#Vampire: The Masquerade - Bloodlines (DX9)
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Doxxing myself. I'm Peter. Not on any socials or even discord much.
wait are you actually?
first of all I loved all your videos
I believe you 
So I wanted to ask how you solved some problems like the walls being invisible
and if/or you'd rather share your rtx.conf
Been a while but I think most of that was properly labeling decals
but yeah I don't exactly remember what launch commands/what's in conf etc but I can dig that up
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
haven't taken a serious look at it in a while and I'm not a dev or anything
yes please
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
For me at the mansion it has lots of walls that just aren't solid or phase in and out of existence 
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
thank you so much!
I will look through these and find out what works best with what I currently know + what you have here
I have been going off the assumption that -dxlevel 70 does help out a lot as well as +mat_dxlevel 70
I am not convinced +mat is doing anything in this game
interesting how are you using the autoexec.cfg? just drop it in the folder too?
using unofficial patch so same as any other source mod: it goes in Unofficial_Patch>cfg
for what it's worth I have invisible cars too
oh interesting, wasn't even aware of that
that was a bug we talked to WESP he fixed it
oh wow
yeah sorry haven't been in here in like
months
sweet
I didn't know WESP was on board with remix
happened like today?
I have a feeling my entire weekend just vanished
ah, yeah I have had a busy one myself
We talked to wesp on steam and then on the planet vampire discord they found the issue, pretty cool
that's awesome
Check the pins, we have some resources to get you up to speed.
I need to update the resources now ๐
Hey, it's a good sign that things are moving at a decent clip, haha
Yeah looks like I've got a lot of catching up to do
also do you want credit? @sudden sluice
for what?
if you are happy with git happy to make you a colaborator on the repo
I think what you have is quite helpful
for me at least
Sure, can't promise I'll be much more help but who knows
honestly fine
baby steps, if we all contribute in some way it's how things like this move foward
I'm worcesterbaguette on github, you'll know it's me because I have literally nothing at all on there
haha sure
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 ๐
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)
doubt they're doing harm
they are helping
https://github.com/CattoSalad/VTMB-RTX-Remix/wiki/Launch-Args I docummented it here
at least my findings
Oh awesome, maybe a sign I should read more
no no, honestly fine, challenge everything you can
we are at a point where I need other prespectives and ideas. I was getting quite stuck yesterday
Ah actually I remember now I moved those from launch args into the autoexec, I am actually using them ๐
or maybe they are in there from portal
yeah they are here
like mat_disable_d3d9ex 1 sounds interesting 
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
but your malkavian walls are solid, so you do have a fix for what we needed ๐
ok game plan is to compare and contrast, will reduce launch args drastically, and will add autoexec.cfg for people to use
any objections?
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
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
also thanks!
haha smart
lool
think i'll do the gross bed next
I saw them side by side still and flicked between them 
sounds fun
I am fusing the config @sudden sluice provided + what we already knew
hopefully I have some good news at some point
was following along a bit, very cool that he dropped in! glad for the help
keep us posted on if it helped!
crossing my fingers
just going to be trial and error honestly 
yeah same over here
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
like the hardware on the doors, sometimes they are different instances, and its just because the texture is like SLIGHTLY different
the devs were too clever
doing a lot with a little
also just realized capturing the intro sequence is gonna be a pain XD
oh
unless it all stays loaded after it's done... i can't recall if it loads you into a new level after
even though i just played it like last week
hum
ez to start a new game and check i guess
with map sp_theatre maybe you can
oh duh
but yeah I guess it's the other cutscnes
wtf, me
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
im dumb
ok, maybe I have good news
the launch params we are using may be fine, but the awesome sauce is on the rtx.conf
oh?
oop
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?
let me try
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
a weak one 
flashlight my bad
yeah nothing
not a single light
oh that's my bad
did that for fun
go to game setup>parameter tuning>light translation
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
I have made walls stay, but things look super dark and no lights
prob because no thought to hdr in 2003/4
even without your rtx.conf
mm
you do have a point there
VAM anyone?
Vampire At Masquerade
this is my asylum right now
some mix of configs, no clue where that light is coming in from on the second screenshot
the other lights are ???
everything else looks super dark 
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.
