#Vampire: The Masquerade - Bloodlines (DX9)
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lmao
how would one even go about that to be above board?#
contact their record label?
DM Cristina Scabbia?
:v
I presume it'd be different if it weren't in the original game and we just stuck it in there
if this cover made it into the game (along with a song), then it's reasonable to assume the publisher got a permission for it. So it should be okay for a Lacuna Coil album cover to be in this game.
We can also always pretend that the Kindred just has a shitty print of that cover and slap some normal/roughness/etc maps to make it look better ๐
i do have a plan to add normal/roughness etc to the posters that make them look like paper or folded shiny posters etc!
so that at least can make it look nicer and we just leave the albedo the classic
We can keep posters vanilla, so they look like old and low quality posters 
first pass at new desk (left)
drawer works since it's a separate object
will probably do some more hand painting to get the paint chipping to be more like the original
Great work safe milkman
The volumetric lighting outside makes it look almost foggy, kinda like looking out the windows in Silent Hill 4
Theoritcally, is it possible to add a deformation shader to the fiberous carpet via Remix?
ala footsteps in snow/mud, or otherwise grass. also a side effect of making the carpet look 3D is that those planks look like they're floating now
It'd be an overkill detail, but the thought of having something like that is kinda amusing
So I think I figured out what was causing my lights to not appear. If the position of your replacement light is the same as its parent light object the "Ignore Game Lights" runtime settings will hide it.
WIP
I went with a deliberately overblown look on the bar lighting, but I can't decide if it looks like an artistic decision or like I'm just shit at lighting
I thought vanilla already had it a little too red, but Remix amps it
at least it was duller in vanilla
looking good so far, also hype another Ultrawide user 
also you guys just use window mode? I been using borderlessGaming to make the window borderless
That would be cool! I think that falls more under the realm of modding since it's a new feature... the other part you raise though definitely is something I can address I think, you're right, it does feel like things are floating a bit. I think if I 'matted' down the carpet in general it might connect better with the props above it...
Didn't know about this... I'm gonna get it! Thanks!
I don't think it's too red, I think it has lost some contrast though? The one I posted yesterday is probably more intense in terms of it's redness, it's just that there are points of contrast breaking it up, so maybe that's what's throwing you off? I also did setup the windows which introduce greens back in, and the lights introduce more desaturated pops in there too. So maybe that's all it is?
also I had a really weird thought, but I think it might work, i need to test it
but
once they fix selecting transparency/decals in remix
those coudl have references added to them right?
SO
every decal COULD become a mesh, for instance the light switches, or the wall lights that are just decals
and you could conceivably replace them all in one fell swoop, obviously it would increase scene tri counts, but i could keep those down so it's somewhat negligable
for instance
oh yes! The wall plugs too, would look great if those were meshes
these decals would technically be a reference with a hash, so you could add a mesh/material reference to them and trash the og decal object (justl ike with the tv)
yeah!
i was looking at the sockets and stuff right now
like... wait could this get even more detailed?!?! i think it could!
i've modeled wall sockets before so i could dig those up ๐
yeah that'd be great
the other thing is for those static doors they have a flat texture for the handles, on the same coin I wonder if those could become meshes
i think doors are almost all brush based, the 'hardware' on the door is the mesh (non bsp) part
so that might be a bit more complicated
i'll look into that as well!
that's stuff for the project board, I'll get that going on Github Projects
So how have you all dealt with vis so far in this project? Ive been working on another Quake based game and I'm having a lot of trouble getting stable hashes for brushes. Any luck stabilizing them or does everything need to be replaced with details and entities?
We were talking a little bit ago about this with the HL2 guys, and they said you just CANT get stable hashes for brushes, which is a huge issue ๐ฆ
With Vampire, they did a LOT more props as meshes then other contemporary games, so I'm kind of leaning in on that
So part of what I've been doing is trying to find things that are brushes vs meshes and remaster accordingly
Darn, I was hoping r_novis would help a little bit. ๐ตโ๐ซ I read Mark's comment circa Portal but I was hoping there would be some magic solution since then. Thanks for sharing. I'll let you know if I can get any decent results out of adding extra details to the maps. ๐ซก
is that bottom texture suppose to be a carpet?
think so, it doesn't have anything "under"
WIP. The og texture has missing patches that show sort of a fiber surface under it, I want to try and incorporate that as well and get the hues/luminosity closer to the og texture as well as mat the carpet fibers down more
But best I can tell the og texture was supposed to be patching missing matted carpet
Please do! Would love to hear how your experiments go. I think if you add meshes that are just anchored to the level origin or something you might be able to add details etc. but no collision :/
I think if the original geo is there, the game I'm modding has a command r_drawworld that will let me hide the BSP meshes for only entities.
So I can just render a duplicate scene of details on top of that.
But we'll see ๐
oh i wonder if that's secretly still in vtm since source > goldsrc > quake1 engine...
checking now...
The game I'm working on is Anachronox which has a very very late fork of Quake 2 with cinematography tools and colored lighting. So unfortunately if that command is Quake 2 era it might not appear.
it works!
I've been using ghidra to sift through the game EXE and DLLs for commands to use.
thanks @oak forge that's super helpful!
I think I own Bloodlines somewhere so I'll check it out with Ghidra and see if I can put together some neat commands.
That's xoxor, I'm just a nerd with Ghidra. ๐คฃ Glad I could help!
also first thing i do in any source game, go to console and type
bind n noclip
That'd be good, in my case though Anachronox shipped as a debug build with noclip already bound so once I added set developer 1 to the cfg I was set.
But I'll keep that in mind messing with this game.
oh nice, man i haven't played anachronox in AGES, what a great candidate for remaster
you have a thread for your work?
I do, Anachronox-RT
I had to drop it last year for IRL stuff so I'm dusting it off and documenting how far I got, until I figure out a workflow for stable hashes it's hard to contribute anything useful for now it's more just automatic PBR textures with very placeholder and subpar results.
awesome I'll go check it out!
look at all the things that are meshes omg yes
those crenulations! we can actually get fancy with them
im going to FEAST haha
so excited
some stuff is going to be tricky because it CONNECTS to a brush
so those arches might be tough, might be possible to just go over the brush with a continuous mesh that connects and just cover it though
Are you able to access the original map files through modding tools? Or are the BSPs still entirely as-is?
I'm thinking the ability to add a few more through Hammer would go a long way to restoring map geometry.
I think the philosophy is trying NOT to do that for now. We are wanting to see how compatible we can be with the Unofficial Patch AND eventually Unofficial Patch+ Content.
Essentially trying to see how the same I can keep it while also upgrading it.
It's possible long term I crack open the SDK and start enancing things in general but I think that would end up needing new captures as well, since hashes would change and that could undo all the work on the core?
Lot's to think about there apparently haha
๐ฌ My hope would be that the hash would remain the same since the object is in the same position and hasn't changed but it's hard to be sure. Totally understandable.
My suspicion is that it ties the hashes to something specific and it just becomes a static hash set, but it does it through means other than position since they are instanced throughout the whole game... so I can see it being something that gets completely shuffled if you make a new build or something. I might be over worrying, but it seems like it could be a 'touch anything and it might explode' kind of situation ๐
Though I updated to the new unofficial patch mid stream on this and everything seemed fine, though I don't think anything specific was changed map wise. Just prop wise... so who knows?!
