#Vampire: The Masquerade - Bloodlines (DX9)

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amber atlas
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meaning those windows would just be barren

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so there might be many places it doesn't work as well

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and its somewhat inconsistent across the game so they may use one of these textures elsewhere and simply not include the frame

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meaning im SOL

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lol

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i think using the displacement can go A LONGGGG way though

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so either way i think the result will be nice

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whether i can do what im thinking or not

neat spindle
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I'm going to go out on a limb here and guess that there's a lot of them in SM and almost none in the rest of the game due to the development cycle, haha

amber atlas
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yeah i think i saw much less in LA but some more in HW

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yeah they handle windows a bit differently ground level in LA

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frame models on only one or two types of variant

neat spindle
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Most of Chinatown is flat textures too because it's either giant apartment buildings or pagodas

amber atlas
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HW does have more but its a smaller map too

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yeah

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probably should stick to making the frames do nearly exactly what they do already and the textures still having those elements since its not conistent...

neat spindle
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Alright, so anything that has a non-zero/one opacity value comes out looking like this

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So to do any kind of transparent glass you have to do it "right"

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As a consolation prize, though, here's a pretty new catwalk material

amber atlas
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That's a real nice catwalk metal

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Love the roughness variation and I think the subtle rime at the edge sells it really well

neat spindle
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Thanks! I'm (slowly) getting decent at the process.

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Bigger question about how we want to package assets for the game, what's best practice for material resolution? I've been exporting most things at 2k resolution, with the exception of one double scale material that I had to export at 4k so there wasn't a resolution mismatch.

Related: what are best practices for modeling? I've kinda been putting off making models because I don't even know where to start optimizing vertex count, etc. for a game.

amber atlas
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Bro

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the best practices for modeling!?!?

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thats a TOPIC my dude

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๐Ÿ˜„

neat spindle
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Yeah, I know, hahaha. It's why I haven't gotten into it

amber atlas
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i think with things like non organic props it can be a bit easier to get into for sure, when you get into more organic objects or objects that have odd surfaces running into each other, thats when things get hard

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but for things like poles, lights etc

neat spindle
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If at all possible, I'd like our mod to not be like 1TB because it's so poorly optimized, lol

amber atlas
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you can usually stick to just low poly with a nice normal map bake

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most of the size comes from things like textures

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model files are much less impactful when exported

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the 2 major things that bloat a games size are textures and audio by like... an order of magnitude

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i have been sticking somewhat close to 2k for most everything, there have been a few 4k's slipping in there for various special needs

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as far as tri/poly count goes, you can be a little loose with it, but i still lean on the side of lower is better, enough to curve a surface or show a shape, but not like... turbosquid everything in the world is modeled

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also tri count optimizations at least in a raster engine work differently than most people think they do

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so lower tri counts do help with speed but not for the reasons people think

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but i dont know how much that applies to a ray traced engine or how the remix engine is doing things

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i have a bigger question back to all of you...

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i just realized, the inventory screen uses render textures, anyhting that shows up on a render texture is rasterized...

meaning anything that shows up on a security camera or in the inventroy screen simply won't be remastered visually, even if they have been replaced under the hood D:

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the question i guess i have is... WHAT DO

neat spindle
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So your fancy gun models don't show in the inventory preview? It's still the one from the base game?

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If that's the case we should be able to replace them directly like how we do for those invisible car models.

amber atlas
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still have not successfully compiled a model for vampire

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myself and a few others have hit a bug with the compiler/converter setup

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someone online has it working but sometimes it just doesn't work on certain machines

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if i can get that working, every model not inculding viseme characters can be remasteres

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so fps hands/guns etc

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BUT

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still will not fix the materials since those would revert to rastered versions as well

neat spindle
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Bizarre. I'm guessing you've already hit up the folks on Planet Vampire then? It's fishmalk city over there so I try to spend as little time in that corner of the internet as possible.

amber atlas
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would have new models, and an albedo, but no physically based rendering in the inventroy preview

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yeah they tend to spend a lot of time getting... upset? but i did poke around there are some talented people in there

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one of them is the one who built the converter but they've been missing since like... 2016?

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or something

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still at the end, none of that supports visemes

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so no facial expressions

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which we sure do want

neat spindle
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But getting basic models compiled without PBR for at least the inventory would be nice.

amber atlas
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yeah i think that would be a... medium sized win ๐Ÿ˜„

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it would also mean i could do fps hands and guns/weapons

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which would just.. make me so happy lol

cosmic spear
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The main bottleneck I have found typically involves stuff that uses transparent textures. Usually stuff like foliage and the like, plus smoke, fire, most kinds of special effects. In those cases, you actually would get much better performance with modeled 3-D grass, leaves, branches, etc than with the 2-D billboards that games of this era used.

amber atlas
# cosmic spear The main bottleneck I have found typically involves stuff that uses transparent ...

Yeah I think raytracers are doing things like batching clusters pixels into tiles now instead so it's a little nicer than a traditional renderer and the way it tiles it's render loop. So I suspect that's probably where some speed up is.

Can confirm, the transparency is absolutely the death of FPS in some of these scenes, was exploring doing exactly what you mentioned for some of the trees, though I wonder if that's mainly for alpha blended, or if alpha testing still can be fast? Haven't tested all those cases just yet.

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Also hi!

tame shard
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expect that to be fixed...eventually

amber atlas
bleak barn
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I wonder if you can do what spider man devs did and add a parallax texture behind the window ๐Ÿค”

bleak barn
amber atlas
amber atlas
bleak barn
tame shard
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hey - are there any updated instructions for the best way to run this thing? most up-to-date .conf file, any launch commands, etc?

amber atlas
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Currently catto has been collecting and cataloging the base setup framework into this GitHub.

It does not include any art replacement, we are thinking that those would exist potentially as branches. The idea being that anyone could grab this main branch and start their own remaster.

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So shared hash ids across the community

tame shard
amber atlas
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Hmm that's odd it should have some more recent updates that fixed things like the weapon view models etc. @left grove did you end up getting some of the more recent fixes in?

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Additionally King David has been building some fixes to the way source skyboxes can be handled, he manually sent us those files but he has an active pull request that should hopefully pull that into new official versions of the runtime.

left grove
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hello, I have a temporary update on a branch, I can push what I have for now today, if that helps

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Those definitely work, we have some improvements

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My only issue now was with character textures, sometimes the hands would show, sometimes they wouldn't. I didn't have the time to figure out wether tagging the character model's textures as player textures was helping or not helping

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I believe me and @amber atlas were playing different clans, which have different player model textures

tame shard
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which clans are most functional?

amber atlas
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I have been doing tests on multiple clans and had not been seeing that issue...

left grove
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oh interesting

amber atlas
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I also did not tag the characters as player textures

left grove
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I see, in my local I had the tremere textures tagged. I can push all my changes in a few hours

amber atlas
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The various settings for how I setup the view models handle when it renders etc.

left grove
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I believe I kept all the changes you mentioned over time, that allow us to see the gun models and improve other things

amber atlas
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But you are seeing some disappearing hands etc?

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Even with those changes?

left grove
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yes, I was seeing that. I did notice the affecting factor was tagging player models. Which makes sense now

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I just haven't been around that much and haven't tested much further

amber atlas
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Ah ok gotcha

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Let us know when you push please!

left grove
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I should be able to push it in about 3 hours from now

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I'll shout here

amber atlas
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Sounds good thanks

left grove
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I was also starting work on capturing scenes so that we can all work off of that, I do have a few things locally that I should definitely push up

left grove
tame shard
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cool - lemme know when you push the update! basically just looking to see what the game is like without asset replacements but with all community fixes/rtx.confs setup

left grove
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will keep you posted

amber atlas
# tame shard cool - lemme know when you push the update! basically just looking to see what t...

things to watch out for: Biggest issues so far will be particle fx related. Looking into how to approach that recently. But that's the area that functions the worst the either don't show up or the don't show up correctly. Also you'll see some heavy camera flashing in certain areas of some levels where it's switching portals. Santa Monica rain particles can also kill fps.

Lights on guns and feeding are supernova bright. This might require actual modding changes to fix. The ids are not stable for those since they are spawned dynamically

left grove
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So I got everything as latest as I can, however in 3rd person I don't see my character tHONK

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which is confusing, I don't have any textures set as player model or as player model body textures

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and it works now... hummmm, I just went in and out of the safehouse

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welp

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I had a branch for experimental remix runtime, which is where I was throwing stuff, I can merge that in

tame shard
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thanks!

left grove
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no problem, should help everyone a little

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I'll also update the docs a bit to reflect what Safe milk was mentioning

amber atlas
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Side note @left grove when I launch with all those launch args you have listed I get a hard CTD

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-game Unofficial_Patch -dxlevel 70 +mat_dxlevel 70 -window

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that's all i launch with

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  • david's runtime he sent us
left grove
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that's pretty solid

neat spindle
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That's all I use too.

amber atlas
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the only oddity i have is that sometimes the sky textures will 'untag' themselves depending on whether i load a save, or do a map command etc

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not sure if either of you have seen that

left grove
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I am currently on the latest rtx remix, just the experimental one, without david's fix sadly

amber atlas
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hoping david's fix gets merged back because it really makes a world of difference

left grove
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yeah honestly would be great

amber atlas
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it fixes a massive percentage of the flickering, still a few spots in the maps where it happens, but overall sky is stable and looks great + flickering massively reduced

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brings the sky elements into the actual play space as well so they can actually affect raytracing

neat spindle
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I think it's been merged, but hasn't been released yet? Saw something about it in the Dark Messiah channel.

left grove
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oh is that so?

