#Vampire: The Masquerade - Bloodlines (DX9)
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let me refresh my memory on how it's done for gog launcher
https://support.gog.com/hc/en-us/articles/360013424697-How-to-set-Launch-parameters-for-game?product=gog they have this as an example
If you are using GOG GALAXY, then please open the GOG GALAXY application, click the game, click on Customization button -> Manage Installation -> Configure:
Enable Launch parameters:
Click o...
Settings button -> Configure -> Launch parameters 
then set them to what I sent
good luck!
commented my findings on the bug you raised. I narrowed it down, it's dxvk. It was first introduced on #788, the one prior to it works as expected #766.
Maybe use that one if it's currently blocking you, someone else will have to take a look at it
I did it. Is there a way to make the game full screen?
This is extremely beautiful
It works as if it were a small screen, as if it were working in a tab
you have 2 options - borderless gaming (free program to make it borderless) or on the Launch arguments change -window to -fullscreen
I got it done, thank you
nice
Will there be a problem if I install a language patch?
shouldn't make a difference, it should work
I had just updated to the most recetn action build, but I'm not sure if it started happening before that. I am going to poke around the commit logs and look for candidates and try some action builds to narrow it down.
oh wait
caught upt
@spice hemlock ! @left grove narrowed it down to being introduced in #788
Thanks for tracking that down, Catto!
No problem, the few things I can help with ๐
I woke up this morning tired just thinking of trying to track it down ๐
Very much appreciated
My pleasure, it was relatively simple, thought it would take longer too
so caused by https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/14504790706
Merge branch 'dev/jerrans/fix-blas-update-validation' into 'main' #788 as far as yall can tell?
#766 is a build of the release/1.0 tag, not main. did you test with anything earlier than that?
I tested earlier, #764 (https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/14406447431) - where it was fine too
should I find one for main?
but anything older than 3 months is gone
https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/14414360717 - #765 for main- works for this one too
I'll forward all of this to the dev who made that commit
Bit of an edge case during that camera transition but I found why this happens so we should be good with a fix shortly.
Thanks!
As instructed on the issue, I tried the latest nightly #859 and it's fixed. Thank you!
@amber atlas good news for you ๐
Woo! Thanks too @spice hemlock , @ornate karma and @left grove for running this down, I'll download that after work today and confirm fix, then close the ticket if someone hasn't already!
and thanks that was quite a quick turn around time 
@ornate karma Fix confirmed! Not only that, it fixed a similar issue that I was going to report as well that's been around for a while where the player's mesh would hang around after a third person cutscene, on a hunch I tested that too and it's also fixed! Two birds with one stone!
Thanks again for the fast turn around on this!
otherwise is there anything I can help with @amber atlas?
I'm just trying to get back in the groove of things, I've been getting slammed by IRL stuff and re-setting up the project and all that!
Feels like forever since I've actually got to work against my asset list D:
Understandable, that's fine, sometimes IRL gets in the way like that
I don't think the headless bug is completely fixed. ๐ฌ I downloaded the latest build #862 and it's still happening for me. It's odd though. I take a screenshot so you can see it... but the second the screenshot is taken, the issue is fixed. I can run around, head attached. I hit z to go back into first-person mode, then z again for third-person mode, and the issue is back (fixable by taking a screenshot...)
No problem, glad to help ๐
Interesting, I haven't been running into that. I finally got back in and have been doing assets again, and during that time I was changing clans and genders with bind keys I set up and everything was holding strong.
I wonder if it's some setting that is still having issues?
possibly in the rtx.conf, though my settings should be identical to your mod. also launch options -game Unofficial_Patch -dxlevel 70 -mat_dxlevel 70 -window +r_frustumcullworld 0 +mat_softwarelighting 0 r_3dsky 1 +mat_picmip 0 -novid
yeah those are the launch args im on as well
you are running the custom quality preset as well? the presets will override the rtx.conf settings
oh interesting, I thought the whole alt+x menu was stored in rtx.conf. I'll play with that.
In any case, I spent my time today trying to see what's causing the geometry hashes to change. lighting is still pretty wonky in some areas, hard to do lighting/texture replacements when some things are still on the fritz
My theory on the light flickering is due more to a few different factors (I think, I could be wrong)
There's a couple of things VTMB's source does that can't be turned off with console commands:
Frustum culling - the console command only disables SOME frustum culling
Triangle culling - it automatically stops drawing some brush faces when they are occluded, Remix has no effect on this as far as I can tell other than being able to make that MORE aggressive
Light Hashes - so far I think the light hashing is stable? I haven't noticed the lights changing hashes, I think the last reason they flicker is that they are culled based on some values in the original light entities in the editor.