I think this is the theme for the race with God Hand so enjoy :)
#My mates SoundCloud, go let him know I sent you ;)
https://soundcloud.com/lukeyboi657/lukeynoless-12-11-13
I use this X)
I felt it was close enough haha
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?
maybe not
fixes some stuff, breaks other stuff
my head hurts 
Yeah, don't use "and Depth", it causes a ton of problems
hum, but somehow it solves some problems ๐ญ
I guess it's just me being tired
Want me to send over the files again so you can also contrast and compare?
I haven't really been fiddling with settings too much, my config file should be the same outside of tagged textures.
Where's that at?
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.
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.
ok good news those messy things are just albedo maps

When I manually add lights it works
So, bad knews, we may need to add all lights ourselves 
Is that the library?
Malk library yeah
and ignore my textures, I just wanted things I could see change
it does work holy shit
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.
I'll be honest, as of right now, I have no clue what took away all the lights
maybe r_vertexlighting 0
or r_unloadlightmaps 1
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
LMAO
haven't been
so yeah maybe it's not the worse if we do all light sources
I'd be down to do lights
I migth make a library of captures tho
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.
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.
hum now my lights don't show up anymore, the ones I add through Remix itself
Have you tried recompiling your mod?
I have only been saving it
is there a force recomplie somewhere?
ran a package
lets see if that helps
no it's something else ๐
What changes did you make to match that new config from wb?
quite a few ๐ฅฒ
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```
for the autoexec.cfg
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 
mixing and matching, occasionally fully loading one or the other
Did you by any chance disable the game lighting through the Game Setup tab? Shouldn't affect Remix added stuff, but who knows?
Hmm. Changing that checkbox should work immediately (barring some ghosting)
yeah that does nothing now

hum it's always going into the light fall back because it claims it's got no lights
You can use the console to jump into the intro map and noclip yourself wherever you need
Sorry I'm catching up ๐
take your time
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
yeah
same
nice
3am for me ๐

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.
The OG one looks like... something else to me D:
That's alright
great work nonetheless
but don't forget common senses when remodelling stuff
?
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
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.
i did see a few that did that online
Realistically
do you want to have a gothic fence as a bed frame?
spiky ends and all?
Honestly I think it's fine, it's a stylized world anyways. LA isn't nearly as goth as VTMB makes it look, lol
@neat spindle like the one i circled?
Yeah
that's perfect
at least you won't get stabbed
You just want to jump on the bed...
Who wouldn't? It looks so... inviting. Definitely.
Additionally, if you think about MC in VTMB, they were just an average person that went to fool around with the wrong common vampire
yeah everything's themed up gothic up the wazoo in the game
Haven is given to you, it's not where you lived before being Embraced
but you know, an average schmoe wouldn't have a lethally spiky bed frame
yeah the haven is one provided, mercurio was actually still putting up boards on the windows etc
which is why they are on the floor
and the emails are from him explaining how he set stuff up and left you some money
Wasn't it the home of your (dead) embracer?
not as far as i could tell, the place where you get embraced is a hotel room across from the asylum
but i didnt see anything hinting at that place being your embracers haven
i could have missed that though
Hmm, anyways my point still stands, it's not like the former owner was an urban nosferatu
not that we know anything of it
So I think it'd be completely find if the frame ends looked like dicks
because they aren't
oh haha i didnt think they looked like dicks
sure milky
Who needs a handle when you've got an entire post?
something to get impaled on, got it
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
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.
Oh, one thing I noticed, though, is that the carpet fibers seem very large in your replacement texture
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
i want to shrink them down and make them shorter
i also want to add the missing patches like in the og texture
https://docs.google.com/spreadsheets/d/1m0PmmWQZsil5DT6Q3EL437tDnqPiFBxCXPbf6PHIpB0/edit?usp=sharing
Working on spreadsheet, is this format useful?
I'm trying to replicate the default file structure, although subfolders are going to mess that up. Will probably add dividers for them
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
I mean, as far as remakes go, would you prefer to see assets of the game be arbitrarily changed for the artists' own personal reasoning, or the original games' & artists' designs but just enhanced or otherwise improved?
I know safemilk is just messing around and experimenting
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
ah gotcha
I'm currently copying the template page over and over so I deleted my example of that
but once we get into the meat of remixing VTMB proper, and other passionate fans join in the effort, we're going to have discussions like these where we'll ask about whether we should be faithful or be allowed to take arbitrary creative decisions
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...
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.
that makes sense
Going to leave out a few folders because I don't think they get used anywhere player-facing: dev/editor/etc.
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.