Hehehehehehe. Found a good one, might be better than r_drawworld.
r_drawbrushmodels // To be documented
r_drawleaf // Unknown
r_drawentities // Assumed to affect character models and other non brush assets
r_drawdecals
r_drawworld
r_lights
mat_drawflat
r_drawskybox
r_drawlights
r_DrawPortals
r_drawstaticprops
r_DrawSpecificStaticProp
r_DrawDisp
r_DispDrawAxes
r_drawvgui // Assumed to be HUD related
r_showenvcubemap
r_lockpvs //This could help you make brush hashes stable but I won't know if you'll be able to see new portals until I test it
r_clipareaportals
ooh let me try
oh weird
that only hides one or two things in the map
so something must be categorizing brushes as 'brush models' in the editor
not sure what that entails
I wonder if a brush model is supposed to be brushes used for extraneous details as opposed to walkable map geo?
oh interesting ๐ง
odd, because in vtm all the models stay turned on and only one or two brushes disappear
draw world, almost everything but the actual meshes/models disappear
so it's possible they abandoned that workflow or didn't use it right?
Yeah it's possible that's some custom debug command, or maybe a deprecated command from when they were using Source 2003/2002 and pulled from a newer engine version.
I think maybe there's some leftover/halfbaked stuff that never shipped in HL2, and if it did ship in HL2, it's long gone now since the engine's been updated to 2010/2013 with time.
All the goodies I found so far are in bin/engine.dll btw.
Makes sense...
I'm not too shocked but not many of the other DLLs have much to offer. Maybe client.dll will have a few things but there's probably not much rendering stuff in there.
There are some yellow spotlights I need to add back in, but they're a pain to do since the current light tools don't display a vector showing what direction your spotlights are pointing when you have a shaped light.
Also, yeah, adding back in the emissives will help add some more colour contrast to the scene. I was more referring to the weird bright white spots on the bar surface, but that could be fixed by having a proper PBR material.
going on a tangent because having a mod inside of a repo gets git confused because of the symbolic link, they just go round and round 
until git can't cope with long paths
just need to add some stuff to the .gitignore
Ok I may have overengineered something
so.... I thought it'd make our lives easier if I automated the validation of the rtx.conf.
so I do this in this order:
- sort every line
- sort the texture hashes
- validate there are no duplicate texture hashes (which is probably a mistake) - because you can categorise them as 2+ different things but do we want to do that?
- validate there are no duplicate keys
either way it runs as a git action and it auto commits the rtx.conf with everything sorted, it also fails with an error message if there are duplicate keys and stuff like that
did I overengineer it? yes
did I have fun? yes

@neat spindle whenever you have some time, could you review this PR please? thanks in advance
I'll check it out when I get home
thanks!
jesus christ what does kindred do to that machine
great replacement as usual tho
are the key indents on the model or on the normal map?
That's definitely normal map, you can see that it's flat on the original
hehe
i'm still doing the donut tutorial
Oh damn, nice
i had it flat before and it just looked like not enough change from the og
and i figure, its a hero asset in a small room
go big
Oh hey, any chance you could drop me those emissives you made for Confession?
(and also teach me the process you used for recreating the game's emissives?)
all you do is open the albedo, and copy/paste the alpha channel over the rgb channels
then set it to multiply
it will mask out everything but the part that's supposed to glow
these were the only ones i did so far
that are specific to confession
looks like doors are models, but door frames are brushes D:
lol
Real quick ELI5, lol. I've copied the alpha channel and pasted it with the RGB channels selected. How do I multiply it?
the decals are disappearing when the brushes are turned off, so it's possible we can't consistently replace those all at once, maybe cover them by anchoring to something else
if you're in photoshop
you paste it into a layer above
and set the layer to multiply
also sorry what's ELI5?
Explain Like I'm Five
Basically "explain a technical concept without assuming prior knowledge"
HAHA
you had to explain ELI5 like i'm 5
very ironic
turns out it was ME who was 5 all along
what it looks like before
Okay, so I have GIMP which should be... close
basically the emissive should hide everything that isn't glowing behind black
yeah GIMP should be able to do that too
mode, im guessing
Hmm. It was displaying it like the end result before I pasted.
yeah it basically previews what the alpha looks like while you have that selected
so you can see
and edit it
that looks really tasty dude
Really neat stuff! Needs more cola spills!
Yeah! I wanted to add that staining above the keyboard too, I bet that is soda actually now that I think about it
Oh 100 %! Unless someone has been pissing on their PC!
But this isn't silent hill so not likely
blood would also make sense ๐ but yeah likely soda
Trying to roughly mirror the wear and tear on the original but I am trying to pull it back just a bit, they had A LOT of staining on most everything, so I'm trying to clean it up just a tiny bit
Give it a wipe down and realize it barely cleaned it at all - kinda thing you know? Lol
@left grove I looked over the script you wrote and nothing immediately jumped out at me, but admittedly I'm not the most familiar with Python.
Just a heads up with that drawworld command-- it might not be 100% fool proof. I was going through Anachronox and there's still a few faces that are doing unstable PVS nonsense.
Got some emissives set up and relit the booths with shaped lighting
Thanks! I am fairly confident in it, I wrote some unit tests, so it should work. I think it's a good base, and it automatically cleans our RTX.conf. I can merge it and if you want you could test adding your tagged textures to it on a branch?
Sounds good!
I'll do it after work, potentially, we want the functionality for it to merge texture hashes, as if you have dupes right now it'll fail
I can work on that today
mostly so you can just paste your texture lines into the rtx.conf and then the github action magically merges them all for us
As in duplicates within your file or duplicates between the main branch and your local config?
as in to make changes on a branch for the rtx.conf you'd go:
rtx.uiTextures = 0x5B14D81FE1EC269F //Added this```
and it would auto change it to be:
```rtx.uiTextures = 0x3F1B8E8E71AE6D50, 0x5B14D81FE1EC269F```
so it would merge duplicates on the file
and scream if something is wrong. it would essentially clean up the file
mostly to make it painless for contributers
I got some more ideas, I'll keep adding, if it's useless I am happy to can it later 
@amber atlas is there anything in the SM haven you haven't redone yet?
Because I feel that redoing the kitchen meshes - like cabinet doors - would be a good start for a novice ๐
how can you tell a difference?
also my plan is to go through the entire haven level, so anything outside of that is fair game
r_drawworld 0
along with the neighbouring flats and corridor? ๐
should turn off all brushes
yes
im doing that whole 'map'
im holding off on touching anything else for the sake of focus on something encapsulated
so anything else i haven't really officially planned/touched
proof of concept for me will be to 100% that small map
sure
ive scrubbed and planned the hallways and other apartments too and i have a pretty good plan i think
heavy focus on prop replacement first, then texture pass 2nd
lighting balance as i go
is that a console command or an arg?
console command
r_drawworld 0
r_drawworld 1
anything that disappears is a brush and anything that stays is a model
in theory
oh console commands can go on the autoexec.cfg
so you can't edit brushes or replace them with meshes, right?
We'd have to manually place model instances where the brushes used to be, but yeah, Remix doesn't detect them.
is that why I can't select some things, like the outlet or rugs?
I am investigating about collaboration, it seems like we may need to use omniverse instead of just git for the mod files and stuff.