Some cull lots more than others, I think it's based on some perceived falloff from the original settings.
just tried, but still getting detached head syndrome. it's really weird, if I alt-tab to something else for a second, my head re-attaches. it doesn't detach again until I hit z to go first-person, then z again to go third
FWIW, the odd lighting issues happen for me in deus ex as well, which is the other game I'm playing around with improving. I did a bunch of work to replace lights. but it's like only a certain number of lights are used to draw the current frame, and it's a bit hasty to ignore light sources I don't have in view.
like here. santa monica hub. in the second picture, I'm looking a few pixels to the left. the doorframe light creeps out of view, and suddenly turns off.
not all lights do this. but I can't tell what's causing it.
aight, family time. will continue messing with this later
In source, some types of lights turn off if there is no entity nearby to calculate dynamically. Basically reverting to the cached light values for optimization, could be the case
Spawn an NPC or put some object in that area, see if that light turns off when you stop looking
Can be ANY entity so long as it accepts lighting, props NPC ,etc
good thought, I tested it. but I don't think that's it. screenshots, I dropped a bat. you can see it's lit by the blue light. turn to the left a few pixels, light turns off even though bat is visible
Can confirm this does happen in VTMB with specific lights. There are some floor lights that have such a small range on them that they only turn on when a patrolling NPC gets near them.
I think the long term fix would be to change their values in Hammer and recompile to make those falloffs much larger.
If I add lights, in Remix, I have to anchor to the largest lightsource I can find, so I usually turn off anti culling and find the light source that seems to stay on no matter what I do and then anchor stuff to that. It's so jank XD
The blue light example here @odd cove I think is a case of frustum culling interacting with the light settings in the original un remixed version of the light from compile time. This happens even if you noclip around the cutscene trigger and glitch it so Mercurio is still under that light I believe.
The thing I was going to look into for this AND the part where the original lead engineers particle system auto atlases different active particles basically forcing unstable hashes for all particle textures, was going to be and try to make a dll patch that short circuits these features and use the Unofficial Patches mod loader to hotload that dll.
So I've been reading up about that D:
Definitely out of my depth but hey, always nice to try and learn new stuff.
The only thing I would've taken offense to competition-wise would've been if Vampire wasn't awarded so it was nice to see it win 
@amber atlas Gratz!!
Thank you! I almost didn't submit it, but then I pulled an all nighter and put together the update (build/files), the trailer, and the posts all in one night. Was dead tired, but I'm really glad I did!
hey congrats @amber atlas! Your hard work payed off ๐
Safemilk did a ton of incredible work!
sure did!
Don't forget your awesome label work recreating those packages logos and finding hi res versions of the coasters and posters!
Remix version and this are the perfect combo: https://youtu.be/a0CbiNnaHcw?si=BFDvaBzuNiM8-FJy
Vampire: The Masquerade -- Bloodlines 2 gets a new trailer and a release date announcement, as revealed during Opening Night Live (ONL) at gamescom 2025. Check out the latest brutal Vampire: The Masquerade -- Bloodlines 2 for this upcoming RPG to see bloody gameplay and more from this sequel. Vampire: The Masquerade -- Bloodlines 2 will be avail...
I lost any hope of this game turning out good years ago
They admit it won't be a RPG so they shouldn't have named it bloodlines. I'll get it when it's fully patched and 70% off
Funny how they start with the lowest rez texture coffin/box i have seen for a while. Like it's a hero asset, do some work ..for the trailer at least.
anyone have any luck getting the game to load on linux with this?
i have managed to get it working. issue was with me being dumb more or less
7900XTX on Linux
@amber atlas May I make a suggestion of noting that there is a hidden folder in the archive that needs to be copied over as well? I imagine that's the source of some of the issues of people saying it crashes. Since most file browsers hide .XXXXX folder by default and people tend to right click extract rather than open an archive to inspect the contents to observe such a folder exists.
Oh interesting, let me look into that, thanks for reporting that! That could definitely be causing some issues!
Have you noticed better stability after copying the hidden folder over?
well that folder is where the runtime itself lives. so without it the game just crashes. took me all day to finally observe that folder exists lol. after pouring over remix instructions etc.
it started working after I copied it over thus I'm finally able to report that the mod indeed works on AMD GPUs on Linux. should also work on windows too. but not personally tested
It seems to run better when running AMDVLK driver in Linux so that's also worth noting for Linux users as well.
AMDs proprietary driver over Mesas RADV.
if you want a better upscaler than TAA-U, you can try my fork of remix which has XeSS 2.1
It's also in a PR in the main repo so hopefully it will be merged soon
https://github.com/sambow23/dxvk-remix-gmod/releases/tag/094d9e6
i gave my hand at it before xess, the developer SDK isnt very intuitive
also XeSS 2.1 looks far better than FSR 3.1 anyway
and there is no vulkan FSR4 in sight
actually don't need to I think. proton can upgrade fsr3 to 4
for d3d12 games
there is no vulkan fsr4 implementation by AMD, nor has anyone gotten that to work on proton or windows
its a tad slower than TAA-U on RDNA4, but im not sure how previous generations handle it
I have to run the game in ultra performance mode for it to be playable with taau
granted there's probably some rt improvements that could be made and stuff in remix in general
from what i have discovered with @shadow moth RT performance on linux, even with amdvlk, is very poor
also RDNA 3 and lower have a very hard time with remix in general, even on windows
well here's hoping rDNA 5 is real good for us lol
RDNA4 is probably the first generation where RT performance is very strong
the more complex the BLAS/BVH structure is, the more it cripples those GPUs
remix is pretty well optimzied all things considered, its just the hardware isnt exactly optimized for it
RDNA 5 is most likely a minor improvement like RDNA 3 was over RDNA 2
Iโm pretty sure there was a regression again :/
recently?
