#Vampire: The Masquerade - Bloodlines (DX9)

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neon portal
sudden sluice
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Doxxing myself. I'm Peter. Not on any socials or even discord much.

left grove
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wait are you actually?

sudden sluice
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yeah

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see my screenshots posted in this server

left grove
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first of all I loved all your videos

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I believe you Salute

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So I wanted to ask how you solved some problems like the walls being invisible

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and if/or you'd rather share your rtx.conf

sudden sluice
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Been a while but I think most of that was properly labeling decals

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but yeah I don't exactly remember what launch commands/what's in conf etc but I can dig that up

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This was also before skyboxes were fixed (which is why I worked on the mansion) and there are new sorting issues with skyboxes I think

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haven't taken a serious look at it in a while and I'm not a dev or anything

left grove
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yes please

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honestly fine, I have been doing some stuff with using similar launch args as CS Source, some things work fine but others not so much

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For me at the mansion it has lots of walls that just aren't solid or phase in and out of existence doge

sudden sluice
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ok there's probably a lot of unnecessary commands in autoexec, looks like it's mostly pulled from portal. Rtx.conf probably has some artifacts from me just fiddling with things too. Otherwise worth noting I'm launching with -dxlevel 70 or I get loads of issues

left grove
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thank you so much!

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I will look through these and find out what works best with what I currently know + what you have here

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I have been going off the assumption that -dxlevel 70 does help out a lot as well as +mat_dxlevel 70

sudden sluice
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I am not convinced +mat is doing anything in this game

left grove
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interesting how are you using the autoexec.cfg? just drop it in the folder too?

sudden sluice
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using unofficial patch so same as any other source mod: it goes in Unofficial_Patch>cfg

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for what it's worth I have invisible cars too

left grove
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oh interesting, wasn't even aware of that

left grove
sudden sluice
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oh wow

left grove
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get the latest Unoficial patch and you should be good

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11.5

sudden sluice
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yeah sorry haven't been in here in like

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months

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sweet

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I didn't know WESP was on board with remix

left grove
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happened like today?

sudden sluice
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I have a feeling my entire weekend just vanished

left grove
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ah, yeah I have had a busy one myself

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We talked to wesp on steam and then on the planet vampire discord they found the issue, pretty cool

sudden sluice
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that's awesome

neat spindle
left grove
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I need to update the resources now ๐Ÿ˜‚

neat spindle
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Hey, it's a good sign that things are moving at a decent clip, haha

sudden sluice
left grove
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also do you want credit? @sudden sluice

sudden sluice
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for what?

left grove
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if you are happy with git happy to make you a colaborator on the repo

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I think what you have is quite helpful

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for me at least

sudden sluice
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Sure, can't promise I'll be much more help but who knows

left grove
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honestly fine

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baby steps, if we all contribute in some way it's how things like this move foward

sudden sluice
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I'm worcesterbaguette on github, you'll know it's me because I have literally nothing at all on there

left grove
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haha sure

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but I am excited, what you gave me proves some of my hunches were correct, as well as it has some other variables I haven't tested yet ๐Ÿ‘€

sudden sluice
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Looking at the repo readme, minor detail, but I don't think either of the culling launch commands do anything in the vtmb version of source either (do not have proof of this, but I haven't noticed any effect with/without them)

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doubt they're doing harm

left grove
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they are helping

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at least my findings

sudden sluice
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Oh awesome, maybe a sign I should read more

left grove
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no no, honestly fine, challenge everything you can

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we are at a point where I need other prespectives and ideas. I was getting quite stuck yesterday

sudden sluice
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Ah actually I remember now I moved those from launch args into the autoexec, I am actually using them ๐Ÿ™ƒ

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or maybe they are in there from portal

left grove
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yeah they are here

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like mat_disable_d3d9ex 1 sounds interesting doge

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oh I see, you do have it so that you only get this torch like thing in front of you, everything else barely has any lights

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but your malkavian walls are solid, so you do have a fix for what we needed ๐Ÿ˜

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ok game plan is to compare and contrast, will reduce launch args drastically, and will add autoexec.cfg for people to use tHONK any objections?

amber atlas
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Sorry to butt in, did the radiator real quick. Going to take another texture pass on it, but the shape is there I think. 2 lighting setups to show it a bit better

left grove
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it looks amazing

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and crazy real

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that rust

amber atlas
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i put a layer of dust on top, you can see it on the little copper pipe down there i like how that part turned out at least :3

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also thanks!

amber atlas
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not sure why i swapped which one was new/old in the two images wtf

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lol

left grove
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lool

amber atlas
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think i'll do the gross bed next

left grove
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I saw them side by side still and flicked between them doge

left grove
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I am fusing the config @sudden sluice provided + what we already knew

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hopefully I have some good news at some point

amber atlas
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was following along a bit, very cool that he dropped in! glad for the help

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keep us posted on if it helped!

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crossing my fingers

left grove
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just going to be trial and error honestly doge

amber atlas
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yeah same over here

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as i take more captures i realize how many things are shared and then also surprised but what things are NOT shared that i thought would be

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like the hardware on the doors, sometimes they are different instances, and its just because the texture is like SLIGHTLY different

left grove
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the devs were too clever

amber atlas
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doing a lot with a little

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also just realized capturing the intro sequence is gonna be a pain XD

left grove
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oh

amber atlas
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unless it all stays loaded after it's done... i can't recall if it loads you into a new level after

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even though i just played it like last week

left grove
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hum

amber atlas
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ez to start a new game and check i guess

left grove
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with map sp_theatre maybe you can

amber atlas
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oh duh

left grove
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but yeah I guess it's the other cutscnes

amber atlas
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wtf, me

left grove
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sometimes I forget this time we are meant to be using the dev console hehe

amber atlas
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yeah... im like... playing through it and doing all the best things for a perfect run and just saving a lot and then capturing, but capturing before i pick up items so they also get captured

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im dumb

left grove
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ok, maybe I have good news

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the launch params we are using may be fine, but the awesome sauce is on the rtx.conf

amber atlas
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oh?

left grove
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walls no flicker ๐Ÿ˜ณ

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but no lights at all

amber atlas
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oop

left grove
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we'd need to manually add them all

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not a big problem

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I'd think

amber atlas
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if you do a capture with that conf, do the lights show up in remix? or do they just not exist? or are they just not rendering?

left grove
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let me try

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I am not happy with this yet, I'll keep fiddling and tweaking, this config has it so that the only light is where the player is looking and it's like a torch

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a weak one doge

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flashlight my bad

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yeah nothing

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not a single light

sudden sluice
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oh that's my bad

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did that for fun

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go to game setup>parameter tuning>light translation

left grove
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oh thanks

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I am mostly mixing and matching

sudden sluice
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keep in mind (you probably already know) some of these scenes are lit with a crazy amount of very bright spot and point lights (and which it is differs by map) so uhhhh eventually they'll all have to be replaced anyway

left grove
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I have made walls stay, but things look super dark and no lights

sudden sluice
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prob because no thought to hdr in 2003/4

left grove
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even without your rtx.conf

sudden sluice
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mm

left grove
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VAM anyone?

sudden sluice
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VAM

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I'd play VAM

somber sundial
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Vampire At Masquerade

left grove
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this is my asylum right now

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some mix of configs, no clue where that light is coming in from on the second screenshot

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the other lights are ???