It's also recommended we use layers for different levels, like the HL2 guys are doing. So what do we think each "map" should be it's own layer?
Interested in how layers work in general, I should probably read up on that...
Seems like we could use it to our advantage, but I thought I remember you mentioning that they aren't fully featured yet
I think we all should and need to 
https://docs.omniverse.nvidia.com/digital-twins/latest/building-full-fidelity-viz/collaborating-sharing.html I was looking through this, as that's what someone shared on my help thread
Outlets and rugs are decals. You can't select them because once something is flagged as a decal it gets blended into the texture below it.
intriguing, what I do is enable categories and go to the decal category and find the one I am interested in a bit easier because it'll be highlighted in red
If you want to change that setting for whatever reason they're still accessible in the texture interface.
IIRC the legacy texture categories don't actually filter anything.
I also noticed they are considered part of the world geo, so im concerned we can't wholesale replace them D:
yeah, it doesn't get filtered, but only the ones with that specific category are highlighted
silly workaround ofc
there is also supposed to be a patch coming that lets you select 'transparent' objects like decals but im not sure when it drops
Yeah, that's what I said. They're decal textures, there's no models/geometry associated with them.
We could always add dummy model instances using the SDK if we decide we want to add things, though.
sorry let me clarify, i think they are considered brushes, meaning their instances will also shift based on what vis leaf they are in
im not 100% but that's what i'm concerned it might mean
They aren't, decals are global. I flagged outlets/graffiti/etc. in the tutorial level and it applied to all decals of that type across the entire game.
ok that's potentially really good news then...
so my plan to add references to them that were actual models SHOULD potentally be global im hoping
i'll have to try it
worth the test yeah
yeah if it pays off then i'll be pretty thrilled
there are a lot of decals we can just magically turn into more detail in the world in general
Yeah, working on decals has been one of my main priorities when I'm not busy with more technical stuff.
I've flagged basically every decal in SM/Downtown, and since so many assets get reused that should mean most of the decals in the game.
The eyes are particularly interesting, almost every model shares an eye white texture and then the irises are blended onto them as a decal. We could potentially do some fun stuff with that like adding emissives to Kindred eyes or something.
and investigating collaboration
oh shit ๐
that's briliant
I deleted that mod, but did you see my bathroom "rework" I just tried making a mirror a mirror and lowered the roughness of the textures in a bathroom and it looked quite good
Potentially. Eye textures might be shared with Kine too, though. But I know for sure that Sabbat all have unique eyes, so making them glow could be cool.
Worth a shot, but would definitely work for Andrei
Got a message link?
Very nice, I like it. Did you have to make a dummy texture to do that or could you add a roughness override just through the Remix interface?
point being I tried mirrors 
no texture to anything there, just roughness set to 0
I tried a glass table too, but that didn't go super well
2 things that i think will give us the most trouble
- glass
- spawned in lights, like from feeding or shooting guns
There are a lot of unique pupils in the game but yeah they use the same sclera textures for sure, same with hl2, i think they only had 2 sclera textures for the whole game, but many pupils
Side note: I'm doing some fun stuff for work, but I'm like "WHO CARES" because I would rather be messing with VTMB remastering haha
this has ruined my enjoyment of my job lol
oh crap yeah, noticed that on some things too
guns/shooting does it, as well as some abilities
Yeah, that's definitely something I've just been putting off, lol. Presumably there's a way for us to edit them and create new settings that will translate better when captured by Remix?

not sure what the fix is, but i know hl2 has the same feature, so maybe we could get some insight from the hl2 guys, or we might need get capture that has those objects in there... not sure how haha, capture while feeding
capture while shooting the gun though...
surely there's a pause console command
surely...
anyone has an old keyboard around with the pause button? 
i was looking for something like timescale -
but i didnt find anything
pauses when you do certain things like open inventory
maybe thats a way?
so hacky ๐
You can enable light anti-culling
Should give you enough time to capture it.
Can see if the spawned light always uses the same hash. I doubt it, but it's worth at least checking.
Yeah good point it might just be a new instance every time
In the end it might be that we need to build a sort of "compatibility patch" mod or something...
feeding is like
Yeaahhhhh
I can try to change this light
and see if that applies next feed

yeah doesn't work like that
Didn't think it would. Also, should we disable physical muzzle flashes entirely? With DLSS being mandatory for RT, the amount of ghosting from a light flash isn't viable, I feel.
yeah probably 
damn, what we could have
oh damn and it stays there too ๐
until you next feed
romantic sims3 shot
Whicked Whims type vibe, lol
Right, so I figured - it won't hurt to do a little blender cabinet door exercise. Simple mesh, banged it out in 10 minutes. Why not give it a go?
That's why ๐
oh what's wrong with it?
ok good news we can use the gitrepo just fine, I just needed to get the gitignores just fine
Replaced cabinet door on the left side just disappeared
The crooked one
Heck
I don't see images in my head ๐
I wouldn't have noticed if it weren't for the fact I've stared at this corner of the map for the last week xd
if only someone experienced and specialised in this field warned me about this exact thing
oh wait, they did
anyone redoing the prosthetics lab?
the murder den thing
I am finishing up my script to clean up the rtx.conf files and I'll probably setup the mod for the repo, and start working on captures
Got some instructions on how to do it
#1204491696067444777 message
I am so close tho, I have an action on github that checks exactly which hashes changed and from where and comments that on the PR, just need to figure out how to parse that correctly ๐
Added: 0x39592E302C417B1C
Changes in rtx.uiTextures:
Removed: 0x39592E302C417B1C```
some test output ๐
#1165264083554148482 message
Found the culprit for the ghosting. For now, we can just toggle off Eye Adaption and that should make muzzle flashes suck less.
ayooo sick!
Doesn't fix the spawned lights being way too bright, but that's something we might be able to change via different methods.
yeah 
ok, just merged my stuff.
It now should:
- sort out the rtx.conf lines alphabetically
- merge any duplicate keys with any texture hashes - to ensure keys are unique
- ensure per key that each hash is also unique - to make sure we don't have the same texture hash in there twice
- for every line that contains texture hashes - sort that alphabetically
- Comments on the PR what changed in terms of the rtx.conf file in a digestible way for us
@neat spindle if you could at some point:
- create a branch - call it something like
decals contribution test - copy your
rtx.decalTexturesand paste into the rtx.conf file on the repo (without replacing the otherrtx.decalTextures) - push that to your branch and create a PR
then 20 seconds later you should have a comment on your PR about what changed
That's my ted talk for today 
impressive
overly engineered lets be honest 
but this is what we should see
even tho the first line is redundant now 
look what just dropped

they fixed the scene being captured upside down yay
on your rtx.conf file
because I use that, and the captures are right way up now ๐
Milk mentioned it once
let me open the game, I can show you the option on the runtime menu
I can do basic models and textures now, so I should hopefully be able to contribute
that's great, honestly, you'll be contributing more than me for the next while
texturewise, but if you feel like you can add to the repo please feel free
so far - no idea what to do with it, although I could try to tinker
have you got a save file by any chance with that prosthetics dungeon already cleared?
already cleared? hum I could make one for you quick
what am I am saying ofc I do
let me find it
thanks
that's great, thanks so much
having some trouble bringing the save accross
but I'll keep trying
taking a little longer than expected ๐
oh, it's locked
when you finish the quest it gets locked ๐
but map sm_basement_1 + noclip should help you get captures if you want them
great, thanks
take your time
I been trying the new remix runtime and welp, all captures have the lights messed up now. I was trying to set up a mod for the repo but seems like that'll have to wait until tomorrow now
i was going to hold off since it looks very... beta-y
I tried capturing the basement waiting room and it doesn't get captured, only the downstairs dungeon gets partially captured
i'll check if this happens with 0.4 runtime too
In what way? Is the orientation off?
