#Vampire: The Masquerade - Bloodlines (DX9)
1 messages · Page 5 of 1
yeah i like when media does that, where you have some answers, but the rest is like... 'maybe we'll never know...'
and the more I dig online, there was evidence that Troika was going to work on a werewolf the apocalypse game
as a continuation to VTMB, it never saw the light of day 
yeah 😦
damn, looking good!
going to add more grime and also boost the metalness and contrast on the roughness of the metal so it's more noticeable
too hard to see the deets
amazing
that's good
one thing to note down, as we'll need to ensure all replaced assets fit
i started on the radio, but i think i want to do the soap and toothbrushes first haha
yeah
have fun! Remember to take regular breaks 
Radio is gonna be difficult
Also shame that the cracked wall next to the kitchen cabinets isn't a mesh
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
it's like as long as you have some object to anchour it to you can do stuff like that
curious, may have to experiment with that a little
why am I getting 20fps on rtx3090 with DLSS :v
what do you have DLSS set to? 🥹
I do float around 40fps with a 4080 and both RTX Remix and the game open
balanced
yeah me too 🤔 do you have the ray tracing and stuff set to high?
well you probably do because otherwise you'd see the fog everywhere
interesting, I know frame rate dies a lot when it's raining 
Truuueeee
I still need to investigate rain some more 
high, otherwise it looks like Silent Hill
yeah, can lower it and disable fog if you want more fps on a pinch 
I wonder if we can set performance profiles ourselves, since we'll have to optmize this at some point 
I dont have write access to merge, but theres no conflicts so 🤷♂️ just fire away
quite strange, but I think it may just be because you aren't a contributor yet
I can add you 
ok done
thank
np, thank you for your contribution
I am updating the repo now myself, will push some of it shortly
is there a way to trigger rain in game?
I just have a save
but I think Pier always has rain
not sure
map sm_pier_1 to tp there
thank you!
I'm almost done with the hi poly! Just out for the day doing stuff.
Pier always has rain splashes but no rain as far as I can tell.
The main Santa Monica hub is the one that has the offending rain mist and drops
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
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
tagging them as particles did nothing 😔 for me what does it is tagging it as sky textures
intriguing
not sure if this means anything to anyone here
material tools/rain (shader LightmappedGeneric_DX6) refcount: 20.
means nothing to me as of right now 
hey learning is the fun part for me 😆
🤔
that's expected yeah 🥹 because setting it to UI will break the UI
when it renders
that's why the HUD goes white
and the lights go funky
the best I had was to set it to sky textures
and even that wasn't great
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
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
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.
ah shoot, well good to know
I also tried making anything of the water on the Pier, but haven't managed to do anything to it just yet
I even looked through all the textures manually to see if I found one that would be that wave animation but I couldn't
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
Ah yes, I noticed the same, I couldn't find the texture for the submerged part either. I even tried other random things but nothing seemed to have made it show up
It is there in the rasterized version so we know it does render
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
Which part exactly? Can you do a snip and circle it just so I'm sure. Also do you have alternate suggestions?
Also also when you say too modern, do you mean in shape/design? Or do you mean in terms of it's material? Or do you think it should just be removed like how there isn't one on the original?
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 
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
I think that sink originally had something like this
Let that sink in 
Yeah I meant pretty much what the previous message said. It looks like the original sink had the metal thingy with holes. Sorry not a native speaker and have 0 clue about how it's called.
I do think it looks too modern both in design and shape. I tried to find out when those draining buttons were invented but couldn't 😅
think the general term is just drain
Oh I don't know what they are called either! But I just wanted to be more precise, modern could refer to design or texture or if it's worn down enough, so I wanted to react to your feedback accurately, and not misinterpret!
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
or the drain cap thingy itself
this is pretty cool
oh that
I have one that like you press it in and out, it's like a toggle on the thing itself. Opposed to having the thing to lower/raise it behind the tap
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
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
like the OG
which could feel grosser/nastier which is good in this case
blender viewport shot for quick ref
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
save those for something else haha
oh yeah that'd be a good idea
yeah or have that like guard with the few holes
so anxiety inducing when the drain is just open 
guard with the few holes could be cool if i also put like... hairs n stuff all gooped up on it
oh god 
lolol
hey... up to you and all 
def trying to be responsive to feedback AND make changes, it's a balance!
yeah, I think just go for a rusted look on one
I can take a picture of my sink and show you
baking soda baybeeee!
