#Vampire: The Masquerade - Bloodlines (DX9)

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amber atlas
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cant wait to remodel that urinal

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lol

left grove
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lmao

neon portal
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how would one even go about that to be above board?#

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contact their record label?

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DM Cristina Scabbia?

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:v

amber atlas
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yeah not sure

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if its under the context of remaster/mod maybe it's ok?

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:/

neon portal
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I presume it'd be different if it weren't in the original game and we just stuck it in there

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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.

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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 ๐Ÿ’€

amber atlas
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i do have a plan to add normal/roughness etc to the posters that make them look like paper or folded shiny posters etc!

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so that at least can make it look nicer and we just leave the albedo the classic

bleak barn
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We can keep posters vanilla, so they look like old and low quality posters Anya

amber atlas
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first pass at new desk (left)

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drawer works since it's a separate object

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will probably do some more hand painting to get the paint chipping to be more like the original

amber atlas
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here's an image sli of progress so far

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open it up and you can scrub left or right

wet atlas
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Great work safe milkman

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The volumetric lighting outside makes it look almost foggy, kinda like looking out the windows in Silent Hill 4

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Theoritcally, is it possible to add a deformation shader to the fiberous carpet via Remix?

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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

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It'd be an overkill detail, but the thought of having something like that is kinda amusing

neat spindle
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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.

neat spindle
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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

wet atlas
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That's a lot of red

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Looking good so far though

wet atlas
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at least it was duller in vanilla

left grove
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looking good so far, also hype another Ultrawide user doge

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also you guys just use window mode? I been using borderlessGaming to make the window borderless

amber atlas
amber atlas
amber atlas
# neat spindle WIP

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?

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also I had a really weird thought, but I think it might work, i need to test it

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but

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once they fix selecting transparency/decals in remix

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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

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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

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for instance

left grove
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oh yes! The wall plugs too, would look great if those were meshes

amber atlas
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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)

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yeah!

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i was looking at the sockets and stuff right now

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like... wait could this get even more detailed?!?! i think it could!

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i've modeled wall sockets before so i could dig those up ๐Ÿ˜„

left grove
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yeah that'd be great

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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

amber atlas
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i think doors are almost all brush based, the 'hardware' on the door is the mesh (non bsp) part

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so that might be a bit more complicated

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i'll look into that as well!

left grove
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that's stuff for the project board, I'll get that going on Github Projects

oak forge
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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?

amber atlas
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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 ๐Ÿ˜ฆ

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With Vampire, they did a LOT more props as meshes then other contemporary games, so I'm kind of leaning in on that

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So part of what I've been doing is trying to find things that are brushes vs meshes and remaster accordingly

oak forge
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Darn, I was hoping r_novis would help a little bit. ๐Ÿ˜ตโ€๐Ÿ’ซ 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. ๐Ÿซก

stray whale
left grove
amber atlas
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But best I can tell the og texture was supposed to be patching missing matted carpet

amber atlas
oak forge
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So I can just render a duplicate scene of details on top of that.

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But we'll see ๐Ÿ™ƒ

amber atlas
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oh i wonder if that's secretly still in vtm since source > goldsrc > quake1 engine...

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checking now...

oak forge
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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.

amber atlas
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it works!

oak forge
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I've been using ghidra to sift through the game EXE and DLLs for commands to use.

amber atlas
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thanks @oak forge that's super helpful!

oak forge
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I think I own Bloodlines somewhere so I'll check it out with Ghidra and see if I can put together some neat commands.

amber atlas
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you're a king

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much appreciated :3

oak forge
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That's xoxor, I'm just a nerd with Ghidra. ๐Ÿคฃ Glad I could help!

amber atlas
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also first thing i do in any source game, go to console and type
bind n noclip

oak forge
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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.

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But I'll keep that in mind messing with this game.

amber atlas
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oh nice, man i haven't played anachronox in AGES, what a great candidate for remaster

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you have a thread for your work?

oak forge
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I do, Anachronox-RT

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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.

amber atlas
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awesome I'll go check it out!

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look at all the things that are meshes omg yes

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those crenulations! we can actually get fancy with them

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im going to FEAST haha

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so excited

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some stuff is going to be tricky because it CONNECTS to a brush

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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

oak forge
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Are you able to access the original map files through modding tools? Or are the BSPs still entirely as-is?