Haha yeah might be a little on the spooky side with open perms
From the discussions we've had here so far it seems like we're striving for Vanilla+, so no straying too far. The frame they made is super close to the original barring the different caps, IMO that's well within acceptable deviation.
It's not like they replaced it with this:
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...
CONSIDER IT DONE
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
mainly adding that support bar, and also adding that volume and shape back
philosophically, this to me feels like it falls under vanilla+
but i don't know if everyone would agree with that
That's perfect!
Could maybe keep the more wiry proportions and exaggerated bulb to goth it up
yeah that could be a good balance
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
Looks like a great plan
as long as it doesn't get an arbitrary spike at the end of the bulb
So many decals...
damn nice
shall I add these to the repo?
I just know that if I try running the comand args as .cfg files, some of them aren't even valid
@left grove morning!
have you messed around with not using those as launch args?
does it seem to change anything there?
if they are syntax errors in config, could that also mean they aren't doing anything on launch?
or could a different system subsume those commands at runtim and the config file is for other stuff?
so many questions haha
been messing with them for a while, there's 2 layers to it, RTX.conf does change a lot more than I initially thought. Then it's all launch args and the .cfg files
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
I have gotten to some points where the walls are fine, but the floors will dissapear sometimes
so bit of a mixed bag
as launch args they do work because I see differences 
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
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 ๐
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 ๐
his settings were more RTX.conf heavy
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 
have fun 
i noticed theres a material tag in there called something like... ignore occlusion texture or something along those lines
let me look
I found out at the mansion those walls are fucked for me because of a single texture
Anti-Culling Texture (Optional)
ignoring that one makes the walls stable
I think it's the like bullet hole texture? so the walls flash because they have no clue when to show the bullets
idk
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
it's a purple and black checkered texture
because i think it relies on multi cam rendering
oh interesting 
so i 'hid' it
and the counter was fixed
there are a lot of 'reflective' surfaces in the mansion
wonder if some of them have the on them?
maybe not
but it's a lead
possibly
I think they might
let me show you what I got
ignore the obviously bad texture swaps 
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
ignoring the texture removes it
yesss show me whatchu gottttt
whatever this is
OH
let also get footage for the other problem
its a light cookie
well unity calls them cookies haha
it's the light from the light
I zoomed in and it didn't look like a bullet hole anymore ๐
we could kill those and just do light shaping... or try and find a way to render them properly
yesss
makes sense they'd use decals in this situation now that i think about it
ok thats one down ๐
next one
does it fix it for all surfaces? or are there other issues?
are those other issues just more light decal textures?
This is the next issue. Bit freaky this one
fixes most walls that have that specific light
and that specific texture
are there any purple and black checkered textures in the list?
that one might be the same issue as the diner counter
there are
but I think this might be my issue tho
man made issue
because it's only happening when I activate my mod
oop
I did swap out the floor textures, so maybe.... It's just me
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
yeah
other things is like
the doors
let me show you
hang on triggered the cutscene ๐
this
haha oops was trying to send another screenshot of the game not my discord lol
ive seen this issue on some doors in other spots
exiting the santa monica safehouse and elysium etc
yeah, that seems to be caused by the Sky tunning, Sky Auto-detect
damn
also setting roughness to 0 gives some alright reflections
that looks amazing
so we just ignore the RTT textures in this case and crank roughness way down
I feel like I am in the Diner, it's that real
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
very nice
I honestly have 0 experience with materials so I'll have to go do the doughnut 
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
I see I see
I see, but surely with RTX you just leave it the colour it is and let the rays do their job? 
I have no idea, please educate me
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
have to know alchemy just to be able to model some gold 
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
oh no I think my game crashed mid capture and I needed to save all my decal tagging and stuff ๐ฅน
ah damn
it's just frozen
just going to wait and 
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 
although the sky is still busted
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
yeah, I think we should aim for a more moddy and dark environment anyway
and let some lights and colours shine through 
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
yeah
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
I think to start off
we just go for Unofficial patch only
Plus patch we can work on later
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
huh sure
that means we can just work in one environment and just not include patch plus in the work
I am on Plus Patch right now, because I remember a crazy place
but if patch plus REPLACES things in vanilla we dont know about, then it could get funky
which it does im sure
i'm proper spooked about it haha
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
are those paintings new i don't remember those being there previously
yeah wait wtf those paintings...
this is the latest Plus Patch, so I am guessing so 
could also be mandela effect haha
they were on last year, I remember this from my yearly playthrough
true
Nvidia chandeliers
yeah let me record it
just a name plate kind of deal
ahhh
my brain went to... texture bug that showed a ceramic plate texture
i was like wtf
oh
my bad, I could have been more descriptive
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
oh interesting
other than that man, USD as a file format is amazing and replacing assets like meshes WITH textures is actually super smooth/ez
and this little thing
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
Schrodinger's plate
yeah i tried doing the same when i saw it and had issues still
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
and I have started alphabetically sorting my rtx.conf so I can diff it to others 
might start to alphabetically sort the texture hashes too... for the likes ignoredTextures= ...