Seems like the most recent Remix been running worse
Might need to do a performance test again like with 0.3.0 and 0.5.0
i take it .5 was awful?
i think remix is just getting slightly heavier as it becomes more robust lol
so i personally dont think its a regression
especially since other hardware (RDNA 4, all nvidia GPUs) arent affected
if anything RDNA 4 got faster
0.5.1 was peak Remix performance imo
RDNA 2 cards even peaked
interesting. wonder if thats worth giving a shot with this mod
Yeah, well hopefully AMD finds something
though there are bugs
Anyways @amber atlas just wanted to say, I love what I see so far and look forward to its continued progress.
For AMD Linux users it should be recommended at least for now that they use their distros AMDVLK package and add this to the games launch arguments
VK_ICD_FILENAMES=/opt/amdgpu-pro/etc/vulkan/icd.d/amd_icd64.json
^this directory is likely to vary between distributions but thats the general idea
so in my case the full arguments in steams command box
VK_ICD_FILENAMES=/opt/amdgpu-pro/etc/vulkan/icd.d/amd_icd64.json WINEDLLOVERRIDES="d3d9=n,b" %command% -game Unofficial_Patch -dxlevel 70 -mat_dxlevel 70 +r_frustumcullworld 0 +mat_softwarelighting 0 r_3dsky 1 +mat_picmip 0 -fullscreen -novid
though the novid arugment doesnt seem to work
i had someone else on windows who had issues with it crashing check what i suggested and they got it working on their 9070XT. so seems to be a pain point of that hidden folder for peoples crashing issues
This is awesome info, I'll make sure to update install/troubleshooting instructions, and add a Linux section.
novid hasn't been working for me either unfortunately. I left it in in case one of the Unofficialy Patch updates fixes that. Recently they fixed alt-f4 not closing bloodlines so I figured it could be possible they might address that as well someday (on a whim)
Also thanks! I'm actually working on it right now :3
cool. i followed you on twitter since u seem to like posting teases over there about it ๐
Yeah I tend to post on there and the moddb more since that's where most moddb people have been following along with it etc.
i was gonna ask if u had ur own server for the project
i don't, not sure if i necessarily am going to, though i had thought about it
i thought it might be cool, people who love the game can gather as well as those there for the mod.
ive never played it before actually
most people who are really into bloodlines are on the planet vampire discord, or the bloodlines 2 discord which has bloodlines 1 and bl1 modding channels, and depending on which you go to, some are more/less responsive to the rtx remaster
im guessing the latter is more friendly about it lol
the planet vampire folks are all mostly involved with the unofficial patch and are some pretty talented people, wesp and them are pretty active there, but i don't think they are as interested in the rtx remaster, though they are very courteous to me when i have questions :3
interesting. its not like we are gonna get a good or faithful remake if at all so this seems like the best possible thing we can get at this point. imo
perhaps its the hardware requirements that turn people off or nvidias branding even though it does work on other gpus
the modding channel in the other one is cool, but sometimes people get sucked into hating on bl2, so I tend to not to post there either, VonAether often signal boosts my posts (they did the labels/logos images I used on my packaging retextures)
yeah the hardware requirements are a tough sell for sure
i also think that rtx changes the lighting to a degree that makes die hard fans feel like the look/feel changes too much
which i totally get
But yeah I feel like a lot of times Discord communities around mods take a lot of effort to keep from devolving into weird/toxic spaces, my friend has a discord for his skyrim mod and it gets.... rough in there XD
i can see that. but this seems like the only way to get the best of both worlds. the remix offers this cool way of upgrading this game specifically that other methods dont explicitly allow for and adding all this detail u cant really add with just textures.
yeah, if the people working on Unofficial patch crack a few 20 year old problems with the sdk (prop/character/facial expressions) then we will see a renaissance of mods content again, which I would be thrilled for, it would also make my life easier with the remaster XD
they are doing some really cool stuff over there pushing the envelope, but remix def covers a base they won't be able to (lighting/materials etc.)
true. more people contributing assets u sorely need to take full advantage of remix would help speed things up
other downside of this game being a cult favorite and not widely known so limited exposure of this mod. though perhaps the sequel will help a bit but idk
well not so much a sequel as a continuation given its not an rpg
yeah, i think people are definitely talking more about bloodlines lately and it's coming up a lot more, which is really cool, the competition was very cool because it raised that exposure as well which was nice
yeah that was impressive getting runner up. i feel like this deserved first place though but alas
thanks! I was very honored. I wasn't really sure if I met the criteria but at the last second I cut the trailer did a test build and sent it to VonAether to test, set up the page/update etc, was up till like 4:30am XD
had been waffling on if i had done enough since the competition started to meet the requirements, but i put an asset list together and it was pretty big
i feel that. ive been up that late before at work. having been at work for 20 hours lol
there's definitely a bit of a high when you are crunching XD
i hadn't done an all nighter since art school so that was kind of fun, wouldn't want to do it regularly
no indeed
Honestly I mostly keep the B2-related channels on the server muted. I can poke in when I need to, but otherwise I confine myself almost entirely to the B1 channels.