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I'll find it and link it here

neat spindle
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#1098843924602306601 message

amber atlas
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yeah looks like its merged! but like you said just not released

left grove
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that's fine tho, we can grab that from the workflows tab

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I'll try one

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I'll message back shortly

amber atlas
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aight

unborn tusk
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@left grove sorry. just don't mask the link

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it's our filter to block spam that caused that

left grove
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understandable, I was just trying to make it not look super long ๐Ÿฅฒ learnt my lesson

unborn tusk
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masking links is usually fine, i'm not sure what in particular set it off that time

left grove
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I can see how it could be used nefariously

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all good! I think it was because one of them linked direclty to an artifact, I wonder if that's what triggered it

gleaming brook
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Looks like Kim already got to ya

left grove
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thanks

amber atlas
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sometimes when i digest a model... it just... gets wrecked...

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im not sure if this is because it has a super low roughness value and a high metallic value and its just catching lots of reflections

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or if something is going on with the normals on the actual mesh

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it happens to SOME of my models and is usually fixable

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i pre triangulate before baking the normal map and keep the same triangle direction into the USD export

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so it's not the triangle direction that's messing it up

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but it looks fine in toolbag4 and blender

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but in remix/vtmb its just all messed up

somber sundial
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Especially obvious on metallic objecst

amber atlas
# somber sundial I've been having a similar issue

Ok thanks I was going a little crazy. I did notice non metallic objects tend to look much tighter. Toolbag and blender display it perfectly. Another test I want to try is exporting the USD to toolbag and blender and see if the same issues arise

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But it could be a remix rendering issue too...

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I tried the same mesh as an fbx and it had the same issues

somber sundial
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Yeah something just seems borked with normals in general

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A while back I tried experimenting with custom weighted normals

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And they imported ALL kinds of broken

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Despite being fine in every other tool I tried

amber atlas
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@somber sundial have you noticed it on every model? Or just some? Metalness levels high? Or no? When I put it into "white material mode" the normals/trianges seem fine.

somber sundial
amber atlas
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Ok thanks, that's been my observation as well, it seems like it happens on any model potentially, but metalness isn't the cause.

somber sundial
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Aye! And if you try to use custom weighted vertex normals it gets even worse!

tame shard
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@amber atlas @somber sundial not sure if this has anything to do with it, but you guys should try opening the post-ingested USD in Blender - when converting to the Remix USD format, most of the faces split off from each other like you were using the edge split modifier

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I think there's a reason the asset has to be ingested that way, but if that sounds like the root cause of this issue it would be worth setting up an issue report on github with this in mind since maybe an improvement can still be made to the ingestion process

somber sundial
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I don't use blender

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But I'll see if I can replicate the same behaviour in max ^^

amber atlas
amber atlas
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Triangulation is the same as well as normal

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biggest difference is that for some reason the watch indicator normals are flipped

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but it looks like it could potentially be the way that remix is rendering geo in it's final form i guess

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Double checked and all the verticies are welded and the same

hidden spear
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Anyone have an rtx.conf file? Just picked this up on the summer sale pepespin

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Is there an .ini file to change the resolution? I installed the unofficial patch and use the steam launch options for it, but for some reason only see the 1920x1080 as the max resolution, tryna get to 2k

amber atlas
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Oops haha

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Copied the wrong link

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Hold plz

amber atlas
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catto's setup

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and

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-game Unofficial_Patch -dxlevel 70 +mat_dxlevel 70 -window

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launch args (cattos readme has more but this is all you need)

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step 3 has his current conf file as well

left grove
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the one on the repo has been updated to be the latest, there are still some issues here and there, but it's getting better with each remix update

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we still don't have any texture work on the repo

hidden spear
amber atlas
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I only have like... ONE model left to do to finish all 43 something models that appear in the apartments in that map (excluding outside the window which bleeds into sm_hub_1)

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but i'm SICK

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and im like

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dude

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let me just finish this!!! AHHH

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so close...

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then it's on to doing an actual focused pass on all the textures

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ive only catalogued the textures i've done, but i think i might have to really sit down and audit everything, there are so many textures though D:

neat spindle
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Hell yeah, nice. Reminder that there's a spreadsheet with all the models and textures listed if you want to use that to track progress.

left grove
amber atlas
left grove
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not worth it doge

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that's the sickness talking doge

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it's ok take a little break, heal up

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enjoy some hot chicken soup

amber atlas
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i like being able to grab images and add descriptions and the cards themselves have more reference images as well and notes etc

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oh also!

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before i got sick, i did some model compiling tests, no luck so far

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but

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it did give me some clues on how remix might interact with UP vs UP+

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if i interpreted it correctly, i did a model/texture replacement (failed) and it seemed to give it different hashes i think

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which means... if model replacements happen, they MIGHTget different hashes than the default

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which, while a little inconvenient, could be used to do some stuff like, separate out model replacement packs aware from just texture changes or something

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but i need to do some more experiments

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because i might just be misinterpreting

neat spindle
neat spindle
amber atlas
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I think there are various foxes to default assets. Mac 10 some journals etc

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The more likely case would be model recompiles for things like first person view models or animated assets

neat spindle
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Oh, yeah, I know that there are changes to the models in UP+ (such as the one that made cars invisible). I mean on our end would we ever do anything other than replace it with the same high poly model?

amber atlas
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I don't THINK so? Haha. However I am not quite sure but I know some models get changed in UP+ to different models. And some objects get moved or replaced. Which could change their hashes and what they are intended to look like as well? So I think on the whole it should be ok... But I certainly can't foresee the impact until I do some tests

hidden spear
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Hmm for the unofficial patch, does anyone know a way to set a custom resolution in fullscreen? I have dual monitors, one's 2k and ones 1080p - it looks like the games only giving me 1920x1080 as the max resolution - anyone know a way to get 2k? I have the 2k one as my primary monitor, not sure why it's not catching hmm igpu is disabled in BIOS

amber atlas
left grove
neat spindle
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IIRC the Unofficial Patch just sets a resolution for you, it doesn't expand the options in the list. So if it chose the wrong one (say, because you have multiple monitors) there's not a way to set it to the correct one through the menus if it isn't an old low-res monitor.

hidden spear
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Interesting, I did a clean install of the unofficial patch, it looks like it gives me 2k without remix, and 1920x1080 with remix, so it looks like a remix setting is hindering my resolution. Mine's windowed as well. I think I'll open a ticket on github, who knows, this might help solve something for other games out there as well ๐Ÿ™‚ I'll get to the bottom of it - thanks guys! BLANKIES

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In the meantime I'm happy to play at 1920x1080 - can't believe I haven't heard of this game until remix, this game's the perfect candidate for remix imo

left grove
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it's such a good game

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I hope a lot more people can experience it with remix pacha

amber atlas
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actually got this working for real with the F'd up skeleton that Remix makes

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need to do a grime and grunge pass

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but i also wanted to base the interior after what it looks like the fridge actually is

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which is some really old frigidaire model

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the skeleton is really weird, it looks like remix is only grabbing 2 bones, one root and one joint, in this case it works, because the fridge actually has like 3 or 4 bones in the mdl file but only uses 2

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but in this case what remix thinks is the root operates as the door

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so i had to weight paint it in reverse

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door to root root to door

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which for now, closes the sage of the refrigerator i started all those months ago D:

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there are a few door handles that i think work this same way so i'll have to cross my fingers i can jank my way through them as well

left grove
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ayooo that's looking good

amber atlas
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thanks @left grove !

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starting on the next big section of work D:

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though im neglecting my hl2 remix duties so i need to hop back on those as well

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being sick for a week im chomping at the bit to get back to everthing D:

left grove
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oh damn that looks good too

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I'd say don't neglect hl2 but this is more important (to me at least doge )

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deffo do some hl2 remix stuff

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hope you are feeling much much better tho

amber atlas
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haha the hl2 stuff takes a bit longer because believe it or not, some of the hl2 props are even blurrier than vampires, so more discussion and resource hunting and back and forth needs to happen, some guesswork too D:

left grove
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I can get you some captures for the entirety of Santa Monica

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get that all ready on the repo

amber atlas
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the other people on that team are STARS though, man

left grove
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I am sure you are a star too haha

amber atlas
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haha no way, im just trying to watch and learn ๐Ÿ˜„

left grove
amber atlas
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hl2 was determined to run well, vtbm was like, nah lets go nuts and use like 14 textures for one object woooo!

left grove
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haha

worthy bobcat
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hello guys โค๏ธ i can take a build for testing for u ? my gpu 4060

neat spindle
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Honestly there's not much in the way of testing that we need done at the moment, it's just the long process of asset replacement at this point. We have our GitHub repo linked in the pins if you want to mess around with the base build that we have.

worthy bobcat
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i spect find funny bugs kkkkk weak things kkkk

somber sundial
amber atlas
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But we don't have a final mod build that you drop in and use purely from a play perspective yet.

