#Vampire: The Masquerade - Bloodlines (DX9)

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left grove
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yeah, I feel like it's on purpose, since you want the build up and the conclusion has some closure but leaves some room for speculation

amber atlas
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yeah i like when media does that, where you have some answers, but the rest is like... 'maybe we'll never know...'

left grove
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and the more I dig online, there was evidence that Troika was going to work on a werewolf the apocalypse game doge as a continuation to VTMB, it never saw the light of day doge

amber atlas
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yeah 😦

left grove
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yeah, oh well no use crying over spilt milk

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lets continue to improve VTMB for now doge

amber atlas
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spilt safemilk ;3

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first pass/tests

left grove
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damn, looking good!

amber atlas
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going to add more grime and also boost the metalness and contrast on the roughness of the metal so it's more noticeable

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too hard to see the deets

left grove
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the crazy levels of detail

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honestly

amber atlas
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seems like it works ok over here as well

left grove
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amazing

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that's good

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one thing to note down, as we'll need to ensure all replaced assets fit

amber atlas
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i started on the radio, but i think i want to do the soap and toothbrushes first haha

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yeah

left grove
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have fun! Remember to take regular breaks doge

neon portal
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Radio is gonna be difficult

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Also shame that the cracked wall next to the kitchen cabinets isn't a mesh

left grove
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we may be able to take something out of bounds and replace that mesh or so and move it to that place in specific, I saw some talk of that being done on HL2

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it's like as long as you have some object to anchour it to you can do stuff like that

neon portal
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curious, may have to experiment with that a little

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why am I getting 20fps on rtx3090 with DLSS :v

left grove
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what do you have DLSS set to? 🥹

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I do float around 40fps with a 4080 and both RTX Remix and the game open

neon portal
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balanced

left grove
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yeah me too 🤔 do you have the ray tracing and stuff set to high?

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well you probably do because otherwise you'd see the fog everywhere

sonic steeple
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I get 70 with a 3080?

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Huh I’ll take a look around, that’s mainly in the editor

left grove
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interesting, I know frame rate dies a lot when it's raining doge

sonic steeple
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Truuueeee

left grove
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I still need to investigate rain some more tHONK

neon portal
left grove
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yeah, can lower it and disable fog if you want more fps on a pinch tHONK

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I wonder if we can set performance profiles ourselves, since we'll have to optmize this at some point doge

sonic steeple
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I dont have write access to merge, but theres no conflicts so 🤷‍♂️ just fire away

left grove
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oh I should fix that 🧐

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merged 🎉

left grove
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quite strange, but I think it may just be because you aren't a contributor yet

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I can add you OK

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ok done

sonic steeple
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thank

left grove
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np, thank you for your contribution

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I am updating the repo now myself, will push some of it shortly

sonic steeple
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is there a way to trigger rain in game?

left grove
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I just have a save

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but I think Pier always has rain

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not sure

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map sm_pier_1 to tp there

sonic steeple
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thank you!

amber atlas
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Pier always has rain splashes but no rain as far as I can tell.

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The main Santa Monica hub is the one that has the offending rain mist and drops

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I thought maybe tagging the large list particles that spawn that the rain spawns getting raytraced is what's doing it but I wasn't able to tag em to test

sonic steeple
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I got rain on pier right now, using mat_showmaterials I can see that its called tools/rain, but its popping in and out on different reloads

left grove
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intriguing

sonic steeple
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not sure if this means anything to anyone here
material tools/rain (shader LightmappedGeneric_DX6) refcount: 20.

left grove
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means nothing to me as of right now doge

sonic steeple
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hey learning is the fun part for me 😆

left grove
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likewise doge

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lots to learn so

sonic steeple
left grove
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that's expected yeah 🥹 because setting it to UI will break the UI

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when it renders

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that's why the HUD goes white

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and the lights go funky

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the best I had was to set it to sky textures

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and even that wasn't great

sonic steeple
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I dont think it would be a UI texture, because when I go indoors it knows not to draw rain, is it supposed to be a worldspace UI texture? Tagging that didn't seem to work at all

left grove
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I honestly don't know what it should be since it's coming from a single texture and that texture has fire, a plane and water. Even a reticle so not sure what the right thing would be for it in all honesty

sonic steeple
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enabling the view model seems to allow the rain to do its thing, adds more small lights to the pier scene, and brightens things up a bit. I wasn't sure if enabling this turns off most of the RTX Remix features though.

left grove
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yeah that does turn back to just rasterization

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usually a good toggle

sonic steeple
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ah shoot, well good to know

left grove
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I also tried making anything of the water on the Pier, but haven't managed to do anything to it just yet

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I even looked through all the textures manually to see if I found one that would be that wave animation but I couldn't

sonic steeple
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we do run with +mat_drawwater 0, but switching that on and off still seemed to leave only the wave texture and had the submerged part of the beach missing

left grove
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It is there in the rasterized version so we know it does render

bleak barn
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It looks great, but if I may the button drain or however it's called looks way too modern for some shitty apartment in 2004

amber atlas
left grove
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oh like the drain thing, that you can press in to block it and press it again to unblock, I don't know what you call it either doge

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maybe it's a european thing but we have these too, and older houses have the ones with the chain, opposed to the ones you click in

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I think that sink originally had something like this

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Let that sink in doge

bleak barn
wheat isle
amber atlas
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Wanted to make sure you didn't mean maybe the part you press in up near the handles to stop/unstop the drain cap thingy

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or the drain cap thingy itself

amber atlas
left grove
amber atlas
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i think what i could do is, i could take that out, and use it for the fancier version of the sink that comes up later, since it's in a more modern building iircc

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and in this one, i can remove it, and either put that multi circled one you posed, or just have it go down into blackness

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like the OG

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which could feel grosser/nastier which is good in this case

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blender viewport shot for quick ref

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so just get rid of the plunger up top that manipulates it, and then just leave the drain open and it goes into blackness like in the OG

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save those for something else haha

left grove
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so anxiety inducing when the drain is just open doge

amber atlas
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guard with the few holes could be cool if i also put like... hairs n stuff all gooped up on it

left grove
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oh god doge

amber atlas
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lolol

left grove
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hey... up to you and all doge

amber atlas
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def trying to be responsive to feedback AND make changes, it's a balance!

left grove
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yeah, I think just go for a rusted look on one

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I can take a picture of my sink and show you

amber atlas
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you should also clean your sink then ;3

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jkjk

left grove
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HAHA

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it's rust 😭

amber atlas
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baking soda baybeeee!

left grove
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DMd in case it still contains location data

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naaah, it's like fucked by now

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Others can see it but watch it at your own peril doge

amber atlas
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took what you had and rusted it more

left grove
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ayoooo

amber atlas
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got rid of stopper and plunger

left grove
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that's perfect

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honestly I think it's perfect like that

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just anxiety inducing that it's a black hole doge

amber atlas
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ima grab a coffee and then remix it and post a shot to check

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haha yeah

left grove
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sounds good, keep us posted doge

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I might go on a merge spree, there's 2 PRs that have been there for 5 days +

amber atlas
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i've been watching it, but i haven't even tried to get in there and pull yet, been so busy with this and 3 other projects on the side D:

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killl meeee

left grove
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it's ok

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this is a passion project so SCpray the fact you already put so much into this one is you doing great

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but hope things get calmer so you can work on the fun stuff 👀 (this one)

amber atlas
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hehehe

left grove
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look at this pacha

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And just merged, so now the repo has some captures for the first haven/safehouse, it also has a mod file for us to make a start on (when we are ready)

sonic steeple
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thats awesome!

left grove
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Thanks! It's certainly overengineered doge

amber atlas
left grove
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ayooo

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yeah looking great

river summit
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holly shit, you guys got it working ?

left grove
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"got it working" doge what do you mean?