It's just lights. It captures all of them outside the haven but not any for the rooms and such. On rtx remix I just see a bunch of light sources off in the distance and my whole scene is dark
going back to 0.4 solved my issue
Wonder if any of the settings need updating ๐ฅฒ
Dumb. Might hold off on updating, sounds like there are quite a few issues, judging from #general-remix
Some settings menus did change slightly, from what I could tell at a glance
But I am off to bed now, tomorrow I should be able to continue work on it and pushing stuff into the repo
Did you see this @neat spindle ? Didn't see any acknowledgement so just checking
Yeah, I did. Been a busy day at work so I haven't looked at my phone as much, sorry.
Don't mean to dish out work or anything, just would be nice to test if I did improve the workflow going forward
All good! Just wanted to make sure, today or tomorrow is fine! Nothing to be sorry about
Nah, dish it to me, haha. I'll get to it when I get home.
We can start using the GitHub functionality for Kanban and make some tickets for what needs to be done and at least the short term problems as well as things we can work on
Ok I better sleep for now 
Hey this project is really cool, it got me playing VTM:B for the first time (without RTX REMIX) and I would love to see how this game looks after some TLC. Iโm familiar with git and Iโm starting to learn how to use RTX remix. Iโve captured all the Santa Monica scenes, is it ok to share this on the repo on a new branch?
I think we're still trying to figure out the best way to handle captures right now, depending on our workflow. For now it basically seems to be people choosing individual scenes to work on, so there's no need to distribute captures since they're only used locally.
How do I see the pinned messages?
I want to download the configuration file
Nvm, found it
im going to keep on saying this
the assets should be left be until all graphical glitches and lighting is worked out
You are welcome to keep saying it
yeah you must be real put off but what i've been up to then
I've found that translating their pretty low res muddy textures is pretty difficult. The lowe res muddiness of it actually looks pretty great, and I'd like to capture that in the remasters. I think separating things out into low/medium/high frequency details and color groups might help? But it's definitely hard to bring that same feeling forward from the og textures
i like what youre doing and i know how hard it is and respect it
personally i think the best process is lighting and bugs are 1st priority since you want to get the lighting as close to the original while also making it an improvement
then do assets because then you can make a better comparison between assets with matching lighting
this sounds like a weird idea but maybe try taking the two textures over each other with some sort of difference layer effect to get a sense of details needed
Okay, so Eye Adaption is just a garbage setting entirely, if we're configuring lighting for the game we should have it disabled when we do so. It cranks your exposure if it thinks the image is too dark and blows out all the lighting in a scene
All my homies hate eye adaptation
I was wondering why everything looked like shit by default, lol.
Time to redo all the lighting in Confession
Ah @neat spindle just saw it broke on your PR, I'll investigate ๐ค
Sorry about all the flailing, still getting used to using git
Oh no worries, I am just sad it gave no output ๐
And all good, I had like 9 commits for my other PR ๐ I can teach you how to use it no problem
For some reason it keeps opening your test branch instead of mine so I accidentally copied my decal settings into yours
Oh, are you using the git desktop app?
I've been messing around with different ways of using it. Realized that since it's plaintext I can just edit it on the github page directly
Oh yeah, you can do that, it's flexible in that regard
But I've also set up a test directory and cloned my branch locally using git like a real adult
Perfect, we can discuss it, I assume others here won't have an extensive knowledge on git, so I can give a crash course and write it up on the wiki or so. My primary aim is to facilitate people to contribute
So did it fail just in that it didn't describe what it did or did it fail in that it deleted the line I added without adding its contents to the list?
probably the first, the fact it just deleted it without merging the contents is concerning ๐ฌ
I am going to check the logs, but I just started work, so will have to look at it on breaks and stuff
and thank you for helping me test it
No worries, I'm in no rush. About to sleep anyways.
sounds great
enjoy your sleep
The values I had work in most conditions, it is stilted on the dark side but when you go in really dark areas i lightens up a little.
Eye Adaption in general is a funky setting, and it takes a lot od screwing around with to get right, but I'm actually a fan of it in general if it's set up well.
My issue with it in this is that sometimes when you aren't looking in certain directiosn the lights just shut off or down pathrace, causing some flicker in general, and the eye adaptation seems to respond pretty harshly to it
also, im getting something funky, some of my captures aren't showing some of the objects in the remix viewport, but when i open them in blender, the objects are there :/
meaning i can't replace them D:
specifically the shower head and handles aren't visible in my remix project view
which is definitely odd because ive seen them and clicked on them and changed their material values before...
wtf
It's possible some element that's marked as either World Space UI or UI is now making them rasterized, that one always bogs me down while working on games that don't have a clear UI implementation. Granted Source has VGUI but I think with some of the in-world UI stuff it has it's still a possibility.
that was my first theory too, i checked and it's tagged the same as it was, it's just... gone this time on load D:
still in game, still enhanced
but just not in the capture on remix
Now that's weird ๐ถ
yeah sucks because its literally the thing i went to replace haha
If you know what map it's on and what area I'll try to take a look at some point on Friday, I have the game all set up now.
it's just the bathroom in the safe house/haven after the tutorial D:
map sm_pawnshop_1 i believe
these little sneaky boys are just gone on remix! where did they go!?
I just reread what you said and... yeah what? So it's in the USD but not present in the toolkit?
That's... weird
yeah haha im a bit confused :3
restarted a few times
randomly, they have re-appeared
but not the first restart
haha
hoo boy
oh
Yeah, I normally like it in games, but this implementation is absurdly aggressive. I think lighting around it being turned off and then tweaking its settings afterwards might be better.
I have had it where sometimes select walls will be invisible, and reloading or opening the game again will fix it
yeah im starting to see that over here i guess D:
hhahaha
that'd suck a little bit but oh well. @neat spindle did mention before with confession where he loaded did have an effect on some of the missing floor textures 
more like invisible floor? idk how to describe it anymore
I've noticed that it seems to only happen in interiors (it can also happen if you teleport to a map). To be safe, load into a hub map and then make a save outside the door leading to a map.
did I miss something? I had a ping but it's gone
didnt see anything on my end
weird, anyhow, maybe I'll try and setup the mod again today. I need some captures to do so
captures with 0.4.1 are a bit rough, so I wonder if we should use older captures
more like I need to recapture a lot of it, and it's all going into the captures folder
I had to go back to 0.4 because of capture issues
apologies @neat spindle if you got git emails enabled, you may be slightly spammed as I try to resolve the issue. I am aware of the problem, so I'll get it fixed now
It's fixed, but formating is a little off now 
Send feet. For @amber atlas
Was too tired to post screenshots, but I'm almost done lighting Confession.