DMd in case it still contains location data
naaah, it's like fucked by now
Others can see it but watch it at your own peril 
ayoooo
got rid of stopper and plunger
that's perfect
honestly I think it's perfect like that
just anxiety inducing that it's a black hole 
sounds good, keep us posted 
I might go on a merge spree, there's 2 PRs that have been there for 5 days +
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:
killl meeee
it's ok
this is a passion project so
the fact you already put so much into this one is you doing great
but hope things get calmer so you can work on the fun stuff 👀 (this one)
hehehe
look at this 
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)
thats awesome!
Thanks! It's certainly overengineered 
holly shit, you guys got it working ?
"got it working"
what do you mean?
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 
last time I cheked is after 1 month when this was released inbeta, the game didin't even start 
yep we have about a months worth of tests and convos now, some pretty neat stuff in there, poke around, we have some screenshots of things you might like!
and yes feel free to contribue in any way you can
if I only knew how 😭
also I don't think my 2060 would be good enough to even help development

even if for testing that could be helpful, having a wide range of hardware could be helpful
I can do some simple 3d models if that counts XDD
better than me! 
i've messed around in blender before
Safesoap
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
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 🧐
OH DAMN
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
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
Ooh, very nice! I've been away for a few days, did I miss anything important?
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
Excellent. Is the plan still to have a separate sub-USDA for every map?
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
we only create them as needed, I should definitely add instructions 
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.
yes it should be fairly straight forward if you did it all in a single layer
otherwise, will be slightly trickier, but not impossible
Do y'all have any particular scenes you want relit next? Confession was the big one I was excited for.
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
you got this, I can help you setup if you want 
not particularly, I want the whole thing done, and I went for the most logical for now, theatre cuz it's the 1st thing that shows up
Just gonna drop this here 
I made this mistake too often 
What did you do?
Oh, I see now.

@neat spindle throw a dart at https://github.com/CattoSalad/VTMB-RTX-Remix/wiki/Useful-Console-Commands#map-names
A knowledge base for VTMB RTX Remix. Contribute to CattoSalad/VTMB-RTX-Remix development by creating an account on GitHub.
and you can do the lighting 
we may need another google sheets for this table basically
at least for lighting
I think I'll make a pass on LaCroix's office next.
Yeah, I was just thinking that. I'll set one up tonight.
I had a test attempt at that, but failed miserably
I'll make sure to push my stuff and you can have a go at following the instructions to setup?
any feedback would be great
Yeah, I'll do that too. It'll be a few hours.
I think a symlink is the easiest way other than copying the files back and forth
oh no worries there, I'll be asleep but all good
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.
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
making it slightly harder to track each time
Having a top level asset layer would make that easier to track, and would also make merging simple.
yeah you are right on that one
I am down for that 
the only issue is git might get funny with the big file, but hey how big will it get? 
I think pretty small, since it's just text. The actual assets themselves are packaged separately.
yeah, that's what I am thinking, we should be good
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
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.
Ingested or source files?
hum, I think we'd keep the source files up there, but what are your thoughts?
I'd have to double check the documentation to be sure. I can't remember how packing for export works.
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.
sure sounds good
I think we'll always keep them as the non ingested we can always edit and reingest surely
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.
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.
yeah I am down, I can push this up to main for now
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.
I have not
Higher layers get priority
I found you can put children layers in folders
That's really annoying. How do you make level-specific overrides then?
I'll take a peek at the docs 🥹
Generally if you're a bunch of people working on a project it's suggest that you don't work on the mod.usda as your base layer
That doesn't make any sense, children almost always override their parents in basically everything else.
You should make sublayers for different areas etc
we can lock the grandfather layers and the parent layers, children being the maps remain editable 
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?
That's a garbage workflow.
That's what the main mod.usda is for
If you're replacing all assets of the same type, why would you need to replace them again?
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.
Ah yes those situations are an issue, are you sure they produce the same hash though?
we can however spawn new light instances, they need a parent light or asset to reside on, but that's fine right 
Usually, at least for source games when you swap the texture the asset should produce a new hash
It's not swapping the texture, VTMB stores emissives in the alpha channel. It's really weird.
So somehow they toggle the alpha channel for lights that are turned off.
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
I'm still trying to wrap my head around parents overriding their children. That's so weird.