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we have something that mildly works, there's still plenty of issues and challenges ahead, but to some extent yes, we got some of it working OK

river summit
amber atlas
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my finest work lol

amber atlas
left grove
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and yes feel free to contribue in any way you can

river summit
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if I only knew how 😭

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also I don't think my 2060 would be good enough to even help development

left grove
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even if for testing that could be helpful, having a wide range of hardware could be helpful

river summit
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I can do some simple 3d models if that counts XDD

left grove
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better than me! doge

river summit
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i've messed around in blender before

wet atlas
left grove
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oh yeah I figured out how to capture the cutscenes, you just go to the sp map for them to capture them, for example: map sp_theatre takes you to the first cutscene, which is a separate instance of Santa Monica with all the characters and where the cutscene plays out

left grove
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might need some assitance, can anyone tell me their folder structure, I can't get the mod to load from the repo, no matter what I save, it's never detected 🧐

left grove
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check this out doge

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the theather's directional lights are crazy good

somber sundial
left grove
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and it works on the cutscene, if it wasn't for character models blinking by turning invisible and visible in quick succession and that wooden floor not always being solid, it would have worked quite well

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I also have a new branch that should set anyone up for contributing to this now, I even have instructions on how to make captures straight to the repo and have the game pick up the mod on it too. *PR later

neat spindle
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Ooh, very nice! I've been away for a few days, did I miss anything important?

left grove
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We argued over a sink, Safemilk made soap, I think that was mostly it. I did merge your PR (sorry to rob you of such honour you can merge your future ones). Things are going smothly in terms of getting a central mod we can all work on

neat spindle
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Excellent. Is the plan still to have a separate sub-USDA for every map?

left grove
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yeah, so far yes, I have found a way to chuck it in a separate folder, so we can have each map separated by hub

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we only create them as needed, I should definitely add instructions tHONK

neat spindle
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Nice. I'll back up my work on Confession and then get things setup. Should theoretically be able to copy the contents of my current mod file over to the new one since it's all plaintext.

left grove
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yes it should be fairly straight forward if you did it all in a single layer

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otherwise, will be slightly trickier, but not impossible

neat spindle
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Do y'all have any particular scenes you want relit next? Confession was the big one I was excited for.

white brook
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man, is it possible to NOT use omniverse? i would really love to get into some modding with remix but i cannot for the love of god figure out omniverse

left grove
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you got this, I can help you setup if you want SCpray

left grove
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Just gonna drop this here doge

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I made this mistake too often facepalm

neat spindle
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What did you do?

left grove
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made the changes on the wrong layer doge

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didn't notice how to swap layers

neat spindle
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Oh, I see now.

left grove
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and you can do the lighting doge

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we may need another google sheets for this table basically

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at least for lighting

neat spindle
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I think I'll make a pass on LaCroix's office next.

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Yeah, I was just thinking that. I'll set one up tonight.

left grove
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I had a test attempt at that, but failed miserably

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I'll make sure to push my stuff and you can have a go at following the instructions to setup?

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any feedback would be great

neat spindle
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Yeah, I'll do that too. It'll be a few hours.

left grove
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I think a symlink is the easiest way other than copying the files back and forth

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oh no worries there, I'll be asleep but all good

neat spindle
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Oh, one other thing. Were we going to have a separate layer that just contains asset replacement data? They get recycled all across the game so they should probably be way up at the top.

left grove
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oh I was thinking we asset replace on a per map basis, starting from the beginning of the game, but it would probably replace all occurences from that point onward

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making it slightly harder to track each time

neat spindle
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Having a top level asset layer would make that easier to track, and would also make merging simple.

left grove
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yeah you are right on that one

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I am down for that tHONK

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the only issue is git might get funny with the big file, but hey how big will it get? hehe

neat spindle
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I think pretty small, since it's just text. The actual assets themselves are packaged separately.

left grove
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yeah, that's what I am thinking, we should be good

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I'll make an assets folder so we can chuck the new uncompressed textures, it also does compress them into those .dds files and what not

neat spindle
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If you're talking about the original textures there should already be a sub folder in captures that contains all the extracted assets in a scene.

left grove
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I am talking about the new textures we make

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edited for clarity

neat spindle
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Ingested or source files?

left grove
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hum, I think we'd keep the source files up there, but what are your thoughts?

neat spindle
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I'd have to double check the documentation to be sure. I can't remember how packing for export works.

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For now we can have a folder for ingested and a folder for source, and down the line we can always move the source files into a separate branch.

left grove
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sure sounds good

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I think we'll always keep them as the non ingested we can always edit and reingest surely

neat spindle
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Something like:

->source
-->organized subfolders 
->ingested

\models
->source
-->organized subfolders 
->ingested```
I think with the current file structure ingested has to all be one giant unorganized folder, unfortunately.
left grove
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ohhh sounds good

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we can work with that

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we can go with for now then

neat spindle
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Yeah, and if the exporting involves copying our file structure we can make put the version with the source sub-folders in a different branch.

left grove
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yeah I am down, I can push this up to main for now

neat spindle
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Have we tested whether lower layers will override higher ones? Ocean House has a bunch of lights that are turned off, but it uses the same assets as other locations so any emissives we make will appear there.

left grove
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I have not

somber sundial
left grove
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I found you can put children layers in folders

neat spindle
left grove
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I'll take a peek at the docs 🥹

somber sundial
neat spindle
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That doesn't make any sense, children almost always override their parents in basically everything else.

somber sundial
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You should make sublayers for different areas etc

left grove
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we can lock the grandfather layers and the parent layers, children being the maps remain editable tHONK

neat spindle
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Yeah, but if assets are shared between levels why would you want to go through and tag every single repeated asset on every single level when you could just set up a replacement at a parent layer?

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That's a garbage workflow.

somber sundial
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If you're replacing all assets of the same type, why would you need to replace them again?

neat spindle
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Because some levels have variants that are different. Like the lights that are the same base asset but have the emissive disabled on certain levels for lights that are turned off.

somber sundial
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Ah yes those situations are an issue, are you sure they produce the same hash though?

left grove
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we can however spawn new light instances, they need a parent light or asset to reside on, but that's fine right tHONK

somber sundial
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Usually, at least for source games when you swap the texture the asset should produce a new hash

neat spindle
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So somehow they toggle the alpha channel for lights that are turned off.

somber sundial
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Ah yeah in that case I don't think there's anything you can do other than mod the base game so that the asset has a new unique hash

neat spindle
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I'm still trying to wrap my head around parents overriding their children. That's so weird.

left grove
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yeah makes no sense, but again a lot of stuff doesn't make sense with the version of source we are working with here so doge

somber sundial
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It's more like a "I'm the boss" hierachy than a children thing

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The higher up you go, the more they have to say

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Not really a fan of the workflow myself, but that's how it goes as far as I understand

neat spindle
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Oh, actually the more I think about it the more it makes sense. Remix doesn't keep track of context. You aren't editing settings for a specific level, everything is global and then there are hierarchies of .usda files.

somber sundial
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Yeah remix has no concept of levels etc at all

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It's all just a way of trying to arrange the hashes for you

neat spindle
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That's kind of a huge issue, animated lights are all over the place in games and we're replacing them with static light instances.

left grove
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yeah, no idea how we'll handle the lights that spawn when feeding or when guns are fired

neat spindle
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Not just on/off like here, but blinking lights too.