Made a quick and dirty emissive map to slap on the Celtic knot pattern trim. Don't think that'll make it into the final because it's used all over the map, but it was a fun experiment.
oh nice, I'd be down if you'd like to share your learnings, especially because I have no clue how to make an emissive map
AHHH!!!
would love to see if you find the time!
Deviated a bit on this, might try another variant for the handles, but I was going for that awful old hotel room handle vibe, wheras the OG seems like they just slapped something together a bit.
also first rough pass on bathroom tiles
I'll drop some when I get home. Have you had some success making the original textures transparent again by any chance? I tried messing with some of the alpha and translucency materials settings in the Remix toolkit, but I can't figure out how to get the opaque parts to stay and make the glass translucent.
daaaamn, that looks good 
If you're trying to fix up an existing texture's emissive map it's pretty easy.
I use GIMP, so I just set my background colour to black and then hit "Remove Alpha Channel" on the layer before exporting to a new texture. Then you ingest that emissive map using the Remix toolkit and add it to a material under the Emissive tab.
Some of the emissive maps have parts that are emissive but aren't true light sources (bits of reflection that they baked in, mostly) so you might have to delete those sections before you remove the alpha channel.
If you want to make one from scratch like I did for that trim it requires a bit more finesse, but most of the principles carry over. Take the part you want to be emissive (usually a highlight, so select by colour is good for this) and delete everything else, then tint the texture to whatever colour you want the light to be.
Thanks! I'll have to try it out at some point
I'll try and get a mod and some captures up on the repo today. I also intend to make a folder for our textures, assets and such. We can match the structure to the spreadsheets 
One thing I'd caution is that with Remix, emissive maps aren't multiplicative with the texture underneath like they are in some engines, so you will lose texture detail unelss you specifically keep it. Which is why I use the 'multiply' layer workflow
also, imagine redoing all textures in here 
With the emissives I'm making by removing the alpha channel, as far as I can tell it's still just the actual texture, so no data is being lost.
Yes I agree, kill the alpha map on the albedo, it goes completely unused in remix for emissive.
I'm saying if you use solid colors in your emissive map, then it will wash out the underlying texture.
Ah, yeah. When I made my emissive from scratch I was working from the base texture and then tinted it, no solid colours.
Sweet, I'm not sure I'm 100% loving the way remix does emissive mixing, but that's the way around it haha
i was poking around there today to think about it, seems fun ๐
There are a bunch of options in the alpha blending section when you select a material in the toolkit, including some stuff with emissives. I don't have the technical knowledge to know what any of it does, but might mean more to you.
Would you be so kind to make a quick tutorial for this for GIMP or Paint.net? Substance subscription is as far as I can go with expenses for this for now
@neat spindle uses GIMP to do it, I use Photoshop, so he might be better suited to take a couple screens for it.
I can do one for photoshop though.
#1095817237631348736 message
@neon portal is there anything specific you'd like clarified? I can make a quick doc with pictures later if necessary.
I'd like that too
๐
all my captures come out funky, I have no idea why
even 0.4.0 doesn't fix it
is there any specific mode that's best to be used while changing background colour?
in blending options
I didn't touch the blending modes or anything, just stuck to whatever the default was when it loaded the DDS.
You just need to make sure your background colour setting is set to pure black because otherwise when you delete the alpha channel it will fill with colour and it won't function as an emissive mask.
Well technically it will become an emissive mask where everything is lit up.
it looks like it worked
Yeah, it's pretty simple. I exported as PNG, but I don't think it really matters.
show the end result 
looking good
how it looks in game :v
I tried disabling random settings in remix and it's still happening
@amber atlas @neat spindle
play with this but it won't fix your problem 
oh yeah forgot to mention but eye adaptation alone, is like 15fps for me for having it on/off
also memory leak? wtf 
ok it was git, not remix 
I think I sorted out all the ignorable files and symlinks
that lamp in Gimble's Prosthetics is an accidental masterpiece
oh damn, nice
Add an SSS map to the shade! Will let the lamp light pass through it! Should look awesome
now I have to figure out how to do it ๐
I'd suggest making a replacement mesh first, but once that's done an SSS mask is usually just a black and white texture
Black = No light passes through
White = Light passes through
Unless remix wants it to be coloured, I haven't actually set one up for this specific rendering pipeline yet
@spice hemlock Do you know the exact breakdowns of the SSS textures? Are black and white fine or do they expect to be coloured as well?
it doesn't seem to be doing much, sadly
Have you tested in game?
Could be that the toolkit isn't rendering them correctly
no visible changes
Does toggling "Enable Opacity" change anything?
There's a bunch of discussion about that around here:
#general-remix message
Aaah okay right! So looks like a black and white mask is all good, the rest is defined in the material itself?
Sweet
Curious why this isn't working though
well, read over that discussion (it goes on for a while). If you're still having problems, you could try pinging Bei. I really don't know how to set it up myself.
there are some docs here, too
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/documentation/FoliageSystem.md
Coolio! It's Slavoid who's trying to get it to work so I can't personally poke about, but I'll look it over for sure ^^
Maybe once you figure it out, consider making a thread in the asset-creation channel or something that'll be easy for people to follow.
and if you think more info should be in the doc I pointed you to, you can either add it yourself as an MR, or make a github issue about it
Yeah I was writing a guide on general asset guidelines a while back, maybe it's time to get back to it
If you do, consider writing it as a .md file and submitting it to the github ๐
it's a simple format that turns into decent looking web docs
the link I posted is the raw form of the link I posted earlier
Aaaah right, gotcha
All the docs hosted on github use that format, you should be able to find tons of guides for writing it. i.e. here's the raw for our main readme on dxvk-remix
https://raw.githubusercontent.com/NVIDIAGameWorks/dxvk-remix/main/README.md
I've just been writing it in a google doc ๐ Webstuff spooks me lol
I definitely have no idea how to apply this in my situation :0
fair enough, it's just a lot easier to make it a permanent and shareable part of remix if it can go on the github
Judging by your screenshots you sent earlier you SHOULD see something
I just hoped I'll slap an extra black and white texture and call it a day
I don't know why it's not working :/
is SSS enabled in your rtx.conf?
rtx.subsurface.enableThinOpaque
you could also ask tadpole3159 - he made and shared a killer lamp very similar to what you're working on.
#1099591203768504421 message
you could download his example and see how it's set up
is it because i'm using vanilla model and texture?
As long as the texture is in the right place in the mod structure that should be absolutely fine
did you actually turn on the SSS feature in the runtime options?
you might also just need to make the light brighter
now the game crashes 2 seconds from loading a save file
Ooooh that's not a good sign
and yeah, subsurface scattering has been on all along in the runtime options
okay, so messing with any of these options causes crashes
aside from volumetric anisotropy
they really shouldn't...
yeah, if you have a reliable crash from those, definitely worth a github issue
subsurface_measurement_distance = 0.21
subsurface_single_scattering_albedo = (0.75, 0.75, 0.75)
subsurface_transmittance_color = (0.4, 0.5, 0.7)
try just setting those values
with no texture assigned to transmittance Measurement
While you're here, Mark, do you have any idea what might cause Remix to not detect certain world geometry if you load a save in an interior?
I've noticed that certain floors in interior maps will be properly captured if you load outside and then enter through a door, but if you load a save or teleport to an interior map they'll fall back on rasterization and have a weird hazy look. The rest of the scene will still be rendering with RT as normal.