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I will have a test one hopefully soon in the coming months as an initial proof of concept test. But I have a lot of materials to work through first!

worthy bobcat
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yup

ruby gull
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just wanted to say i'm really excited for all the work you've done on vamp!

broken scaffold
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If anyone has the chance would you mind typing mat_info into console and getting me the output?

amber atlas
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Damn, I just stepped out for meetings at the office

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If no one is able to do it before I get back I'll do it tonight for sure

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Actually I'll be sneaky and while I'm at the office I'll install it and then do it haha

broken scaffold
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There's no real rush

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honestly trying to figure out some really stupid application related stuff

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mat info is just for me to see how my system is registering compared to others

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considering my bones are all dumb

amber atlas
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Gotcha I'll get on it as soon as I can. Most likely this evening

left grove
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I can do it

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it's a little long so sending it as a DM (sent, King David was happy)

hidden spear
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Got the latest rtx.conf on the github - but does anyone have an rtx.conf that fixes some of the common issues inside buildings? ๐Ÿ™‚

amber atlas
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That's related to the git hub not having @broken scaffold s sky fix i believe. We need to have a long term way of integration or providing it. I think the plan was for it to be PR'd into remix officially but I'm not sure where that is in the process

broken scaffold
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It was actually pushed in but my dynamic fixes were not incorporated

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I guess it was missed

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you can still set the skybox scale to a fixed 16 which works for you guys

left grove
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oh good to hear, maybe we do that

left grove
left grove
broken scaffold
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Don't ermember honestly

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It's in the settings for sure

left grove
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I'll find it catsaluteBL

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I'll set it and save it then

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@hidden spear would you like to try this? Under Game Setup -> Step 2: Parameter Tuning -> Sky Tunning -> Advanced -> Tick Reproject Sky to Main Camera and it was set to 16 already on mine

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seems to help

amber atlas
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Thanks, was trying to get back so I could show!

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@left grove

left grove
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np np, I am going to sleep now, so updating the repo may have to wait till tomorrow

amber atlas
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yessss SLEEEPPP

left grove
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1 sleep and 1 deadpool movie later, I'll be commiting those changes shortly to make sure new comers get the right rtx.conf

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and honestly now that the main branch has working skyboxes I may capture the entire thing for the repo

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at least for Santa Monica

worthy bobcat
left grove
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yes was really good OK may even have a treat for Vampire fans doge all I can say

somber sundial
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Morbius showed up

hidden spear
left grove
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ah I believe I am using a newer runtime too

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I can't send the specific download links but let me try to guide you towards it

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go to actions on both and then to the latest green one

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you'll need to login and then you can download the latest release ones

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then you'll be able to extract those into the game's folder. Bridge remix goes straight into the game folder

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the dxvk-remix one you extract into the .trex folder

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those will be the latest ones

unborn tusk
left grove
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Thanks!

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but that does seem kind of ominous doge

hidden spear
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Looks like even with the latest runtime it's still giving me the same result. Would you mind sending me your rtx.conf Catto? I wonder if there's a problem texture throwing off the scene somewhere

somber sundial
hidden spear
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Ahhh no wait I got it - I was using the unofficial patch .exe without the launch options

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All fixed, thanks for the help guys! peepoBlushReallyHappyDank

hidden spear
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Is anyone experiencing crashing when trying to capture?

left grove
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what are you using to capture? that is strange

hidden spear
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Just Remix. Going to do a clean install, wondering if switching the remix version may have done something, will report back pepespin

hidden spear
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Bizzare, clean install with unofficial patch/latest remix, and a consistent crash hmm I got crash logs, maybe I should open a ticket to see if there were regressions with capturing

left grove
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oh strange

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I usually just use the microsoft like windows + G capture

unborn tusk
# left grove ah I believe I am using a newer runtime too

oh, also the auto downloader in #remix-beginners-guide gets the latest builds without needing to do it manually. it also gets all of the conf files (dxvk.conf for example), and saves a txt file with the build names for filing bug reports

unborn tusk
hidden spear
left grove
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right!

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what did you name your captures?

hidden spear
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capture{timestamp} usually

left grove
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that should be fine tHONK

unborn tusk
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it's throwing an error about what i think is an unsupported texture format

hidden spear
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Love the new ticket system BLANKIES

left grove
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I can capture just fine ๐Ÿ˜” same place too

left grove
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I am unsure what causes it for you, I tried having a clean folder for the captures and that was fine too

broken scaffold
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I got another odd one: Can someone when they have the chance pass me the shaderapidx9.dll file?

worthy bobcat
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ok

left grove
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whatever magic you are up to, best of luck!

worthy bobcat
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? thats is u project ?

neat spindle
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No, it's someone else using the toolkit.

amber atlas
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Nice guy. He dropped by and helped us out with some questions.

worthy bobcat
worthy bobcat
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Just make mistake kkkk puts rtx from Github on game folder

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Neveemind working now kkk

left grove
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@amber atlas I may have some extra work for you, or not depending on how you see it doge

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G.Gary_Voerman = 1; G.Velvet_Poster = 1; G.Gary_Photochop = 1; G.Gary_Damsel = 1; G.Gary_Tawni = 1; G.Gary_Imalia = 1; G.Gary_Blind = 1

#

didn't remember there being so many but hey

neat spindle
#

The pinup posters?

left grove
#

yeah doge

#

I think they can remain the same honestly

amber atlas
left grove
#

I was just trying to do a capture of everything and thought I'd include this

neat spindle
#

Those aren't even in the base game, are they? Or does Plus Patch just add more of them?

amber atlas
amber atlas
left grove
#

honestly yes, but that is above and beyond

#

yeah some in the bathroom I have never seen before

#

maybe I missed the quests tHONK

amber atlas
left grove
#

I believe in him, and I'll help with anything he needs

neat spindle
amber atlas
#

Same treatment as the Jeanette model I showed you before

neat spindle
#

Btw, sorry for being so inactive lately, my work has been super busy and I just haven't had the energy for extra projects when I get home.

left grove
#

for the meantime I am just doing the captures of every map, starting with Santa Monica, just getting those textures consistent on the github

left grove
amber atlas
left grove
#

you good? that does sound rough, hope all is well otherwise

#

quick one, shall I do a capture with and without the posters? or just with? or just without? (just wondering what's best)

amber atlas
amber atlas
left grove
#

life sure is chaotic... but everything will fall back into place. Wishing you and your family all the best

amber atlas
#

Wouldn't break anything when they are off. But would expose the asset for when they are on

left grove
#

no worries SCpray

#

had someone in my family get cancer treatment recently too, that has been stressful, but she's doing well, so all good. Exaclty like you said, we have to take things for what they are and well one day at a time

neat spindle
amber atlas
#

Appreciate you both. Let's all get back to kicking ass on this soon ๐Ÿ™‚

left grove
#

sure, I am able to get some captures going, I'll try and get something out relatively soon

#

slowly capture the entirety of Santa Monica doge

#

I am still annoyed we aren't allowed folders for captures, it's going to get very long

amber atlas
#

Hell yeah. I'm trying to squeeze time in for texture remastering. That will put me right at the edge of having the proof of concept done

left grove
#

oh dds

#

my bad

bleak barn
#

Also I read the rest of the messages. Stay safe everyone, hopefully those dark times are ending soon ๐Ÿ™Œ๐Ÿป

amber atlas
#

If I can power through some of the blockers I've mentioned on planet vampire + their discord, then I can easily do all the hand models/weapon model replacements, as well as all the dancers + PC characters

#

I have half the PC characters in various states of rework from an older projects I was planning before remix anyway

#

I'm CHOMPING at the bit to do the character + weapon work

bleak barn
#

That sounds awesome! I was thinking of creating a bit of a framework for myself to generate characters. Like creating basic body and head and then morph them to different characters, also I wanted to remade hairs so everything I make would have same UV, so users would be able to kind of customize their avatar. Like for example changing the hair colour by just taking the hair material from another character. Also that would make material editing for head and bodies so much easier. I also wanted to use same model/texture sets for arms, so they would look consistent in both 1st and 3rd view. I have it all figured out, I just don't have time to actually do it all ๐Ÿ˜…

bleak barn
amber atlas
#

Props and textures are fun, but my love is for characters!

broken scaffold
#

Alright I have a strong understanding of what's going on and I did manage to get bones at least from dark Messiah to reassemble

#

But the bad news is I think without source code access VTMB will need the type of work I do to dark messiah

#

Will make a post here later

#

But giving a heads up

#

Will try to find the shortest path for us

left grove
#

Thanks! Looking forward to it

amber atlas
broken scaffold
#

Can you send me your version of studiomdl

#

Whatever you use for officially compiling models into Vtmb

amber atlas
#

Sure, it's really funky because we use the alien swarm version and run a converter on it written by a community member who went silent years ago

#

I'll find it when I'm back home and send it to you

#

It's a really wacky process

#

Also when we decompile it doesn't seem to define the bones in the qc but they do exist in the phys and smds

broken scaffold
#

Oh, if there's a converter in between I'm a little scared. Basically what I found was that my version of the compiler is the 2006 version but you guys are actually using the Half-Life 2 beta type compiler, like you're the 2003 version of the engine which is even worse off than I am huh

#

But, there is a flag that you can use to compile a model with a fixed function pipeline intended

#

And that makes the bones pretty consistent. The additional problem is that RTX accepts it from a batch perspective, so it needs to be transmitted as a whole as opposed to a batch and that's where the reverse engineering aspect comes in

amber atlas
#

Gotcha. Since we campile on alien swarm that should be post 2006 so I am hopeful that command exists? Not sure if it's relevant when it gets converted...

broken scaffold
#

Is the converter open source?

amber atlas
#

No I think the guy just wrote it, released it, and then vanished

broken scaffold
#

It's not a command, in fact it's pinned as false all the time

amber atlas
#

Huh weird

broken scaffold
#

I have to go in there and hex edit the flag back in

#

The Half-Life 2 beta has DX7 capabilities so the fixed function pipeline ends up being used for those