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I'm thinking the ability to add a few more through Hammer would go a long way to restoring map geometry.

amber atlas
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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

oak forge
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๐Ÿ˜ฌ 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.

amber atlas
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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 ๐Ÿ˜„

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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?!

oak forge
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Hehehehehehe. Found a good one, might be better than r_drawworld.

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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
amber atlas
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ooh let me try

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oh weird

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that only hides one or two things in the map

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so something must be categorizing brushes as 'brush models' in the editor

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not sure what that entails

oak forge
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I wonder if a brush model is supposed to be brushes used for extraneous details as opposed to walkable map geo?

amber atlas
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odd, because in vtm all the models stay turned on and only one or two brushes disappear

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draw world, almost everything but the actual meshes/models disappear

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so it's possible they abandoned that workflow or didn't use it right?

oak forge
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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.

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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.

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All the goodies I found so far are in bin/engine.dll btw.

amber atlas
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Makes sense...

oak forge
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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.

neat spindle
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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.

left grove
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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 doge

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until git can't cope with long paths

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just need to add some stuff to the .gitignore

left grove
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Ok I may have overengineered something

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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
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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

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did I overengineer it? yes
did I have fun? yes

left grove
neat spindle
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I'll check it out when I get home

left grove
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thanks!

amber atlas
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still some tweaks to do, but a good first pass

neon portal
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jesus christ what does kindred do to that machine

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great replacement as usual tho

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are the key indents on the model or on the normal map?

neat spindle
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That's definitely normal map, you can see that it's flat on the original

amber atlas
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hehe

neon portal
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i'm still doing the donut tutorial

amber atlas
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i modeled the keys

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damn look at those donuts

neat spindle
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Oh damn, nice

amber atlas
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i had it flat before and it just looked like not enough change from the og

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and i figure, its a hero asset in a small room

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go big

neat spindle
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Oh hey, any chance you could drop me those emissives you made for Confession?

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(and also teach me the process you used for recreating the game's emissives?)

amber atlas
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all you do is open the albedo, and copy/paste the alpha channel over the rgb channels

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then set it to multiply

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it will mask out everything but the part that's supposed to glow

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these were the only ones i did so far

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that are specific to confession

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looks like doors are models, but door frames are brushes D:

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lol

neat spindle
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Ah, so that's why they were invisible!

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That's been bugging me for so long

amber atlas
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yeah!

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if we ever figure out occlusion fixes then doorframes should follow

neat spindle
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Real quick ELI5, lol. I've copied the alpha channel and pasted it with the RGB channels selected. How do I multiply it?

amber atlas
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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

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if you're in photoshop

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you paste it into a layer above

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and set the layer to multiply

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also sorry what's ELI5?

neat spindle
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Explain Like I'm Five

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Basically "explain a technical concept without assuming prior knowledge"

amber atlas
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HAHA

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you had to explain ELI5 like i'm 5

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very ironic

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turns out it was ME who was 5 all along

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what it looks like before

neat spindle
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Okay, so I have GIMP which should be... close

amber atlas
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basically the emissive should hide everything that isn't glowing behind black

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yeah GIMP should be able to do that too

neat spindle
amber atlas
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mode, im guessing

neat spindle
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Hmm. It was displaying it like the end result before I pasted.

amber atlas
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yeah it basically previews what the alpha looks like while you have that selected

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so you can see

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and edit it

broken scaffold
somber sundial
amber atlas
somber sundial
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But this isn't silent hill so not likely

left grove
amber atlas
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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

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Give it a wipe down and realize it barely cleaned it at all - kinda thing you know? Lol

neat spindle
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@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.

oak forge
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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.

neat spindle
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Got some emissives set up and relit the booths with shaped lighting

left grove
neat spindle
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Sounds good!

left grove
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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 emil_shrug I can work on that today

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mostly so you can just paste your texture lines into the rtx.conf and then the github action magically merges them all for us

neat spindle
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As in duplicates within your file or duplicates between the main branch and your local config?

left grove
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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```
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so it would merge duplicates on the file

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and scream if something is wrong. it would essentially clean up the file

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mostly to make it painless for contributers

left grove
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I got some more ideas, I'll keep adding, if it's useless I am happy to can it later doge

neon portal
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@amber atlas is there anything in the SM haven you haven't redone yet?