Yeah, I think the modding channel and the BL1 channel are pretty positive and fun, and they try to keep the BL2 stuff clear of it which is nice!
i love the rtx 2.0 remix work from moddb (if this is the same one),
runs fine even if there is some wonky lighting and a few artifacts (especially terminals like to go very dark and unlit often)
made me start a full replay even! ^^
turning it off and on really shows how much improved it all is!
(was sooo long ago since i last played bloodlines so needed a reminder)
If it's this one, yes, that's it. https://www.moddb.com/mods/vampire-the-masquerade-bloodlines-rtx-remaster/
Yes thats the one then! ^^
Looks nice even if its not complete.
Runs alright too, using unnoficial patch and + mod, on win 11.
dlss performance (transformer model) (up to native 1440p) ^^
Latency is a bit high, but can't be helped at this point,
also doesnt matter too much in the semi-pace bloodlines has ^^
Glad you're enjoying it!
mhm for sure ^^
Really glad to hear it's running well for you! DLSS transformer is definitely the way to go!
I put this release together at the 11th hour for the competition so I'm always relieved to hear it's running well for most people!
yeah! takes some tweaking but works alright apart from some current glitches - but very promising! ^^
Also on the twitter, but here's a bit of testing on the Hippodrome in SM_Pier_1
found some real life photos and tried to inject a bit of how it looks in real life in, windows with the radial bars and the correct lightbulb styles etc
still a lot i want to do with it overall, curtains/emissives as well as plaster texture needs a lot of work
gorgeous work again
lol the lights used to just be ball of white, now they are distinct
though my ocd is screaming at their placement
yeah i can probably offset them just a bit in the model, not in the instance, so they would be slightly backed away from their pivot
but no one would know except us...
im also thinking about making the bulbs clear and putting the fillament in, but in real life they are kind of frosted, and the glass shader in remix doesn't really do frosted super well
thanks as always :3
for now
yeah totally possible they upgrade the glass shader to do more stuff, it's so on the right track, also if i knew more about hand writing shaders, i'd do it myself, but unfortunately i'm one of those shader babies that uses node editors ๐
is there another material similar to frosted glass u could use that would be a similar effect?
they only have a couple, transluscent and the regular one are the two main, i know some people have extended it a bit in other projects (i think)
they are very fully featured so they cover a lot of bases
if the transluscent shader handled transmission just a bit better, and allowed for roughness maps, and then blurred the background based on the roughness (like blender/toolbag 5) then it would cover pretty much every base for glass i'd need, i think
heck i might through those up there as a feature request, im sure it would be lowwww priority, but it could be a long term thing
In the meantime, normal maps can help achieve such an appearance. In general, this is how I would make frosted glass if I wanted for it to look realistic up close. For static images, it works pretty well. For animations, it is quite unstable.
Two different normal map examples in Real-Time:
i guess they never got around to adding it even though considered high priority?
interesting
that was 3 years ago
i asusme this should work though since remix is just using omniverse under the hood
Odd... I did end up trying that, but it creates such a high noise feel to it, and it can't simulate something like a shiny bulb covered in dust or dirt etc.
in toolbag i can convolve the distortion based on the roughness map
which is real nice
but in remix it's just, this thing refracts, and it has an IOR value
that shader doesn't support roughness etc, but it does support transmission
interesting
can you make it so one side is rough and the other smooth like real frosted glass?
if both sides are rough thats probably why its so noisy
if i unwrape it that way, absolutely, which this one is, i just dont have material id's for both sides, its' all one side
u cant make 2 materials for the same id and layer them?
thinkin outside the box here so idk lol
the only hurdle there would be how remix handles transluscent sorting etc, i imagine since it's raytraced it would handle it somewhat well, but toolbag 5 is real made at it right now XD
lol
i love the way you're remastering the assets, and the art direction you've taken with them
they're beautiful. i'm actually waiting for this mod to be complete to play through this game the first time ๐
same dude
You can tell how much Safemilk loves this game by all the work he puts into it, it's crazy how far passion can take you
I'm waiting for the mod to be complete to play through the game for the...10th time, more or less, heheh
got the itch around Gamescom when I was demoing it to press (considering squeezing in a playthrough between demos), but decided to wait until the good times can roll all the way through
I think my girlfriend is starting to get tired of hearing about Bloodlines every day XD she's basically going to know everything about it without ever having played it before I'm done!