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 
It's more like a "I'm the boss" hierachy than a children thing
The higher up you go, the more they have to say
Not really a fan of the workflow myself, but that's how it goes as far as I understand
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.
Yeah remix has no concept of levels etc at all
It's all just a way of trying to arrange the hashes for you
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.
yeah, no idea how we'll handle the lights that spawn when feeding or when guns are fired
we lack the technology 😔
Yeeee :/
And even if you're lucky enough that remix is able to pick up on/off stuff from the original game
THe problem with path tracing in realtime like this, is that it's extremely temporal
So blinking things for example just appear as slowly fading smudges instead of actual blinking
very true that..
here I was happy and feeling productive after what I have accomplished today 
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
Hahaha welcome to my life!
That exactly has been my struggle with SH2 for the past few months
"New asset done! But lights still don't work sooooo"
oh well
I'll keep pushing the envelope, even if only enough to get people who actually can help with the whole thing
in the sense of if we each tackle a few different problems each, we'll get closer and closer to a working mod
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
The stuff they benefit from, this project most likely will too
true
that's it mostly isn't it
this PR is going to be atrocious because of how much noise there is on the captures folder 😔
I'd settle for simple sine pulses, just some kind of animation.
Quake seqeuence let's go
It really is just a reset to the 90s, haha
In many ways yeah, remix definitely is a step backwards!
@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.
The visual results are pretty, but the usability has gone down a fair deal
the price to pay for good lighting 
Truth
the good or the bad part of the 90s? 
The Running in the 90's.
Por que no los dos?
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.
sure is, a few more generations and I think we'll be at a good place with it where everyone will be running RT
but I feel like I only ever use it on more single player experiences
That looks pretty accurate
Could you play the intro scene with that lighting?
Pretty sure it'd drastically change the ambience of the scene
in the other hand when the camera pans on the other seated characters, things are probably going to be dark
Whenever you're up, Catto, could you take a look at the symlink setup instructions? It doesn't seem to be right.
Oh I think I messed it up yes. Initially I was making 3 symlinks and cut it down to 1. It should only be symlinking /rtx-remix
So what is the correct input?
I'll update the docs shortly
Symlink /J "GAME PATH/rtx-remix" "REPO PATH/rtx-remix"
Give that a try, you'll need to empty the folder on your game directory so I just renamed mine to rtx-remix-backup
Oh, while you're updating documentation I have a spreadsheet link for map status
Yes! Funnily enough it works perfectly, there is an additional light that isn't visible, and some of the light bouncing back ends up illuminating the characters sat on the audience
https://docs.google.com/spreadsheets/d/1YT8pDlQ9t2QfCrWI-bpDiXkVMTRCeSeuKXfKRx9q8Vc/edit?usp=sharing
Seemed silly to make a pull request for just one tiny thing so I figured I'd wait until more came along, lol
Thank you! I feel like for now a lot of them may be "first pass"
No no, small changes are less scary and if it's broken we need to change it. Honestly not a problem
And we want it to always be as up to date as possible
For now I have it set to view-only, but folks can request edit perms and I'll approve them.
Yup, all good now. Let me make a quick capture to see if it works as intended
Do we need to symlink the rtx.conf as well since it's stored in the main directory?
yes possibly, I have been manually copying it over, but we definitely can
I'll give it a shot and see if it causes any issues
might just be symlink without any option
I'll create a branch called revising-getting-started-docs and you can push any changes to it you may have too
Alright, Remix still hooks with the symlink
created the branch, feel free to append to it, if not I'll do it. here
Saw you just add the maps tracking
nicely done, I'll add something for symlinking the rtx file too
unless you have a burning desire to do it yourself 😂
Already been done, haha
beating me to the punch
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
so I either broke them or something went wrong on the github configuration side
intriguing they aren't kicking off either, i'll fix that 
Hey, at least it was working at some point
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 
Ok thank you so much, I'll get on with work for now. I'll pick it back up later
Good luck!
@neat spindle made some more changes to the main readme, but nothing too drastic. Feel free to squash merge it whenever you want 
That looks cool as hell
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
I could record it and upload to youtube as a WIP showcase for now
yeah i saw the flashbang light in my explorations earlier hehe
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
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
like this for now, inside an assets folder
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.
yeah I think that sums it up quite nicely, I can try to give you a crash course if you want it?
https://www.youtube.com/watch?v=3XMymQ8oqWo
recorded the result, and listed the issues. Try not to share it too much, it's just a POC
Current issues:
- Character textures "blinking" during animations
- Final death animation is broken
- Some other lighting needs more work
- Screen fading to black
I would greatly appreciate that.