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Because I feel that redoing the kitchen meshes - like cabinet doors - would be a good start for a novice ๐Ÿ™‚

amber atlas
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the kitche doors are brushes ๐Ÿ˜ฆ

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so that would be texture only

neon portal
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how can you tell a difference?

amber atlas
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also my plan is to go through the entire haven level, so anything outside of that is fair game

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r_drawworld 0

neon portal
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along with the neighbouring flats and corridor? ๐Ÿ™‚

amber atlas
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should turn off all brushes

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yes

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im doing that whole 'map'

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im holding off on touching anything else for the sake of focus on something encapsulated

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so anything else i haven't really officially planned/touched

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proof of concept for me will be to 100% that small map

neon portal
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sure

amber atlas
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ive scrubbed and planned the hallways and other apartments too and i have a pretty good plan i think

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heavy focus on prop replacement first, then texture pass 2nd

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lighting balance as i go

neon portal
amber atlas
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console command

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r_drawworld 0
r_drawworld 1

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anything that disappears is a brush and anything that stays is a model

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in theory

left grove
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oh console commands can go on the autoexec.cfg

neon portal
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so you can't edit brushes or replace them with meshes, right?

neat spindle
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We'd have to manually place model instances where the brushes used to be, but yeah, Remix doesn't detect them.

neon portal
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is that why I can't select some things, like the outlet or rugs?

left grove
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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?

amber atlas
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Seems like we could use it to our advantage, but I thought I remember you mentioning that they aren't fully featured yet

left grove
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I think we all should and need to doge

neat spindle
left grove
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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

neat spindle
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If you want to change that setting for whatever reason they're still accessible in the texture interface.

neat spindle
amber atlas
left grove
amber atlas
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there is also supposed to be a patch coming that lets you select 'transparent' objects like decals but im not sure when it drops

neat spindle
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We could always add dummy model instances using the SDK if we decide we want to add things, though.

amber atlas
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sorry let me clarify, i think they are considered brushes, meaning their instances will also shift based on what vis leaf they are in

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im not 100% but that's what i'm concerned it might mean

neat spindle
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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.

amber atlas
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ok that's potentially really good news then...

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so my plan to add references to them that were actual models SHOULD potentally be global im hoping

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i'll have to try it

left grove
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worth the test yeah

amber atlas
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yeah if it pays off then i'll be pretty thrilled

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there are a lot of decals we can just magically turn into more detail in the world in general

neat spindle
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Yeah, working on decals has been one of my main priorities when I'm not busy with more technical stuff.

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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.

left grove
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nice

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I am just overengineering the repo ๐Ÿ˜‚

neat spindle
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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.

left grove
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and investigating collaboration

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oh shit ๐Ÿ‘€

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that's briliant

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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

neat spindle
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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.

left grove
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Worth a shot, but would definitely work for Andrei

left grove
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I can find it

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#1095817237631348736 message This one

neat spindle
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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?

left grove
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point being I tried mirrors doge

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no texture to anything there, just roughness set to 0

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I tried a glass table too, but that didn't go super well

amber atlas
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2 things that i think will give us the most trouble

  1. glass
  2. spawned in lights, like from feeding or shooting guns
amber atlas
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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

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this has ruined my enjoyment of my job lol

left grove
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guns/shooting does it, as well as some abilities

neat spindle
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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?

left grove
amber atlas
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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

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capture while shooting the gun though...

left grove
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surely there's a pause console command

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surely...

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anyone has an old keyboard around with the pause button? doge

amber atlas
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i was looking for something like timescale -

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but i didnt find anything

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pauses when you do certain things like open inventory

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maybe thats a way?

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so hacky ๐Ÿ˜„

left grove
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console open -> capture?

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maybe

neat spindle
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You can enable light anti-culling

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Should give you enough time to capture it.

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Can see if the spawned light always uses the same hash. I doubt it, but it's worth at least checking.

amber atlas
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Yeah good point it might just be a new instance every time

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In the end it might be that we need to build a sort of "compatibility patch" mod or something...

left grove
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feeding is like

amber atlas
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Yeaahhhhh

left grove
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I can try to change this light

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and see if that applies next feed

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yeah doesn't work like that

neat spindle
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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.

left grove
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yeah probably tHONK

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damn, what we could have

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oh damn and it stays there too ๐Ÿ˜‚

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until you next feed

amber atlas
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romantic sims3 shot

neat spindle
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Whicked Whims type vibe, lol

neon portal
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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?

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That's why ๐Ÿ’€

left grove
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oh what's wrong with it?