#

I'm asking for your compiler to find out where I can patch it for you, but also hopefully it's already there

#

However if you're not even compiling with it as it stands that kind of sucks

amber atlas
#

Well it's setup as using crowbar, running studiomdl

#

But with some special stuff

#

But yeah the converter part could make that fall apart for sure

broken scaffold
#

If the converter just changes the model format, it may be okay. But yeah send me whatever you use. Go fish at the alien Sworm studio model as well just to have it all in one

#

Swarm

amber atlas
#

back

#

looking through the files now to see

#

@broken scaffold sent with a small explanation of the files i sent

broken scaffold
#

Received it, I'll look at it later tonight

#

I still have to get my fixed working in dark Messiah

#

I've only done the studio model part

#

The second part is having stable hashes and actually transmitting the bone data in one batch

#

I know how to do both of these, but I need to find out how to get them in the game lol

amber atlas
#

cool let me know if you need anything from end to continue testing, i have to go out of town tomorrow for a funeral so i'll be gone a few days, but i'll do what i can when i can

#

i guess the solution i envision working (just in my wildest dreams) would be that we are able to have stable hashes and the bones are all one cluster, then i can weight paint my new models to those transmitted bones and re export as usd and just remix from there

#

the final part of that being, is there SOME way to get blendshapes to translate to something useable for vtmb

#

meaning i can actually avoid compiling a model in general

#

and just bypass that

#

so if the hex edit fix happens on the compiled model, we can actually test that easily, because we have access to all the unpacked compiled models in the folders

#

so potentially > hex edit fix an already compiled model > capture it as one contiguous skeleton + stable hash mesh > use from scratch remodeled character and weight paint it to that capture > export as USD and replace in remix

#

if that makes sense @broken scaffold

broken scaffold
#

Pending what I see in the studio model output from what you sent me, you may not even need to hex edit anything. I might be able to do the patch in such a way that it still works with the old models

#

Dark Messiah specifically stupid because it never compiles the bone listeners that is needed, so it only ever produces one bone in the entire batch when it should produce the entire skeleton

#

The rest of the workflow makes sense

amber atlas
#

I'll cross my fingers because not having to do any compiling would be ideal

#

odd

#

also i'll try not to get my hopes up too much haha

#

cautious optimism only

frail heart
#

๐Ÿ’š Hello Project Leads! ๐Ÿ’š
Are you leading a Remix Mod Project? I'm eager to hear all about it! Please feel free to send me a direct message so we can discuss your project in more detail.

left grove
#

We are certainly collaborating here, we even cross pollinate with the other source games ๐Ÿ˜‚

amber atlas
# frail heart ๐Ÿ’š Hello Project Leads! ๐Ÿ’š Are you leading a Remix Mod Project? I'm eager to he...

Heya! Right now there are a few initiatives.

Catto has a repo he's building that we hope to use as the standard framework for community remasters of vtmb. The idea being if someone wants to remix a remix it will all be compatible if everyone starts from it.

Freedom is doing some rework on one of the confession maps focusing on lighting and some texture work.

On my end I'm doing a proof of concept where I remodel all models and redo all textures for the haven map sm_pawnshop_1

As it stands we have not officially organized a long term approach or concept of a project.

My intention regardless is to go through every asset possible.

But I honestly think the catto repo framework is sort of how things get set up for the community to start branch mods and contribute in general.

#

That's the high level state of things so far.

#

Sorry for the long reply time I'm in Tennessee for a funeral unfortunately!

left grove
#

As for me, lately I was trying to capture every level, just for centralized captures allowing people to not only get started but to start creating with remix. It's all on a branch

neat spindle
#

How would y'all feel about trying to put out a basic playable version without new assets? Might help get more people on board for the long haul.

Just a quick lighting pass plus tuning materials settings for all the vanilla assets. Would probably be easier for people to contribute to as well since it's just editing settings and not full material authoring.

somber sundial
#

Just for the record

#

Ya'll can count on me helping out with meshes and textures/materials

left grove
#

I am doing a sweep of captures at the moment

#

only did like 3 maps yet. Because some still have some random issues

amber atlas
left grove
#

I am down for that

neat spindle
amber atlas
#

My point is mainly that it's open source. So by its nature it IS a foundation to work from. Anyone can branch etc or just download it in whatever state it is and use it however. But yeah as it's own thing it will have its own base pass of how it looks etc.

bleak barn
#

And I'm just vibing here atm, but would be happy to put my 3d modelling/texturing skills to use once I have some free time pepe

neat spindle
broken scaffold
#

One more request from anyone if possible: The studiorender.dll file

#

Please send me that binary!

left grove
#

I am away all weekend ๐Ÿฅน

broken scaffold
#

that's great news

#

enjoy your holiday!

left grove
#

But vampire ๐Ÿฅฒ

broken scaffold
#

go bite someone

left grove
#

Hopefully anyone else can assist, may be a few hours until they do

broken scaffold
#

No prob

#

It's my lunch now so

#

No doubt I wouldn't look atit till a few hours anyway

broken scaffold
amber atlas
#

sorry @broken scaffold was in a team wide test of our game, it went... ok... lol

#

let me get that for you

#

i have 2

#

one in the bin folder

#

and

#

one in the SDKBinaries folder

#

sent them both

broken scaffold
#

Are you guys still having that issue where when you walk through that apartment all the textures kind of reload or something

left grove
#

I believe it still happens

amber atlas
#

Yes right in the same spot. Essentially it seems to cull almost all the level for a small amount of time and then it all comes back. I'd have to look at the decompiled level file but I suspect it's crossing a vis leaf or something

left grove
#

Another occurance is at the Santa Monica hub at the car park, there's a spot in there that does the same

dawn ivy
#

Quick question for anyone out there... If I want to learn to start working with things and I am not worried about the software cost I would think I would be better off learning 3ds Max versus Blender. Also, I really do not like watching videos to learn and will take walls off text with necessary images whenever possible, anyone know any good learning material? Thanks, any opinions are appreciated.

somber sundial
#

Not sure if those are still made

dawn ivy
somber sundial
#

Autodesk has very solid documentation yeah, it can get you very far

#

Polymodeling is quite different from CAD software like inventor though, just as a heads up! The base workflows and considerations are very different

dawn ivy
#

Good thing I don't remember them then ๐Ÿ˜ well I probably should get some sleep and I can find out if I have any ambition left after that ๐Ÿคž

amber atlas
#

oh ps, I'm not dead, just side tracking to work on some assets to test KingDavid's fixes for characters. Want to be ready to have some stuff to test it with.

left grove
#

Thanks for the update. All good, always good to help out our fellow source friends

amber atlas
#

Oh trust me he's the one helping all of us out XD

left grove
#

I mean I'd do anything he says given how much he already has helped us

amber atlas
#

LEGALLY BINDING

#

;3

neat spindle
#

Yeah, been following the Dark Messiah chat closely. Most of it is waaaaay over my head but I'm excited to see progress toward character model swaps.

broken scaffold
#

I'll be looking into the VTMB integration sometime tomorrow

#

Also to be clear be isn't making assets for ME he's doing it for VTMB, ergo, you are guinea pigs dope2

amber atlas
#

Haha yes, this is VTMB character and skinned mesh tests for VTMB!

bleak barn
#

Wait, what is it about character models? I have to look to the Dark Messiah channel right now Anya

dawn ivy
#

Just a note, not sure if it's just me but symlinking the rtx.conf file doesn't work for me and I have to actually copy that to the directory, you may want to update the repo install guide to just do it that way as I tried multiple times and could not get it working...folder links fine just not the file

neat spindle
#

The rest of us have it symlinked and it works, not sure why it's not working for you

dawn ivy
#

Okay was curious if it was just me, thanks...

left grove
#

I tried it a few times and I have had instances where it didn't work, I can try and help

#

But it's just a workaround for not having to copy it back and forth

dawn ivy
#

Don't worry about it, copying it into the directory was no big deal.

left grove
#

Sure, do shout if you need any help and/or want to discuss anything

spice hemlock
#

@amber atlas You told Wendy about an issue where some lights get interpreted as being way too bright. Do you have more info or a github issue written up about that?

Trying to track down some details

neat spindle
#

@spice hemlock I know of a few places where it happens, is there anything in particular you want to know?

amber atlas
#

It also does it on some spawned lights.

#

I might be able to decompile the maps that had them and see their values in the editor for more data

#

let me poke around and get a screenshot for an example

neat spindle
#

The abandoned hospital is one of the most egregious examples, it has those big fake lights since there's no "real" light sources in most of the map.

amber atlas
#

Yeah Abandoned Hostpital, The trainyard for the astrolite mission, the ventrue tower at the end of the game etc. I have some examples I can snag

amber atlas
spice hemlock
amber atlas
spice hemlock
neat spindle
#

Is there a way to hard cap brightness on translated lights? Most of the translated lights look correct with the default settings.

spice hemlock
#

There isn't currently any way to cap the brightness, but some of the light handling is exponential, so tweaking the settings might have more impact on the super bright lights than the normal ones. Mostly I just want to know if messing around with those can fix the lights that cause problems for you

amber atlas
#

light translation value changes did not mitigate these kinds of light

#

this is one i can fix with the tool

spice hemlock
# amber atlas

This is purely coming from a bright light? that almost looks like it's a photo negative or something...

amber atlas
#

haha yeah it does XD

#

this is from one point light

#

i'm loading the capture to get the value its set at

#

ive done these fixes on a few maps, its not every map

#

makes me think the light value in hammer is set ridiculously high and its maybe not even a translation issue

#

"43326089030770795824746895522136064.0"

#

These are definitely not the ones I'm as worried about because I can literally fix it right now. It's the dynamically spawned ones that come in during gameplay.

neat spindle
#

Does Hammer have separate scale and luminance values? Something I've been thinking about is that the way RTX translates scale might result in much brighter lights.