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everything else looks super dark doge

somber sundial
# left grove

I modded the music in the Aylum to play Eurobeat music instead and my friend who was watching me play wanted to slit my throat.

left grove
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Night of fire, suits the theme here

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but not goth enough I'd think

somber sundial
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I use this X)

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I felt it was close enough haha

left grove
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ok good discovery, things are invisible because of Sky tunning under Game Setup > step 2: Parameter Tuning > Sky Tunning > Sky Auto-detect seems to improve with By Camera Position and Depth for some reason?

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maybe not

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fixes some stuff, breaks other stuff

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my head hurts doge

neat spindle
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Yeah, don't use "and Depth", it causes a ton of problems

left grove
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hum, but somehow it solves some problems ๐Ÿ˜ญ

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I guess it's just me being tired

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Want me to send over the files again so you can also contrast and compare?

neat spindle
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I haven't really been fiddling with settings too much, my config file should be the same outside of tagged textures.

left grove
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that's good at least

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is this a problem?

neat spindle
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Where's that at?

left grove
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Malk Mansion

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lights have been stripped

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captured and will try to open the scene

neat spindle
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Ah, haven't gone there yet. Been working my way through the hubs and tagging every decal I can find since they're a pain in the ass.

left grove
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damn, doing the boring work

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that's great stuff tho, so good work

neat spindle
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When it gets too draining I hop over to my captures of Confession and mess about with lighting. I'll post some progress later tonight.

left grove
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ok good news those messy things are just albedo maps

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When I manually add lights it works

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So, bad knews, we may need to add all lights ourselves shrek

neat spindle
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Is that the library?

left grove
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Malk library yeah

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and ignore my textures, I just wanted things I could see change

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it does work holy shit

neat spindle
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I've been pleasantly surprised by how most of the lights in the game correspond to actual physical light sources. Very few magic point lights illuminating otherwise unlit areas.

left grove
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I'll be honest, as of right now, I have no clue what took away all the lights

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maybe r_vertexlighting 0

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or r_unloadlightmaps 1

neat spindle
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There are a few maps where the auto detection of light sources bugs out. Going into Pisha's hospital is equivalent to getting flashbanged, lol

left grove
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LMAO

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haven't been

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so yeah maybe it's not the worse if we do all light sources

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I'd be down to do lights

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I migth make a library of captures tho

neat spindle
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I figure we should do a manual pass over every map's lighting regardless. The default lighting is overall pretty good, but there are pain points.

left grove
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this would be guaranteed manual pass everywhere

neat spindle
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Actually, now that I think about it the problem in the abandoned hospital might be that there aren't any "real" light sources and it's all illuminated with fake point lights that have a giant radius and low intensity, but when Remix grabs them they're brightened way up.

left grove
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hum now my lights don't show up anymore, the ones I add through Remix itself

neat spindle
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Have you tried recompiling your mod?

left grove
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I have only been saving it

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is there a force recomplie somewhere?

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ran a package

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lets see if that helps

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no it's something else ๐Ÿ˜”

neat spindle
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What changes did you make to match that new config from wb?

left grove
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quite a few ๐Ÿฅฒ

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r_frustumcullworld 0
c_frustumcull 0
r_occlusion 0
r_forcenovis 0
r_novis 1
r_shadows 0
r_occlusion 0
mat_queue_mode 0
mat_drawwater 0 
novid

// dont need vertex lighting in RTX moder
r_vertexlighting 0
// dont need lightmaps 
r_unloadlightmaps 1
// no 3d skybox
r_3dsky 0```
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for the autoexec.cfg

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for the rtx.conf I am using a mix of our settings, so it's much harder to tell, been running diffs for the past 2 hours sweats

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mixing and matching, occasionally fully loading one or the other

neat spindle
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Did you by any chance disable the game lighting through the Game Setup tab? Shouldn't affect Remix added stuff, but who knows?

left grove
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I think at one point yes

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but it seems stuck on that now

neat spindle
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Hmm. Changing that checkbox should work immediately (barring some ghosting)

left grove
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yeah that does nothing now

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hum it's always going into the light fall back because it claims it's got no lights

bleak barn
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Sorry I'm catching up ๐Ÿ˜…

left grove
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take your time

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it's 2 am for me, I might just sleep and try again tomorrow, might nuke my enviornment and try again tomorrow with fresh settings

neon portal
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ayyyy fellow GMT enjoyer

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UK?

left grove
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yeah

neon portal
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same

left grove
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nice

bleak barn
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3am for me ๐Ÿ˜…

left grove
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very relevant profile picture hehe

bleak barn
left grove
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ok I got the lights back

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I don't know how

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tomorrow I try again

amber atlas
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Initial test on bed replacement. Will make a fabric pattern that has thinner lines and stuff. Changed a couple things... mattresses are shaped a bit more like they would be, pillow is deflated a bit more and the pillow case opens on one end. Bed post finials changed to something that looks less like the traffic pole bases.

wet atlas
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I a little too on the nose with the gothic bed frame

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spiky

amber atlas
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The OG one looks like... something else to me D:

wet atlas
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That's alright

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great work nonetheless

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but don't forget common senses when remodelling stuff

amber atlas
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?

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I was looking around for other bed post finial options, if you have some alternatives in mind that you could hunt down I'd be down to see them, I'm not 100% sold on them myself

neat spindle
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I think if you slapped a small sphere on the end of the points it could keep the sharp look without being an impalement hazard. That's how real frames tend to do it.

amber atlas
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i did see a few that did that online

wet atlas
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Realistically

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do you want to have a gothic fence as a bed frame?