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ok good news we can use the gitrepo just fine, I just needed to get the gitignores just fine

neon portal
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The crooked one

left grove
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oh no

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you are right ๐Ÿ˜ญ

neon portal
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Heck

left grove
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I don't see images in my head ๐Ÿ˜‚

neon portal
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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

left grove
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haha

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understandable

neon portal
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if only someone experienced and specialised in this field warned me about this exact thing

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oh wait, they did

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anyone redoing the prosthetics lab?

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the murder den thing

left grove
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Don't think anyone is

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as far as I have seen

left grove
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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 OK #1204491696067444777 message

left grove
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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 ๐Ÿ˜‚

#
  Added: 0x39592E302C417B1C
Changes in rtx.uiTextures:
  Removed: 0x39592E302C417B1C```
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some test output ๐Ÿ‘€

neat spindle
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#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.

left grove
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ayooo sick!

neat spindle
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Doesn't fix the spawned lights being way too bright, but that's something we might be able to change via different methods.

left grove
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yeah tHONK

left grove
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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
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@neat spindle if you could at some point:

  • create a branch - call it something like decals contribution test
  • copy your rtx.decalTextures and paste into the rtx.conf file on the repo (without replacing the other rtx.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 OK
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That's my ted talk for today doge

neon portal
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impressive

left grove
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overly engineered lets be honest doge

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but this is what we should see

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even tho the first line is redundant now emil_shrug

neon portal
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look what just dropped

left grove
neon portal
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they fixed the scene being captured upside down yay

left grove
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yay

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even tho that usually is fine with turning on rtx.zUp = True

neon portal
#

in the console?

#

also how do you know that

left grove
#

on your rtx.conf file

#

because I use that, and the captures are right way up now ๐Ÿ™ˆ

#

Milk mentioned it once

#

let me open the game, I can show you the option on the runtime menu

neon portal
#

I'm impressed with your skills and your patience with my novice ass

#

thanks

left grove
#

no no, don't worry, it'll be me learning textures next doge

#

the coding was the easy part shrek

neon portal
#

I can do basic models and textures now, so I should hopefully be able to contribute

left grove
#

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

neon portal
#

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?

left grove
#

already cleared? hum I could make one for you quick

#

what am I am saying ofc I do

#

let me find it

neon portal
#

thanks

left grove
#

I played this a while ago

#

I'll walk there

#

so you don't have to

neon portal
#

that's great, thanks so much

left grove
#

having some trouble bringing the save accross

#

but I'll keep trying

#

taking a little longer than expected ๐Ÿ™ƒ

#

oh, it's locked

#

when you finish the quest it gets locked ๐Ÿ˜”

#

but map sm_basement_1 + noclip should help you get captures if you want them

neon portal
#

great, thanks

amber atlas
#

whew busy day of meetings at the job

#

let me catch up

left grove
#

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

amber atlas
#

i was going to hold off since it looks very... beta-y

neon portal
#

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

neat spindle
left grove
neon portal
#

going back to 0.4 solved my issue

left grove
#

Wonder if any of the settings need updating ๐Ÿฅฒ

neat spindle
#

Dumb. Might hold off on updating, sounds like there are quite a few issues, judging from #general-remix

left grove
#

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

left grove
neat spindle
#

Yeah, I did. Been a busy day at work so I haven't looked at my phone as much, sorry.

left grove
#

Don't mean to dish out work or anything, just would be nice to test if I did improve the workflow going forward

left grove
neat spindle
#

Nah, dish it to me, haha. I'll get to it when I get home.

left grove
#

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 dogekek

sonic steeple
#

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. Iโ€™m familiar with git and Iโ€™m starting to learn how to use RTX remix. Iโ€™ve captured all the Santa Monica scenes, is it ok to share this on the repo on a new branch?

neat spindle
#

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.

neon portal
#

That was supposed to be an easy one :v

#

feels not even halfway done

turbid thunder
#

How do I see the pinned messages?

#

I want to download the configuration file

#

Nvm, found it

stray whale
#

im going to keep on saying this

#

the assets should be left be until all graphical glitches and lighting is worked out

neat spindle
#

You are welcome to keep saying it

amber atlas
#

yeah you must be real put off but what i've been up to then

amber atlas
# neon portal That was supposed to be an easy one :v

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

stray whale
#

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

stray whale
neat spindle
#

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

somber sundial
#

All my homies hate eye adaptation

neat spindle
#

I was wondering why everything looked like shit by default, lol.