It's ok, you can talk to us about it all. Always happy to talk v:tm bloodlines
Integrating @jagged moon 's logo work into the decal replacements tonight!
Modeling them out just like I do everything else and baking them down, then adding the up rezzed logos into the albedo layer!
Hey guys do you think I uprezzed these enough
Full from scratch full clear res! ^^
almost like it waits to get dirtied ^^
I'm gonna need those in 8k, thxxxxxxx
๐
I hope no one is distracted by some silky game and its all 110% vtmb modding! ^^ grins
Me: Silksong
My autocorrect: Did you mean
lol! that seems a great 'song' too, performed by a band of malkavians and a toreadour? ^^
(I havent tried any of the other vampire the masquerade pc games, yet besides bloodlines, so dunno how they are for real^^)
Swansong has three PCs that you switch between: Galeb, a Ventrue; Laysha, a Malkavian; and Emem (seen above), a Toreador. It's by the same people who made The Council, and plays sort of the same way. Like a Telltale game (The Walking Dead, etc). It's pretty fun.
Oh, what scared me from telltale games was having timers in dialogue choices - stresses me out so much!
so never played those either just because of that sadly
u can usually pause im pretty sure
was no such thing in any telltale game back then atleast, tho topic is a bit OT here i guess ^^
You can pause the older games
again, when i tried it many many many years ago, think it was walking dead - there wasnt, as much as i tried. it all seemed to be a point to have quick QTE-decisions, like that was the actual design around the game - no waiting while on a dialogue choice.
and again, this was solely to explain why i - way back then - did not like that style, is all. theres no hurt to be fixed, solved or settled. Context was vtmtb, that was a tiiiny sidetrack. VTMB.
yeah just the first season doesn't the rest of them do
we made it! ๐
noice
Per Safemilk, all the decals in the Red Spot are now complete.
(These flyers were a bear to pull off)
I'm a bit confused. Is it "Kelowna Chamber Music Society" or "The Kelowna Chamber Music Society"?
That's a question you should put forth to the Kelowna Chamber Music Society. ๐ Original texture zoomed in:
I'm just doing my best to replicate the originals.
U make a great job on this
how do you play this ?
it looks so sick
also, does it work with the gog version ?
You can download here: https://www.moddb.com/mods/vampire-the-masquerade-bloodlines-rtx-remaster/
Should work fine with GOG, provided you change the launch parameters
so, how much of the game is playable ?
Are you new to RTX Remix?
yes
my question is, can it run with unofficial patch ?
Okay, so
Normally what happens is the game runs, the engine sends the information for what the game's supposed to look like (textures, models, lighting) to the video card, and then the video card puts all that together and shows it on your monitor.
RTX Remix hijacks that process at the video card, and replaces the texture, model, and lighting information.
As far as the game (in this case Bloodlines) is concerned, nothing has changed. Under the hood it's still the same game.
So the whole game is playable, because the mod isn't affecting the game.
oh no, I am aware of that, haha, used to write code in unity to render different ghizmos
i am not familiar with it because I have never installed it
I was wondering how many of the assets the team has covered so far
The Santa Monica Haven is fully replaced. Percentages for the Surfside Diner, Red Spot, and Last Round are listed on the recent update.
https://www.moddb.com/mods/vampire-the-masquerade-bloodlines-rtx-remaster/news/diners-drive-ins-and-dives-part-1
You can't run Bloodlines without the Unofficial Patch so it would be silly of us to design it without the patch in mind.
Generally speaking, Remix itself is not inherently incompatible with most mods or patches - at least in the sense that having said mods installed would cause instability, crashes, Remix to flat out not hook, etc.
That being said, I would advise not having any texture/model mods on the game side while using Remix if you are using a Remix mod (such as the fantastic mod being developed by SafeMilk that VonAether just linked), as this can cause certain objects to not have replacements.
The reason for this being that Remix's own replacements depend on it replacing textures/models that have specific hashes.
It doesn't know what each texture or model is called - it knows them only as a hash.
For example, if a game's own "brick1" texture has a hash of "0x592843491" and a game-side mod has its own "brick1" texture that overrides the stock one, it will have a completely different hash and therefore Remix won't realize that it is meant to replace that with the Remix mod's own set of PBR textures, as it only knows to replace a texture that has a hash of "0x592843491".
haha, I got it working, this looks fenomenal, thank you
one more thing... any way to make it full screen , it starts in windowed mode and ALT + Enter doesn't do anything
If you're using these launch parameters, change -window to -fullscreen
It works with any of the old unnoficial patches, plus mod and so on - just need to make sure the launching file/desktop shorcut has all the args/commandline options needed for them aswell as for remix.
Im half through the game, remix works, but input latency can be quite high, so have to get used to that is all.
