frame 3 footstep frame 11 footstep } anim melee_attack1 models/md5/chars/simple_animals/ratz/rat_scamper_01.md5anim { frame 1 footstep frame 11 footstep } anim sight models/md5/chars/simple_animals/ratz/rat_idle1.md5anim { frame 2 sound_voice snd_sight } @datiswous Maybe with the half size aas and size the turning on paths works better?