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spiky ends and all?

neat spindle
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Honestly I think it's fine, it's a stylized world anyways. LA isn't nearly as goth as VTMB makes it look, lol

amber atlas
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@neat spindle like the one i circled?

neat spindle
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Yeah

wet atlas
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at least you won't get stabbed

amber atlas
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You just want to jump on the bed...

neat spindle
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Who wouldn't? It looks so... inviting. Definitely.

wet atlas
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Additionally, if you think about MC in VTMB, they were just an average person that went to fool around with the wrong common vampire

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yeah everything's themed up gothic up the wazoo in the game

neat spindle
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Haven is given to you, it's not where you lived before being Embraced

wet atlas
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but you know, an average schmoe wouldn't have a lethally spiky bed frame

amber atlas
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yeah the haven is one provided, mercurio was actually still putting up boards on the windows etc

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which is why they are on the floor

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and the emails are from him explaining how he set stuff up and left you some money

wet atlas
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Wasn't it the home of your (dead) embracer?

amber atlas
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not as far as i could tell, the place where you get embraced is a hotel room across from the asylum

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but i didnt see anything hinting at that place being your embracers haven

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i could have missed that though

wet atlas
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Hmm, anyways my point still stands, it's not like the former owner was an urban nosferatu

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not that we know anything of it

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So I think it'd be completely find if the frame ends looked like dicks

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because they aren't

amber atlas
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oh haha i didnt think they looked like dicks

wet atlas
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sure milky

amber atlas
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i meant something one might... sit on

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without getting to graphic

neat spindle
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Who needs a handle when you've got an entire post?

wet atlas
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something to get impaled on, got it

amber atlas
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either way the filials shouldn't be too hard to change up so i can test another shape and find something that works a bit better

neat spindle
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Anyways, I think straying from realism for the sake of "le cool edgy vampire world" is fine, but if you feel like switching to something that isn't an impalement hazard the simple sphere would let you keep your design relatively as is.

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Oh, one thing I noticed, though, is that the carpet fibers seem very large in your replacement texture

amber atlas
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oh yeah! had to take a break from the carpet, was getting worse the more i messed with it, so i took a pause, def going to modify it some more

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i want to shrink them down and make them shorter

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i also want to add the missing patches like in the og texture

neat spindle
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Working on spreadsheet, is this format useful?

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I'm trying to replicate the default file structure, although subfolders are going to mess that up. Will probably add dividers for them

amber atlas
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I think? I can't remember how off the top of my head, but you could make the status column be a drop down with a few options

wet atlas
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I know safemilk is just messing around and experimenting

neat spindle
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I'm using conditional formatting right now, so if it's blank it's red, if there's text it's yellow, and if the text says "Complete" then it will be green

amber atlas
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ah gotcha

neat spindle
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I'm currently copying the template page over and over so I deleted my example of that

wet atlas
amber atlas
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as far as the file structure goes, i know that the modding folder structure is definitely very different than the default file structure that gets extracted from the game... i think...

neat spindle
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Yeah, I'm just copying the file structure of the extracted assets from the SDK so that it makes it easy to reference the original file.

amber atlas
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that makes sense

neat spindle
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Going to leave out a few folders because I don't think they get used anywhere player-facing: dev/editor/etc.

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Oh, also I currently have it set to view-only but feel free to request edit perms. Was considering leaving it as open perms but I don't want to risk it.

amber atlas
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Haha yeah might be a little on the spooky side with open perms

neat spindle
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It's not like they replaced it with this:

amber atlas
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Like I said I'm def down to explore options that get closer! My issue with the topper for me is that I think the mindset behind it when they made it was, "just make a low poly tetrahedron and slap a pre existing texture from the lamp post on it"
So I was seeing if I could bring it forward a bit. But I do also think it strays a bit far...

amber atlas
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I already have a couple changes im planning with the street light but i think they are acceptable

I found the actual type of street lamp they based theirs off of and I think it was simplified down due to constraints

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mainly adding that support bar, and also adding that volume and shape back

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philosophically, this to me feels like it falls under vanilla+

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but i don't know if everyone would agree with that

neat spindle
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That's perfect!

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Could maybe keep the more wiry proportions and exaggerated bulb to goth it up

amber atlas
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yeah that could be a good balance

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i think keeping the proportions roughly the same is going to be important on all these, never sure when they might appear later and now they are jamming through a ceiling or wall haha

wet atlas
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Looks like a great plan

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as long as it doesn't get an arbitrary spike at the end of the bulb

neat spindle
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So many decals...

neat spindle
left grove
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damn nice

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shall I add these to the repo?

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I just know that if I try running the comand args as .cfg files, some of them aren't even valid

amber atlas
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@left grove morning!

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have you messed around with not using those as launch args?

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does it seem to change anything there?

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if they are syntax errors in config, could that also mean they aren't doing anything on launch?

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or could a different system subsume those commands at runtim and the config file is for other stuff?

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so many questions haha

left grove
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Some launch args work only as launch args and don't work on the .cfg file. Even when I force load it like above, the console tells me they are wrong but no clue how to fix them on the .cfg file

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I have gotten to some points where the walls are fine, but the floors will dissapear sometimes

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so bit of a mixed bag

left grove
amber atlas
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interesting, so i guess launch args is modifying something different then? wonder if we could extract it using the .pak explorer tools and included it in the mod or something

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i have to go across town today to see my gf, but i'm trying to bang out another prop to get it mostly done before i go ๐Ÿ˜„

left grove
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well, too many variables, but the launch args I have on the wiki do stuff and we can see them doing stuff. As for the cfg file, I haven't quite figured out everything that works and the ones wg had some weren't doing anything ๐Ÿ˜”

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his settings were more RTX.conf heavy

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we do want a good mix, I am just having trouble fixing everything, as one thing works and something else breaks with every change I make doge

amber atlas
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i noticed theres a material tag in there called something like... ignore occlusion texture or something along those lines

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let me look

left grove
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I found out at the mansion those walls are fucked for me because of a single texture

amber atlas
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Anti-Culling Texture (Optional)

left grove
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ignoring that one makes the walls stable

amber atlas
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thats the tag

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OH

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OH

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i think i might have a theory

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maybe a bad one

left grove
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I think it's the like bullet hole texture? so the walls flash because they have no clue when to show the bullets

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idk

amber atlas
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so in the diner, the counter was having MAD culling issues, and then i realized there is a duplicate surface over top of it, originally that was for a sheen like reflection that actually mirrored the view

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it's a purple and black checkered texture

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because i think it relies on multi cam rendering

left grove
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oh interesting tHONK

amber atlas
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so i 'hid' it

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and the counter was fixed

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there are a lot of 'reflective' surfaces in the mansion

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wonder if some of them have the on them?