I might wait until more assets are done before i finish it tho, and the smol remix glitches like for grass objects and some random 'vertex lines' now and then. the new assets really adds the icing tho, together with the fancy lights-colours and bloom ^^
yeah, got it, thanks :)))
one more question...
does the main character not show up in reflections because he's a vampire, or is that just an rtx remix limitation
You'll show up in reflections in third person. In first person, you don't have a character model.
Lรก sombra fear kkkk the rtx remix
I can smell the mold
It seems the Safe Milk Regiment has more volunteers. ๐ฅ
If you mean me, Safemilk mentioned my involvement way back in February here #1095817237631348736 message, I just didn't join the server myself until relatively recently. ๐
you guys are doing amazing work ๐
Thank you! 
The logo should be a bit more desatured i think
The original billboards all have the lighting from three under lights baked in as part of the texture. Dance Bunny as an obvious example:
So the desaturated appearance is partly because it's in darkness/being blasted by a spotlight. But now we can create real lighting, so I made a billboard with a normal appearance. Can always tweak it if it doesn't look right.
Thanks, Kim!
Great stuff! ^^
game studio level assets
Thanks, David that means a lot ๐
Also since VonAether has helped with the unofficial patch, maybe we can finally close off this skinned mesh stuff
@jagged moon do you know what the struct is for the VTMB models? Let me paste 1 sec
{
unsigned short hardwareID;
unsigned short newBoneID;
};
struct Vertex_t
{
unsigned short unknown1;
// these index into the mesh's vert[origMeshVertID]'s bones
short boneIndex[MAX_NUM_BONES_PER_VERT - 1];
unsigned short unknown2;
unsigned short origMeshVertID;
};
enum StripHeaderFlags_t {
STRIP_IS_TRILIST = 0x01,
STRIP_IS_TRISTRIP = 0x02
};
// (and potentially tristrips if we remove some degenerates.)
struct StripHeader_t
{
// indexOffset offsets into the mesh's index array.
unsigned short numIndices; // Correct
unsigned short indexOffset; // Correct
// vertexOffset offsets into the mesh's vert array.
unsigned short numVerts;
unsigned short vertOffset;
unsigned char numBones; // Correct
unsigned char flags; // Correct
unsigned short numBoneStateChanges; // Correct
int boneStateChangeOffset; // Correct
inline BoneStateChangeHeader_t *pBoneStateChange(int i) const
{
return (BoneStateChangeHeader_t *)(((byte *)this) + boneStateChangeOffset) + i;
};
};
struct StripGroupHeader_t
{
// These are the arrays of all verts and indices for this mesh. strips index into this.
unsigned short numVerts; // Confirmed
unsigned short numIndices; // Confirmed
unsigned short numStrips;
unsigned char flags; // Confirmed
unsigned char unknown;
int vertOffset; // Confirmed
inline Vertex_t *pVertex(int i) const
{
return (Vertex_t *)(((byte *)this) + vertOffset) + i;
};
int indexOffset;
inline unsigned short *pIndex(int i) const
{
return (unsigned short *)(((byte *)this) + indexOffset) + i;
};
int stripOffset;
inline StripHeader_t *pStrip(int i) const
{
return (StripHeader_t *)(((byte *)this) + stripOffset) + i;
};
};```
struct studiomeshgroup_t
{
void* m_pMesh; // Correct
void* m_pColorMesh; // Correct
int m_NumStrips; // Correct
int m_Flags; // Correct
StripHeader_t* m_pStripData; // Correct
unsigned short* m_pGroupIndexToMeshIndex; // Confirmed, probably ptr so it's 4 size
int m_NumVertices; // Confirmed // 24
int* m_pUniqueTris; // 28
unsigned short* m_pIndices; //32
bool m_MeshNeedsRestore; // 36 Confirmed
bool m_MysteryBool; // 37
short m_ColorMeshID; // This somehow lands on 38, clearly need to do something, Confirmed
inline unsigned short MeshIndex(int i) const { return m_pGroupIndexToMeshIndex[m_pIndices[i]]; }
};
// studio model data
struct studiomeshdata_t
{
int m_NumGroup;
studiomeshgroup_t* m_pMeshGroup;
};
struct studioloddata_t
{
// not needed - this is really the same as studiohwdata_t.m_NumStudioMeshes
//int m_NumMeshes;
studiomeshdata_t *m_pMeshData; // there are studiohwdata_t.m_NumStudioMeshes of these.
float m_SwitchPoint;
// one of these for each lod since we can switch to simpler materials on lower lods.
int numMaterials;
void **ppMaterials; /* will have studiohdr_t.numtextures elements allocated */
// hack - this needs to go away.
int *pMaterialFlags; /* will have studiohdr_t.numtextures elements allocated */
};
struct studiohwdata_t
{
int m_NumLODs;
studioloddata_t *m_pLODs;
int m_NumStudioMeshes;
};
struct MeshHeader_t
{
int numStripGroups;
int stripGroupHeaderOffset;
inline StripGroupHeader_t *pStripGroup(int i) const
{
StripGroupHeader_t *pDebug = (StripGroupHeader_t *)(((byte *)this) + stripGroupHeaderOffset) + i;
return pDebug;
};
unsigned char flags;
};
//
//typedef unsigned int VertexFormat_t;```
So these are the stuff I need verified
Unfortunately most of what I've done with the UP was what I'm doing here for Safemilk: textures, with the occasional bit of writing for loading screen tips. I've tinkered with some of the map python and dialog files for my own mod, but I haven't touched models, sorry.