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Spawned lights too, yeah.

somber sundial
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Remix has no way of doing animated lights atm

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Ain't possible

left grove
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we lack the technology 😔

somber sundial
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Yeeee :/

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And even if you're lucky enough that remix is able to pick up on/off stuff from the original game

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THe problem with path tracing in realtime like this, is that it's extremely temporal

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So blinking things for example just appear as slowly fading smudges instead of actual blinking

left grove
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very true that..

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here I was happy and feeling productive after what I have accomplished today doge

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only to realise again that even if we do succeed it's going to be a lot of work and this Remix mod will never be fully complete

somber sundial
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Hahaha welcome to my life!

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That exactly has been my struggle with SH2 for the past few months

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"New asset done! But lights still don't work sooooo"

left grove
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oh well

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I'll keep pushing the envelope, even if only enough to get people who actually can help with the whole thing

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in the sense of if we each tackle a few different problems each, we'll get closer and closer to a working mod

somber sundial
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Simply being source engine based is very good for this project, as there's a lot of other community projects plus the official ones and HL2RTX

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The stuff they benefit from, this project most likely will too

left grove
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true

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that's it mostly isn't it

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this PR is going to be atrocious because of how much noise there is on the captures folder 😔

neat spindle
somber sundial
neat spindle
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It really is just a reset to the 90s, haha

somber sundial
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In many ways yeah, remix definitely is a step backwards!

left grove
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@neat spindle all merged now, probably the last commit I'll push without approval 😅
should have everything in, I also have instructions on here for how to get started, the symlink is optional I suppose, but I couldn't find any other way to make it work.

somber sundial
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The visual results are pretty, but the usability has gone down a fair deal

left grove
left grove
somber sundial
neat spindle
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RT in general has a lot of catching up to do, we've gotten so good at faking things with rasterization. And since we can't exactly count on Moore's Law anymore we can't just wait for inevitable tech progress to let us brute force our way into full path-tracing. It's an interesting time.

left grove
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sure is, a few more generations and I think we'll be at a good place with it where everyone will be running RT

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but I feel like I only ever use it on more single player experiences

wet atlas
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Could you play the intro scene with that lighting?

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Pretty sure it'd drastically change the ambience of the scene

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in the other hand when the camera pans on the other seated characters, things are probably going to be dark

neat spindle
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Whenever you're up, Catto, could you take a look at the symlink setup instructions? It doesn't seem to be right.

left grove
neat spindle
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So what is the correct input?

left grove
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I'll update the docs shortly

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Symlink /J "GAME PATH/rtx-remix" "REPO PATH/rtx-remix"

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Give that a try, you'll need to empty the folder on your game directory so I just renamed mine to rtx-remix-backup

neat spindle
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Oh, while you're updating documentation I have a spreadsheet link for map status

left grove
neat spindle
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Seemed silly to make a pull request for just one tiny thing so I figured I'd wait until more came along, lol

left grove
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Thank you! I feel like for now a lot of them may be "first pass"

left grove
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And we want it to always be as up to date as possible

neat spindle
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For now I have it set to view-only, but folks can request edit perms and I'll approve them.

left grove
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Any luck with the symlink now?

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I need to find an email that doesn't dox me 😂

neat spindle
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Yup, all good now. Let me make a quick capture to see if it works as intended

neat spindle
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Do we need to symlink the rtx.conf as well since it's stored in the main directory?

left grove
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yes possibly, I have been manually copying it over, but we definitely can

neat spindle
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I'll give it a shot and see if it causes any issues

left grove
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might just be symlink without any option

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I'll create a branch called revising-getting-started-docs and you can push any changes to it you may have too

neat spindle
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Alright, Remix still hooks with the symlink

left grove
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created the branch, feel free to append to it, if not I'll do it. here

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Saw you just add the maps tracking OK nicely done, I'll add something for symlinking the rtx file too

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unless you have a burning desire to do it yourself 😂

neat spindle
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Already been done, haha

left grove
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beating me to the punch

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ok last thing, do you think you could please raise the PR? for some reason the automated actions don't kick off when I create one

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so I either broke them or something went wrong on the github configuration side

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intriguing they aren't kicking off either, i'll fix that tHONK

neat spindle
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Hey, at least it was working at some point

left grove
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I tried to make it so that it would only run on changes made to either the wiki folder or the rtx.conf. Maybe we run the every PR. It only takes on average 11 seconds ablobshrug

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Ok thank you so much, I'll get on with work for now. I'll pick it back up later

neat spindle
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Good luck!

left grove
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@neat spindle made some more changes to the main readme, but nothing too drastic. Feel free to squash merge it whenever you want OK

amber atlas
left grove
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Thank you, I had to remove the flashbang light that was there and just tweak the spotlight there that points at the stage. The other characters sat on the audience are visible and stuff too during the cutscene

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I could record it and upload to youtube as a WIP showcase for now

amber atlas
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yeah i saw the flashbang light in my explorations earlier hehe

left grove
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also Safemilk, I have figured out a way to symlink the game directory to the repo and that allows you to load the mod and take captures straight to it too

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other than that we also have a temporary folder (can be moved and renamed) for ingested and non ingested assets, separated by textures and models

left grove
neat spindle
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Been trying to learn how to use git and holy hell why is there so much redundant functionality? I swear every time I look up how to do something there's like 6 functions that all do it with slight variations in extra options.

left grove
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yeah I think that sums it up quite nicely, I can try to give you a crash course if you want it?

neat spindle
left grove
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sure! I am not sure if our schedules align correctly during the week, but I can definitely share up my screen and stuff on a weekend

neat spindle
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Yeah, I think the weekend would work best. Been trying to push my work on Confession to a new branch and it keeps saying all my files are up to date with the remote repo.

left grove
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that's odd, but I'll work with you to get you all up and running, at least so we can unblock you

neat spindle
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Should I just start using the GitHub desktop? Been trying to learn CLI since that's the "correct" way to use git.

left grove
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honestly up to you, I know both. I suspect your issue is one I had, where I couldn't stage the .usda files, seems to be to do with the whole LF files and CRLF files. You have two options git config core.autocrlf false & git config core.eol = lf then you can stage your file by git add file.usda or straight up git add file.usda -f to force add it

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then you should be good, I had that issue at like 1 am so I forgot to mention it. That should only be an issue for new usda files, ones that are already there should be fine

left grove
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  • Unrelated -
    I think the skyboxes have some properties like the TVs where they are a second camera or so, I saw reports that if you no clip out of bounds and drop stuff on the sky box higher up where it's like the tall buildings and such it'll show up on the real buildings on the map
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I can POC this, might help us understand that issue

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Yes it is the case!

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But yeah who would have guessed almost 20 years worth of resources are now becoming useful doge

somber sundial
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It's why the skyboxes go away if you noclip

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Basically ou construct a "3D" skybox somewhere in the level, and then any BSP using the skybox texture can basically realtime project that 3D skybox onto them

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They're usually pretty tightly placed around the level itself too

left grove
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welp, make that 20 years worth I am catching up on

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so yeah until HL2 fixes that and that gets distributed as the main rtx remix runtime, we'll have to work on other things

neat spindle
#

Yeah, I was really excited to work on Chinatown and then I realized it's basically all skybox, haha

somber sundial
#

I meaaaaaaaaaaaaaan

#

You COULD techincally

#

Nuke the skybox

#

The grab the 3D skybox mesh, and just slap that on top of the level

#

And then make an HD replacement of it

#

It's work, but it should be perfectly fine

#

The skyboxes are kind of build to perfectly align with the normal level anyway

left grove
neat spindle
#

Ooh, yeah, maybe I'll do that after I finish LaCroix's office

left grove
#

should be good, but texture wise it'll be a nightmare doge

neat spindle
somber sundial
#

The only "Bounds" that kind of exist is the skybox BSP itself

#

Which you should be able to delete completely

neat spindle
#

Ah, okay. I thought with how the map partitioning stuff works there might be something like level bounds.

somber sundial
#

Not exactly, all of those "Bounds" are actually hand placed in the levels themselves

#

And can easily be removed

#

It's done for performance reasons

#

But these days we don't really have to worry about that

stray whale
#

source has a limit but a lot of the vtmb skyboxes are well or partially within that limit

#

id consider doing the merger with anything thats in direct view like parts of buildings

#

but things like distant cityscapes and mountains cant really out into the physical world

somber sundial
#

They can through remix

stray whale
#

Wait what

#

I'm comfused

#

are you talking about editing the map files or doing something through remix?