#

Time to redo all the lighting in Confession

left grove
#

Ah @neat spindle just saw it broke on your PR, I'll investigate ๐Ÿค”

neat spindle
#

Sorry about all the flailing, still getting used to using git

left grove
#

Oh no worries, I am just sad it gave no output ๐Ÿ˜‚

#

And all good, I had like 9 commits for my other PR ๐Ÿ˜‚ I can teach you how to use it no problem

neat spindle
#

For some reason it keeps opening your test branch instead of mine so I accidentally copied my decal settings into yours

left grove
#

Oh, are you using the git desktop app?

neat spindle
#

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

left grove
#

Oh yeah, you can do that, it's flexible in that regard

neat spindle
#

But I've also set up a test directory and cloned my branch locally using git like a real adult

left grove
#

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

neat spindle
#

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?

left grove
#

probably the first, the fact it just deleted it without merging the contents is concerning ๐Ÿ˜ฌ

#

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

neat spindle
#

No worries, I'm in no rush. About to sleep anyways.

left grove
#

sounds great OK enjoy your sleep

amber atlas
#

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

oak forge
#

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.

amber atlas
#

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

oak forge
#

Now that's weird ๐Ÿ˜ถ

amber atlas
#

yeah sucks because its literally the thing i went to replace haha

oak forge
#

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.

amber atlas
#

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!?

oak forge
#

I just reread what you said and... yeah what? So it's in the USD but not present in the toolkit?

#

That's... weird

amber atlas
#

yeah haha im a bit confused :3

#

restarted a few times

#

randomly, they have re-appeared

#

but not the first restart

#

haha

#

hoo boy

left grove
#

oh

neat spindle
left grove
#

I have had it where sometimes select walls will be invisible, and reloading or opening the game again will fix it

amber atlas
#

yeah im starting to see that over here i guess D:

left grove
#

Almost as if where you load in exactly affects RTX Remix a bit

amber atlas
#

hhahaha

left grove
#

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 YokoThink

left grove
#

more like invisible floor? idk how to describe it anymore

neat spindle
#

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.

left grove
#

I see, that makes sense, as to why it happens, no clue

#

thanks

left grove
#

did I miss something? I had a ping but it's gone

amber atlas
#

didnt see anything on my end

left grove
#

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

neon portal
#

I had to go back to 0.4 because of capture issues

left grove
#

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 tHONK

left grove
#

look who I saw today doge

neat spindle
#

Send feet. For @amber atlas

left grove
#

The lighting there is a bit tooo much doge

#

yhup, one for milk alright ๐Ÿ˜

neat spindle
#

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.

left grove
#

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

amber atlas
#

AHHH!!!

amber atlas
#

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

neat spindle
#

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.

left grove
neat spindle
# left grove oh nice, I'd be down if you'd like to share your learnings, especially because I...

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.

left grove
#

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 tHONK

amber atlas
#

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

left grove
#

also, imagine redoing all textures in here doge

neat spindle
amber atlas
neat spindle
#

Ah, yeah. When I made my emissive from scratch I was working from the base texture and then tinted it, no solid colours.

amber atlas
#

Sweet, I'm not sure I'm 100% loving the way remix does emissive mixing, but that's the way around it haha

amber atlas
neat spindle
neon portal
amber atlas
neat spindle
#

#1095817237631348736 message
@neon portal is there anything specific you'd like clarified? I can make a quick doc with pictures later if necessary.

left grove
#

I'd like that too

#

๐Ÿ‘€

#

all my captures come out funky, I have no idea why

#

even 0.4.0 doesn't fix it

neon portal
#

is there any specific mode that's best to be used while changing background colour?

#

in blending options

left grove
#

works fine now YokoStress

#

I changed nothing, just restarted the game

neat spindle
#

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.

neon portal
#

it looks like it worked

neat spindle
#

Yeah, it's pretty simple. I exported as PNG, but I don't think it really matters.

left grove
#

show the end result Pog

neon portal
#

how it looks in remix

left grove
#

looking good

neon portal
#

how it looks in game :v

left grove
#

oh ๐Ÿ˜‚

#

might need to change that specific light ๐Ÿฅน

neon portal
#

like looking directly into the sun

#

retinas ruined

left grove
#

flashbang

neon portal
#

instensity is set to 0.8

#

no idea what i'm doing wrong lol

left grove
#

that's strange

#

you ever just take up 6GB of RAM? doge

neon portal
#

I tried disabling random settings in remix and it's still happening

#

@amber atlas @neat spindle

left grove
#

play with this but it won't fix your problem sweats

#

oh yeah forgot to mention but eye adaptation alone, is like 15fps for me for having it on/off

#

also memory leak? wtf doge

#

ok it was git, not remix OK

#

I think I sorted out all the ignorable files and symlinks

neon portal
#

that lamp in Gimble's Prosthetics is an accidental masterpiece

left grove
#

oh damn, nice

somber sundial
neon portal
somber sundial
#

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?

neon portal
#

it doesn't seem to be doing much, sadly

somber sundial
#

Have you tested in game?