Ugh alright
Wish I could help, but it's out of my wheelhouse.
@broken scaffold maybe I could reach out to the lead engineer on Bloodlines, we ended up connecting a while back but I hadn't tried to bother him just yet.
That would be great, I will assemble a list of questions and DM them later. Do you know if they still have code access or am I just going off vibes here
I don't want to point them to a header for a struct and then oops it's not there
Allegedly he might still have his old project, just can't do anything with it due to legal issues. But he might be able to offer advice like this
Build that list and I'll start reaching out.
Good luck!
Alright working on it rn, I am gonna reference the hl2 Beta code to make it maybe a little easier for us to get answers without breaching anything
"Is it similar to this, how different" is basically all I need to know
sounds good, i'll try reaching out today or tomorrow
..... soon . . . ..
The hardware part of it is working perfectly
But this dude has two meshes
I actually think I sorta figured it out, it's almost like index 0 is entirely a SW styled mesh
Theoretically you could just well
DISABLE that mesh
Looking promising, good luck!
nice progress, as far as blendshapes/visemes, where are those stored currently?
what is the likelyhood of being able to capture and replace that information?
or is that something that might need some back end knowledge we don't have (meggs might?)
We need the insight I sent you regardless because they are the key to better implementations of this
But the fact that there are multiple meshes, some of which DO have the correct bone structures and then others that are chopped into pieces
is something I really am not sure about
I'm still using the rtx showcase map, and when i press the button to spawn the vampire girl her skeleton isn't complete
so it's not JUST that the SW styled mesh is in the first mesh
I'm likely just getting lucky on the player model because the ending vertex for that specifc mesh indexes a higher number bone
and I still don't have an explanation for the pieces
Why ARE there two "body" meshes?
yeah, hopefully we'll hear back soon, i'll link us together when i do
@left grove I noticed a weird issue that started happeningin remix a while back but i don't know which build it started in
but essentially, the skybox is now visible in the level
have you noticed that as well?
i put a bug report out for it but hadn't yet identified which build it started happening
I went back in a few weeks ago and it was ok, although I think I just used your mod
it happened around the time that i upgraded the project to 1.2
I can have a look and try to determine when it started happening if you'd like
All I can offer at the moment 
i mention it because you tracked down the face detaching bug like incredibly well
and thought you might have a procedure or approach
oh yes, just a classic git bisect. Effectively a binary chop... You just go back and fourth until you narrow it down
I got some time now so I can definitely take a look at this for you
Just need to refresh my memory on the easiest way to download and swap versions. I recall I just went to their github actions last time
I couldn't seem to replicate so far. Downloaded your mod version 0.2 -> I went for latest runtime and latest dxvk-remix. No sky box issues (appart from that building I look at)
I'll have to try it out tomorrow, that was all the time I had today
and not sure why I recorded it first person, I tried both 3rd and 1st and was the same
I'm getting a little of the Santa Monica skybox; it's far enough away and at steep enough an angle that it's easy to miss unless you're looking for it.
Downtown's a different story; the sewers are stored above the streets, so you can see them hovering in the sky.
Oh I see, I'll have another attempt tomorrow. Worth mentioning for the binaries of the dxvk and such they only store it for 3 months. I saw on the issue that safemilk experienced this as far as June and July
Maybe one day We'll get our share of hardware skinning
This is from the novis stuff
When it's active the PVS is rendering everything at once
So you can see things through the sky
This is particular a problem when there is no geometry between it and the sky obv
I had to do a detour in Dark Messiah to prevent it from rendering IF we are not currently rendering the sky / are in the same area as it
ah! you're right, i think i enabled no vis because it fixed this issue:
no vis off i was getting vertex colors or something bleeding in, when no vis is on they seemed to sort correctly but then the sky appears
it didn't seem to present at first or i just missed it until i updated to 1.2 so it looks like i misdiagnosed?!?
The solution is obvious
No vis on, and every map now has a blimp added that conveniently blocks your view of any sewers or skybox
lol it's so simple!
This is why you pay me the big bucks
glad to help, I have no idea how to even enable no vis 
oh it's just a console command
it's in the args as +r_novis 1
in console it's just r_novis 1 or 0
It fixes the vertex color bleed issue but i sure don't like the entire level being rendered + skybox
I tried a few variations but not sure I tried r_novis. Thanks
I think the bug report I had from before about the vertex colors bleeding in is probably still relevant, I might revive/re-open the ticket, I should close the other bug for the sky however since that's not remix's fault but r_novis :/
great job, well done โค๏ธ
Personally i think its too much
It looks great
amazing project. do you guys need some help ?