#

if it's through the map files then you'll have the standard source engine limits which will be fine for most objects relatively close but distant stuff like mountains will probably not work

somber sundial
#

The entire skybox could be replaced with distant meshes instead, one could theoretically build a pretty huge real-size skybox out of it all inside the toolkit

left grove
#

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▶ Play video
#

Wonder if it'll help us in any way, could be interesting to finding stuff about the game, I might try it at some point

amber atlas
#

Also I'm not dead! Still working on stuff! But also Helldivers 2 came out so...

somber sundial
amber atlas
left grove
left grove
amber atlas
#

I'm also helping on another project and that has been taking up some time as well!

#

So it's not... ALLLLL helldivers 2 hehe

left grove
#

sounds good, hope your other project goes really well so you have more time for this shrek

#

I might do a pass tonight on getting rid of all flashbang lights on the random maps

#

just do a sweep and remove those for the time being tHONK

neat spindle
#

My toolkit has become basically unusable with all the layers loaded, even though they're... empty? Really fucking weird.

amber atlas
#

oof

left grove
#

I get that when I had all the layers myself

#

that's why I was suggesting adding them 1 at a time

amber atlas
#

Initial pass on toilet. Some work on the shampoo. Added some design elements to the labels to make them feel more... like a real brand?
Toilet tank narrowed, handle added.

Needs another pass on wear, tear, and grime, but this is the block in.

All that's left in the bathroom is:
-Toilet paper
-Watch
-Pillbottle
-Toothbrush cup + toothbrushes
-Shower curtain

After that, the bathroom specific model props are all replaced.

Plan is to do multiple passes after all is said and done to tighten up texture/shape, do feedback that makes sense etc.

#

also tank size shouldn't make a differenc in this case

#

the bullets go through the larger tank as is :/

left grove
#

oh lmao

#

hopefully no one shoots it for no reason? doge

amber atlas
#

i think i've shot everything in this bathroom like 1000 times

#

bloodlines bullet collision is WACK

#

just in general

left grove
#

Haha just in case, and yeah that is true

#

It's mostly walls that get the bullet decals

weak coyote
#

just caught up with this thread. your assets/efforts are insane! great job 🙂

#

If I hadn't like 10k other projects going right now I'd jump in and help as well.
Hopefully someday soon!

left grove
#

We should be in a good place for you to be able to contribute whenever you can

#

Although we have some pain points to work out

amber atlas
amber atlas
#

have you run into that?

left grove
#

I have barely swapped textures just yet

amber atlas
#

gotcha

left grove
#

only fiddled with lighting and other stuff

#

🥹

amber atlas
#

im putting it in the alpha channel of my map and converting it

#

and it looks like its coming through

#

but then in remix and vtmb alpha isnt working

#

and i have it all enabled in the rendering tab in remix too

left grove
#

hum wonder if that's one for #1095455547748257862

#

and you have eliminated the possibility of unstable bsp? by either going into a hub and reloading the save there then walking back to the haven?

#

safehouse/hideout doge

amber atlas
#

oh hmm let me try that last part

#

no dice 😦

#

think i got it

#

had to configure some settings

left grove
#

oh interesting

amber atlas
#

default its set up to use the alpha of the original asset, but in this case i added the alpha

#

so i needed to uncheck that

#

then set it to great or greater equal blending mode

left grove
#

oh I see, that makes sense

amber atlas
#

screenshot incoming

left grove
#

ayo 👀

amber atlas
#

pain in the ass to do all these bits

#

1st pass, going to hone it more in time

left grove
#

damn, that looks great!

#

the little bristles doge

#

you did the cup too? it looks quite close just slighlty different, that's how good it is

amber atlas
#

i used the OG image so i could probably line it up better

#

i was going to repaint it D:

#

the bristles are getting an odd bright outline

#

trying to figure out how to get rid of that

left grove
#

oh yeah I see that outline you are talking about

amber atlas
#

probably something im missing about the way remix handles alpha

left grove
#

does give the more "used" vibe

#

and yeah possibly, there's a whole section on it on multiple parts of the settings you can change for texture's alphas

#

I don't have the game open right now but I definitely remember seeing it, usually towards the bottom most options

somber sundial
# amber atlas

I think you could desaturate the colours on the brushes a bit, the original tones it down a little in order to keep the mood of the scene

amber atlas
#

I think it's part of the visual bug I was mentinoning, it comes in mush brighter and less brown in every other program. I'll have to look into it...

somber sundial
#

Aaaah right, yeah that checks out, I've been having the same issue with SH2

#

Many of my imported Albedos seem to be gamma corrected in some weird way

amber atlas
#

Dang, if I figure it out i'll let you know then

somber sundial
#

Where they're brighted and contrastier than I want them to be

#

CHeers!

wet atlas
left grove
#

fangs maketh the vamp doge

amber atlas
left grove
#

damn that looks great

#

I was doing a pass around the maps to remove the flashbang lights for now

#

we can redo lighting later

#

I did versuvius in Hollywood

#

still going through each map 1 by 1 to make sure lights are okay

bleak barn
#

You guys are doing some amazing work! 🙌🏻 💙
And here I am not knowing how to boot the game with remix batsylol

left grove
#

it's ok, check the github repo that's pinned, and it teaches you SCpray

bleak barn
neat spindle
#

I'll properly light the wall lamps once we have replacement assets, the ones in vanilla are a pain to use with Remix. They have modelled bulbs inside them that intersect with any lights you put in there and it just looks bad.

left grove
#

damn that looks good!

#

just confused by the wall lamps yeah, as like the other one wiht one on and one off makes sense in terms of shadows but then this one is like both cast shadow makign it slightly odd

#

wonder if we can fake those bulbs as sources

neat spindle
#

There are several issues with that approach. You don't want the primary lighting from a scene to come from emissive surfaces because they're very inefficient. In addition, you lose the ability to control the colour of the lamps on a per-scene basis. In Venus's office in Confession the lamps have a blue-green hue, but they're different here. Another weird issue is that for some reason light from emissive surfaces doesn't play well with subsurface scattering, which you'd need to implement on the lamp shades to make them work properly.

#

For our replacement, the easiest approach would probably be to delete the modelled interior bulb so we can put light sources in there.

left grove
#

ah I see

#

Did it have an automated light in there from the capture?

neat spindle
#

The lights from the capture were placed way off of the wall.

left grove
#

like automatically detected

#

gotcha

neat spindle
#

In Venus's office there were two spotlights, one above and one below to make a more moody effect.

#

Like I said, though, once we have a replacement mesh we can do it the right way.

left grove
#

yeah

#

first light pass -> any HL2 improvements to RTX Remix -> new textures -> new meshes -> second light pass -> ???

#

oh yeah was meaning to ask, with all the empty layers do you still get the issue that your rtx remix is still slow and/or unuseable?

#

mine does slow dow a lot when I have lots of layers

neat spindle
#

I deleted all the layers that I wasn't working with directly, gave me a pretty significant performance boost.