#

Could be that the toolkit isn't rendering them correctly

neon portal
#

no visible changes

somber sundial
#

Aaah that's a shame

#

Mark halp

neat spindle
#

Does toggling "Enable Opacity" change anything?

neon portal
#

nope

#

I'm having some reverse midas touch today :v

spice hemlock
somber sundial
#

Sweet

#

Curious why this isn't working though

spice hemlock
somber sundial
#

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 ^^

spice hemlock
#

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

somber sundial
#

Yeah I was writing a guide on general asset guidelines a while back, maybe it's time to get back to it

spice hemlock
#

If you do, consider writing it as a .md file and submitting it to the github ๐Ÿ˜›

somber sundial
#

Mark, my man

#

What on earth is an MD file

spice hemlock
#

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

somber sundial
#

Aaaah right, gotcha

spice hemlock
somber sundial
#

I've just been writing it in a google doc ๐Ÿ™‚ Webstuff spooks me lol

neon portal
#

I definitely have no idea how to apply this in my situation :0

spice hemlock
#

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

somber sundial
neon portal
#

I just hoped I'll slap an extra black and white texture and call it a day

somber sundial
#

I don't know why it's not working :/

spice hemlock
#

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

neon portal
#

changed it now

#

still nothing

somber sundial
#

Ah nuts :/

#

Haha I'm sorry I've sent you down a wild goose chase!

neon portal
#

is it because i'm using vanilla model and texture?

somber sundial
#

As long as the texture is in the right place in the mod structure that should be absolutely fine

spice hemlock
#

did you actually turn on the SSS feature in the runtime options?

#

you might also just need to make the light brighter

neon portal
#

now the game crashes 2 seconds from loading a save file

somber sundial
#

Ooooh that's not a good sign

neon portal
#

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

somber sundial
#

Oh ๐Ÿ˜ฎ

#

Sounds like it might be time for a github report?

spice hemlock
#

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

neat spindle
#

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.

somber sundial
#

It's a common issue with source engine BSP

#

Gmod and other source games are seeing the same thing

spice hemlock
#

huh, first I've heard of it. maybe something with draw order, if they're drawing after something marked as UI?

somber sundial
#

Was spending some time a while back in one of the voice channels showing a Gmod guy the ropes

#

Experienced the same issues there

neon portal
#

still looks like this

somber sundial
#

BSP was generally extremely instable, would dissapear and reappear seemingly randomly and it produced unstable hashes

spice hemlock
neat spindle
#

Sounds like Traggey has a better handle on it than I do, I just noticed when it does and doesn't happen.

spice hemlock
#

that lamp actually looks like it's getting some SSS, but very dim.

somber sundial
#

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

spice hemlock
#

do yall know if there's a github issue for the "teleport inside room gives bad behavior" ut?

somber sundial
#

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

spice hemlock
#

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

somber sundial
#

Not sure if VTMB has the EXACT same issue, but it sure does sound like it

somber sundial
neon portal
#

set intensity to 250

spice hemlock
#

sure looks like you've got a bit of SSS to me

neat spindle
spice hemlock
#

you may need to tweak the transmittance color or something to let more light through

somber sundial
#

Makes perfect sense that they'd be unstable

neat spindle
left grove
#

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 OK I can talk you through it at some point

neon portal
#

I can't seem to find that option

left grove
#

I'll find it 1 sec

somber sundial
neat spindle
#

Think it's Game Setup -> Parameter Tuning -> Lighting?

somber sundial
#

Transmittance colour is the one at the top

#

That's currently set to orange

#

OH you mean eye adaptation

left grove
somber sundial
#

Ignore me X)

neon portal
#

found it, it's off

#

the lamp is brighter than the sun, still no visible sss

neat spindle
somber sundial
#

Yeaah I think that "SSS" looking thing is just bloom

#

Doesn't look to me like anything is actually happening

neon portal
#

it looks more like it should in the toolkit, just not in game

somber sundial
#

Oooooh curious

left grove
somber sundial
#

Could be the DLSS or something messing with it

neat spindle
left grove
#

all good, we can squash it, so that only 1 commit shows up on main when the PR is merged ๐Ÿ‘Œ

neat spindle
somber sundial
neat spindle
#

That makes sense.

