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About smoke_th

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  1. Alright, so. I trained 3 LoRAs based on doom and freedoom textures: doom-archival-v1, doom-v1 and freedoom-v1 https://civitai.com/models/156261 For basic explanations of what is what you can check here: Some examples (gens use revAnimated as base model, images are gen + nearest neighbor downscaled down to 128x128 and upscaled back side to side comparisons): (also check image posts attached at civitai page, richyrich515 did a decent comparison breakdown with better prompts) The purpose of this is obviously not for direct use, because textures come out mostly blurry, but instead to permutate and downscale them, author via pulling the elements, mixing and matching and probably applying palette. Keep in mind that only doom-archival-v1 has switch image data in it, other two were authored more thoroughly with flats being tiled 4 times and 64x128 walls being tiled twice horizontally, so that after upscale - whole dataset was 512x512 images, for sake of training. As for usage rights - the freedoom LoRA can be used to generate commercial images, just don't forget to chuck BSD license alongside whatever you using them in, as per terms and conditions of freedoom's BSD license. Other two are strictly noncommercial, for sake of obeying idsoftware licenses. Now, with some grunt you can get unlimited textures. 😁
  2. smoke_th

    Impes Development

    Ahem. NSFW http://www.xmoonproductions.org/viewtopic.php?f=10&t=2996 NSFW Besides https://translate.google.com/#la/en/Impes
  3. smoke_th

    Impes Development

    Update in header.
  4. smoke_th

    Impes Development

    yea, works. Now - write a complete wrapper for voxels.
  5. smoke_th

    Impes Development

    ack, SHIEAT!....waiting till voxelshop dev gonna drop me .vox (vox-game one) format specs.
  6. smoke_th

    Impes Development

    SHOO. Here, one of the lower res tests - went well - were testing movement/jump percentages. right now making use of voxel models.
  7. smoke_th

    Impes Development

    [20:45:03] <CSGWork> <door> fuck this I'm out
  8. smoke_th

    Impes Development

    ^ What he said.
  9. smoke_th

    Impes Development

    Well let me put it like that. Basic geometry features of doom map formats+slopes are there. But they are static because, well, unity3d. Hence why i added "polyobjects" (i guess i shouldn't call em like that, maybe brush chunks instead?) which act just like you would expect from movable quake bsp brushes. The idea behind the project is to let others use udmf (and by extent doom builder) as a generic map format for prototyping, and, in case of indie project - for full scale mapping.
  10. smoke_th

    Impes Development

    Alright, so, basiclaly. https://dl.dropboxusercontent.com/u/9288177/Textures/Impes_preview.PNG Impes (alphastage Hellraiser) is a Unity3d framework, which loads, parses and builds UDMF levels (with some compromises, like usage of internal polyobjects rather than sector floors movement - everything aside from polyobjects is mostly static(i guess you can disable walls)). https://dl.dropboxusercontent.com/u/9288177/Impes/SwitchTest.gif https://dl.dropboxusercontent.com/u/9288177/Impes/DoorTest2.gif https://dl.dropboxusercontent.com/u/9288177/Impes/Animations_test.gif Additionaly it loads DECORATE (either for just creating coordinates for your own things to plug in via engine or to load state trees etc). Here's a video. http://www.youtube.com/watch?v=nvqAOdquZww UPG 1: Here's a progress on demo game which demonstrates features of Impes, and it's sources will be shipped with it when it's done. http://youtu.be/inugOCXcg4I
  11. smoke_th

    Hocusdoom RELEASED (in /idgames)

    I really do love how it comes together. Feels nice and faithful to the source material. Very nice.
  12. smoke_th

    Freedoom is huge

    Reaction fire from IRC was...well...burning. http://pastebin.com/VEurAvK8