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
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.
that's odd, but I'll work with you to get you all up and running, at least so we can unblock you
Should I just start using the GitHub desktop? Been trying to learn CLI since that's the "correct" way to use git.
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
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
- 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
I can POC this, might help us understand that issue
Yes it is the case!
But yeah who would have guessed almost 20 years worth of resources are now becoming useful 
Yes, this is how Source engine skyboxes work
It's why the skyboxes go away if you noclip
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
They're usually pretty tightly placed around the level itself too
welp, make that 20 years worth I am catching up on
so yeah until HL2 fixes that and that gets distributed as the main rtx remix runtime, we'll have to work on other things
Yeah, I was really excited to work on Chinatown and then I realized it's basically all skybox, haha
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
it's ok, work on the museum
that's going to be a fun one
Ooh, yeah, maybe I'll do that after I finish LaCroix's office
should be good, but texture wise it'll be a nightmare 
That was something that I had considered, tying it to a piece of level geometry instead of using the skybox system. Does placing things out of the level bounds cause issues, though?
There is no such thing as a level bound
The only "Bounds" that kind of exist is the skybox BSP itself
Which you should be able to delete completely
Ah, okay. I thought with how the map partitioning stuff works there might be something like level bounds.
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
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
They can through remix
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
Well yeah, through source yes, but if you just hide the skybox and then edit it back in through remix instead, you won't have to worry about that
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
https://www.youtube.com/watch?v=gdsRJZT3IJw
nearly missed this 
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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
You could also go and scale up the skybox and line it up with the main level, it's 1/16th the scale of the level so it's doable.
Also I'm not dead! Still working on stuff! But also Helldivers 2 came out so...
Yeah exactly, if you do that then nuke the skybox textured bsp you can basically just replace the entire skybox area with real-scale stuff
Looks really nice! Outside of the obvious visual glitches. Funny to see those REALLY bright hallway lights that intersect with the characters heads be even more obvious with Remix. They always stood out to me even back in 2004!
have fun with Helldivers Milk, we have been carrying on with stuff. I think mod collaboration is basically up and ready 👌
yeah! those are quite good now, there's still lots we need to fix, hopefully HL2 will hold some of the answers for that
I got the shampoo bottles done and I'm finishing up the toilet right now! So I've still been making stuff, just not posting as much. I wanted to do the last few props in the bathroom and drop them all at once!
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
sounds good, hope your other project goes really well so you have more time for this 
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 
This is valid.
My toolkit has become basically unusable with all the layers loaded, even though they're... empty? Really fucking weird.
oof
I get that when I had all the layers myself
that's why I was suggesting adding them 1 at a time
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 :/
i think i've shot everything in this bathroom like 1000 times
bloodlines bullet collision is WACK
just in general
Haha just in case, and yeah that is true
It's mostly walls that get the bullet decals
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!
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
I feel that, I have way too many projects now! Had to back off on some of my other ones... good job on staying strong 😄
not sure if im doing something wrong but alpha doesn't seem to be doing anything in my textures D:
have you run into that?
I have barely swapped textures just yet
gotcha
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

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 
oh hmm let me try that last part
no dice 😦
think i got it
had to configure some settings
oh interesting
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
oh I see, that makes sense
screenshot incoming
ayo 👀
damn, that looks great!
the little bristles 
you did the cup too? it looks quite close just slighlty different, that's how good it is
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
oh yeah I see that outline you are talking about
probably something im missing about the way remix handles alpha
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
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
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...
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
Dang, if I figure it out i'll let you know then
vamps gotta take care of their dentals too
fangs maketh the vamp 
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
You guys are doing some amazing work! 🙌🏻 💙
And here I am not knowing how to boot the game with remix 
it's ok, check the github repo that's pinned, and it teaches you 
I will! Thanks for the pointer 🙌🏻
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.
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
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.
The lights from the capture were placed way off of the wall.
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.
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
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.
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
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.
yeah bugs me a lot too
yeah that looks inline with what I have
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
Even having just those was causing lag for me, so I stripped it down to just downtown.