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maybe not

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but it's a lead

left grove
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possibly

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I think they might

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let me show you what I got

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ignore the obviously bad texture swaps doge

amber atlas
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while you grab thos shots

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this is what im talking about

left grove
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oh

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damn

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haha

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here it's different

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look at this

amber atlas
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this i believe is the equivalent of like... a water texture, where they have second camera rendering onto a texture but for the puroses of reflection

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ignoring the texture removes it

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yesss show me whatchu gottttt

left grove
amber atlas
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OH

left grove
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let also get footage for the other problem

amber atlas
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its a light cookie

left grove
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ohh

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OHHHHH

amber atlas
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well unity calls them cookies haha

left grove
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it's the light from the light

amber atlas
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yep

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they are all over in the mansion

left grove
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I zoomed in and it didn't look like a bullet hole anymore ๐Ÿ˜‚

amber atlas
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we could kill those and just do light shaping... or try and find a way to render them properly

left grove
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setting it to decal does fix

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my god

amber atlas
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yesss

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makes sense they'd use decals in this situation now that i think about it

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ok thats one down ๐Ÿ˜„

left grove
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next one

amber atlas
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does it fix it for all surfaces? or are there other issues?

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are those other issues just more light decal textures?

left grove
left grove
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and that specific texture

amber atlas
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are there any purple and black checkered textures in the list?

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that one might be the same issue as the diner counter

left grove
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there are

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but I think this might be my issue tho

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man made issue doge because it's only happening when I activate my mod

amber atlas
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oop

left grove
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I did swap out the floor textures, so maybe.... It's just me

amber atlas
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well if you do see any purple and black textures it's possible that they are supposed to be the rtt for reflections, if you set them to Ignore Texture (Optional) you might see fixes, maybe

left grove
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yeah

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other things is like

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the doors

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let me show you

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hang on triggered the cutscene ๐Ÿ˜‚

amber atlas
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haha!

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oop

amber atlas
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haha oops was trying to send another screenshot of the game not my discord lol

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ive seen this issue on some doors in other spots

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exiting the santa monica safehouse and elysium etc

left grove
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yeah, that seems to be caused by the Sky tunning, Sky Auto-detect

amber atlas
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sometimes doorframes seem to not render

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ah

left grove
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maybe we need to tweak that

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we need it but it breaks stuff ๐Ÿ˜”

amber atlas
left grove
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damn

amber atlas
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also setting roughness to 0 gives some alright reflections

left grove
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that looks amazing

amber atlas
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so we just ignore the RTT textures in this case and crank roughness way down

left grove
#

I feel like I am in the Diner, it's that real

amber atlas
#

i was auditing it and testing reflectivity settings on everything

#

lots of metal and glass

#

going to be fun to rebuild the materials for it

left grove
#

very nice

#

I honestly have 0 experience with materials so I'll have to go do the doughnut doge

amber atlas
#

i want to build a marble base texture soon, there is a lot of marble in this game and i'll need a 'construction kit' for it

#

hehe

#

physically based workflow is essentially: roughness - 0 is fully smooth, 1 is fully rough
metalness - 0 is non metal, 1 is fully metal

#

metalness will darken the surface and reflect the color of the albedo as well

#

so gold, copper all that

#

roughness is just how much the reflection it gets from the environment is blurred or convolved

#

that's pretty much it

#

in a specular workflow your reflective parts are black, in a metalness workflow your albedo parts are the color of the reflection sort of

#

you'll notice the chairs are metallic looking, that's because they don't have a metalness map, what i'd do is bake out a mask map to tell it the leather is non metal and the base is metal

#

and the roughness would just modulate the reflections 'clarity'

#

done!

#

ps i really want to model those freaking bar stools haha

left grove
#

I see I see

left grove
#

I have no idea, please educate me

amber atlas
#

Well in rtx it will reflect back what it sees and how rough it sees it, so the metalness workflow is a great fit for it

#

specular workflow is the olllddd workflow

#

so if you had a gold material, it would be brownish yellow in the albedo, with a high metalness factor, and low roughness factor

#

you'd get gold!

#

metalness and roughness are both black and white maps which makes them nice and cheap

#

also unity is a jerk and they do smoothness for some reason

#

so you just invert your roughness map

#

WHY UNITY

left grove
amber atlas
#

hehe, its wayyyy easier this way i think,
Specular you had to make the right color in the spec map, then make the albedo map portions black, glossiness

#

was all funky

#

think that made me chuckle the most is, for some reason source always did directx normals, so green channel was inverted, but rtx remix does opengl normals like is mostly the standard

#

so NOT flipping the normals like i used to for source is the right choice

#

also i think their tangent space is in mikkT

#

so everything comes in from my bakes looking REALLY clean and i love it

left grove
#

oh no I think my game crashed mid capture and I needed to save all my decal tagging and stuff ๐Ÿฅน

amber atlas
#

ah damn

left grove
#

it's just frozen

amber atlas
#

mine does that from time to time

#

beach house level freezes a lot for some reason

left grove
#

just going to wait and SCpray

#

I think maybe I have some reasonable settings but it's an update to the rtx.conf too, and some more args I can't exactly prove work or don't work doge

#

although the sky is still busted

amber atlas
#

as far as my rtx.conf goes i set some pretty different exposure and post processing settings on my rtx setup, i think i've balanced it fairly well, but i still need to test it, i dont want to have that super blown out look i see a lot on rtx tests, and i want the lights to pop and give contrast

left grove
#

yeah, I think we should aim for a more moddy and dark environment anyway

#

and let some lights and colours shine through doge

amber atlas
#

i'll hold onto those settings though so if we like them we can roll them in, but the mindset is, make the game as dark as they were implying while still being able to see things and go with their art direction

amber atlas
#

oh i had a scary thought last night... i've been doing all this with the patch plus installed

#

so if someone wants to install the remaster/remix stuff, and they dont do patch plus, will that be okay?

#

or will that cause issues

#

also i'd LOVE to include patch plus content from UP in the remastering, so that its like... a full remaster

#

but does that present compatibility issues as well?

#

some questions floating around my noggin

left grove
#

I think to start off

#

we just go for Unofficial patch only

#

Plus patch we can work on later

left grove
# amber atlas or will that cause issues

we don't know for sure, but likely the textures and models that are only part of Plus Patch will just look like old ones instead of all the AI upscaled/hand authored ones

amber atlas
#

that would be ideal

#

i'd like to see if we can test that early on

left grove
#

huh sure

amber atlas
#

that means we can just work in one environment and just not include patch plus in the work

left grove
#

I am on Plus Patch right now, because I remember a crazy place

amber atlas
#

but if patch plus REPLACES things in vanilla we dont know about, then it could get funky

#

which it does im sure

left grove
#

yeah pretty sure it does

#

changes maps and stuff now too

amber atlas
#

i'm proper spooked about it haha

left grove
#

just popped into the library I'll spoiler tag it cuz it's cool and completly new with Plus Patch

#

we'll need to tag some textures, but otherwise it seems fine

stray whale
amber atlas
#

yeah wait wtf those paintings...

left grove
#

this is the latest Plus Patch, so I am guessing so doge

amber atlas
#

could also be mandela effect haha

left grove
#

they were on last year, I remember this from my yearly playthrough

left grove
wet atlas
#

Nvidia chandeliers

left grove
#

nice

#

there's a plate on a door tho

#

that doesn't get fixed by setting is a decal

amber atlas
#

plate on a door?