Again a Nice job ^^
You guys are awesome โค๏ธ
It look awesome
The Chick tract?
Most of what I call "asset archaeology" is done through a lot of recursive/alternating uses of TinEye's reverse image lookup and Google Image Search, with the occasional Bing Image Search thrown in for good measure
Find a good result in TinEye, throw that result back into TinEye, throw that result into GIS... just a few rounds of back-and-forth to get the best versions of an image that I can.
Stone floor
I love the stones, but it feels like there should be more pointing(grouting?) Between them
i like it a bit more 'hollow' tho, it 3d-shape vibes more somehow, feels less flatlike?
Oh i get it, its just that most cobblestone paths have grout(sand?) In between the cracks
any news ?
Safemilk's neck-deep in his day job right now, but the next release should be coming very soon.
To whet your appetite, I've got a thread on bsky where I've slowly been posting comparison shots between original textures, and upgraded textures I've been able to deliver, with the caveat that not all of them are implemented yet.
Figured I should start a thread about some of my VTM #BloodlinesRTX Remaster contributions.
I got my start with the Cepsi logo, originally for the cups. The original texture was miniscule. Rebuilt it in three parts: the background, the logo, and the symbol.
You have golden hands and an iron will, ๐ค I would have broken after the fifth texture with the poster ๐
What can I say, I'm dedicated. ๐
I love this comparisons
And that's for the update
hi, would you guys say a full playthrough of this is feasible?
Sure. There's been a basic lighting pass on the whole game. Water doesn't work properly, so a few areas (sewers, the ocean around the Dane) might be too bright and you might want to turn off RTX for those sections, but otherwise it's fully playable, even if we haven't gotten around to replacing models and textures yet.
This is a rtx remix bug ?
As far as I know.
Since the version of the engine that Troika got was incomplete, they had a lot of hacky solutions to things, and Remix doesn't always know what to do with it.
One thing that's been holding me back is, I know some of the assets have been remastered. I imagine having a mix of new and old models and textures would feel kinda inconsistent, and I know that you can disable upgraded assets in the remix graphics options but would that also affect the PBR materials for old assets if they have been added in? And how rough does the game look if they haven't been
I see. We have someone looking at this ?
vtmb uses a modified source (hl2 era'ish) engine right?, or do i remember it wrong?
Yes they used a beta version from source engine
https://developer.valvesoftware.com/wiki/Source/Engine_versions
hmm I'm not sure if I should try it for my next playthrough or wait until some of the issues get ironed out. I assume it's compatible with the latest unofficial patch plus?
Yes, we're assuming people are using it with the latest UP.
just a question, I don't know much about this but...
can't you use the auto pbr solution they used for gta4 rtx remix ?
and do a pre pass for all the materials already exiting in the game ?
I am pretty sure the talented and passionate individuals working on this would rather take the time and care for each and every asset to ensure its quality
Amazing progress
Ah the stop sign ๐
Can't wait it.
Thanks for your work
how do i fix this? I already put the launch args and removed the dgVoodooCpl.exe files as I have plus patch extras
wow this looks so incredible
can't wait to play this shiiii when it's finished
You can play the demo and drool already
Awesome work as usual! ^^
It's all @amber atlas
Ah, All great whoever of you doing it! ^^
extra stark difference in this image in particular ^^
how could we even see that was a wall before?! ^^ :p
Heya, I'm not sure at a glance what's happening here, had a few questions! Are you on an AMD card or an Nvidia card? Are you on the GOG version or the Steam Version? Also, with the newest version of the unofficial patch, I think Wesp moved the DGvoodoo files into a subfolder by default so they don't run until you move them up a folder (in theory)
Im on an amd card (Radeon rx 7600), I know it's not the best for rtx remix but I did my researches and they said it would still work although not the best experience. It might be that it just won't work at all? Other than that I got the steam version and I completely deleted the DGvoodoo files
From what I've been seeing the rx 7600 card you're using supports Vulkan rendering, so it SHOULD be able to do Remix rendering (since it's based on DVKX which is just converts directx calls into vulkan api calls)
I do know of an issue where if you do it in this order: Install Bloodlines > Install Unofficial Patch > Install RTX Remaster > run Bloodlines > Deleted DGVoodoo, then it's too late, and DGVoodoo has already replaced a file.
As long as you didn't do it in that order, and deleted DGVoodoo before running it, then it should work. You can just drag the remaster files back into the main folder again to overwrite and fix it if that happened.
alr ill try that ty!
Hell, I used to be on a RX 7600

And it worked correctly for you right? The hardware should be good to go in theory...
Yeah, Remix is agnostic so it should work on most cards
The only GPUs that have issues right now are RX 6000 and Intel ARC due to an ongoing Shader Compiler issue
amd seems to just need vulkan support and after that it's okay, just down to performance i think, right? other than the 6000 issue you mentioned ofc
The proper RayTracing extensions, yeah
Performance is being investigated