#

The mod.usda still references them, but I don't have the files present.

left grove
#

I see

#

yeah makes sense, with source control we should be good on deleting stuff we don't need while working on a given map

#

cuz on my branch with all files created (for all existing maps) it was quite bad, but eventually they did load

neat spindle
#

So currently my structure is:

->la_downtown
...la_confession_01.usda
...la_ventruetower_01.usda```
#

You ever think about how LaCroix's desk is comically undersized for the space it's occupying?

#

Also it's off-center. Has always bugged me.

left grove
#

yeah bugs me a lot too

left grove
#

if you leave the main 4 ones with the children definitions then it's quite plug and play when it comes to filling in the 5 folders and putting each map's layer in

neat spindle
#

Even having just those was causing lag for me, so I stripped it down to just downtown.

amber atlas
#

First pass on toilet paper holder. Going to remodel the keyhole I think...

#

image slider in link

#

slowly but surely getting there

neat spindle
#

It never fails to amaze me how much of a difference all the RT shadows make in a scene.

amber atlas
#

i think about lighting/shadows a lot for games, like all the old 4k mods for oblivion or skyrim

#

didnt realllyyy make the game look better

#

just crunchier

#

better lighting and shading models do a lot more heavy lifting

#

than i think people usually realize anyway

neat spindle
#

Yeah, for real. I've always hated most "HD Texture Pack" mods. Higher res textures doesn't automatically mean better. SMIM does so much more to improve the way Skyrim looks.

#

Remix is such a dream come true, because lighting was always the thing that was basically impossible to improve without rebuilding a game from the ground up like Skywind/etc.

amber atlas
#

Going to take another pass on adding the lighter parts of the actual curtain, the little white lines etc

#

and then getting the color a little closer

amber atlas
#

Heads up @left grove and @neat spindle I'm travelling to Abu Dhabi for work tomorrow until the 29th so I might not be pumping out any more assets/in the chat for discussion for a while, just didn't want you guys to think I disappeared!

left grove
#

Ohh have fun!

#

I haven't been extremely active myself but pop in here daily to see what else has happened

#

I'll kick back into gear over this week

amber atlas
#

noice, i've got some other experiments with the shower curtain to see if i can take it further, and im doing the pill bottle real quick since it's a small prop

#

but that might be all i can do before i travel D:

left grove
#

it's not a problem

#

do you want to share any of the stuff you have done in a mod packaged file?

#

as an experiemnt of sharing mods?

#

happy to keep it under wraps for now honestly

amber atlas
#

ive got to clean some stuff up on it, i have a glock just floating in the kitchen right now for instance

neat spindle
#

Where else are you supposed to keep your Glocks?

amber atlas
#

hmm good point...

#

added some world of darkness lore to the estrogen pills in the bathroom

snow osprey
#

The game is slowly but surely changing for the better. ❤️

visual arch
#

any way to get this fullscreen or borderless?

oak forge
neat spindle
#

I think -noborder doesn't work since it's too old. IIRC Catto had to use a third party program to get it borderless, but I don't recall the name.

left grove
visual arch
left grove
#

oh a script tHONK

#

not a bad shout

visual arch
#

i think some of the displayfusion scripts can be ahk'd not sure tho

visual arch
left grove
#

oh nice doge

#

we can deffo put that on the repo

#

good alternative to borderless gaming

visual arch
#

thanks chatgpt 😄

left grove
#

oh, wonder what gitrepo this comes from doge

visual arch
#

there is still a small black bar at the top

left grove
#

oh

visual arch
#

good enough for me tho

left grove
#

could it be your resolution?

#

you are on higher than 21:9

visual arch
#

could be

left grove
#

I am onn 21:9 doge

#

I can try it

#

give me a bit

#

How do I execute it specifically for vtmb?

visual arch
#

v2 flickers on main menu but in game its good

To remove the black bar at the top of the window, you can adjust the window position after removing the title bar and border. Here's an updated script that includes this adjustment:

`#NoEnv
#Warn
#SingleInstance Force

SetTitleMatchMode, 2

^!f:: ; Ctrl+Alt+F hotkey to toggle title bar and border
WinGet, hWnd, ID, A ; Get the handle of the active window

; Get the current window style
WinGet, style, Style, ahk_id %hWnd%

; Check if the window has a title bar and border
if (style & 0xC00000) ; WS_CAPTION (0x00C00000)
{
; Remove the title bar and border
newStyle := style & ~0xC00000 ; Remove WS_CAPTION
newStyle := newStyle & ~0x80000 ; Remove WS_BORDER

; Set the new window style
WinSet, Style, % newStyle, ahk_id %hWnd%

; Get the current window position
WinGetPos, , , width, height, ahk_id %hWnd%

; Adjust the window position to remove the black bar
WinMove, ahk_id %hWnd%,, 0, 0, width, height

}
else
{
; Add the title bar and border
newStyle := style | 0xC00000 ; Add WS_CAPTION
newStyle := newStyle | 0x80000 ; Add WS_BORDER

; Set the new window style
WinSet, Style, % newStyle, ahk_id %hWnd%

; Get the current window position
WinGetPos, , , width, height, ahk_id %hWnd%

; Adjust the window position to include the title bar and border
WinMove, ahk_id %hWnd%,, 0, 0, width, height

}
return`

left grove
#

I have installed ahk

#

like do I give it as an argument

visual arch
#

no just safe a text file as .ahk and it will load to your tray

#

then in any program that is raised (focussed) you want fullscreen borderless ctrl-alt-f

left grove
#

yeah works

#

didn't realise the bind shrek

visual arch
#

😄

left grove
#

you can compile it to an .exe on the ahk application tHONK

visual arch
#

yes sir

left grove
#

we can add that to the repo

#

I'll also mention borderless gaming in there as an alternative

visual arch
#

ill let you

#

sounds good

left grove
#

ah ok cool, I can do it, but do you not want the power, fame, glory?

visual arch
#

😄

left grove
#

hum

#

it does mess up my ability to screenshot 🥲

#

I made some progress, still need to tweak the lights and all

#

also had to censor it because I don't know what Nvidia/discord are ok with doge

#

from the only strip club I have ever been the moody lighting matches I'd think

neat spindle
#

Doesn't Source already have a functionality that will execute console commands when you launch the program?

#

No AHK necessary

visual arch
#

ive reached the end of me being knowlegeable, sadly 🙂

twin sparrow
left grove
#

yeah the cfg folder stuff is executed, I find between launch args and that, only the launch args that start with + can be put in the autoexec.cfg the ones that start with - are launch args only

#

that's my useless knowledge on the matter

amber atlas
#

It was foolish of me to think I'd have time to make assets while I'm in the UAE lol

left grove
#

enjoy your trip

amber atlas
#

Thanks! It's fun getting to see these kids make games and participate in a game jam but I'm envious I want to make stuff too! Not just mentor haha! I'll try and catch up when I get back!

left grove
#

oh sounds fun none the less

amber atlas
#

I'm back babyyyyyy

#

ready to get back at these assets lets gooooo

amber atlas
#

A quick one to get back in the swing of things

#

i already have a ceiling tile substance file from YEARS ago, it wouldn't take much for me to modify it to replace this ceiling... IM TEMPTED

snow osprey
#

I didn’t realize what had changed until I noticed the thin cable/wire, This is a great game with high quality assets ❤️

visual arch
#

very nice looks like cloth tube over knob and tube wiring however them using a 2 screw strap would have been like a 1 off I could see homes with them installed that way but not every home

#

i see this much more often than a 2 screw strap

#

detail of the cloth thats impermiated with rubber looks kinda like snake scales (not to be confused with snake skin romex) the rubber is melty in the 1st picture so the texture is globby I see the globby cloth tubes 95% of the time you dont get the good texture

amber atlas
#

sorry @visual arch I'm not super experienced when it comes to this subject, do you have any advice on how to keep it close to the original, but still upgrade it?
In the original it's just a vague steel circular shape, so I went with something like the 2 screw strap to add interest but also a nod to stuff I've seen in real life while still maintaining something roughly similar to the original!
As far as the wire goes, I went with a rubber texture, but I could definitely change it to the mesh cloth cover as well!