#

you have a shot?

left grove
#

yeah let me record it

amber atlas
#

im having trouble picturing that

#

cool thx

left grove
#

just a name plate kind of deal

amber atlas
#

ahhh

#

my brain went to... texture bug that showed a ceramic plate texture

#

i was like wtf

left grove
#

oh doge my bad, I could have been more descriptive

amber atlas
#

nah im just silly

#

also i think i encountered a little bug/annoyance i want to report
meshes you ingest and set down updated in game until you change something about their material

#

so i have to toggle something like double sided to get it to update every time

#

little thing, but worth reporting i think

left grove
#

oh interesting

amber atlas
#

other than that man, USD as a file format is amazing and replacing assets like meshes WITH textures is actually super smooth/ez

left grove
amber atlas
#

doing the tv stand right now and getting to make changes and re import while playing the game and check

#

its like working in unity

#

i love it

#

ah

#

i have seen that on the pier as well

#

with the bathroom signs

left grove
#

it's set to decal

#

ah ok, so universal probelm doge

wet atlas
amber atlas
#

yeah i tried doing the same when i saw it and had issues still

left grove
#

well good to know it's an issue

#

need to document all of these SCyawn

amber atlas
#

haha yeah i have a sticky note of things i've run into or feedback i have gotten

#

not very official but i want to capture it

left grove
#

and I have started alphabetically sorting my rtx.conf so I can diff it to others doge

#

might start to alphabetically sort the texture hashes too... for the likes ignoredTextures= ...

amber atlas
#

question, ive noticed a few of you refer to texture names, but i only ever see the hash guids, am i doing something wrong or looking in the wrong place?

left grove
#

I think I am just silly and say name instead of hash, I do mean hash ๐Ÿ˜ญ

amber atlas
#

oh!

#

i was like... can we actually get the texture names from this i WANT that so badly haha

#

but im happy to work with hash ids i just feel funky naming my textures whatever i want when i could name them similar to what they had originally named them

#

but then i think about how modular they were with their textures and im not so sure

#

like they probably have textures that are wood_worn_01 or something

#

for the tv

#

meanwhile my tv is one mesh and texture that has wood included in it

#

so it wouldn't make sense to mirror that structure i guess

left grove
#

hummm

#

we'd need to figure out where else that tv is used

#

I do wonder if that wood texture is used elsewhere by chance

#

but hummm

amber atlas
#

i see the radiators all OVER the place now

#

lol

#

and the coffee machines (another one i'd love to remodel)

left grove
#

oh nice

amber atlas
#

i need to also note down texture adjustments i want to make and like... 2nd pass stuff

left grove
#

yeah sure

#

another thing is we probably want to get your stuff somewhere source controlled

#

just in case

amber atlas
#

also another thing i was thinking of, refraction... does remix support it? the windows in the safehouse were amazing in OG and look pretty rough here, haven't tried throwing a normal map on them to see if that just works

amber atlas
#

i also would like to get an official mod structure going, right now my stuff is a bit messy as i learned the process

left grove
#

as for structure, do we package it all as a mod or?

amber atlas
#

yeah im not sure, i should make a mod package as a test and put it up

left grove
#

yeah we should agree on something relatively early on, but it's ok if it changes and evolves over time

#

yeah sure

amber atlas
#

yeah, right now i have some WEIRD folders since i didn't know the process and i'd like to clean that up

left grove
#

I want to see how it changes using git and stuff

amber atlas
#

before i get too far ๐Ÿ˜„

#

yeah

left grove
#

yeah

amber atlas
#

might need LFS for this one

left grove
#

I still don't fully understand how it tells the game to use the mod file you know

#

well I speculate about it, but it's just like capture -> open capture in Remix -> make changes and save -> runtime picks it up

#

so I have no idea how to point it to a different mod for example

amber atlas
#

would love to have a call with you at some point in the near future btw, actually set some of this stuff up and talk through it if you were down, we can keep it all text too if you're more comfortable with that of course

left grove
#

i'd be down

#

screensharing on discord might also make some things easier

amber atlas
#

haha yeah

#

i'll try and find some time tomorrow (before it's SUPER late for you) maybe we can connect, no rush if not this weekend, we can find some time

left grove
#

yeah, timezones are a pain but yeah we'll figure it out

amber atlas
#

im in arizona, usa so im on like... our own timezone and we don't do daylight savings lol

#

its like... MST (AZ) or something

left grove
#

I am on GMT and we do have daylight savings, it's great fun

#

found another flashbang map

#

map ch_fulab_1

amber atlas
#

oh god

#

lol

#

that's rough

left grove
#

someone else mentioned the abandoned hotel in LA is also like this

amber atlas
#

wonder what the commonality is

#

well i gotta head out, i'll check back in tonight and see whats up

#

tomorrow im going to try and finish off the prop im working on and post some progress

#

ttly

left grove
#

see ya

neat spindle
left grove
#

yeah tHONK

stray whale
#

What gpus do you guys have

#

I have a mobile 3060

neat spindle
#

2080 Super

wet atlas
#

3060 12GB

left grove
#

I have a 4080

bleak barn
neat spindle
#

Possibly? This list of assets is taken straight from the extracted files the SDK makes

#

They all share the same model, but there are different textures for them

stray whale
#

Reminder that's it's ok to be critical of even minor things as long as you're not a prick about it

#

If you see something you don't like like in a model feel free to critize I'm not doing any modelling myself but when i've done art in the past i always wisehd to get accurate critisms of problems with my peices

left grove
#

So I may have found a potential fix for the invisible buildings tHONK

#

shit

#

I think I got it ๐Ÿ‘€

#

only problem is 15 fps outside

#

๐Ÿ’€

#

maybe not, somethng is extremely off

#

vs

#

It seems to mess up all the lights tho, so maybe ok?