Like in the original workflow maybe they had very large, very dim lights to provide some sort of background lighting and that breaks in the translation.

amber atlas
#

this is the hammer resource for point light

#

it has a few controls

#

and the Constant, Linear, Quadradic attentuation has in the past really changed the way it calcs intensity, outside of just regular brightness (HDR Brightness) didn't exist when this was released

#

So depending on what Remix is grabbing and translating, some of these lights could have different falloff settings through things off

#

@spice hemlock

#

Here is the situation I was mentioning before. This is a dynamic light with a hard falloff that gets spawned when you feed from an npc

#

same thing with muzzleflashes

#

It's possible the falloff values are getting translated oddly as multipliers? Or it's possible in code these are set to soooo bright that Remix just says, "Fine if that's what you want." and throws a massive value at it.

spice hemlock
amber atlas
#

For the world lighting issue, the dynamic one I don't know what to do about, if they don't have stable hashes...

spice hemlock
#

well I'd hope those are also configurable through hammer, but right now I'm mostly trying to get enough info for someone to actually dig into this

#

mostly about repro instructions and whatnot

#

it's easy to just implement a cap on possible light intensity, but it'd be better to understand why the heuristic is returning such a crazy value

amber atlas
#

@spice hemlock
Gotcha, the repo for these runtime issues would be (in rough plain speak):
-Install Vampire
-Install Unofficial Patch
-Install The Runtime for Remix
-Run Vampire
-Start a new Game with RTX settings on
-Then play through the intro (theatre scene will have massively bright light in it for example)
-Accept Jack's help afte theatr scene to follow tutorial
-In the tutorial, approach the NPC you are instructed to feed from and use F to feed on them
-The feed mode should activate and then a massively bright runtime light will spawn, blowing out the screen.

#

But if I do a ticket, I can also add screenshots and stuff, do you already have a ticket going I can add to? Or should I try and do one from scratch?

spice hemlock
#

Do a github from scratch and we'll link it to our internal ticket

amber atlas
#

awesome, let me look into doing that now

#

@spice hemlock should I do this as a Runtime Bug, or as a Runtime Feature/Improvement Request
Additionally, should I open 2 issues, one for the dynamic lights, and one for the captured world lights?

spice hemlock
#

Just one ticket, and I'd say it's a bug

amber atlas
#

Ok cool thx

#

I decompiled the theatre level and am opening to look at that light and see if it has any specific values that are making it do what it's doing.

spice hemlock
#

thanks, that looks good.

dawn ivy
#

Always fun skimming through 6 months of old discord posts ๐Ÿ™‚ Really appreciate the work you guys are doing and would love to get skilled enough to contribute. Been learning a bit of 3ds max, I have adobe suite access and I can stumble my way through photoshop. Just installed substance trial to play with that. Surprised at how small of a group it is in here, I thought there would be more die hard vtmb folks out there. At this point about all I can offer is probably menial grunt work like filling out excel sheets ๐Ÿ˜„ I do have a DSLR Canon and a tripod if anyone needs random reference photos hunted down. The inside of my house has a variety of grungy textures scattered throughout in the rooms where remodeling was procrastinated over the years ๐Ÿ™‚

broken scaffold
#

@amber atlas do you guys have a test map for a single character?

#

or something of that sort

#

Basically your standard orange map, box, make the origin somewhere visible above you

#

and then spawn an NPC

#

I think I've got a good bead on it

#

The functions you need on the shaderapi are not quite the ones I need

#

it's actually wholeistically simpler

#

since VTMB is using the HL2 beta code mostly, they already had fixed function avenues well engrained

#

The problem you have is STRICTLY the size of the transform stack

#

which is very easy to fix

#

and to anyone who reads this, I recommend you create that box map if you may or may not ๐Ÿ™‚

amber atlas
#

I already built a test map to contain all props and characters. I'll build one with just one character in it.

broken scaffold
#

Yeah, very important you also make the origin of the map visible within the space

#

when we test the skinning, we want to verify it isn't going up there to know the matrix operations are correct

amber atlas
#

Gotcha. Additional question, if the transform stack is a factor, does that change based on the bone list? Vtmb has bipeds and squids and rats and werewolves etc

#

I think even among human rigs they have additional bones for jiggle bones for hair and stuff does that cause any hiccups

broken scaffold
#

I have NO IDEA about the jiggle bones tbh

#

all I know is we'll be using hardware stuff

#

the transform stack is a factor on a memory sense

#

I think we mostly want to make sure the matrix that we are using as our modeltoworld makes sense

#

since it is a crucial part of the operation

broken scaffold
#

studiorender.dll
R_StudioDrawGroupHWSkin = sub_1BCF0
g_pMemAlloc = NONE -> USES sub_6334B as MALLOC!
R_StudioBuildMeshStrips = sub_143C0
R_StudioCreateSingleMesh = sub_144D0
R_StudioBuildMeshGroup = sub_13FA0
R_StudioRenderFinal = sub_1A690 (can maybe use layer down for points since beta has ICLientEntity)
Mouth Lighting on Materials = Within sub_1BF50 (R_StudioDrawStaticMesh)


shaderapidx9.dll
CShaderAPIDX_SetFixedFunctionStateSkinningMatrices = Must use set skinning matricies
ForceDXCaps = sub_17750
MaxBlendMatrixIndices = sub_18D80
MaxBlendMatrices = sub_18D50
DECLSPEC = sub_2C1F0
#

We got em all

#

Now I need to operate

#

admittedly I am nervous because what was usually dedicated to a function is now potentially in more than one place

#

and it's inline, meaning all points need to be edited

amber atlas
#

@broken scaffold I'll try and get that level setup in time for this. Hammer is deciding not to open anymore of course.

amber atlas
#

PSA:

#

Hammer was not working no matter what I would do.

#

Crashed on start.

#

Catto had the same issue.

#

I recently upgraded to 64gb of ram

#

Catto tested on 64gb and had same crash

#

he tested on his laptop with 16gb and it loaded

#

so i took 2 sticks out and launched hammer just fine

#

so if you go over 32 gb of ram Hammer just WILL NOT load

#

at least our version we have to use of hammer for vtmb modding

neat spindle
#

I think I might have 16GB of RAM, I can give it a test when I get home

left grove
#

Yeah it was such a silly thing

broken scaffold
#

phase 1 done

#

all the right D3D settings

#

Phase 2 is the model information and matrix stuff

#

shouldn't be so bad

#

game will crash with the above which confirms that the array size is clamped just like dark messiah

#

so FINGERS CROSSED that detouring only the one function will be enough to fix that

broken scaffold
#

I think it evry much will

#

I ran some stress tests

#

seems to work

#

so I will now have to implement the studiorender side

#

but I'm taking a break for the day, milk and I spent way too much time just getting this running because the Unofficial patch decided to update today in the morning lol

amber atlas
amber atlas
#

Great work, KD! You're a beast.

#

also @broken scaffold Catto and I have started calling you KD, fyi ;3

neat spindle
amber atlas
neat spindle
#

32GB of RAM and it seems to run just fine. I remember it being a bit unstable when I was messing with it before, but it's able to run.

amber atlas
#

Nice, thanks for checking, I'm guessing over 32 and its going to start acting up...

dawn ivy
#

just want to verify I am doing this vaguely correctly before I spend any more time (probably should have checked earlier) grabbed the vague details from safemilks moddb post. I am creating a new texture for this random garage door in tutorial area. I modeled a 3d version of it in 3dsMax first, now I am painting it in Substance Painter. Once I finish that I need to flatten it down into a PBR texture, correct? Would I do this back in 3ds or should I be able to do it in one of the substance programs possibly? I know SM is using blender but assuming process is vaguely the same. Also, nobody has already done this texture yet have they?

neat spindle
#

I don't know anything about 3ds, unfortunately, so I can't help you there. I used Blender to generate a heightmap by rendering an orthographically projected version of the model with its height data turned into grayscale. If you check out the Github repo linked in the pins you'll find a few different spreadsheets for tracking progress, including one that has every texture in the game listed.

dawn ivy
#

Okay yeah I have the sheet just wasn't sure if it was up to date. And you answered my question just by saying you render heightmap in blender, thanks. I am pretty sure I can do it in either 3ds or substance suite. It will be a bit, trying to replicate the bloodstaining properly at the moment ๐Ÿ™‚

neat spindle
#

One issue I've run into with my method is that the baking adds a single-pixel wide bevel around the entire edge that you need to manually fix. It's not too difficult, but it is annoying. Thankfully most textures should be easy to make just with material creation tools and won't need to be modeled and baked.