Thoughts?

amber atlas
visual arch
#

I suppose the two screw strap would work but the texture on the wire could be improved I guess

#

Marginally and I'm not sure how much improvement it would be

amber atlas
#

Ok! Do you think the cloth texture is the way to go? Or just make more noticable wear on the rubber?
I thought about maybe exposing some of the copper underneath but thought maybe that's too much...

#

Also true... depending on the distance to the camera it might end up being wasted detail/effort

visual arch
#

Yeah as long as it's black to be honest with you it's probably okay. I was more just complimenting you that you've kind of captured the aesthetic

amber atlas
visual arch
#

That's it

amber atlas
#

oh haha thanks! I'm always trying to find a balance between the original/something new/believable and it's always good to get perspective 😄

#

Okay cool I'll update it and test it in game

visual arch
#

Righteous. As an electrician I always get bothered about small details like this and like conduit bodies being wrong panels not correct. I think there is actually a panel in VTmb that needs to be touched

amber atlas
#

Haha yeah there's always someone who's an expert watching... I only hope that they are there to help me get it more correct...

#

Also... oh man... there are quite a few electrical pieces in this, I was looking through the model viewer the other day, so I'll definitely tag you when I start those and get your expertise!

#

There are a few assets in the game I plan to change quite a bit, finding alternatives that keep the rough shape so it fits with the collision etc.

#

I have a good example...

#

the beach house weight lifting equipment D:

amber atlas
#

ooohhhh hell yes

visual arch
#

For the fuses, I think you just Google Edison base screw shell fuse

amber atlas
#

this is the one outside the back of the beach house

#

it's used in a few other puzzles/places

#

pretty hard to notice from here but it DOES show up

#

i should figure out what to do with this light, it's a weird design

#

but it's intentionally a pentagon so...

visual arch
#

But I told her to make sure I think it could be just replaced with a standard mushroom glass fixture

#

Sorry I'm dictating as I'm driving and my wife was talking over me

amber atlas
#

HAHA! i was like... oh man, that's some Malkavian shit I just read... love it

#

Also, couldn't help myself, did a rough first pass on the ceiling tiles

visual arch
#

I think some of the 2x4 troffer lights with T12 bulbs in the hospital also should be replaced if I remember correctly if you do, keep in mind that t8 lamps have replaced T12 lamps in such fixtures and when we do retrofits for these type of fixtures, we generally go from four lamps down to three lamps or two lamps t8 fluorescent tube lamps also look similar to LED lamps, so if you chose to make the bulbs smaller it would make them feel like they were in a video game that was made after 2012

visual arch
amber atlas
#

Might make sense to go with the older ones since this takes place in 2004 ish I think?

visual arch
#

That would be 4 lamp T12 2x4 troffers

amber atlas
#

Ok cool I'll get that ref folder going

visual arch
#

The black thing that you see there is called a ballast and it is normally covered up with a white cover that goes the length of the troffer. Sometimes the plastic covers and the ballast covers get lost. There are square reflective lenses called alzac lenses also. The plastic lense is very flimsy and difficult to remove and install and often gets cracked.

#

Newer alzac troffer

amber atlas
#

I was looking into how the refraction stuff works + transparency etc in this and I THINK we can get that kind of stuff to look reasonably good, like the plastic cover parts with that faint diamond plastic pattern i mean

ivory nexus
#

Yo we talking lights blurryeyes

ivory nexus
visual arch
#

Fallout 4 conduit bodies hideous

ivory nexus
#

Half tempted to see if I could be a consultant to studios to guide them to some realism.

ivory nexus
#

Allan Wake has proper runs with LBs and boxes tho. It’s kinda surprising.

visual arch
#

Yeah they use lb for lr and ll too

#

And big ole lb with like a 1 inch pipe coming out.

Maybe must be nice to use big donkers on small conduit and have vault tec be ok with it

ivory nexus
#

I’ll be making a collection of MEP 3D models that I’ll share that y’all could use by the way 👀

ivory nexus
visual arch
#

Exactly

somber sundial
snow osprey
amber atlas
snow osprey
amber atlas
#

Not dead! Just getting pulled onto other projects, doing some tests on how far I can push the parallax occlusion mapping on the hallway textures, hope to post soon!

left grove
#

oh likewise, I am not dead yet! Just been doing other things for the past while, I'll be back on this sometime this week

neat spindle
#

Also not dead, but I have a poor excuse for my absence, haha. I've just been replaying Elden Ring since the DLC announcement dropped.

odd cove
#

👋

#

playing around in rtx remix instead of working 😬

#

doing some very light emissive texture work

#

(skybox intentionally turned off. also, I don't know why my blood bar is blue. I think cuz I installed the plus patch accidentally. And then when re-starting the game for the umpteenth time, accidentally clicked on the hunter path, whatever that extra feature is, I've never tried it)

amber atlas
# odd cove

nice! i was messing around with this area a while back as well, it's fun to see it all come together with the emissive coming back on!

#

finally got back on this and made something, pizza UPGRADED

#

first pass of course, will do more later

#

the box tops actually have graphics on them (i never knew) so i want to do a higher res version of that

neat spindle
#

@odd cove If you haven't already, check the pins to see our current knowledge base.

odd cove
neat spindle
#

Yeah, just wanted to make sure you knew it was there since a lot of people don't check pins, haha

odd cove
# amber atlas

that looks awesome! it should get moldy as the game progresses. 😆 (not a serious suggestion)

#

(you know)

#

(cuz vampires)

amber atlas
#

haha that would be sick actually

#

the game seems to take place over multiple nights, but they don't really show any of that in game

#

just some emails, or occasional dialogue that implies that

#

would be cool to see the levels have new stuff over time exactly like that

neat spindle
#

I think that may technically be doable, we have access to the unofficial SDK. I know there are changes to the Downtown map as time goes on: Fat Larry moves around and the Hallowbrook and Ventrue Tower get damaged.

#

Probably beyond the scope of this project right now, though.

odd cove
#

did some work on the clinic sign. texture gave me the impression that the top was burnt out, so I went all the way with that for the emissive texture.

#

it'll be awesome to turn the skybox back on, once someone figures out how to make that work with remix 😕

broken scaffold
#

Please send me some pics of the messed up skybox

#

or like

#

as many variations of a messed up skybox

#

I need to see if the observations is consistent between our games

amber atlas
# broken scaffold Currently have a few ideas, digging through the source engine stuff / DXVK to se...

Would be highly appreciative of any insight you can glean or have currently on this!
Since it's Source, the big issue is just that it's a camera view projected onto a texture at 1/16th the scale, so it's not 'stacking' the camera rendering correctly/well.
If they fix it for the HL2RTX Remix, then we might be able to utilize that fix as well (they may have already fixed it I don't know.) But it's possible we can't since VTMB is an earlier version of source pre HL2 release 😦

broken scaffold
# amber atlas Would be highly appreciative of any insight you can glean or have currently on t...

