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Re: A collection of tips for using AI in mod development

Posted: Sat Jan 18, 2025 6:04 am
by David
I've moved this topic from the closed-beta forum to this modding forum to share it with the modding community.

Re: A collection of tips for using AI in mod development

Posted: Mon Mar 10, 2025 12:06 am
by Pietro
Hey that's nice ! Those AI keep progressing, last time I tried they weren't as good !

I gave it a new try after seeing this post, asking them to draw nice isometric building, and after testing various ones I wanted to mention :

https://deepai.org/machine-learning-mod ... -generator

using a prompt as this one :

"far away isometric view futuristic utopian curvy skyscrapper with stunning reflexion of the warm sky on its large and intricate glass facade frequently interrupted by curvy and intricate futuristic new-age wooden frame harmoniously structuring the geometric curves of the building that supports the prolific vegetation and large solar pannels "

( yes I tried several version, yes i'm used to write some of those machine prompt , no it's not even a good one )

Not all of them fit the proper view angle or are fitting on the picture, but I found one I like to give some utopian touch to my cities
mcZO8CMG.png
mcZO8CMG.png (346.74 KiB) Viewed 889 times
I used the link from the first page to remove the background, imported the image on GIMP, slightly adjusted the view angle to make it fit nicely with a 2x2 base, forgot to export the image with the proper alpha channel format, got a bit lost on why it didn't work , game told me image must be lower than 1024px but it was not a correct error message, realized my mistake, made the 3 size version, and even a little icon !

and finally got it to work :
in-game.jpg
in-game.jpg (703.22 KiB) Viewed 889 times
Here is a little .zip that contain the resulting images/icons/folders if you want to use/see/modify :
caplab-aibuildin-1.zip
(313.3 KiB) Downloaded 32 times