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  1. I wouldn't worry about copyright, there's some precedent for training text AIs and I assume that any successful lawsuits will be more about deepfakes, generating images that imitate copyrighted works of living artists etc. Certainly nobody is going to care about textures in a free game, especially if they're not specifically labeled as "LOOK, WE MADE THIS WITH AI!". I understand that the question of caring or not caring about it may be more theoretical/ideological than practical, but I'd say there are ideological resons to not care about these things as well, so I don't. I think that the popular Stable Diffusion GUIs can generate seamless images and therefore be usable for this (the most popular one by Automatic1111 can), and there may be some pretrained models specifically for game textures as well. I don't know what's the status of Radeon support, but those with NVidia cards can probably run it locally, after optimizations it needs less than 4 GB VRAM to run. I run it on a 6 GB GTX1060 without issues. And it's a ton of fun, although getting useful textures out of it won't be easy.
  2. 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
  3. Further thoughts... By not directly accessing crappy unnavigable websites with intrusive, intensely irritating advertising, we can research faster and more efficiently, but to monetize their crappy websites, they'll have to make them more private and secure to stop bots. But openAI is testing a method that can already analyze images really well. In only a few years (months) it will be able to pick out traffic lights and buses in those awful captcha screens better than humans. Then what?
  4. Even the pro-MS sites aren't pulling punches and reporting stuff like this now. https://www.neowin.net/news/edge-sends-images-you-view-online-to-microsoft-here-is-how-to-disable-that/ The simple truth is that today, there are two types of people; those who expect this behavior, and those who don't care. And there are vastly more of the latter than the former.
  5. When quick loading, the screen usually flashes a little brighter and shows something odd for a brief moment before and after the loading screen. I had trouble seeing exactly what it was until I recorded it. The attached image shows a series of screenshots that show the regular view, what looks like some sort of view where objects become translucent, the loading screen, a translucent view again, and finally the regular view. Note: I recorded this with my phone, so the translucent view is showing roughly 2/3 of that frame due to the camera and monitor being out of sync. (Recorded at 60 fps, Game 60fps) Edit: The "flash" that is seen is from the objects/solids becoming translucent. When they are translucent, they appear brighter. This can be seen in the images. Bug: https://bugs.thedarkmod.com/view.php?id=6149 This site recompresses uploaded images, reducing the quality a lot. I've attached just the translucent image as well, so it can be seen a little more clearly.
  6. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  7. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  8. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  9. Is there a more sure fire way to combat images disappearing from the wiki articles? Feels like most that are older than two years have all broken links.

    1. nbohr1more

      nbohr1more

      Ouch. We host images locally but some wikis are created using images externally hosted. Example article?

  10. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  11. This opens all sorts of possibilities. I was thinking about games as Gabriel knight and Broken Sword where you navigate from different locations on a map, I always liked this approach, playing the mission in a different order. You can also write a story around it in the text based briefing with images. Or for example a choice of who to work for (let's say there are 2 thief gangs that you can work for or you work for yourself). You can also include multiple missions in one map file. I thought you could do a "Choose Your Own Adventure" type briefing, with in the end a different mission start based on your chosen path. There could be conversations in it as well, with multiple choice answers in it.
  12. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  13. Here's another example. Klatremus' Mission 2: The Tears of St. Lucia video linked at 1:15:59. I've attached a series of images that show a regular view, a translucent view, a loading screen, a translucent view, and finally a regular view. To see it yourself, you can step frame by frame on YouTube by first pausing and then using the "." key to step forwards (and the "," key to step backwards). Just translucent images as well, so they can be seen a little more clearly.
  14. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  15. @duzenko No worries about being busy with real life stuff. I hope you found a microwave you liked. I've included a series of images that show the bug. I used my phone to record my monitor using 60 fps video capture and the game is running at 60 fps. The series of images shows that the previous message displays at 100% opacity and disappears. Then, the current message fades in over time. This was recorded on the training mission. ]getviewpos 1427 -359.26 560.25 3.3 176.1 0.0 Though, it is noticeable with most (or all) messages in that mission and other missions. @AluminumHaste Thank you for looking into this as well.
  16. Just a heads up that the header images are now missing from the top of the forum. I suspect due to domain forwarding or something like that?
  17. I've created a very simple tutorial on my Wiki home page on how to create a material/texture from an online source (e.g. textures.com) using GIMP. This is something I didn't know how to do and wished that it existed when I started. Yes, there are some existing Wiki pages that kind of describe how to do this, but they are wildly out of date with respect to the tools used and are full of gaps to the uninitiated. What I've pieced together mainly came from existing Wiki sources, but updated with the current version of GIMP. I obviously realise that to a lot of people here this is 101 level stuff, but for myself and other complete n00bs that want to build something, basic tutorials like this are invaluable. It's using GIMP just because it's free and does most things a n00b will want to do, especially when it comes to dealing with older file formats that TDM requires. Anyways, the point of this post is I would like to ask if anyone who DOES know what they are doing could cast their eye over the tutorial and point out any gaffes or downright incorrect/misleading information. Not so much in the proofreading sense or GIMP-specific things (although that would be welcome too), but more around the images/properties themselves. I've labelled some sections with (ADVICE NEEDED) for stuff that I really don't understand very well but the whole thing is fair game. The tutorial is very short, and if anything is glaringly wrong it should be easy to spot by knowledgeable people. The main things I don't understand are the image properties when exporting - there are a million options and I don't know what most of them do. I've looked some of them up, but I don't necessarily know what's best for TDM. All I know is that what I've written seems to work. Perhaps if this gets into a state that makes sense we can add it to the main Wiki and clean up some of the existing sections on this. Link here: https://wiki.thedarkmod.com/index.php?title=User:Frost_Salamander#Creating_a_material_using_existing_images_(e.g._from_textures.com)_using_GIMP
  18. Can somebody help me with the following task: For my upcoming cyberpunk-based mission, i'm working on a new mapviewer. Its a menu, with a "viewpoint"-window (inside this a map) and navigation buttons. I would like to re-position the map, after the player clicked on a navigation button. And to zoom -in and -out, if the player click on the + and minus button. Can you help me to code this? i got the following code:
  19. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  20. Be honest, did you just post dogshit artifacted images so that somebody would say "yo those are dogshit artifacted images" and you could bust out this whole spiel about your 100% organic non-GMO 0% body fat computer, and how unlike the other girls you are? Because I can just press print screen and ctrl+v without leaving this page and hey presto a full-res screenshot that's small enough to fit in the forums. But hey now we have a whole thread about it, so that's cool.
  21. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
  22. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  23. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

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