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?
I think I am just silly and say name instead of hash, I do mean hash ๐ญ
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
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
i see the radiators all OVER the place now
lol
and the coffee machines (another one i'd love to remodel)
oh nice
i need to also note down texture adjustments i want to make and like... 2nd pass stuff
yeah sure
another thing is we probably want to get your stuff somewhere source controlled
just in case
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
yeah i'd like to repo that stuff
i also would like to get an official mod structure going, right now my stuff is a bit messy as i learned the process
as for structure, do we package it all as a mod or?
yeah im not sure, i should make a mod package as a test and put it up
yeah we should agree on something relatively early on, but it's ok if it changes and evolves over time
yeah sure
yeah, right now i have some WEIRD folders since i didn't know the process and i'd like to clean that up
I want to see how it changes using git and stuff
yeah
might need LFS for this one
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
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
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
yeah, timezones are a pain but yeah we'll figure it out
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
I am on GMT and we do have daylight savings, it's great fun
found another flashbang map
map ch_fulab_1
someone else mentioned the abandoned hotel in LA is also like this
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
see ya
I've had a few issues like this, I think it's mostly on fake doors that get decals. It might have something to do with the way the door textures get applied that causes issues when trying to resolve the depth with the decal.
yeah 
2080 Super
3060 12GB
I have a 4080
Doesn't UP divides PC hands into more models? I remember I made tattoo texture specifically for female Gangrel's arms ๐ค
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
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
So I may have found a potential fix for the invisible buildings 
shit
I think I got it ๐
only problem is 15 fps outside
๐
maybe not, somethng is extremely off
This
vs
It seems to mess up all the lights tho, so maybe ok?
I don't have any custom rtx assets or anything
I think whatever you're doing is causing it to default back to rasterization
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
Speaking of rasterization, what was the setting you use to toggle quickly back and forth to it?
I don't think I have that
I found a way around it
doubt it's the intended use, 1 sec
Yeah, that's what I meant. Whatever setting you were using that (unintentionally) would do that.
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
Thanks!
how far did you get with tagging all decals?
was wondering when it'd be a good idea to merge all of that
I think I've gotten pretty much everything in Santa Monica and Downtown
oh nice
How would one get involved to help out with modeling replacement assets?
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
any guidelines or rules for how you want them done?
if you have any questions do let us know, might be good if you try to follow the guide and we can improve it 
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
Do you want the models to already be textured and finished?
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
alright, I'll hold off for a bit and let you guys get sorted ๐
will do ๐
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
I'll really be happy to contribute ๐ i'm not sure how to navigate what's what and where it goes when it comes to texture files
Yeah as far as we know it gives it asset IDs, we'll need to figure that out ourselves 
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
Copypasted from github
oh
let me update my unofficial patch too
and copy everything, I have new stuff, I'll update the github
Vampire.exe -game Unofficial_Patch -dxlevel 70 +mat_dxlevel 70 +r_frustumcullworld 0 +c_frustumcull 0 -window
-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? 
damn
all the textures are gone aside from the 2d far away background and the fridge for some reason ๐
could unpacking the .pak files do it?
hum
I have not messed with that, so perhaps
but if you still have the .pak files, surely it'd be ok with that?
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 
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
Why is this game so sensitive to my fucking about
This happens, seems that all UI elements decide to just stop working
may be a texture wrongly categorised as UI
Can you try the Santa Monica safehouse?
yeah same 
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 
ok, I found my issue
I accidentally set a texture as UI that should have not been
How dare you

just making sure I chuck all of this on the repo
the sky is messed up but this fixes a lot of other issues ๐ฅน
oh
Why is my complex mod that I get for free and is something completely new with no previous knowledge base imperfect
may have found another issue for WESP ๐
Honestly tho, thanks for all your hard work
thanks, but I feel like I am barely making a dent on everything that needs to be done 
I see this a lot in the sewers and some other out of the way spots. I'm suspicious that it is because it's 'interacting' with another thing on screen it doesn't like.