#

I don't have any custom rtx assets or anything

neat spindle
#

I think whatever you're doing is causing it to default back to rasterization

left grove
#

seems like it

#

I tried disabling the LOD too, but saw no differences either

#

yeah deffo just rasterization

#

anyway, the sky is still not great, I have this, which goes around in a circle, and there's that like smaller render of the map up there too

neat spindle
#

Speaking of rasterization, what was the setting you use to toggle quickly back and forth to it?

left grove
#

I don't think I have that

#

I found a way around it

#

doubt it's the intended use, 1 sec

neat spindle
#

Yeah, that's what I meant. Whatever setting you were using that (unintentionally) would do that.

left grove
#

Game Setup > Step 2: Parameter Tuning > View Model > Enable and crank Max Z Threshold. Enable or disable for Rasterization or not. I also have Virtual Instances and Perspective Correction ticked (no idea if it makes a diference)

#

I was playing with the sky tuning before, it seems that if you set Sky Min Z threshold to 0 it also enables rasterization

#

but use the former for quickly toggling I'd say

neat spindle
#

Thanks!

left grove
#

how far did you get with tagging all decals?

#

was wondering when it'd be a good idea to merge all of that

neat spindle
#

I think I've gotten pretty much everything in Santa Monica and Downtown

left grove
#

oh nice

wheat isle
#

How would one get involved to help out with modeling replacement assets?

left grove
#

hello, you can check the pins for instructions, it's on a github

#

then you want to go ingame and start to capture scenes and opening them on RTX Remix

wheat isle
#

any guidelines or rules for how you want them done?

left grove
#

if you have any questions do let us know, might be good if you try to follow the guide and we can improve it tHONK

#

current aim is to make Unofficial patch (Without Plus Patch) fully playable. We have some things to still fix both engine and texturing, lighting all of that still needs to be done, with the exceptions of a handful of textures from the Santa Monica hideout

#

we want to stay as close to vanilla as possible for now, giving everything that moody darkness feel

#

I don't think we have strict guidelines just yet

wheat isle
#

Do you want the models to already be textured and finished?

left grove
#

hum in all honesty we still don't have a way of source controlling it, we were going to test out packaging the mod and chucking it on git or maybe just the .usd files

#

we haven't really figured out the details of that just yet

wheat isle
#

alright, I'll hold off for a bit and let you guys get sorted ๐Ÿ‘Œ

left grove
#

sure sounds fine too

#

feel free to get set up and play around with the tools tho

wheat isle
#

will do ๐Ÿ‘

neon portal
#

Is there a way to figure out which texture/asset is which? Remix assigns its' own IDs that don't correspond to game file names

neon portal
#

I'll really be happy to contribute ๐Ÿ˜„ i'm not sure how to navigate what's what and where it goes when it comes to texture files

left grove
#

Yeah as far as we know it gives it asset IDs, we'll need to figure that out ourselves tHONK

neon portal
#

oof

#

so far i've only found 'floora' from the 'tile' category and it took me way too long

#

after updating the unofficial patch and the rtx.conf file to the one from yesterday, this happened

left grove
#

oh dear

#

what are your launch args?

neon portal
#

Copypasted from github

left grove
#

oh

#

let me update my unofficial patch too

#

and copy everything, I have new stuff, I'll update the github

neon portal
#

Vampire.exe -game Unofficial_Patch -dxlevel 70 +mat_dxlevel 70 +r_frustumcullworld 0 +c_frustumcull 0 -window

left grove
#

-game Unofficial_Patch -dxlevel 70 +mat_dxlevel 70 +r_novis 1 +r_frustumcullworld 0 +c_frustumcull 0 +r_occlusion 0 +r_shadows 0 +mat_queue_mode 0 +r_unloadlightmaps 1 +mat_drawwater 0 -novid -window

#

I have been testing with this, if you want to try it

#

can't break it any more right? shrek

neon portal
#

Let's give it a go

#

Still no changes

left grove
#

damn

neon portal
#

all the textures are gone aside from the 2d far away background and the fridge for some reason ๐Ÿ˜„

left grove
#

very strange, I am going to try to replicate it

#

give me a few minutes

neon portal
#

could unpacking the .pak files do it?

left grove
#

hum

#

I have not messed with that, so perhaps

#

but if you still have the .pak files, surely it'd be ok with that?

neon portal
#

yeah, haven't removed them

#

I'll just repair the game files

left grove
#

but that's strange

#

I have zipped a few versions just in case, I can always go back to something stable this way

#

Mine is fine

#

ok maybe not doge

#

some places are funky

#

sometimes my UI goes white and then comes back

#

my rain was working for a bit just now, I then reloaded a save and it's now gone

#

so weird

neon portal
#

Why is this game so sensitive to my fucking about

left grove
#

This happens, seems that all UI elements decide to just stop working doge may be a texture wrongly categorised as UI

neon portal
#

Can you try the Santa Monica safehouse?

left grove
#

sure

#

oh, it happens here for me too

#

and goes away on reload... what

#

found a point where it happens now, it reverts to rasterization too notlikethis

#

ok, I found my issue

#

I accidentally set a texture as UI that should have not been

neon portal
#

How dare you

left grove
#

just making sure I chuck all of this on the repo

#

the sky is messed up but this fixes a lot of other issues ๐Ÿฅน

#

oh

neon portal
#

Why is my complex mod that I get for free and is something completely new with no previous knowledge base imperfect

left grove
#

may have found another issue for WESP ๐Ÿ˜‚

neon portal
#

Honestly tho, thanks for all your hard work

left grove
#

thanks, but I feel like I am barely making a dent on everything that needs to be done doge

amber atlas
#

Also upcoming prop drop... just a minuteee

left grove
#

I'll go annoy wesp meanwhile

neon portal
#

Give us the eye candy @amber atlas

left grove
#

check this out (No Plus Patch) and rasterisation only

#

unless

#

I did no clip into here

#

maybe that's the issue? tHONK

neon portal
#

This kind of fuckiness is a part of the charm at this point

#

Just like the random props in skyline hotel

wet atlas
neon portal
#

One day you walk in there, see that the fish in the tank are replaced with grandfather clocks, game crashes, business as usual

amber atlas
#

every playthrough is a malk playthrough we just didnt know it

left grove
left grove
wet atlas
left grove
#

mostly adds content, but with Wesp's pipeline it seems that he's got very distinct enviornments for them

neat spindle
#

There are a few asset changes as well. The invisible cars issue was caused because Plus Patch adds fully-modeled interiors and transparent windows to all the cars and wesp accidentally dropped some asset files for the new cars into the old ones. Could potentially cause issues with Remix's asset replacement if they aren't considered the same due to having a different hash or something.

left grove
#

yeah it's fine on Plus Patch

#

about to post about it on the planet vampire discord

amber atlas
#

still working the wood grain contrast and hues a bit

neat spindle
# left grove yeah it's fine on Plus Patch

What I mean is that if we replace the car and tied it to the vanilla version, it could potentially not get replaced in Plus Patch because the car model is different and Remix might not know they're supposed to be the same asset.

left grove
#

ah right, that'll definitely be an issue, the hash might change

amber atlas
#

tried to add some intentionality to the beveled surfaces, inspecting their old model it looks like they just added a uniform bevel to all edges, so i tried to take that and match it with what i know about beveling on cabinetry irl, then add some wear to it

#

i want to bump up the wood grain intensity and give a little more warm color hue variation across the surface to match closer with the og model

#

also the inner square panels are actually modeled out now so they really catch the light

amber atlas
neon portal
#

by the way - did you make the carpet in substance?

amber atlas
#

thanks!