neon portal
#

aaaand we're back to crashing

neat spindle
#

Shouldn't explain slavoid's problem then.

left grove
#

damn, so close

neon portal
#

walls are gone :v even with enhancements off

#

I give up for today

somber sundial
neon portal
#

ah, so that's because I teleported into that location

somber sundial
#

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

neat spindle
somber sundial
neat spindle
#

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.

somber sundial
#

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

neat spindle
#

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.

somber sundial
#

I didn't no, was just something I noticed when looking at someone else working on Gmod

neat spindle
amber atlas
#

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

amber atlas
neat spindle
#

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?

amber atlas
left grove
#

I suppose these are where it diverges from the other source games tHONK
source

amber atlas
#

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 ๐Ÿ˜„

#

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 ๐Ÿ˜ฆ

left grove
left grove
amber atlas
#

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?

left grove
#

hum that isn't great tHONK

amber atlas
#

and now im in a weird state where i can't get the doorknobs back :3

left grove
#

oh them being a one piece would make sense in all fairness

amber atlas
#

i need to open up the sdk and find an example to double check

left grove
#

oh ๐Ÿ˜‚ yeah we want those doorknobs back doge

amber atlas
#

yeah they are pretty integral to operating the doors...

#

actually they aren't technically but visually lol

left grove
#

lol yeah, I am more concerned about the unusable doors with the fake doorknobs as part of the texture tHONK

amber atlas
#

i think their convention is, if the door can't be opened it doesn't even have a doorknob on the texture?

left grove
#

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

amber atlas
#

though i can't confirm if that's concsisten across the whole thing

left grove
amber atlas
left grove
#

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

amber atlas
#

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

left grove
#

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

amber atlas
#

i should also be a responsible and non lazy person and look as well ๐Ÿ˜„

left grove
#

you are work, I finished work for the week, we are not the same

amber atlas
#

haha you right you right, but this definitely interests me more than our monetization meetings D:

left grove
#

(it's that meme)

#

just saying I got the free time

left grove
amber atlas
#

haha true

left grove
#

oh I see

#

nice

amber atlas
#

door frame is NOT the regualr door

left grove
#

I need to set up the SDK properly, I keep not using it

amber atlas
#

its this bad boy

left grove
#

oh so those that keep going invisible, well some of them do

amber atlas
#

:/

#

door knob office

#

also a mesh

#

ah!

#

doorknob_round_brass

#

it includes the lock

left grove
#

oh

amber atlas
#

tricky

left grove
#

that's interesting doge

amber atlas
#

remix splits it up in it's captures sometimes

#

could get tricky

#

trickier i mean

left grove
#

hum wonder if we can lock it (pun not intended), but highly doubt

amber atlas
#

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

left grove
#

could be the unstable BSPs issue

#

but no clue

amber atlas
#

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

left grove
#

oh good old brushes

#

I see

left grove
#

so I added a layer per map...

#

only for Santa Monica, but it's already quite lengthy

amber atlas
#

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?

left grove
#

it does let me hide layers, I wonder if that can prove a point

#

but I'd think it would affect other instances, surely? tHONK

neat spindle
left grove
#

does anyone else have this

amber atlas
amber atlas
left grove
#

ohhhhh so we could do

               - > sm_asyllum_1
LA -           -> la_...
               - > la_...```
#

thanks discord ๐Ÿ˜”

amber atlas
left grove
#

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)

neat spindle
#

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.

left grove
#

ok.... I got all of them, ready to go, with sub folder mods/layers doge

#

1 layer per map per hub

#

only down side is it slightly lags things doge

#

so perhaps I'll just commit this to a random branch, and we can idk create them as we go emil_shrug

#

happy to discuss

amber atlas
#

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

left grove
left grove
#

I might need you to send me over some of the comands you do use, so I can document them on the wiki

amber atlas
#

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

left grove
#

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 doge

sonic steeple
#

My wireframes aren't wireframing?