Well the same stuff is happening in Garry's mod according to Xenthio so this may not be just our version, it just may be something that's happening with that projection like you mentioned. I was actually able to turn off console commands and interestingly enough the opaque items are being rendered somewhat translucent for us. Maybe a depth flag is wrong, it kind of looks like the windings are backwards to, either way I will report back this weekend!

amber atlas
#

pipeA and cornerA ingested

snow osprey
amber atlas
#

Plan is to have that contained haven map fully remastered as a proof of concept (for env and props at least) then release that as a downloadable and then go from there.

#

I went and made a moddb page for it just to make it official and push myself to get it to that point

#

pretty much just going to be all the pics i post on here and twitter + any blog like updates

#

but it's going to be the container for all this work

#

and where i'll put the files when it's time to do all that

broken scaffold
#

In regards to the skybox issue is anyone able to tell me if they are static props in the skybox? If you set r_drawstaticprops 0 they should disapprar

#

Or some command like that

#

Mine are all static props, so I'm currently going down the static prop rendering tree

#

It's on the engine level

neat spindle
#

Checking now

#

Did not disable the skybox buildings

broken scaffold
#

Alright

#

Check r_drawopaquerenderables and the world equivalent of that

neat spindle
#

opaque world disables some parts of the 3d skybox, but not all of it

broken scaffold
#

Does it do the skyscrapers?

neat spindle
#

renderables had no effect on the skybox

broken scaffold
#

Take a pic of you can

#

Before and after

#

This is really good Intel, all of mine are static props

#

Mine*

#

So I should be able to line up which properties are in common

neat spindle
#

Anything else you want me to test while I've got this open?

broken scaffold
#

Nah this is good for now

#

Appreciate the swiftness

#

Honestly I stepped away for dinner so I'm not even at my computer yet, was expecting it to take longer lol

#

I'll come back tomorrow with more questions probably!

neat spindle
#

Awesome, I appreciate your help! I don't know much about Source, so it's nice hearing from people with a lot more technical knowledge.

twin sparrow
#

david breathes Source

#

he's also a nut kinda guy

amber atlas
#

Sorry I missed this! I conked out!

amber atlas
#

door hardware, i changed the lock to not be... like... white? or whatever it was before?

broken scaffold
#

#1098843924602306601 message

#

Soon my brothers!

#

I'll patch some stuff then send it up to the NVIDIA boyz

#

they'll probably make a more longterm solution

amber atlas
#

Oh that would be some really good news I hope! Keep us posted!

left grove
#

I am also back, I went on a camping trip

#

should be able to help more catsaluteBL

amber atlas
#

Oh nice! Where did you go camping (if you don't mind me asking?)

left grove
#

Mid south of Portugal OK was a good time, but I came back slightly sick. My friend was sick before we went so it does make sense

amber atlas
#

Oh nice,not about the sickness part though

broken scaffold
#

@neat spindle do you want to test the DXVK fix for the skybox?

#

I still haven't applied the texture stuff

#

but I wanna make sure it works on all our stuff

#

or @left grove / @amber atlas if available

neat spindle
#

Sure, what do you need me to do?

broken scaffold
#

I'll DM you a module just drop it into the .trex folder

#

(Backup the old d3d9.dll from there)

#

Alright DM'd

neat spindle
#

That seems to have done it! There are ugly lines where the skybox starts because it doesn't seem to interact with the pathtraced lighting, but it's a start!

broken scaffold
#

Alright perfect

#

I am trying to find my way through the binaries to find the asset stuff now

#

but this is a big win

neat spindle
#

Okay, one new issue, there's a tree that seems to be rendering through the skybox.

#

Let me brighten the image so it's more visible

broken scaffold
#

But this is a consequence of r_forcenovis or r_novis

#

I am trying to find out if there's a way to fix this through the DXVK, if not this needs to be patched into the source engine stuff

#

I wager the SKYBOX is in that angle

#

Like the ACTUAL skybox

#

If you noclip in that direction, the skybox will be there

neat spindle
broken scaffold
#

oh

#

huh

broken scaffold
#

where is the actual skybox relative to that tree

neat spindle
#

Trying to find it

#

No clue where it is, I don't think it interacts with light so it's not visible. I turned on the fallback lighting.

#

Wait, found it.

#

It's way up in the sky, I don't think I was looking at it in that picture

broken scaffold
#

Hmm

#

alright

#

I assume it's a translucent entity

#

I'm not sure why it's clipping still

#

those have worked fine for me

neat spindle
#

At least it's no longer clipping with itself.

broken scaffold
#

hah yeah

neat spindle
#

The tree thing will basically never be visible in this game, but it might in something like DMMM that has a lot more natural scenery.

broken scaffold
#

Nah they are wrking fine on my end

#

that's why I'm not 100% sure what's going on there

amber atlas
#

Sorry I was at a wedding! Let me catch up. I'm still out but I want to see what's going on!

#

That's pretty promising...

neat spindle
#

Yeah, it's a significant improvement. I should check out Chinatown since that's like 99% skybox

amber atlas
#

A lot of the time they'd place the skybox far away so it was past the far clip plane of the camera

#

So maybe lowering the far clip plane will fix the objects rendering through the level

#

Like how you saw the small tree

neat spindle
#

All the lights are inside the lanterns so the scene is too dark, but the skyboxes are back!

amber atlas
#

Excellent

#

Not gonna lie this is very exciting

neat spindle
#

While I've got you here, any chance you know of any decent PBR tutorials? I have an idea of where to go for modelling stuff, but I never learned how to make textures, I always chopped together image textures and made my own seamless versions for things.

amber atlas
#

Hmm for PBR the standard is to use a tool like Substance Designer. There are a ton of tutorials for that program on YouTube.

#

A lot of the time I just type in substance designer and then the name of a material and someone has tutorials on how to approach the problem.

neat spindle
#

Fair enough. There's just so many tutorials for this kind of stuff which is both a blessing and a curse.

amber atlas
#

Yeah some can be a bit aimless. I've found that if it's 40 min it's either a bad tutorial or a super complicated material haha

neat spindle
#

"Okay, so the first thing you're going to do is open Substance Designer by double clicking..."

amber atlas
#

Welcome to my first tutorial, this is part 1 with subsequent parts to follow.

If you would like to get the source files for this project, they can be found at the following link:- https://gum.co/GXDfn

If you would like to see more artwork by myself you can find it over here:-
https://www.artstation.com/nathanmackenzie

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Music...

▶ Play video
#

This guy's stuff is great

#

He's a bit slow but you can just turn the speed up on the video

broken scaffold
#

Update, will probably have another module for you to try soon

#

#1098843924602306601 message

#

Trying to work out one last bug

amber atlas
#

Wow you're in deep!

#

Will this bet merged back into the main branch?!

broken scaffold
#

I'm sure there's some actual production cleanup that's needed but thus far seems like it's coming out nicely

#

Maybe add a config option to enable said offset

amber atlas
#

Yeah that's a big win if we can get your work merged into RTX Remix in general, you'd help out pretty much everyone who is working on games that use projected skies!

broken scaffold
#

Alright boys, I'm ready with another test binary

#

I have to make it a little more stable

#

but the algo should work well

#

Do ping me if youve got the chance to test @amber atlas and @neat spindle

#

Should work for any source game!

left grove
#

feel free to DM me it as well, I can test it out during lunch or after work (in a few hours)

#

those guys may be asleep for a while

amber atlas
#

Yessir I'm in US Arizona so I'm a sleep when you're up and fighting the good fight @broken scaffold

@left grove did you end up testing the binary?

left grove
#

Nothing came through 😔

#

but if you have it, send it to me, I can test in like 3-4 hours

left grove
#

at <t:1711645200:T> when I get off work

amber atlas
#

I don't have it either haha

left grove
#

all good OK We'll figure it out later on

#

It's basically 4 day weekend here, so after today I have lots of time to play around with this

#

and learn substance designer

amber atlas
#

Yes everyone should learn all the programs hehehe

left grove
#

is this the best package for me to be able to make a start on making materials/models?