#

i did

neon portal
#

if so - would it be possible to share the substance file? I want to follow the logic and see how it happened ๐Ÿ™‚ I checked out a few tutorials on youtube and all I got was the goddamn noodles

amber atlas
#

sure!

#

maybe you can take a crack at it too and finish it off

#

i want to shorten the actual carpet peices and then add in the missing patches but have those missing patches be responsive to the individual carpet threads, i also want to make them smaller over all and a little more numerous

#

let me open it up and save it out as a separate smaller file, i have all the other ones in ther and it's getting hefty

left grove
#

sure, are you still down for a call at some point today safemilk? I should be good for the next few 4 or so hours

neat spindle
left grove
#

yeah, it was like 8 like sewer drains, row of 4 with 2 columns

amber atlas
left grove
#

set to decal instead and was fine

left grove
#

anyone else can join, I think we should attempt to package a mod and share it accross. Also come up with a way to sort the files on the repo, I think you could upload textures and stuff

amber atlas
left grove
#

We also need to theorise a way to connect texture hashes to the texture names

#

we'll figure it out SCpray even if we have to ask nvidia how they hash the files so we can do the same process to the textures locally

neon portal
#

yeah, the manual search is a pain

left grove
#

unless we use a script to append a texture preview to the google sheets we got ("easiest" goofy way)

amber atlas
#

would it be crazy to want to try and rename everything to be like the actual source files from the .pak?

#

that might be crazy haha

#

especially since props will be differently structured when remastered...

#

maybe it's ok?

neat spindle
#

Honestly that's what I was thinking when I set up that spreadsheet. Having our naming convention mirror the original file structure will help keep track of things.

left grove
#

gut feeling here is we want to know which textures from the original game we have done, otherwise it'll be a lot harder to colaborate on these

#

so 1:1 naming would be great

neat spindle
#

As far as models go, the nice thing is that we can have people start working on replacing those without necessarily knowing the scene they're going in, they can just look at the original model file as reference and take it from there.

neon portal
#

so much work and technical knowledge for a grimey carpet

amber atlas
#

i was learning from some different online tutorials and i found one or two that were pretty cool!

#

i simplified it way down though since i didnt need all the crazy stuff

neat spindle
#

Is the grime baked into the base texture or is it a noise node?

left grove
amber atlas
neon portal
#

my girlfriend calls the modded rtx safehouse 'deluxe crackhouse' and she might have a point

amber atlas
gloomy maple
neat spindle
left grove
#

I thought they were opening it on blender, but I could be wrong

neon portal
gloomy maple
#

gochya

amber atlas
neat spindle
#

Our enhanced assets won't necessarily use the same texture structure, but textures applied to world geometry should pretty much all stay about the same.

amber atlas
amber atlas
#

it's a bit of a mess

#

but this was pre PBR workflows with assets that were roughly self contained

#

and a lot of textures were used on models AND BSP

neat spindle
#

Damn, that could be a problem then. I'll put together another spreadsheet that's just model textures, since the file structure is more comllicated.

neon portal
amber atlas
#

hehe i was party to it as well being an hl1 and hl2 modder to start off ๐Ÿ˜„

left grove
amber atlas
#

no thats the RTT issue we talked about with the HL2 guys the other day

left grove
#

funnily enough the TV presenter is off on some out of bounds room with all the textures doge

amber atlas
#

no multi camera support

#

yeah he has a camera on him, it renders what that camera sees to a render texture, the render texture displays over the tv

#

classic technique but on the raytracing is going to hate as freedom pointed out

left grove
#

hopefully that gets fixed as part of the HL2 RTX Remix tHONK

amber atlas
#

yeah thats the good news, they are working with nvdia to figure that out

left grove
#

yeah...

neat spindle
#

I wonder what they did to get portals working that didn't also work for these cameras

amber atlas
#

good point...

left grove
#

yeah portals is insane

neon portal
#

it may be a stroke of luck that the most prominent remix titles are also on source

amber atlas
#

anyone else get this:

neat spindle
#

It's a blessing and a curse, because it turns out Source actually isn't all that compatible with Remix, haha

amber atlas
#

my stuff from substance tends to fail on ingestion at octahedral encoding of normal maps

neon portal
#

not sure if it changes anything in remix

amber atlas
#

well to fix it usually i just resave it, and it works

#

diretx vs opengl is still same format

#

just green channel inverted

#

so theres some file format thing im missing

#

doesn't happen on stuff baked from toolbag

#

just from substance designer

neat spindle
#

Have any of y'all tried messing with lighting at all? I've been having issues with my changed lights not appearing in runtime.

left grove
#

I had to redo them a bit, and then they worked emil_shrug

amber atlas
#

i have had lots of light issues but overall in the end they do show up

neat spindle
#

Weird. Some of my lights work, but others don't, it seems to be related to them being from different captures, but I checked the hashes on lights that are shared between captures and they're the same.

amber atlas
#

exporting as png instead of dds fixed it, since ingesting them converts them to dds anyway lol

neon portal
#

oh yeah, that's also an option

amber atlas
#

i was trying to cut out the middle man but i think that MADE the problem

neon portal
#

I'm extremely helpful ๐Ÿ˜„

amber atlas
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tried more carpet strings and smaller

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need to get the color variation and hue down closer but it's getting there

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also the missing patches D:

neon portal
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that looks great

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how hard would it be to make the patches?

amber atlas
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i was supposed to be showering so i could hop on for a call haha

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damn it keep getting sucked in, too much fun

neon portal
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go shower

amber atlas
#

๐Ÿซก

left grove
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yeah go for it doge

neon portal
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is it okay if I join in? I may not contribute much to the call but I'm learning a ton from you guys

left grove
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yeah sure

amber atlas
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oh i thought you meant on the shower

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i was like

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nah

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we dont know each other well enough

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;3

left grove
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honestly the more the better, I'd say (I guess applies to shower too, but I was talking about the call)

neat spindle
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We'll just call it a teambuilding exercise, lol

amber atlas
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yeah we should get a group convo going and figure out where we are all at on stuff and goals etc