It's a common issue with source engine BSP
Gmod and other source games are seeing the same thing
huh, first I've heard of it. maybe something with draw order, if they're drawing after something marked as UI?
Was spending some time a while back in one of the voice channels showing a Gmod guy the ropes
Experienced the same issues there
still looks like this
BSP was generally extremely instable, would dissapear and reappear seemingly randomly and it produced unstable hashes
make the light brighter.
Sounds like Traggey has a better handle on it than I do, I just noticed when it does and doesn't happen.
that lamp actually looks like it's getting some SSS, but very dim.
For those reading who may not be familiar with source engine itself, the environments are not done the way they typically are in modern games, they're not meshes per-se, instead they're constructed out of geometry brushes also called BSP
do yall know if there's a github issue for the "teleport inside room gives bad behavior" ut?
Meshes in source seem very stable, they were in the Gmod testing that was being done
But things built from the BSP, like buildings, stairs, floors etc would show odd behaviours and not produce stable hashes
we had some trouble with BSP geo in Portal, but nothing like you're describing where a given patch would sometimes work and sometimes not based on how you approached it
Not sure if VTMB has the EXACT same issue, but it sure does sound like it
I think that might jsut be the bloom?
set intensity to 250
sure looks like you've got a bit of SSS to me
Was about to ask what that was. We've noticed that most details with brushes (mostly door frames, etc.) don't appear at all. There's also misc. objects that are built with them like some cabinet doors.
you may need to tweak the transmittance color or something to let more light through
Yeah doors are often just brushes in source engine labled with the func_door entity
Makes perfect sense that they'd be unstable
250 is a really dim light. Do you have Eye Adaptation on?
we had established Eye adaptation should be off but I haven't pushed that to the repo (yet)
@neat spindle is it cool if I merge your PR? I fixed it
I can talk you through it at some point
I can't seem to find that option
I'll find it 1 sec
Think it's Game Setup -> Parameter Tuning -> Lighting?
Transmittance colour is the one at the top
That's currently set to orange
OH you mean eye adaptation
here
Ignore me X)
Didn't the script delete all the decals I added to my rtx.conf? I'll have to readd them now that everything's working correctly.
Yeaah I think that "SSS" looking thing is just bloom
Doesn't look to me like anything is actually happening
it looks more like it should in the toolkit, just not in game
Oooooh curious
I think it just missreported the output, and for some reason there was a commit from your end adding it and another removing it (not sure how that happened). I copied your changes back in and updated the automated code. It now merged them and reported it fine
Odd, this looks like fresnel effect to me haha
Could be the DLSS or something messing with it
That was just me flailing, ignore those commits, haha.
all good, we can squash it, so that only 1 commit shows up on main when the PR is merged ๐
That's because the toolkit exposure is basically the same as with eye adaptation on. Haven't figured out how to adjust it.
I believe the toolkit is set to use the settings that you originally made your capture with
That makes sense.
aaaand we're back to crashing
Shouldn't explain slavoid's problem then.
damn, so close
Yeee that's BSP instabilities for you
ah, so that's because I teleported into that location
So source engine uses something called area portals to kind of "Separate" certain areas of a map into zones that can be loaded/unloaded
I'm wondering if perhaps the area portals aren't behaving nicely and is causing the BSP to do this kinda stuff
Yeah, I've noticed that happening in a few places, it seems to consistently happen in the SM parking garage, but not when you take the alleyways between the two streets.
Could very well be the portals then yeah
So something with how Remix intercepts the game streaming level data is unstable, and it specifically seems to be tied to certain "fast" transitions (initial load/portals/teleporting) but not when transitioning between maps the proper way when it has to unload data first then load the new map in.
It's possible, although really I'm just speculating
I've done a fair share of source modding over the years but it was quite a long time ago
You said you noticed this in other source titles, did you file a ticket? If so, I'd like to add onto it rather than starting a new issue.
I didn't no, was just something I noticed when looking at someone else working on Gmod
Was doing some door tests, and I don't think it's going to work with model replacements. Other side of the door is still the other mesh/brush face
also inconsistent door knob placement across doors
remastering the texture itself and using the height map funcionality will be a safer bet i think
Nice you went through the whole thing! Dang!
Only thing I wasn't able to get was the office, it's lit with these wall lamps that have modelled bulbs inside them. The bulbs intersect with any sphere lights I place and cause subsurface scattering to sample really inefficiently and flicker, and it completely breaks if I apply an emissive to the bulb.
How do you like the glowing trim?
very demonic ๐
as far as features yes, but from what i can tell even just most data and the way it's handled diverges too, source engine updates historically have always broken lots of formatted data, when i was on eternal silence we were looking at just updating the mod to like... one version up and we determined it would take FOREVER just to do it, so I imagine that when they branched off of source and stopped taking engine updates, even at a high level feature differences were the least of the concerns in terms of everything under the hood that started diverging in small ways that would create a very different (under the hood) version of source
mostly just waxing philosophic here haha
nothing actionable ๐
i guess the biggest thing being... all the sdk tools are incompatible and even SMD format stuff is incompatible as well, meaning the SDK we get with UP is really the only way to do anything with VTMB, all the excellent wallworm tools for blender I don't believe end up exporting things in a way that VTMB can even decipher anymore even though it's the same file format, just super different versions ๐ฆ
I think they branched off because of their agreement with valve, they were not allowed to release before HL2. Valve also was focusing more on HL2 and supporting other studios was not their priority. With accounts of everytime that valve did change something they ended up having to redo a bunch
yeah good shout there, we may probably have to piggy back off of UP to fix stuff/add stuff we need for this to work
I tried messing with the door knobs last night and hit A LOT of roadblocks D:
since doorknobs are technically skinned meshes, with one bone being the base plate, and one bone beign the know that rotates
i tried replacing them and they ended up just going to the origin so i was doing something wrong
then i accidentally replaced the lock instead, maybe they were meant to be one piece?
hum that isn't great 
and now im in a weird state where i can't get the doorknobs back :3
oh them being a one piece would make sense in all fairness
i need to open up the sdk and find an example to double check
oh ๐ yeah we want those doorknobs back 
yeah they are pretty integral to operating the doors...
actually they aren't technically but visually lol
lol yeah, I am more concerned about the unusable doors with the fake doorknobs as part of the texture 
i think their convention is, if the door can't be opened it doesn't even have a doorknob on the texture?
also I got a PR for a branch with "the" mod file on git, so we can technically start work on the shared mod. We can make a layer per map
though i can't confirm if that's concsisten across the whole thing
it does have the texture, just no mesh
have you gotten into layers more and how they interact?
they seem to create new mod files, and we seem to be able to load them all inside the 1 mod to package it
is my current understanding
i had hoped there would be more of a scene hierarchy for each capture but i haven't been able to find one in the tool yet
the most i see is the layer stack
and then whatever i have selected
but no scene hierarchy in general
hum, yeah I don't think there'll be a scene hierarchy, but I can check the docs and try to find out for you
i should also be a responsible and non lazy person and look as well ๐
you are work, I finished work for the week, we are not the same
haha you right you right, but this definitely interests me more than our monetization meetings D:
you have to stay vigilant during those and shoot down any attempts at gatcha, silly DLC and such 
door frame is NOT the regualr door
I need to set up the SDK properly, I keep not using it
oh so those that keep going invisible, well some of them do
:/
door knob office
also a mesh
ah!
doorknob_round_brass
it includes the lock
oh
tricky
that's interesting 
hum wonder if we can lock it (pun not intended), but highly doubt
haha
yeah not sure, got into a weird state with the doorknob last night, going to keep messing with it and see if i can get it working again, or working across the game
there are texture variants but those are easy to handle, same model reference setup, just saw textures
i dont see the regular doors or doorframes in here as meshes so far, so they probably are in fact bsp
so a door is probably a bsp set to func_door or whatever it's called and then there's the knob as a model
opening up hammer to double check
func_door_rotating with attached prop_doorknobs
so all doors are brushes
i'm wondering, if you change something in one layer of one map and it shares an asset in another layer, does that now sequester the change? or does it inherit the change from a different layer?
since they dont have 'load order' or something along those lines i wonder if it just takes any changes unless it has changes itself maybe?
so change a doorknob on level 1, level 2 gets the change, change the doorknob on level 2, now both levels have their own doorknobs?