#

Oh, also if you want to avoid having to give Adobe money for SD/SP InstMAT is a cool free alternative. It's pretty new so there's not much in the way of tutorials though.

dawn ivy
#

I already had Adobe CC and on free trial for substance but I will probably keep it and just activate when I use it (I should do the same for CC, pay monthly and go 6 months without using sometimes...) At least getting my base reference for this blood spatter is using photoshop where I am semi-comfortable, gives my head a break,

neat spindle
#

Cool, no worries. I just try to spread awareness of free tools for people to make modding more accessible.

dawn ivy
#

Yeah definitely a good thing, I have special access to some discounts on a lot of stuff that I like to put to use. I still will probably have to check out instamat as I have read a lot of positive stuff about it.

left grove
#

oh nice, have fun! and good luck

dawn ivy
#

So I really wanted to keep the asthetic as original as possible on this and I know it was agreed not to do straight AI upscaling. I painted the door in Substance after I finished the model and was having trouble with the staining on it. I ran the original texture through an upscaler and then used it as an overlay layer in substance and I really like how it turned out. I am thinking this is an acceptable use of AI upscale as I did still model and paint the door beforehand.... This is what I have so far, would appreciate any feedback you guys have.

somber sundial
#

AI :/

left grove
#

Hey it does look pretty good! The thing is here we try and make everything by hand, pretty early on we agree that we'd spare no hard work to make this game look amazing, even if it does take the extra work when texturing etc. I honestly think you did pretty well, but the aim of this project has been to use fully handmade textures to re-embrace this game

#

I should possibly document the more rigorous process for this

#

but I just don't know about layering the AI upscaled one and using it as inspiration, not sure of all the implications

dawn ivy
#

Gotcha. Fair enough, slippery slope type of thing. Well I think after upscaling I should be able to create a better mask as I was struggling to create it from the low res texture but I really don't think I can pull off a better job than the original for these stains....

left grove
#

Honestly think you did pretty well. To some extent in some cases due to the low Res you will need to make some guesses and then it becomes a bit artists' interpretation

dawn ivy
#

My plan was actually to upscale so I could create a better mask as I was having a hell of a time getting one I liked after hours and hours of multiple masks. After I upscale I remembered that I had matched the panels 100% to the original on the 3d model so just for the hell of it I dragged the png into substance as an overlay and it looked damn good over the metal door I had in there.

dawn ivy
#

Coming along... I have to refine the mask a bit more....lots of zooming and erasing in photoshop

broken scaffold
#

there are some unexpected difference still working on

#

but at least al the detours are captured

#

trying to make sure the mesh is assembled as once piece first

#

They are still sliced up in this state, I believe there is another D3D function that is overwriting my stuff

#

workin on finding that

amber atlas
#

Nice progress!

#

Can't wait to throw some of my characters at it when you're ready to test ๐Ÿ˜„

broken scaffold
#

@amber atlas do you know if the models contain a .sw equivalent?

#

i can't extract the VTMB VPK for some reason

#

so I can't validate

#

but basically I expect a .dx80, .dx90, .dx7 and .sw

amber atlas
#

let me double check

#

none of the source files I've unpacked so far seem to have .sw @broken scaffold

#

many of them do have vtx

#

Non decompiled and decompiled files

#

no sign of sw or anything similar

#

though we do have phy and vtx

#

are the vtx files maybe related?

broken scaffold
#

Alright

#

just wanted to confirm

#

the way the verticies index the model is different due to the way they are pooled there

#

the DX7 models are fully fixed function

#

so gonna have to do some slightly different stuff

amber atlas
#

gotcha, tag me again if you need me to look at any of the extracted files etc

broken scaffold
#

yeah no problem

#

Sorry this is taking a bit

#

it really is modified off the beta

#

I had to work to get the structures going, thankfully crowbar peeps had already worked out how to decompile these

#

so I just had to reverse those into workable headers

#

and now that I ACTUALLY have the model rendering from my own code

#

I need to work the rest of the rendering in

#

The fully fixed functio nis a problem because usually in sw, the index pool is just the bones directly IE bone 1, 2, 3 == bone 1, 2, 3

#

but in a fully fixed model from the HL2 Beta, the hardware bone and bone IDs are different IE bone 1, 2, 3 == bone 44, 23, 35 in the index

#

So I'm thinking i need to form the thing first, get the min max hardware bones, and push that in the correct order

amber atlas
#

also

#

we out here

#

more to do but this is a rough pass

#

though i gotta run!

dawn ivy
#

Took a break today to play the game for a bit instead.... well I decided to do it with rtx remix on for the hell of it, and then I decided I wanted fullscreen which led to me having to recompile newer version of dxvk which led to reinstalling visual studio etc. etc. etc.... And I just now realized I should have just switch desktop resolution on this 4k monitor to run windowed without 4k....

grave flower
dawn ivy
#

thought I did for latest versions, following git instructions

grave flower
dawn ivy
dawn ivy
#

It was because I wasn't signed in to github facepalm

dawn ivy
#

new dxvk got me my fullscreen ๐Ÿ™‚

amber atlas
#

1st pass on outlet decal

#

using POM to fake depth

#

need to do another pass on grunge etc

left grove
#

damn looking good!

#

even the little rusty bits are on point

bleak barn
# amber atlas

The outlet "faces" looked more surprised in og. Now they look confused batsylol

amber atlas
#

hahaha the grunge on it does look like a furrowed brow!

dawn ivy
#

Ahhh you beat me to the outlet! ๐Ÿคฃ It's okay I spent my day attempting to model the arch over that bloody door.... It will probably be a few weeks or months more of me figuring out what I am doing to finish my first pbr replacement๐Ÿ˜…... Outlet looks good ๐Ÿ‘

amber atlas
#

Still have some small textures here and there to replace, after that it's just the plaster walls and the rug and stairs

#

so I'm getting pretty close to the proof of concept haven fully remastered

#

after that it's gonna be a tightening pass 2 for everything and feedback etc

left grove
#

woah that's stunning

amber atlas
#

thanks! it's finally starting to come together

left grove
#

it really has!

amber atlas
#

big issue i need to figure out is, the POM messes up some of the texture seams, so i might need to modify how i approach them

left grove
#

well keep it up OK

#

oh

amber atlas
#

Here's a good example

#

since the wood paneling texture is used for vertical beams and trim etc

#

any height map value thats less the 1 on the texture makes it sink back, and the way Remix's POM works, it won't distort as much at the edges, it just reveals more of the texture

#

so you get these odd bits

neat spindle
#

For my material work I've been using a standard where .5 is flat to avoid issues like this. Gives me more control over when I want things recessed/protruding.

dawn ivy
# amber atlas

If that's the worst issue you have you are doing well. Looks great and I really had to zoom and look to notice it.

amber atlas
#

because the way their shader is written it's actually 1 is flat, and everything below that value goes back

#

some engines have a bias where you can shift it to 0.5 but this one is default to 1

#

Might be a fix that could be built into the shader but POM calculations are a bit above my knowledge D:

amber atlas
neat spindle
amber atlas
#

wonder how it would play if i recessed the wallpaper the same value, might be ok? would need the exact grayscale value

neat spindle
#

It's a bit difficult to see because it's dark but I think the corner on this was .75 or something with the top of the rivets at 1:
#1095817237631348736 message

neat spindle
amber atlas
#

yeah looks like it lines up super well

dawn ivy
somber sundial
cerulean wagon
dawn ivy
amber atlas
#

i have no earthly idea what is happening there actually, i've never seen that before...

#

what are your sky settings?

dawn ivy
#

turned out I had some of my run arguments typed into my shortcut with pluses instead of dashes. after I fixed that my hashes are stable. redoing a scene now to see what happens as it didn't appear after.

dawn ivy
#

Here is what I have gotten so far if I ever get it working. its not perfect but not bad considering I just picked up substance and 3ds a couple weeks ago. Actually really happy how this door is coming along, glad you guys gave me the virtual slap upside the head on the upscale overlay ๐Ÿ˜„

left grove
#

That's looking good

#

Does it look good in game?

dawn ivy
#

When it isn't disappearing.... Going to have to do some more troubleshooting on it today. Got too tired to continue at 3am or so last night....

amber atlas
# dawn ivy turned out I had some of my run arguments typed into my shortcut with pluses ins...

Hey @dawn ivy this is an excellent start! I think the shutter doors look dead on! I think the frame setup you have is reading more like metal or concrete? Might just be because the light isn't really hitting it in the shot you setup.
I'd say my read from the original image is a bit different, a while back before I started focusing on the haven, I was messing around with this texture setup and I made myself some resources to tackle it, maybe you'd find them useful?

#

I broke down the door frame and shutters into their actual texture names using mat_crosshair in the console which is where I'm getting thos random names

#

and then I did a bit of poking around and found a nice shot of those weird flaps, they are a type of bumper for semitrucks when the connect with the loading dock

#

so i think you are super close with the frame, they just are coming off a bit more concrete

#

here's my super rough old file i dug up

#

so you can see what i mean with the flaps

#

like i said, i think you NAILED the shutters, but the material for the frame is little off

#

really enjoying watching your progress and really looking forward to seeing more!

dawn ivy
#

Funny you say that. I was studying the frame in and out of game and I was like wtf is this, did they just have a time crunch and randomly throw a concrete frame here that makes no sense at all? So yeah that explained ns that. The frame was more of a modeling practice session than anything else so not too bummed on that. I am very happy with the shutter though and think I just need to play with the mask and smart material on the blood a tad and it's perfect. I actually kind of like it better with the more visceral fresh blood on it. Assuming I can vary it and change the rust and blood patterns for the set of six in a row on the tutorial area as well. Still trying to figure out my unstable hash issue. On vacation but spent a few hours doing some side gigging today and just getting back home.

amber atlas
#

Haha dude I had the same moment back when I was doing this. I was like... are those... SHINGLES?!?! And then I did some googling and I was like... oh uh... yeah they kind of are?

#

Oh also, bad news! You CANNOT change those shutters, they all have to be the same texture 6 times. Unless you go and decompile the map, and then change them and add textures and then recompile, THEN go into Remix and remaster them.