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brb

left grove
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ok wesp knows about the invisible chair and will fix it on the latest patch OK

amber atlas
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hell yeah

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also im back

left grove
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welcome back

amber atlas
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good to hop on, we can just hop into the discussion channel if you all want, it's empty

left grove
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sounds good, let me just grab some water and I'll hop on

wet atlas
left grove
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My action items are basically:

  • Github actions for making sure we can easily tell which texture hashes were added on a PR or so (at least investigate that)
  • Starting off the structure for things (folder for assets and improve a bit the structure for captures). As well as add a folder for the mod
amber atlas
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Awesome, thanks again to everyone, excellent discussion and it was cool getting to talk through some of these potential issues!

neat spindle
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Here's my python script if y'all need it for your own purposes. Can open it in a text editor and change what file type it's searching for.

amber atlas
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Also thinking about something like monday/clickup/trello or something to track some tasks but not sure if we need that just yet

neat spindle
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I'm going to try and get a reference scene set up with lighting according to Nvidida's recommendations and see if there's any noticeable differences in noise/performance, otherwise we can stick with the default range and tune the exposure values.

amber atlas
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Nice idea, keep us posted!

left grove
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github projects is what they call it

amber atlas
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oh nice didn't know they had something like that, i tend to only use git hub through source tree

left grove
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yeah, it's pretty cool, I can set that all up and then get the rest of us on there

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I'll try and set everything up in a logical way and then we can discuss stuff, like PRs need aprovals to be merged and stuff like that

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also going to make all the folders for the captures with the map names

neon portal
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select all files, shift+alt+right click, copy as path, paste into excel, split to columns by '\' symbol, throw out unnecessary stuff

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if you want to search by a specific format, search for *.txt or *.dds, select all, etc.

left grove
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so I made the folders

amber atlas
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question about that actually that i forgot to ask

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does remix and a remix project recognize them if they are in subfolders?

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that would be really nice if they did

left grove
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oh the captures

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true, I asked that and instantly forgot about it and just made folders doge

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I'll try it out

amber atlas
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haha it was on the tip of my tongue and i forgot to ask as well

left grove
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before commiting all these folders

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I'll definitely investigate github actions, so that like you can commit your rtx.conf file no problem and then something on git gets kicked off to alphabetically sort your texture hashes as well as the whole file

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maybe it's fine for them to be only in 4 or so folders, one per hub, cuz we'll need to drop them into the game folder all the time tHONK

amber atlas
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oh @neat spindle i was looking around confession and doing some planning for the future and i noticed a huge portion of the floor renders super weird, like it's transparent or renders behind other floors

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did you notice anything like that?

left grove
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oh? I can have a look too, do you want to try the latest args on the repo?

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might help

amber atlas
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oh yeah let me try the args

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feels more like a texture tagging issue though

left grove
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oh happens on mine too

amber atlas
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might be another... reflective floor related issue?

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everything else seems to come in pretty much perfect

left grove
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hum, this is clearly something beneath the floor

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I think the texture may be wrong yes

neat spindle
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No clue what caused it.

amber atlas
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weird

left grove
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very werid indeed

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can't make mine go away

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so I'll just go back to capturing stuff for testing

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For Iconic location? ๐Ÿ‘€

amber atlas
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def a fun one

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showcases a brighter environment too

left grove
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the wooden floor, the paintings

amber atlas
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which is a change

left grove
#

I think lighting would be amazing

amber atlas
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yeah

left grove
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yeah

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the ornaments and stuff will be insane to do doge

amber atlas
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did a little emission pass on the windows

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this one will be fun as well to remaster

left grove
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damn that looks great already

amber atlas
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i want to remake patti ๐Ÿ˜„

left grove
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oh that chick that ||I always kill||

amber atlas
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i think her outfit is actually kind of cool, it looks like they wanted combat pants, boots, and almost a marching band jacket, with a scene/emo haircut

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they just didnt have the time/polys to do the marching band jacket

left grove
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yeah definitely not

amber atlas
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like.. what did they intend with the jacket? it's... almost really cool?

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but also kind of off?

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her pants are ALMOST techwear pants haha

left grove
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yeah it does look slightly off to me

amber atlas
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they have some red trim

left grove
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haha

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also this is a thing, for anyone that didn't know

amber atlas
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oh snap

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what are those called... tags?

left grove
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just curly boys

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{ }

amber atlas
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i mean when you curcly brace and give a command

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args?

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tags?

left grove
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yeah

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args I'd think

amber atlas
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guessing that's in the docs

left grove
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What's a docs?

amber atlas
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lol

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dr.mentation

left grove
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just going to quickly try some stuff in here

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how did you set materials to bounce and react to lights again?

amber atlas
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do you just mean when i lowered the roughness value on some materials?

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or increased the metallic value?

left grove
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ok I'll try

amber atlas
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.5 is default roughness when they generate it

left grove
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I remember roughhtnes lower makes it more reflective

amber atlas
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yeah

left grove
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shall I go for 0.1?

amber atlas
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0 is default metalness

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.1 is pretty dang reflective

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check it out!

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experiment

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you can always just set it back to 0.5 as a baseline

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if you feel like its getting to far off

left grove
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think I got it ๐Ÿ‘€

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need to relaunch the game for it to detect the new .usda file

amber atlas
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i found that sometimes it doesnt update unless i change a texture thing and the suddenly it does update

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but ive never tried adding/subtracting usda

left grove
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I should stop messing around with this and instead go figure out the captures doge

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wait, goofy idea, we set a shortcut from the game's rtx-remix -> captures to a captures folder on your local copy of the repo doge

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like a symlink type of thing

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ok any subfolders RTX Remix ignores

amber atlas
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oop

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oh just thought of another oddity re: copyright

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posters

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lacuna coil stuff etc

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album covers

left grove
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ah

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well

amber atlas
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i think we just have to... make them look exactly the same until told otherwise i guess

left grove
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if we don't redo them it uses the default game's ones right?

amber atlas
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yeah but they will be like... 128x128 etc

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so they will definitely be noticeably off

left grove
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yeah

amber atlas
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you can get the exact image used for the lacuna coil album online right now

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hi rez

left grove
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replace with joke ones instead ๐Ÿฅน

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oh neat

amber atlas
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i think we'd get lit up for that haha

left grove
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hum at the malk mansion there's a slight flickering

amber atlas
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just all over?

left grove
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yeah, like the fog is funny or something, tried toggling it but made no difference

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let me show you

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no clue if it comes accross on the video

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maybe it's HDR

amber atlas
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im only seeing some slight shimmering on the transparents

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i am really lookin'

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but i can't see it haha

left grove
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I don't think I see it on the recording

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so don't worry

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must be hdr

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surely

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oh well

left grove