A collection of tips for using AI in mod development

Discussions about modding and share your mods with other players in this forum.
User avatar
David
Community and Marketing Manager at Enlight
Posts: 10419
Joined: Sat Jul 03, 2010 1:42 pm
Has thanked: 78 times
Been thanked: 223 times

A collection of tips for using AI in mod development

Post by David »

A collection of tips for using AI in modding:

Use this free AI tool for removing building background:
https://www.remove.bg/

Please feel free to share your tips.
User avatar
Stylesjl
Mod Expert
Mod Expert
Posts: 888
Joined: Sun Oct 29, 2023 4:01 am
Location: Sydney, Australia
Has thanked: 63 times
Been thanked: 82 times

Re: A collection of tips for using AI in modding

Post by Stylesjl »

In general if you would like to make images for your mod it is useful to have an AI draw it for you.

AI Images are great for the following reasons:

- You generally don't need to get someone to draw it for you, which can save you time and money.
- AI Images are generally free of copyright (as long as they are not derivative of existing intellectual property).

There are many AI Image generation platforms all over the internet. Two that I find useful are:

Craiyon
Microsoft Copilot. This requires you to sign up, although it is free. The quality of the images is much better in Copilot.

Some AI Prompts to use (note you may have to change the phrasing around and try a few times before you get an acceptable image):

For Firm Images (Exterior pictures)
Can you create an isometric image of X?

Isometric is an important word in this case - as this is the perspective used for the buildings rendered in game so it is important to let the AI know so that it doesn't try to render the picture from other angles (like a front shot or something similar).

For Firm Images (Interior pictures)
Can you provide an image of the inside of X?

Generally when using the prompts you should also make sure that anytime you want a new image that you should start the conversation with the AI over again - if you keep the same conversation 'Thread' it will try to do something similar to what it was previously doing. For example if you ask it to create a picture of a Truck and then you want to create something unrelated such as a book, then it may try to create a book that looks like or has truck related imagery on it (in some cases however this may be what you want it to do).

One more thing about AI Image generation: It tends to be quite bad at rendering certain things like human hands - so be careful about this if you want the AI to generate images of in game persons. But most of the stuff you are likely to generate in mods are objects so this is probably not going to be a huge problem most of the time.
alpha117
Mod Contributor
Mod Contributor
Posts: 219
Joined: Thu Apr 28, 2016 5:20 pm
Has thanked: 20 times
Been thanked: 3 times

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

Post by alpha117 »

If possible i would like a guide on how to generate the exterior building images using CoPilot

Many thanks

got the hang of it...this is good
Last edited by alpha117 on Sat Jan 11, 2025 7:08 pm, edited 1 time in total.
alpha117
Mod Contributor
Mod Contributor
Posts: 219
Joined: Thu Apr 28, 2016 5:20 pm
Has thanked: 20 times
Been thanked: 3 times

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

Post by alpha117 »

well...... :? :shock:

Image


getting better :shock:

Image

Image
upload image online

:D :D :D :D :D :D

Image


next question, is how to use this in game, either to replace the 'coffee shop' or as a new building??
alpha117
Mod Contributor
Mod Contributor
Posts: 219
Joined: Thu Apr 28, 2016 5:20 pm
Has thanked: 20 times
Been thanked: 3 times

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

Post by alpha117 »

Background removed

Image
alpha117
Mod Contributor
Mod Contributor
Posts: 219
Joined: Thu Apr 28, 2016 5:20 pm
Has thanked: 20 times
Been thanked: 3 times

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

Post by alpha117 »

nearly...... :oops:

Image
alpha117
Mod Contributor
Mod Contributor
Posts: 219
Joined: Thu Apr 28, 2016 5:20 pm
Has thanked: 20 times
Been thanked: 3 times

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

Post by alpha117 »

now I can't remove those images from the game :shock: :o
User avatar
Stylesjl
Mod Expert
Mod Expert
Posts: 888
Joined: Sun Oct 29, 2023 4:01 am
Location: Sydney, Australia
Has thanked: 63 times
Been thanked: 82 times

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

Post by Stylesjl »

Looks like an image sizing problem.

Make sure that your image has the correct dimensions:
https://www.capitalismlab.com/mod/advan ... buildings/

The size of the image cannot exceed 1024×768.

Resize the original building image to 50% using an image editing tool like Paint.net and save the resulting file into the “M” folder.
Further reducing the size of that image by another 50% and save it to the “S” folder.


If you do those then your Coffee Shop should be closer to normal size.

As an example see this zipped file of the Wand Shop from Magitek:
WANDSHOP.zip
(278.32 KiB) Downloaded 17 times
Take a look at the image dimensions and see if the Coffee Shop lines up with those.
alpha117
Mod Contributor
Mod Contributor
Posts: 219
Joined: Thu Apr 28, 2016 5:20 pm
Has thanked: 20 times
Been thanked: 3 times

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

Post by alpha117 »

checked....unless I've missed something
Attachments
COSTA.7z
(100.11 KiB) Downloaded 11 times
User avatar
cantdownloadit
Community Contributor
Community Contributor
Posts: 1047
Joined: Sat Aug 30, 2014 12:14 pm
Has thanked: 13 times
Been thanked: 30 times

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

Post by cantdownloadit »

Thats a big coffee shop
Post Reply