Also upcoming prop drop... just a minuteee
yeah, I have managed to fix that for most places in santa monica
but very odd
I'll go annoy wesp meanwhile
Give us the eye candy @amber atlas
check this out (No Plus Patch) and rasterisation only
unless
I did no clip into here
maybe that's the issue? 
This kind of fuckiness is a part of the charm at this point
Just like the random props in skyline hotel
does the plus patch cause issues with Remix?
One day you walk in there, see that the fish in the tank are replaced with grandfather clocks, game crashes, business as usual
every playthrough is a malk playthrough we just didnt know it
Not that we are aware of yet. But between plus patch and no plus patch some stuff is invisible. Before we had some invisible cars, turns out Wesp made a small mistake that made the cars go invisible in non plus patch
bro, DLSS doesn't play nicely with the wiggling electricity wires 
tiny oofers, I was just wondering because I forgot what plus changes
mostly adds content, but with Wesp's pipeline it seems that he's got very distinct enviornments for them
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.
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.
ah right, that'll definitely be an issue, the hash might change
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
I fixed that just now too 
hell yeah
great work as usual ๐
by the way - did you make the carpet in substance?
if so - would it be possible to share the substance file? I want to follow the logic and see how it happened ๐ I checked out a few tutorials on youtube and all I got was the goddamn noodles
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
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
Do you know what textures were incorrectly flagged as UI? That might have been inherited from my old config, I occasionally get that issue too.
yeah, it was like 8 like sewer drains, row of 4 with 2 columns
definitely, let me drop the substance file in here, and take a shower (just woke up and started working on this haha) then i'll hit you up and we can get on a call
set to decal instead and was fine
sounds good
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
@neon portal let me know if this works, I'm on an older version, 2018.1.2
We also need to theorise a way to connect texture hashes to the texture names
we'll figure it out
even if we have to ask nvidia how they hash the files so we can do the same process to the textures locally
yeah, the manual search is a pain
unless we use a script to append a texture preview to the google sheets we got ("easiest" goofy way)
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?
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.
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
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.
whoa, pretty impressive
so much work and technical knowledge for a grimey carpet
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
Is the grime baked into the base texture or is it a noise node?
I too appreciate the complexity of the grime 
The big issue I see there is that a lot of times models use textures that are literally just a square of repeating wood, so the texture name will be like... super unrealated to the prop AND used on multiple props D:
my girlfriend calls the modded rtx safehouse 'deluxe crackhouse' and she might have a point
the grime is a few layers coming together on both the roughness and the albedo maps through gradient maps
is this remix?
Ah, sorry, what I meant was replacing the actual models themselves. I actually left model textures out of the texture spreadsheet because I figured they'd get replaced anyways in a different workflow.
I thought they were opening it on blender, but I could be wrong
it's adobe substance 3d designer
gochya
Ah gotcha, they are baked into the texture, models are uv mapped all onto one model now
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.
yeah, i think one of the side of the tv's textures is used elsewhere randomly
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
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.
classic early 2000s game shenanigans
hehe i was party to it as well being an hl1 and hl2 modder to start off ๐
another fun question is, does it TV? when you turn it on, I haven't managed to get any TV to show what it should
no thats the RTT issue we talked about with the HL2 guys the other day
funnily enough the TV presenter is off on some out of bounds room with all the textures 
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
hopefully that gets fixed as part of the HL2 RTX Remix 
yeah thats the good news, they are working with nvdia to figure that out
yeah...
I wonder what they did to get portals working that didn't also work for these cameras
good point...
yeah portals is insane
it may be a stroke of luck that the most prominent remix titles are also on source
anyone else get this:
It's a blessing and a curse, because it turns out Source actually isn't all that compatible with Remix, haha
my stuff from substance tends to fail on ingestion at octahedral encoding of normal maps
isn't it on directx rather than opengl?
not sure if it changes anything in remix
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
Have any of y'all tried messing with lighting at all? I've been having issues with my changed lights not appearing in runtime.
my changes show up just fine
I had that myself
I had to redo them a bit, and then they worked 
i have had lots of light issues but overall in the end they do show up
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.
exporting as png instead of dds fixed it, since ingesting them converts them to dds anyway lol
this may sound stupid, but... open in paint.net and save as dds dxt1?