First pass on toilet paper holder. Going to remodel the keyhole I think...
image slider in link
slowly but surely getting there
It never fails to amaze me how much of a difference all the RT shadows make in a scene.
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
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.
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
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!
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
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:
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
ive got to clean some stuff up on it, i have a glock just floating in the kitchen right now for instance
Where else are you supposed to keep your Glocks?
hmm good point...
added some world of darkness lore to the estrogen pills in the bathroom
The game is slowly but surely changing for the better. ❤️
any way to get this fullscreen or borderless?
Does -window -noborder still work in typical Source fashion?
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.
borderless gaming is the one (https://github.com/Codeusa/Borderless-Gaming)
i figured it was a workaround i found some alternatives that might work https://www.displayfusion.com/Discussions/View/please-add-borderless-window-mode/?ID=4168b94d-5ed2-411c-84fd-50b3053d27da
i think some of the displayfusion scripts can be ahk'd not sure tho
works https://prnt.sc/OhyUR4qrkl6Z now we need to automate it and .bat it at the opening of the game or something
thanks chatgpt 😄
oh, wonder what gitrepo this comes from 
there is still a small black bar at the top
oh
good enough for me tho
could be
I am onn 21:9 
I can try it
give me a bit
How do I execute it specifically for vtmb?
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`
Free keyboard macro program. Supports hotkeys for keyboard, mouse, and joystick. Can expand abbreviations as you type them (AutoText).
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
😄
you can compile it to an .exe on the ahk application 
yes sir
we can add that to the repo
I'll also mention borderless gaming in there as an alternative
😄
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 
from the only strip club I have ever been the moody lighting matches I'd think
Doesn't Source already have a functionality that will execute console commands when you launch the program?
No AHK necessary
ive reached the end of me being knowlegeable, sadly 🙂
that'd be autoexec.cfg in the cfg folder
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
It was foolish of me to think I'd have time to make assets while I'm in the UAE lol
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!
oh sounds fun none the less
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
I didn’t realize what had changed until I noticed the thin cable/wire, This is a great game with high quality assets ❤️
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
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?
Sometimes... hehe, and sometimes I'm pulling my hair out going... WHY DID THEY DO IT THIS WAY!?!?!
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
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
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
That's it
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
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
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:
Yeah there's a panel in the back of the beach house too
Sorry for the bad link. I'm on the road but I think this is the aesthetic they were trying to go for. This is missing the fuses
ooohhhh hell yes
For the fuses, I think you just Google Edison base screw shell fuse
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...
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
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
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
This is called a 3R knife switch disconnect
Might make sense to go with the older ones since this takes place in 2004 ish I think?
That would be 4 lamp T12 2x4 troffers
Ok cool I'll get that ref folder going
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
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
Yo we talking lights 
Ayeo I’m an Electrical Engineer. All the MEP systems being wrong in games drives me wild.
Fallout 4 conduit bodies hideous
Half tempted to see if I could be a consultant to studios to guide them to some realism.
Bethesda uses 4” for everything if I remember.
Allan Wake has proper runs with LBs and boxes tho. It’s kinda surprising.
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
I’ll be making a collection of MEP 3D models that I’ll share that y’all could use by the way 👀
It’s all that was on the truck 
Exactly
I swear Adam has a notification filter to tag him whenever someone mentions lights
I’m everywhere
Do you use chromatic aberration?
As a personal preference yes (though I do know it's not well liked by most)
No, looks cool, but this shader needs to be configured very carefully 👍🏻
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!
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
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.
👋
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)
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
@odd cove If you haven't already, check the pins to see our current knowledge base.
the github repo? that's what I started with.
Yeah, just wanted to make sure you knew it was there since a lot of people don't check pins, haha
that looks awesome! it should get moldy as the game progresses. 😆 (not a serious suggestion)
(you know)
(cuz vampires)
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
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.
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 😕
Currently have a few ideas, digging through the source engine stuff / DXVK to see if I can pinpoint it
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
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 😦
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!
pipeA and cornerA ingested
Do you have any plans to rework the wall textures as well? Are you planning to make them PBR?
Yes! I'm doing the props first, and I've done a few tests on one or two of the textures. But that's all going to happen as well, I'm trying to kind of phase it, and not get too distracted, though I fail once in a while and work on something random.
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
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
opaque world disables some parts of the 3d skybox, but not all of it
Does it do the skyscrapers?
renderables had no effect on the skybox
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
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!
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.
