For discussion regarding getting it to work with RTX Remix and any mods that people make.
First, in order to get Remix set up so that it will detect the game, download the most recent build of Remix from the repository here https://github.com/NVIDIAGameWorks/rtx-remix/releases
Next copy all of the loose files and the .trex folder inside the remix-0-X-X folder you downloaded into the root folder of your preferred SWG client.
The next step which is optional, but highly recommended in order to not have to manually select sky textures, is to download the most recent rtx.conf file from this thread.
Also optional is downloading the newest version of DXVK-remix https://github.com/NVIDIAGameWorks/dxvk-remix/actions/workflows/build.yml
You will need a GitHub account in order to download them. Just click on the most recent build, and under "Artifacts", click on the release build to download "dxvk-remix-(numbers and letters)-(more numbers)-release
Once downloaded, copy the files inside into the .trex folder inside of the game's root folder.
Keep in mind that while some builds of DXVK-Remix that were published after the newest build of RTX Remix may have performance and compatibility improvements, they might also have regressions as well that affect performance and compatibility. Use them at your own risk and if one causes instability, you may have to try an earlier version.
In order to get the game to launch with Remix, first go to the SwgClientSetup_r.exe, go to the Graphics tab and disable Vertex and Pixel Shaders, Bump Mapping, Hardware Mouse Cursor, and Multi-Pass Rendering. I would also recommend ticking Windowed Mode and Borderless Window. Once you have done this, you may launch the game.
If you are playing SWG Legends, you will need this file in your root folder as well, as the launcher's setup executable does not allow for toggling Vertex and Pixel Shaders on and off #1098135032381583392 message
The game does still have a few graphical issues, but is mostly playable in its current state. The major issues are as follows:
~~1. Terrain does not quite render correctly, even with terrain blending turned on. The blended texture will change depending on the camera orientation and position. ~~
- Anything that is meant to have color blending, such as colorable vehicles and certain body parts such as Twi'lek lekku, will either not have any coloration at all, or be entirely that color rather than only certain parts of it.
3. Humanoid characters and female Sullustans have their faces render as a black or white texture.
- This relates back to number two somewhat, but the sky does not properly transition between day and night. There are never any stars in the sky.
Now, as it stands, RTX Remix does not automatically process the normal and specular maps and therefore will only render the diffuse (color) maps of a given object. In order to have normal and specular maps reapplied, I have made an EXTREMELY WIP material mod which can be found here
https://www.moddb.com/mods/star-wars-galaxies-rtx-remix-vanilla-material-replacements
In order to get Remix to pick up these mods, once you have extracted the folder, move the "rtx-remix" folder to the root folder of your SWG client.
The folder structure should be as follows: (root)\rtx-remix\mods\GameReadyAssets
Keep in mind that if you have any texture mods installed, they could interfere with this mod as the replaced textures and materials were added based on very specific texture hashes and different textures (even the "same" textures but with a higher resolution) would have a different hash.
This would not cause a crash, but would mean that that objects that use that particular texture would not have added materials such as normal or roughness maps.
The mod was created with the help of Kim's MagicUSDA Python script and ChaiNNer (which converted the game's original normal maps to a format usable by Remix)
Combined repo for the RTX-Remix runtime. Contribute to NVIDIAGameWorks/rtx-remix development by creating an account on GitHub.