oh yeah, that's also an option
i was trying to cut out the middle man but i think that MADE the problem
I'm extremely helpful ๐
tried more carpet strings and smaller
need to get the color variation and hue down closer but it's getting there
also the missing patches D:
i was supposed to be showering so i could hop on for a call haha
damn it keep getting sucked in, too much fun
go shower
๐ซก
yeah go for it 
is it okay if I join in? I may not contribute much to the call but I'm learning a ton from you guys
yeah sure
oh i thought you meant on the shower
i was like
nah
we dont know each other well enough
;3
honestly the more the better, I'd say (I guess applies to shower too, but I was talking about the call)
We'll just call it a teambuilding exercise, lol
yeah we should get a group convo going and figure out where we are all at on stuff and goals etc
brb
ok wesp knows about the invisible chair and will fix it on the latest patch 
welcome back
good to hop on, we can just hop into the discussion channel if you all want, it's empty
sounds good, let me just grab some water and I'll hop on
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
Awesome, thanks again to everyone, excellent discussion and it was cool getting to talk through some of these potential issues!
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.
Also thinking about something like monday/clickup/trello or something to track some tasks but not sure if we need that just yet
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.
Nice idea, keep us posted!
yeah that'd work, we could make use of github issues, or their trello equivalent
github projects is what they call it
oh nice didn't know they had something like that, i tend to only use git hub through source tree
yeah, it's pretty cool, I can set that all up and then get the rest of us on there
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
also going to make all the folders for the captures with the map names
you can do it without python too ๐
select all files, shift+alt+right click, copy as path, paste into excel, split to columns by '\' symbol, throw out unnecessary stuff
if you want to search by a specific format, search for *.txt or *.dds, select all, etc.
so I made the folders
question about that actually that i forgot to ask
does remix and a remix project recognize them if they are in subfolders?
that would be really nice if they did
oh the captures
true, I asked that and instantly forgot about it and just made folders 
I'll try it out
haha it was on the tip of my tongue and i forgot to ask as well
before commiting all these folders
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
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 
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
did you notice anything like that?
oh? I can have a look too, do you want to try the latest args on the repo?
might help
oh happens on mine too
might be another... reflective floor related issue?
everything else seems to come in pretty much perfect
hum, this is clearly something beneath the floor
I think the texture may be wrong yes
That happens if you load a save in there, but if you load a save on the street and then walk in it doesn't happen.
No clue what caused it.
weird
very werid indeed
can't make mine go away
so I'll just go back to capturing stuff for testing
For Iconic location? ๐
the wooden floor, the paintings
which is a change
I think lighting would be amazing
yeah
did a little emission pass on the windows
this one will be fun as well to remaster
damn that looks great already
i want to remake patti ๐
oh that chick that ||I always kill||
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
they just didnt have the time/polys to do the marching band jacket
yeah definitely not
like.. what did they intend with the jacket? it's... almost really cool?
but also kind of off?
her pants are ALMOST techwear pants haha
yeah it does look slightly off to me
they have some red trim
guessing that's in the docs
just going to quickly try some stuff in here
how did you set materials to bounce and react to lights again?
do you just mean when i lowered the roughness value on some materials?
or increased the metallic value?
ok I'll try
.5 is default roughness when they generate it
I remember roughhtnes lower makes it more reflective
yeah
shall I go for 0.1?
0 is default metalness
.1 is pretty dang reflective
check it out!
experiment
you can always just set it back to 0.5 as a baseline
if you feel like its getting to far off
i found that sometimes it doesnt update unless i change a texture thing and the suddenly it does update
but ive never tried adding/subtracting usda
I should stop messing around with this and instead go figure out the captures 
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 
like a symlink type of thing

ok any subfolders RTX Remix ignores
oop
oh just thought of another oddity re: copyright
posters
lacuna coil stuff etc
album covers
i think we just have to... make them look exactly the same until told otherwise i guess
if we don't redo them it uses the default game's ones right?
yeah
i think we'd get lit up for that haha
hum at the malk mansion there's a slight flickering
just all over?
yeah, like the fog is funny or something, tried toggling it but made no difference
let me show you
no clue if it comes accross on the video
maybe it's HDR

im only seeing some slight shimmering on the transparents
i am really lookin'
but i can't see it haha
I don't think I see it on the recording
so don't worry
must be hdr
surely
oh well
My CPU is screaming 