I can push this to github and find out ๐
it does let me hide layers, I wonder if that can prove a point
but I'd think it would affect other instances, surely? 
Yes, in fact it's the encouraged best practice to have all of your assets replacements in a separate layer from everything else because it makes version control easier.
does anyone else have this
that should be a bone
i'm still curious about how layers interact level to level or scene to scene D:
ohhhhh so we could do
- > sm_asyllum_1
LA - -> la_...
- > la_...```
thanks discord ๐
yeah im guessing its not based on scene or anything like that, more just is the asset different or not
yeah I'll have to find out for you
gonna try on a specific layer change say the TV
and check other TVs in other maps to see if changes
I think breaking down the hubs and then mod files may be a good idea
hopefully folders work in this case
let me figure out the structure and like maybe do that layering where I have 1 layer per folder and each of those layers then have a children layers (1 per maps)
So basically asset replacements are handled, and then the data for placement within a scene is handled separately. All instances of lights/models/etc. are give unique hashes which are what we edit, but for models and textures those also have a shared hash that reads the asset replacement.
ok.... I got all of them, ready to go, with sub folder mods/layers 
1 layer per map per hub
only down side is it slightly lags things 
so perhaps I'll just commit this to a random branch, and we can idk create them as we go 
happy to discuss
oof it slows down the remix program?
also
mat_wireframe 1
everything in blue is a prop/mesh
everything in gray is a brush
yellow is decal
green is a particle/sprite/lightglow
yes
possibly my OC is unstable (more likely option)
ohhh useful
I might need you to send me over some of the comands you do use, so I can document them on the wiki
was just poking around in here and trying stuff
some things work, some things dont do anything but are commands
and some just dont exist in this version of source
I see, I have done the same, but not gone much further than what's useful for going around quickly
yeah seems like that'd be because of the whole branched version of source 
You're good, i'm learning RTX Remix and source modding in general for the first time
oh fun
and I guess same, most of us here have been playing around with RTX Remix
new to source modding myself too ig 
this is also keeping me busy while unemployed ๐
oh fun
well good luck on job hunting
I am sure this fun won't be going anywhere in the next few months
mostly because there's still lots to do and to figure out
Thank you! And for sure. Right now Iโm on your latest branch just seeing how everything links up in RTX Remix. I added a section to the wiki on another branch documenting some of the launch arguments but I havenโt pushed yet cause Iโm still figuring out how I should contribute ๐
ye ill push
I do need to update this, I have some stuff that's important on this branch like disabling the adaptive eyes and such, as well as some textures that were messing up
any knowledge is contribution right
I need to update this, I'll get around to it this weekend, we have found out a lot and did quite a bit
question to Blender users - why does the subdivision modifier mess up my model?
it seems to have kind of folded on itself in a few places
Not a blender user, but am an experienced modeller
These issues can commonly happen if verts aren't welded in some places
Are you sure there isn't an accidental split there?
This was made from an extruded circle, there weren't any splits
I think
This is like a third thing i'm doing in blender
try selecting all your verst and pressing m and then 'merge by distance'
see if maybe some verts got disconnected somehow
another thing it could be is an internal extusion
I do find the results of the Subd to be very interesting though
it seems like mesh smoothing is off when doing it? At least to some degree?
Because it's still retaining the polygonal shapes?
Which is, somewhat mindblowing ngl lol
@sonic steeple I duplicated the wiki into the main repo, if that makes it easier to make changes and raise a PR. I am going to sleep but feel free to raise a PR with any changes you'd like and we can go through them tomorrow, and when we are both happy we can merge them in 
Hecc yess, turns out my non-blender knowledge aint' useless after all
Forked and PR'd ๐
prototyping the sink
went through a few different handles and faucets
trying to find something that translates early 2000's modeling to intention...
also this appears in multiple spots, so i'm wondering, does a dirty porcelain come off right? or does a dirty metal come off better
the OG texture is like 50/50 down the middle to me on whether it's porcelain or metal lol
trying to decide if i want to do a low poly and texture pass to see if it fits
metal would definitely give a grittier look but I wouldn't blame you for using porcelain
the apartment is pretty dingy though so yea it should be filthy
I'm updating blender from like 2.x to the current version to open the bathroom tiles and see what I can figure out
keep up the good work
That's 100 % porcelain
Although impressively enough that thing is more grungy and fucked up than the SIlent HIll sinks
What do these people do to their poor sinks ๐ญ
Too many years neglect? 
Looks great, I accepted it, feel free to merge (I hope I configured it right and you are able to)
ALSO! Sink does look great
But I'm noticing you've changed the silhouette a fair deal, both in the bowl and the height of the outer rim
We can't edit the collisions of the models, so just be aware that if you deviate too much you'll get odd issues in-game where things are colliding with invisible bits
There is also the discussion how much you as a group are willing to deviate from the original art direction. Probably an important discussion for you all to have
Because whilst it does look fantastic, it doesn't look like the original sink, especially the tap
And yeah too much deviation would indeed cause other issues in terms of collision and such
We did agree we'd have to hand author everything opposed to using AI. Using the AI upscaler would only be a matter of getting the gist of what it should look like, but we'll do the actual modeling ourselves
In terms of deviation, slight is probably ok
Yeah just important to decide on an artistic direction for the group!
For my SH2 project for example I'm aiming to stay as true to the original as I can, so I'm not redesigning anything really, which helps me retain the original game feel but also does limit me in certain ways
Because sometimes I'll be like "Oh I could add more detail here" etc, but I've blocked myself with the art direction I've decided to go for
Just as a heads up for ya'll so that you stay within the same line of thinking when remaking assets ๐
Yeah current milk is doing the haven as an example of what we can do for the whole game, so we can share that to hopefully recruit more people into this
I'd be really excited to lend a hand but I'm already doing NFSU2 and SH2 haha, might hop in from time to time if there's a specifically fun asset that needs doing though ๐
After that we can realign, on the source controlled mod. I think our main idea is to mostly maintain it the same but to make it look how we think the Devs wanted it to look. As we now have the technology to make it darker and such
I mean silent hill 2 is great, when I get good at doing textures I'll contribute a bit myself
As of now as well, I have been setting up the repo and experimenting with the layers and I think we are nearly ready to kick off the actual remix project. Even tho there are still numerous engine issues. We have some hope that HL2 will bear fixes for most source engine games but perhaps we will be left in the shadows by having a much older version of it
Yeah honestly this project seems to be in a very healthy state, SH2 still is barely playable
Outside of the BSP and some unstable meshes, this game at least appears to be playable for the most part! Which is very encouraging for the future of the project!