#

Essentially this texture is one hash ID, so anywhere in the game it shows up it will use your remastered one

#

I know exactly the 6 door lineup you are talking about too D:

#

Some of what I've been doing when I have been remastering this is trying to minimize the recognizeable patterns just a little when situations like that happen. Still trying to keep the 'character' of the textures, but trying to make the 'tiling' less noticeable.

#

but hey it was like that in the OG so no one can fuss at you for it if it's accurate ;3

dawn ivy
#

Oh gotcha. So when you replace something like this are you just replacing the texture then? Because I was trying to replace the mesh so maybe that's where my hash issues were coming from

amber atlas
#

oh!

#

im glad you mentioned that!

#

one of the things I used is "mat_wireframe 1" in the console

#

anything that is blue is a mesh

#

you CAN replace that and the texture wholesale

dawn ivy
#

I seen that shot from your mod db

amber atlas
#

anything that is yellow is a decal - just the texture

#

anything that is gray is a bsp brush

#

ONLY texture

#

in this case, the door shutters and frames are all brush work

#

so you can just bake this to a plane

dawn ivy
#

Okay i was wondering if it was a bsp brush, didn't know that cmd line

#

That explains everything lol thanks.

amber atlas
#

it goes NUTS when you have raytacing on, so turn it off then use that cmd

#

of course!

#

looking forward to more of your progress :3

dawn ivy
#

So I how do I go about getting that texture ready for the bsp then. I loaded it onto the original in remix for the hell of it yesterday and of course the uvs don't match and it goes all nutty

amber atlas
#

that's the trick with these

#

you have to bake them to a plane, since that's how they are applied to a brush in engine

dawn ivy
#

Surprisingly my ocd uv layout was close so it actually was pretty good on 2/3 the door lol

dawn ivy
amber atlas
#

it makes it super easy to get a result though!

#

uvs for models take a lot of time but this is just ez pz

dawn ivy
#

Just out of curiosity what area of the game are you currently working with? Still the apt area? UVs are the devil ๐Ÿคฃ Just don't want to work on anything your already on, figured the tutorial area was an easy start.

amber atlas
#

Yes, the plan is to finish the entire apartments. I have done all the meshes in the apartments and hallways, now I'm powering through the textures.
Once that's done I'm going to release it as a proof of concept demo.

Then I'm going to scrap that Remix project, and get onto Catto's framework.
Re apply all my art back, and then be on what we are hoping will be the standard framework.

That means you should be able to combine mods and override stuff if we all work from his framework. Since we will all share the same Hash ID's for textures/objects etc.

#

Means someone could download my mod, then say, 'I don't like the apartment carpet texture!' and download someone elses mod and mash em up.

#

OR

#

I could make overrides for things I want alternatives for etc.

#

Lot's of potential flexibility/compatibility

left grove
#

Catto mentioned doge joking asside, yeah I can merge some of the stuff. I am back to my 4080 this Saturday. The captures for the haven are on a branch, also happy to merge that into the main branch for you Safemilk

#

and I'll echo it some more, good work Kunzinator OK keep going, you are pretty good at it

amber atlas
#

Oh no so I'll have to restart my project entirely. I'm still on my test from when I started this wholeeeee thing...

#

haha

left grove
#

that sucks to some extent, but hopefully it'll get more hype around this

#

but single handedly doing the entire haven is no joke

amber atlas
#

I have been planning for this pain in the butt XD

left grove
#

please backup your files SCpray

amber atlas
#

but it's good too because I finally got the new version of Remix working with VTMB using the symlink stuff, so I can just clean everything up, be on the latest, and then build from the framework!

amber atlas
dawn ivy
#

๐Ÿ‘ Yes your home decor taste is terrible, alternate carpets are definitely in the must have mod on top of a mod list ๐Ÿ˜‰ I seen there was a spreadsheet but not much in it lol I will probably end up hopping around finding things that I can work on that are still easy on the modeling side. Or anyone just point out things that they absolutely do not want to do and send me to hack job it.... I have been wanting to help with a VTMB project like this for so many years and with Remix it is finally possible.

amber atlas
#

Haha well I'd replace the carpet too if it looked that shaggy and dirty...

left grove
#

Should be good, I believe I'll be a bit busy most weekends going forward but always down to collaborate on anything even if you just need me to go and look for reference images for stuff let me know ๐Ÿค”

amber atlas
#

We may want to do a pass on figuring out what versions of bridge and dvk... whatever, as well as double checking the process. I think some of it has changed?

#

But that's not ultra high priority jusssttt yet ๐Ÿ˜„

left grove
#

I think we just link to that tool that's somewhere out here, that makes it way less painful. The only pain point is knowing what King David's bits have made in it and which haven't

dawn ivy
#

I am using latest version of dxvk and latest runtime 5.4 I think, without issue and fullscreen works with new dxvk

neat spindle
#

We shouldn't have to use the same captures, right? The whole toolkit would be basically useless if different machines assigned different hashes to the same things.

amber atlas
neat spindle
#

Also I tried upgrading to the latest DXVK and bridge and it won't launch, so I'm going to have to figure out what I'm doing wrong since other folks were able to get it working.

amber atlas
neat spindle
#

Couldn't it just use the file structure of the game itself to generate hashes? Texture name -> hash

amber atlas
#

right but what's it's base of reference for that? it doesn't 'know' anything about the game other than different asset types exist

#

if it's iterating, how does it choose to start? there's no 0 asset, there are just assets of a certain type

#

so whatever algo they have for hashing everything doesn't have a frame of reference for a starting point NOR a reference

#

I mean being wrong on this would be fantastic, because it would make everything else easier

#

we can check right now actually

#

6E8B9F793CB9E6D9

#

search in your texture captures

#

tell me what that one pops up as

#

for me it is metal/doordb

dawn ivy
dawn ivy
amber atlas
#

if @neat spindle is right then this is realllyyyy nice

#

I can't imagine how they do it, but that would be excellent

#

it seems like he's nailed it...

dawn ivy
#

perhaps it generates it from some property of the file, equivalent of liek generating a checksum etc

neat spindle
#

I'm on mobile right now but I can check when I get home. Do you know where that texture appears?

amber atlas
#

Texture appears in the sp_tutorial_1

#

map

#

@neat spindle if yours is the same I'm a very happy boy

#

lol

#

and yeah @dawn ivy maybe there's some property of the file it's reading consistently

dawn ivy
#

oops i named my captures sm_tutorial lol well I was close and I did debate on whether to use sm or sp

amber atlas
#

i dont want to get to excited because that means i don't have to do like... months of rework ๐Ÿ˜„

amber atlas
#

XD man I'm crossing my fingers hard I'll miss out on that fun

neat spindle
#

I'll take a capture there when I get home and check the results.

So my theory is based on the fact that hashes are generated when a capture is made by the Runtime, that is, while it's reading data directly from the game's rendering pipeline.

I've noticed that changing material settings in one captured scene gets forwarded into other scenes (say, replacing the door knob) which means a stable hash of some sort must be created.

dawn ivy
amber atlas
#

I've never been more excited to be wrong on something! That's a good theory. My theory was that it captures that hash and ties it to a peice of data on initial capture with the file. So then it would be instanced later, but I didn't have any theory for how it would be consistent across projects by different people.

I wonder if there would be a difference based on whether UP+ was installed or not? Or if it also would account for that and just have extra hashes that went unused and stayed default

neat spindle
#

So if you take a capture of, say, Chinatown, the street texture that is shared with Santa Monica should have the same hash.

dawn ivy
#

If you need confirmation I can create a fresh remix project and take a capture quick if you would like, just sitting back at my pc now

amber atlas
#

yeah i mean as i remaster it allll gets remastered

#

all the props and textures ive done show up in many other maps and that holds true

#

my surpirse is just about different initial projects having the same hashes

#

but also my delight XD

neat spindle
#

Yeah, I could totally be wrong here, but that's my inclination. I think the only thing that needs to be shared is the actual core project file itself since that's how changes are assigned.

left grove
#

bit late to the convo but I do think the hashes would be the same as they are the same assets and the same thing is being done to create that hash, so it should be the same as long as it's the same game

amber atlas
#

I wonder if there is significance in the hash NAME itself

#

like does that string actually mean something specific

neat spindle
amber atlas
#

Yeah since I'm not on that AT ALL

neat spindle
#

My assumption is that the hash is generated using the game's files. So whatever internal texture name (or maybe a more complex assembly of material properties) it has directly translates to the hash value.

dawn ivy
#

Kim โ€” 09/21/2023 3:51 PM
He was asking about converting file hashes so we can identify the name of the texture from remix's capture and just streamline the process but since it's generated from raw data as Mark said, that's not possible.
if i understand this correctly, you want to generate hashes of the textures, the same way Remix would name them in captures? if so, there's code for that here:
https://github.com/Kim2091/RTXRemixTools/blob/0b011098a41468e69b90cc519b4d3cce3ed7f67a/MagicUSDA/MagicUSDA.py#L9

GitHub

Tools I've made to help with using Nvidia's RTX Remix - Kim2091/RTXRemixTools

#

did a search for hash generation in the discord channel

neat spindle
#

If this is true, that means most of our work should port over directly to Plus Patch, potentially barring assets that get replaced on a Hammer level.

amber atlas
#

yeah

#

damn

#

this is exciting

dawn ivy
amber atlas
#

thats great

#

i have plus patch on and i was worried i might have to grapple with that but maybe things will be less of a problem?

neat spindle
#

Okay, so this means we won't have to have captures in our repo (and by extension literally every texture in the game) which should make down/uploading much faster.

amber atlas
#

That's really good...

neat spindle
#

Our repo should have all our replacement assets in it, though... So it'll get slower as we get further along in the project.

