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Monday, April 1, 2024 - 13:06

I see there is also a complaint at reddit about a potentially similar problem. https://www.reddit.com/r/gamedev/comments/1boc27x/opengameart_doesnt_sen... I wonder if anyone could have look into the issue?

Tuesday, March 26, 2024 - 11:13

Looks like this is the new link https://blendswap.com/blend/2200 (preview shows only hands, but name of the submission is correct)

Friday, March 8, 2024 - 08:05

Indeed, I've checked the file from the link I've posted and it's fine. I'm using ZoneAlarm antivirus, also checked by VirusTotal sends the file to dozens of online antiviruses.

Note that full scan of your PC might still be a good idea. Some nasty viruses "mess with the files as they open" so if some worm crawls in your memory it may try to infect 7z, fails to, but is caught while doing so by Windows Defender. Because I-was-almost-joking about "format"; while it is technically possible, it still too silly even for Microsoft :)

Friday, March 8, 2024 - 03:27

Tried your https://opengameart.org/content/ps1-trees through VirusTotal - looks clean, I cannot access the file you've linked. Which antivirus marks it as dangerous? Some things like Windows Defender are just outrigt stupid (and can easily mark 7z as a virus simply because it's not Microsoft's endorced(enforced) format).

Also do a full computer scan (with the antivirus that detects the virus), maybe some nasty thing crawled in between publishing those two assets. You may need to reboot in safe mode (press F8 repeatedly during Windows boot sequence) to verify some system files.

Thursday, January 4, 2024 - 02:56

You can read a short description here https://opengameart.org/content/faq#q-proprietary - overall GPL is good if your project is also under GNU GPL or a compatible license, but it looks like there can be a lot of details in case of a commercial/closed-source project:

You cannot incorporate GPL-covered software in a proprietary system. The goal of the GPL is to grant everyone the freedom to copy, redistribute, understand, and modify a program ... The difference between this and “incorporating” the GPL-covered software is partly a matter of substance and partly form. The substantive part is this: if the two programs are combined so that they become effectively two parts of one program, then you can't treat them as two separate programs. So the GPL has to cover the whole thing.

 

Monday, November 20, 2023 - 05:35

I guess it looks rather like vector art. And it's definitely not "bad art" it'd take almost same effort as a regular picture minus shading.

 

Saturday, August 5, 2023 - 05:55

Unfortunately also seems to be a problem with texture here https://jlmagic.net/product/vanishing-tomato-ketchup-bottle/2254/

Tuesday, August 1, 2023 - 04:56

@boredom you can use GIMP to cut those. It's free and in some cases even easier to use than Photoshop.

Just use "rectangle selection" roughtly around a ball, then "image -> crop to selection" and then "image -> crop to content" to make it perfectly fit the ball.

Wednesday, July 26, 2023 - 03:32

> using a dataset that consists of copyrighted material is stealing. thats my opinion, courts haven't really decided yet how this will be treated.

Well, when using databases of copyrighted material benefited Google and other big search engines who used it for commercial purposes - it was not stealing but fair use. Now as the threat arises that it may benefit individuals courts will decide that it's stealing and will impose limitations only large corporations will be able to comply with (because suddenly Microsoft is leading the parade of C2PA ;) and mass hysteria in social media may just be proper marketing effort).

IMHO if a model is trained on whatever material is ok for as long as the output doesn't contain anything from that materials in a recognizable form. The problem with current AI datasets is that when you ask for "cute little monster" (we've talked about that in a different topic :D) you can easily get something that looks close enough to some pokemon which will get you into trouble with Nintendo - and as such it's better to avoid using such datasets for this specific reason. My idea of using AI generated pictures as portraits in JRPG quickly cooled down when I got Nick from Zootopia as one of the results :D

But let's not dwell on that :) Too much has already been said and nobody was asking any of us.

> voice actors willing to participate under the terms

If you do get to some good result with that, ping me. I have a more or less good mic and some experience in voice acting. Not sure if I'll manage to pull out enough dedication to finish the job (I know I'm quick to promise but often fail in the end, so no promises), but let's try.

Plus if it works I can do a dozen of different voices.

> come up with a script

I'm afraid there can be some problems with actual in-game voice. Reading a monotonous text is one thing. Having computer game character emotionally react to events in-game is a different thing. I might suggest to check experience of https://github.com/DanRuta/xVA-Synth - they've created an in-app editor for tempo and pitch (allowing to control emotion). Not sure how easy is to use this generator though.

They also have a dataset at least from Bethesda's games. So, using a dataset from some of the opensource games (like FreeDroid RPG, Valyria Tear or Dink Smallwood) can be a good (tested with time) option.

I didn't study the issue too deep, but XVASynth license looks like GPLv3, so we can even use this tool, just to generate a copyright-clean database.

EDIT: I've just realized that taining on LibriVox recordings may be a good start. It won't give any expressions, but the public domain recordings are already there together with public domain texts of the works. Just needs someone to listen and prepare for processing. This way the model can already have literally dozens to hundreds of voice actors ready. Still voiced reading (or even real-time synthesis) of text in-game may be beneficial as game asset.

Sunday, July 9, 2023 - 10:42

I can try to suggest a way that works for me:

1. I have a generic idea of the music for a game project. E.g. "chiptune", then I put this into search on OGA and listen, listen, listen. Those will be dozens of pages, but eventually you'll find a few tracks that fit your anticipated gameplay. Analyze the results - check authors of the tracks. And if the author has a lot of tracks in the style that fits your taste - pick it and stick with it. I personally find it easier to make the music sound much more consistent if the tracks are from 1-3 authors, not just "all good songs that don't fit together". If your project is "Dragon Ball style" then most likely your best keyword will be "JRPG" (Japanese Role-playing Game) and there are plenty of great tracks around here.

2. With sounds it's a bit more complicated. I haven't seen a good extensive and consistent RPG collection around, so most often I'm using multiple collections that more or less fit my game. But luckily sounds don't need to be as consistent as music track. So you can go to FreeSound.org and get missing ones by-keyword, like "Lasso". However, note, that sounds come in extremely weird formats and quality ranges, so you'll almost always need to add at least some basic processing to them (e.g. the most often is: load in Audacity [look for version without spyware], normalize, cut silence at the beginning, convert to 44kHz, save as WAV PCM 16 bit).

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