#

ah Remix needs to be off for that

amber atlas
#

yeah remix doesn't know what to do with that D:

#

sorry in longgg ass meetings today

sonic steeple
#

You're good, i'm learning RTX Remix and source modding in general for the first time

left grove
#

oh fun

#

and I guess same, most of us here have been playing around with RTX Remix

#

new to source modding myself too ig doge

sonic steeple
#

this is also keeping me busy while unemployed ๐Ÿ˜†

left grove
#

oh fun doge well good luck on job hunting

#

I am sure this fun won't be going anywhere in the next few months doge mostly because there's still lots to do and to figure out

sonic steeple
#

Thank you! And for sure. Right now Iโ€™m 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 havenโ€™t pushed yet cause Iโ€™m still figuring out how I should contribute ๐Ÿ˜‚

left grove
#

oh sure

#

want me to check those?

sonic steeple
#

ye ill push

left grove
#

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

left grove
#

I need to update this, I'll get around to it this weekend, we have found out a lot and did quite a bit

neon portal
#

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

somber sundial
#

These issues can commonly happen if verts aren't welded in some places

#

Are you sure there isn't an accidental split there?

neon portal
#

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

amber atlas
#

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

somber sundial
#

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

amber atlas
#

its def not supposed to do that

#

unless you have 'simple' turned on

neon portal
#

merging by distance resolved it

#

now we're back to smooth

#

thank you!

left grove
#

@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 OK

somber sundial
sonic steeple
#

Forked and PR'd ๐Ÿ™‚

amber atlas
#

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

sonic steeple
#

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

wet atlas
#

keep up the good work

somber sundial
#

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 ๐Ÿ˜ญ

left grove
left grove
somber sundial
#

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

left grove
#

The sink is amazing

#

Hopefully I can make models that detailed SCpray

somber sundial
#

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

left grove
#

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

somber sundial
#

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 ๐Ÿ™‚

left grove
#

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

somber sundial
#

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 ๐Ÿ™‚

left grove
#

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

somber sundial
#

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

left grove
#

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

somber sundial
#

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!

left grove
#

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

somber sundial
#

Aaye! But you mentioned there's a community supported level editor too right?

#

Most game don't have that luxury! So that's awesome

left grove
#

we have an SDK, I haven't played too much with it myself ๐Ÿ˜‚ but I should probably go take a look

#

yeah, Vampire fans are eating good (in a few months doge )

somber sundial
#

Damn right!

amber atlas
#

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

somber sundial
#

WALL AWAY FRIEND

amber atlas
#

:3

left grove
#

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

somber sundial
#

Doing wonderful work here you two โค๏ธ

left grove
#

Thanks!

somber sundial
#

Big respect

left grove
#

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

amber atlas
#

@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

left grove
amber atlas
#

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

left grove
#

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 doge

amber atlas
#

yes!

#

agreed

left grove
amber atlas
#

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

left grove
left grove
amber atlas
#

the structure i have is definitely different than vtmb's structure

#

so that's something to be aware of

left grove
#

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 tHONK

amber atlas
#

they don't setup things by location

#

they set up by type

left grove
#

ah I see

amber atlas
#

since things show up in more than one location

#

though they throw SO MANY things under these folders

left grove
#

yeah that's a point tHONK

amber atlas
#

it actually becomes hard as shit to find things haha

left grove
#

that's a lot of furniture doge

#

yeah most definitely, so the question is, should we split it into hub/type/prop (as the dir)

amber atlas
#

also sometimes they give a prop its own folder, and sometimes they put multiple super different props under one folder

left grove
#

the only issue is the repeated assets, would be harder to sort by map/hub map

amber atlas
#

yeah, i had been naming the files themselves like... SantaMonica_Safehouse_TV

#

but

#

that doesn't make sense

#

at all

#

lol

left grove
#

lmao

amber atlas
#

it made sense for my little proof of concept, but not for the long run

left grove
#

yeah yeah understandable, I am trying to come up with a naming for now

amber atlas
#

so now ive been setting them up to have the same name as the actual prop it's replacing

#

like...

#

bed2

left grove
#

and it's already a challenge

amber atlas
#

lol

#

yeah

left grove
#

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 tHONK

left grove
amber atlas
#

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

left grove
#

yeah possibly YokoThink

#

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 doge

amber atlas
#

haha im always afraid

#

also

#

never realized lol

left grove
#

he's part of an ending doge

#

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

wet atlas
#

Smiling Jack and Grimacing John

amber atlas
#

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

left grove
#

wait on the gimball mission doge

#

ayo what

amber atlas
#

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

left grove
#

never realised that, that's crazy doge

amber atlas
#

haha yeah that's the part that messed me up ๐Ÿ˜„

left grove
#

understandably so

amber atlas
#

i love how they leave a lot of stuff unsolved about all the ancient lore