#

Oh, question for you, Safemilk, are you replacing all the stuff visible from the apartment window too?

amber atlas
#

I actually was going to look into doing that

#

I had done the street texture as a prototype and liked the results, had done the sidewalk as well

#

props would be pretty simple since its mostly lights and signs

#

the building facades would be more involved

#

Every day I get closer to just pulling the trigger on those

dawn ivy
#

If there is any issues you guys have with cloud storage space etc. just let me know, I have an unlimited webhosting account that I can create a storage space on with ftp access for anyone who needs it.

neat spindle
#

Catto set up our GitHub repo with LFS so we should be good

dawn ivy
#

that way if you want you can create the repo itself without bloating it too badly and then just download what you need. I do have valid ssl certs etc so it can be made accessable for downloads.

dawn ivy
neat spindle
dawn ivy
#

Random thought I had when thinking about watermarks followed by hiding faces in blood splatter(I have the attention deficiencies) There needs to be a Malk playthrough texture submod.....random oddball texture replacements ๐Ÿ˜„

amber atlas
#

Would be funny if there was some kind of mod Malk randomizer you could download for remix and stuff just... wasn't what it was ๐Ÿ˜„

neat spindle
#

That probably would be doable with Remix, yeah. Especially if we manage to get character model replacements going that could be used for some really fun moments (like how terrified you get when you first meet ||Cain||)

amber atlas
#

I really hope we can get characters working, I have so many of them decompiled and prototyped and a few close to being done. I'm really crossing my fingers on that.

neat spindle
#

I know there are some actual visual changes for Malks, so we'll have to do a pass on that anyways. Things like the dancing chains in Confession, etc.

dawn ivy
unborn tusk
dawn ivy
amber atlas
#

That's excellent news... saves me a ton of rework!!!

heady magnet
#

My brain has questions that need your brain's answers.

left grove
#

oh yes? feel free to post them on here, I am sure we'll all try to help as soon as we can

#

timezones shrek

broken scaffold
#

I think I know why the skinning is borked and I'll be looking at it this weekend

#

Something to do with the way VTMB makes bone controllers by default

left grove
#

Thanks King David! Once again anything you need feel free to ask

broken scaffold
#

Just really want to get the damn skinning thing working already lmao

#

Having to partially reverse engineer VTMB is killing my time !

left grove
#

Hopefully it's relatively quick now

#

Appreciate you want to get back to dark Messiah

#

Thank you for your time and effort

dawn ivy
#

I can't imagine the amount of times "reverse engineering vtmb" has been bitched about, by many a person, over the the years since it's release.

broken scaffold
#

I have a leg up because ironically VTMB is more like an older brother to Dark Messiah code wise

#

but we're talking code that is comprable to the HL2 Leak here.. plus whatever activision did to make it go forward when there weren't really standards even for the SOURCE ENGINE

#

I empathize with the guy that made the unofficial patch for this

neat spindle
#

Or hell, more accurately what Activision did to make it not go forward. Apparently they made it go gold early and as a result a bunch of engine functionality that was in HL2 didn't get implemented in VTMB.

amber atlas
#

I wonder how different the way the handled visemes is going to be?

#

I feel like Dark Messiah had visemes in it, like in game characters def made facial experessions and lip synced right?

#

It's been so long

#

part of me thinks it might have only been in cutscenes lol

amber atlas
dawn ivy
amber atlas
#

Haha well then you wont like what I'm workin' on

dawn ivy
#

I didn't say I am opposed. The only one I really am going to be picky on is Jeanette / T. Younger me found that character to be very ummm..... Inspiring.... And Other than a poly upgrade I like her just the way she is ๐Ÿ˜

amber atlas
#

haha yeah i have her mostly done but her face isn't quite right, feel like people are going to blow me up for that so i gotta be careful

#

got 3 or 4 characters in various stages of complete right now for future testing

neat spindle
amber atlas
#

I mean to be clear I'm rebuilding them from scratch, I'm not just throwing a sub d modifier on them and calling it a day

#

and there will be changes and 'fixes'

#

Characters especially are going to suffer from the imprecise nature of how people talk about what's on screen visually

#

difference between art style, design of character, overall aesthetic etc

#

people tend to use those things interchangeably but they are all different and all compete with each other to end up with a final piece

dawn ivy
amber atlas
#

I'm in Arizona

#

and we dont do daylight savings?

#

for some reason

#

it's 3:12 pm for me right now

dawn ivy
#

Haha MN here and we all wish we didn't. So just a couple hours ahead of you then.

amber atlas
#

yeah if you're up later on, i'm down to hop on and talk about the plane baking stuff, i think i should be around tonight

neat spindle
dawn ivy
#

I'll just type it out now quick then finish the lawn. So on the one I am working on after I textured in substance I imported back to 3ds max and imported pbr texture export and projected plane with cage over model and baked textures. Height map came out great but it looked like all the other maps like roughness and metalness etc were just being baked as albedo copies. I found a sneaky trick and just removed all the layers but the one I was about to export and then ran the bake for each one and that did the trick. I am guessing I need to set up those individual PBR layer bakes as how they should be like grayscale etc. I am assuming when you bake your metalness and roughness files are not being shot out as full color albedo looking png's? Otherwise I was wondering if I am better off just grabbing the height map in 3ds and then importing the plane back into substance and baking there. I am just using standard 3ds max rendered at the moment but if anyone has a better reccomendation I don't mind paying monthly on a renderer VRay was too much but some of the others seemed reasonable in a $20-30 range.

amber atlas
#

Honestly I'd just bake in substance

dawn ivy
#

I know you are using blender but I should be able to translate whatever you say from one to the other enough to make sense

#

So just get the whole thing onto a plane and the just rock it in substance. That what I kind of was thinking.

amber atlas
#

I'd bring the high poly and low poly into substance, bake the hi poly down, then use all the masks you get to texture in substance

#

yes

#

absolutely the approach i'd take

#

I use toolbag4 which has texturing tools a lot like substance painter, but before that i used substance painter and its the same workflow

#

bake in substance and texture, then export

dawn ivy
#

I am talking on the bsp flat ones, on the full mesh stuff I wouldn't have to go back into 3ds and bake

amber atlas
#

you technically only need 2 meshes, the plane, and the high detail one you are using to fake the shape from the original texture

#

no bsp flats needed

dawn ivy
#

Yeah the plane. So just project my high poly to plane and render the height map in 3ds and then bake in substance, right.

amber atlas
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you can get a height map from baking in substance as well

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so you only really need to model in 3dsmax/blender, then as part of your bake, include a height map

dawn ivy
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Only part I am getting lost on is the whole rendered to a plane part as the 3d bake from Substance bake isn't going to match after I render to a plane but, if I import as a plane into substance it would need the height map beforehand. So that's where I am getting lost.

amber atlas
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so when i bake, i do it all in the painting and baking software

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i set the plane directly in front of the high poly mesh

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and when i bake the maps, i bake all of the ones i need to texture

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those become the input maps for texturing in toolbag/painter

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so i actually dont generate or bake any maps in blender/3dsmax at all

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just the raw geo

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if you put the plane as the same size over your hi poly, it projects straight back

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and if its the right dimensions, you now have a 2048/2048 texture, or whatever res you want

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also you infected me yesterday and i couldnt get that door out of my head lol

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so thx

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but same exact principle

dawn ivy
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Okay gotcha. Sorry. I did get it into remix but remix decided to start crashing on me after so I wasn't able to get screens. Probably going to work on that frame tonight after I finish my multi interrupted mowing

amber atlas
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yeah if you want to hopin one of the voice channels to go over it i'd be happy to

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it sounds like you are just giving yourself an extra step in there that you could optimize out

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i mean later on

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when you aren't doing chores etc

dawn ivy
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Happy wife... Less miserable life ๐Ÿ‘

amber atlas
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haha well if you're on later tag me and we can hop on

dawn ivy
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Think I may have figured out what I was screwing up. I will harass you later if it turns out I am wrong.

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Turns out the nonvideo instruction manual / tutorial from 3ds max 2011 is much better than the current issue one

dawn ivy
# amber atlas haha well if you're on later tag me and we can hop on

I was projecting to the plane incorrectly, baked just fine in 3ds max. So process is Model in 3ds > paint in substance > bake to plain in 3ds > Remix easy enough. Well I guess now that I have that figured out I will have to get back to working on my modeling skills, which are very bad.

dawn ivy
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@amber atlas quite happy with these flaps that I spent way too much time on. They will end up getting a dirt layer along with the rest to fade and brown them up.

amber atlas
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Nice! Much flappier!

heady magnet
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If it is indeed still sailing, when may it hail the harbor?

heady magnet
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xD

left grove
heady magnet
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That makes my voices very happy! I am no longer here. โค๏ธ

left grove
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Well anything you need, I have access to my RTX capable machine until about Thursday ๐Ÿ˜‚ then I'll be back next Sunday

heady magnet
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I would like the shiny modification, please. The moon is melting unreflectingly.

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The ocean is not reflecting the moon!

left grove
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ohhhh I don't think we have gotten to the ocean working just yet ๐Ÿ’€

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it's still a dark abyss for the time being

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I believe it was to do with how DX7 handled water. I can check on the latest remix runtime, but I don't believe it's anywhere near fixed yet