#

Adobe has too many subscriptions to choose from sweats

ivory nexus
#

Look into instamat. Don’t need to have a subscription

amber atlas
#

That's mainly good for materials and textures. I'd still recommend blender for actual modeling and unwrapping

left grove
#

I don't think I am skilled in blender either

amber atlas
#

Instamat or substance designer are good choices for doing just straight up materials and textures in this case floors and walls etc

left grove
#

I am happy doing walls and floors for now doge

broken scaffold
#

Alright sent it out to you @left grove , @amber atlas , @neat spindle

#

I said it in the DM but it's in dynamic mode so it's going to calculate the scale and offset based on the source formulas

left grove
#

Thanks!

broken scaffold
#

assuming VTMB didn't change that, which I doubt it would

#

Noclip in and out of boundaries, see if the skybox stays in place

#

do fast movements

#

check for jitters

#

all that

#

KNow that since it's dynamic the algo needs basically two frames of movement

#

so you may need to take a step forward before

amber atlas
#

Sorry in a big test at work right now, we are close to a release but it's going pretty badly with bugs and regressions 😦

#

will get to this asap

broken scaffold
#

No stress man I'm in meetings myself

#

Shouldn't be texting but....

left grove
#

I tested the binary but I had some issues, I am not sure if it's because I changed something else

#

so let me try and return myself to the last known working stuff I had and then test again

amber atlas
#

@broken scaffold this is what i ended up with D:

broken scaffold
#

Where is this

#

Like I dont know the game good enough to know what I'm looking at

amber atlas
#

thats indoors with an outdoor skybox

#

all the walls are missing

#

im trying to get a shot of it without the remix stuff on

#

but view model stuff now just makes things flicker

neat spindle
#

The Santa Monica Haven, it's where you start the game after the tutorial.

amber atlas
#

sorry trying to get a comparison shot to go with this one but im having to restart

#

gimme a sec

#

as closeley lined up as i could get @broken scaffold

broken scaffold
#

Okay I see, this part is past the wall

#

right

#

the walls are physically not there, not a Z fighting issue?

amber atlas
#

yessir

#

no they are there for sure

#

i tried to run through them

broken scaffold
#

I meant the mesh

#

like visibly

amber atlas
#

other stuff was missing too in certain areas, but not others

broken scaffold
#

i shoulda said that

amber atlas
#

ohhh i see, sorry

#

as best i could tell the camera was clearing to the skybox which was rendering black

#

i think

broken scaffold
#

What skycamera setting are you on

#

Auto detect right?

#

by cam pos?

amber atlas
#

the default setting

#

i believe

#

trying to find it in the ui

broken scaffold
#

There are 3 requirements, first you should have your skybox textures marked

#

the ones only on the walls

#

not hte actual meshes

#

Second you should have it on camera pos or camera w/ depth

#

and finally make sure you have the 3d skybox on at all

#

If all this is good, go to the dev tab and in the views you should see the skyview and mainview

amber atlas
#

ok tagging the textures first, i've never pulled from the github so far, so i dont think i have the latest work by flame and catto as far as texture tagging goes

broken scaffold
#

There is one bug that I haven't fixed, it's when you are spawned INTO the skybox

#

like if your cam is in the skybox

#

my algo is dumb and puts the skybox somewhere else cause it don't like you going in there 😛

#

Just have to check if your'e within bounds, do nothing

amber atlas
#

haha

neat spindle
broken scaffold
amber atlas
#

hmm

broken scaffold
#

you need to tag the literal sky

amber atlas
#

just the background sky cube texture?

broken scaffold
#

Yeah

#

exactly

#

The solution here is basically capturing what's in the sky box

#

and moving it into the world

#

and scaling it based on the skybox scale

#

There's a number of things that can go wrong, but your walls SHOULD NOT be disappearing in the main world

neat spindle
#

Oh, gotcha. Thought you meant tag everything used in the 3D skybox. We should already have all the sky textures tagged in our config.

broken scaffold
#

Alright

#

Any of you guys free to go in voice

#

and do a stream

neat spindle
#

I'm still at work, sorry. Just following the discussion.

amber atlas
#

yeah i should be but its crashing right now lol

#

gimme a sec

neat spindle
#

Not sure if this is relevant, but IIRC we have the "first n untextured draw calls" autodetect sky settings enabled as well, would that cause issues?

broken scaffold
#

Shouldn't, that just tags those textures

#

I assume you have it to 6 for the 6 faces on thes ky cube

neat spindle
#

Probably? I think we just left it at whatever default n it had set.

left grove
broken scaffold
#

Yeah that is just such a solid feature

#

Especially with ModDB picking up for this stuff

left grove
#

it's just some silly python code and a bunch of string manipulation emil_shrug

amber atlas
#

Well I certainly wouldn't have been able to do it!

left grove
#

I am going to sleep for now, and my idea is to have another branch for "built from source Remix Runtime"

#

and I'll push some of the fixes from today

#

The ceiling here was a bit lower than it should have been (was fixed by no clipping). Somehow it happened when no clipping around @broken scaffold

#

it happened in a few places, so may be a tiny bug with your calibration stuff

#

😔

#

I am off to sleep for now, so may not be able to provide more debug info for a few hours

broken scaffold
#

Was it good at first, and then broken by no clipping, and then fixed by no clipping again?

#

Or was it inverse

left grove
#

I believe noclip broke it

broken scaffold
#

Okay yeah I know exactly why it happened then

left grove
#

so probably expected?

#

ok good

broken scaffold
#

This is, considerably, alpha with what you are using

left grove
#

seems to be it, otherwise, brilliant work, thank you so much

broken scaffold
#

This is to make sure that the formula works at least well to get where it needs to for all source games

#

Now it just needs to be consistent

#

Which is easy

left grove
#

nice nice

#

let me know if you need me to go thumbs up a PR or Issue on github hehe

#

my C++ isn't great but hey

broken scaffold
left grove
#

I am going to investigate portals a bit tomorrow, since you mentioned that is what's causing our random everything disappearing only on certain angles and places

#

so thank you for all the info too

#

feel free to take anything from the vampire git repo those git actions may come in handy too

#

the output is like this

#

didn't realise the URL didn't link you to this exact comment earlier doge

#

anyway goodnight!

amber atlas
#

did the chair

#

made a couple modifications to it

#

but tried to stay pretty close

grave flower
amber atlas
amber atlas
#

Interesting, I interpreted it as some kind of cloth or leather on metal frame

grave flower
neat spindle
#

I like the torn leather pad, adds more visual interest

amber atlas
#

double checked for sanity/posterity

#

didn't want to dismiss the feedback!

#

but it looks like it's supposed to be vinyl, so i'm leaning toward sticking to the leather approach to get it closer to the original intention

somber sundial
left grove
#

been working on a new experimental branch with the latest and greatest runtime (built from source with a roofs fix by King David on here). The TV works!

#

just been tagging some walls and stuff

somber sundial
#

Do mind, that incorrectly tagged textures can lead to just outputting the rasterized versions

left grove
#

In this case, we need to tag even walls as decals

#

🥲

somber sundial
#

Should never tag anything with something that doesn't really make sense

#

Tagging them as decals makes the textures project onto whatever surfaces they're on top of basically.

left grove
#

As much as that makes perfect sense to me, with the latest runtime (should release soon) that's the only way we can make it work 😬

#

but even as decals they are still layered and still respect layers

somber sundial
#

That's incredibly odd O.o Will probably also mess with any replacement assets

#

As the decal tag also counts towards the replacement