Sorry I missed this! I conked out!
door hardware, i changed the lock to not be... like... white? or whatever it was before?
#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
Oh that would be some really good news I hope! Keep us posted!
Oh nice! Where did you go camping (if you don't mind me asking?)
Mid south of Portugal
was a good time, but I came back slightly sick. My friend was sick before we went so it does make sense
Oh nice,not about the sickness part though
@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
Sure, what do you need me to do?
I'll DM you a module just drop it into the .trex folder
(Backup the old d3d9.dll from there)
Alright DM'd
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!
Alright perfect
I am trying to find my way through the binaries to find the asset stuff now
but this is a big win
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
I also probably know this one
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
go validate this first
where is the actual skybox relative to that tree
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
Hmm
alright
I assume it's a translucent entity
I'm not sure why it's clipping still
those have worked fine for me
At least it's no longer clipping with itself.
hah yeah
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.
Nah they are wrking fine on my end
that's why I'm not 100% sure what's going on there
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...
Yeah, it's a significant improvement. I should check out Chinatown since that's like 99% skybox
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
All the lights are inside the lanterns so the scene is too dark, but the skyboxes are back!
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.
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.
Fair enough. There's just so many tutorials for this kind of stuff which is both a blessing and a curse.
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
"Okay, so the first thing you're going to do is open Substance Designer by double clicking..."
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...
This guy's stuff is great
He's a bit slow but you can just turn the speed up on the video
Update, will probably have another module for you to try soon
#1098843924602306601 message
Trying to work out one last bug
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
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!
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!
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
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?
Nothing came through 😔
but if you have it, send it to me, I can test in like 3-4 hours
at <t:1711645200:T> when I get off work
I don't have it either haha
all good
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
Yes everyone should learn all the programs hehehe
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 
Look into instamat. Don’t need to have a subscription
That's mainly good for materials and textures. I'd still recommend blender for actual modeling and unwrapping
I don't think I am skilled in blender either
Instamat or substance designer are good choices for doing just straight up materials and textures in this case floors and walls etc
I am happy doing walls and floors for now 
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
Thanks!
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
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
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
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
The Santa Monica Haven, it's where you start the game after the tutorial.
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
Okay I see, this part is past the wall
right
the walls are physically not there, not a Z fighting issue?
other stuff was missing too in certain areas, but not others
i shoulda said that
ohhh i see, sorry
as best i could tell the camera was clearing to the skybox which was rendering black
i think
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
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
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
haha
The textures used on the skybox buildings are shared with the world geometry, so that may cause issues.
You don't need to tag the skybox BUILDINGS
hmm
you need to tag the literal sky
just the background sky cube texture?
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
Oh, gotcha. Thought you meant tag everything used in the 3D skybox. We should already have all the sky textures tagged in our config.
I'm still at work, sorry. Just following the discussion.
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?
Shouldn't, that just tags those textures
I assume you have it to 6 for the 6 faces on thes ky cube
Probably? I think we just left it at whatever default n it had set.
example of the rtx.config diff on pull requests
https://github.com/CattoSalad/VTMB-RTX-Remix/pull/7#issuecomment-1937886396 (only the last comment, the others were tests
)
Yeah that is just such a solid feature
Especially with ModDB picking up for this stuff
it's just some silly python code and a bunch of string manipulation 
Well I certainly wouldn't have been able to do it!
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
Was it good at first, and then broken by no clipping, and then fixed by no clipping again?
Or was it inverse
I believe noclip broke it
Okay yeah I know exactly why it happened then
This is, considerably, alpha with what you are using
seems to be it, otherwise, brilliant work, thank you so much
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
nice nice
let me know if you need me to go thumbs up a PR or Issue on github 
my C++ isn't great but hey
Thank you! I will have another build for you maybe Saturday
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 
anyway goodnight!
did the chair
made a couple modifications to it
but tried to stay pretty close
Tbh that looks like a wooden chair
Do you think it's because of the light tan color poking through the missing leather spots? Does that read more as something like a particle board?
I meant the original chair
Interesting, I interpreted it as some kind of cloth or leather on metal frame
Looks like your average stained wooden chair for me
I like the torn leather pad, adds more visual interest
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
That's deffo a stained leather
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!
and the selected objects works if you tag them as decals
just been tagging some walls and stuff
Do mind, that incorrectly tagged textures can lead to just outputting the rasterized versions
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.