And let's be real, getting to call VTMB "Playable" is a luxury even outside of the remix circles XD
Oh I see, I did peek at other threads on here and yeah not all games are as playable as this one, which is a great thing. But I suppose each project will face various challenges, we have all the source limitations, and we are lucky to have a few other games we can learn from. HL2 should also come up with solutions to shared problems we have
There's also a huge advantage in how moddable source itself is!
If we desperately need to change something in the levels for example, that's very doable!
well... we are on the other end of the stick, we do have the Unofficial Patch we can piggy back off, but Troika Games implemented a few things into the engine and we aren't on the latest version like HL2 is. That said tho we can definitely make some things work by piggybacking off what we have yes
Aaye! But you mentioned there's a community supported level editor too right?
Most game don't have that luxury! So that's awesome
we have an SDK, I haven't played too much with it myself ๐ but I should probably go take a look
yeah, Vampire fans are eating good (in a few months
)
Damn right!
Catching up with the discussion! Very productive!
As far as deviation goes, I think that's pretty tricky, you're right to bring it up! And it is something we are continually experimenting with and discussing. Growing up making levels for HL1 and 2 and vtmb... There's this shirt hand we'd use when either there wasn't a prop for something or the prop would be too high poly etc. I got so used to building with that short hand growing up that I can see tell tale signs of it all over vtmb and I'm like, oh yeah they wished they could have done something more detailed here or... This has to be bsp so they used that sort of approximated look.
So when I see that I have been sort of using that as a queue to try and re interpret a bit and add detail that wasn't there or that was implied through that source engine level editing shorthand.
As far as collision goes, I'm trying to be really careful to keep it within the volume of what it was previously so there is no super obvious player clipping. Also close enough that bullet collision makes sense. Vtmb ballistics and decals are really only precise when it comes to brushes so I think a small amount of flex is ok, but testing each thing should reveal if it went too far.
As far as big stumbling blocks, replacing skinned meshes like players and the refrigerator and handheld weapons is going to be complicated, I've yet to successfully export and get a skinned mesh to work correctly or even be in the right location or parent to a current skinned mesh. Going to do more tests on those.
Sorry for wall of text just wanted to react to the awesome convos you guys had while I was sleeping in my Arizona time zone heheh
WALL AWAY FRIEND
:3
All good, I just wanted you to verify that your intention was to put out the redone Haven for now as the quality standard, take our learnings from there (we may need you to teach us some of the tricks). We can then work on "the mod" that's on the repo, you can bring all your changes over and we can roll with everything you already got for now/update them later (or keep them, honestly think they are fine)
the repo needs a few branches merged, I'll get that done today. Update the wiki too, I made it easier for people to colaborate
Doing wonderful work here you two โค๏ธ
Thanks!
Big respect
I am just trying to find stuff that works for now, and open to feedback since I want people to be able to come and go and contribute however they can
also feel free to take anything you want from the repo. I may have overengineered some python scripts to validate the rtx.conf. Merge any duplicate texture hashes per line, as well as comment on the PR what changed so it's an easier time for us to be able to tell
@left grove Yes that's still the intention! I'm just going through and getting the modeling done first since I'm better/faster at it. Going softer on the materials, I have a plan for how I want to approach them, and every once in a while I'll do one just because I'm compelled or the blood of Caine bids it (bathroom tiles or carpet for instance) I actually setup my folder structure for my source files to already be sorted with my folders I always use for constructing stuff and baking things, as well as reference pics. I have isolated all the props to complete the haven/apartment hallways and other rooms as well. So it should be picking up steam so to speak.
cool thing of note, some props have more than one variant, that appear elsewhere in the game, meaning they'll get different hashes!
so the 'fancy' version of this sink just being one that's recolored... it can be a whole new model with different handle styles etc
meaning we can add better variation to the game as intended rather than a color swapped propr
again being careful not to stray too far XD
yes! I noticed this with some carpets 
those radiator heaters show up in a lot of places too haha
also i was auditing their furniture, and some of it gets used in mercurio apartments and oceanside etc
it's cool that they were able to get away with it and make it convincing
like as a first time player i didnt even notice
hell as a 5th time player
yeah, I feel like a lot of it is reused, and in very convincing ways, I think Troika games did well with most Source Engine limitations 
and oh for your workflow and stuff, I guess workflow is personal but you could have some recomendations for people starting out? that'd be quite useful I feel.
Do we also want to keep all the original assets on the repo?
As far as workflow goes... I definitely have a structure and approach for my source files.
One of the things that I've noticed people do starting out is they just put everything in one folder and don't name anything, they'll leave all files generated as the default.
That's the best way to get super confused
this is how i usually set up a prop
meshes has a subfolder for hi poly and low poly
and textures has subfolders for bakes, and final outputs
blender and zbrush files go on the top
makes finding stuff later super ez
yhup, similar thing with people starting development too
it's too easy to name things inappropriately and lose them later on.
I am down for structure, if we can make things easy to find and access it's the best approach
yeah that sounds great in all fairness, I am down to follow that structure
the structure i have is definitely different than vtmb's structure
so that's something to be aware of
I see, that shouldn't be a huge problem, but if we do want to track what is done, having some form of 1:1 comparison would be helpful 
ah I see
since things show up in more than one location
though they throw SO MANY things under these folders
yeah that's a point 
it actually becomes hard as shit to find things haha
that's a lot of furniture 
yeah most definitely, so the question is, should we split it into hub/type/prop (as the dir)
also sometimes they give a prop its own folder, and sometimes they put multiple super different props under one folder
the only issue is the repeated assets, would be harder to sort by map/hub map
yeah, i had been naming the files themselves like... SantaMonica_Safehouse_TV
but
that doesn't make sense
at all
lol
lmao
it made sense for my little proof of concept, but not for the long run
yeah yeah understandable, I am trying to come up with a naming for now
so now ive been setting them up to have the same name as the actual prop it's replacing
like...
bed2
and it's already a challenge
because if we work on things from say end of the game towards earlier maps, we will name things as if they are originally from the late maps, while those may also show up on early maps
making it a mess 
I mean safehouse is sm_pawnshop_1 ๐ฅน
haha yeppppp
i think it would make the most sense to mirror their file structure not what i was doing off the cuff when i started
yeah possibly 
I am up for either, I do think it'll get big and scary as we go
and we shouldn't be scared of the assets folder 
he's part of an ending 
massive spoiler ||Smiling jack is bad and ends up with him and that fellow watching the city from afar||
it's one of the alternative endings
Smiling Jack and Grimacing John
haha no i mean i never realized he was just a modified version of the dude you find on the gimbal mission
and that he has cargo pants
also 'bad' is a relative term ;3
the dude you are looking for who is already dead in gimbal's place
same mesh, just they added the headress and stuff to him and turned him gray
never realised that, that's crazy 
haha yeah that's the part that messed me up ๐
understandably so
i love how they leave a lot of stuff unsolved about all the ancient lore


