#Freedom Fighters Remix
1409 messages · Page 2 of 2 (latest)
6gb is ok but i would try to get one with 8 and above
16gb regular ram or 32
?
let me guess 8 lol
jk
tbh i would get another pc if able
or borrow one for a month
16
theres a budget pc youtube page that you can spend 500 to 600 usd
where i got mine but i had to flash its bios back to msi
bruh
wanna buy a 3070 at least
isnt there a 3050 ti?
the 3060 is a perfect little gpu but i need a little bit more power
that being said, the 3060 serves me well
i wonder if radeon works with remix
i kinda do too
i asked in general
so i installed omniverse
lots to do in omniverse
oh great
im not sure
remix in the game dir i think
remix mods
anyway i gotta go do stuff
has fun
lol
as a curiosity i started over again and now the character models work again
so i was using the wrong version from the get go or had a faulty version from updating
gonna update dxvk from fresh remix installs from now on
i know that when i tinker with lights in the omniverse they break sometimes all replacements in usds
so you need to recreate whole mod.usda
how would i make the game recognize what i did in omniverse?
do i just save the project? do i export it?
im trying now to add normal maps to textures
og textures
with normal maps
i think i should have first upscaled those textures
mark i think i finally understand how to work with replacing things in remix 😄
can't wait for proper remix toolkits to drop so I can dust off my drawing tablet again
there are some textures that need the care and attention done by hand
did u checked
showcase
chat
?
just take a look
ive done it
i achieved texture replace
😄
I can see that, but I mean the more streamlined tools and stuff specifically for remix
rn the omniverse stuff feels like some kind of black magic
also why is the scene tilted in omniverse when I capture one?
i feel like this guy
do I have to align the camera or something?
you need to stand in the corner of the room
because you get culled capture
without textures and object without cameras
good thing the rebel base is a circle XD
behind*
I mean it has textures and everything it's just a bit crooked on the coordinates
I'm afraid it's gonna interfere
but I'll try the corners
There's a setting in the menus (for z-up, I think?). flipping that should fix the captures
Unless it's actually a view space game (where the world moves and the camera is static).... in that case, the world will be tilted based on your camera angle when you take the capture
i remember the characters floating when Z-up was enabled but the decals were fixed by that so it's definitely an oddity
lemme check
ive had problems with z up, with models unclipping from other ones like architectured terrain and breaking to where they suppose to snap together
captured one with and without z-up
apart from the characters floating, it actually made a lot of rendering issues get resolved properly for me
maybe entity would know
fov tool i send work great for capturing whole scenes in freedom fighters
i had a lot of walls which were clipped halfway through and stuff and the holes were gone
normaly u get 50kb capture
o
i'll try that if i get further
kinda wanna feel out omniverse with just the rebel base
that's never guaranteed
but i wonder how far i can get without breaking it by accident in some way or another
yeah man
meanwhile i don't even know what an USD is tho
apart from
the currency usd
i swear omniverse is a mix between unreal and blender though
ALSO
are there spotlights in omniverse?
i wanna do the sunlight from the top manhole cover but the distant light is too far up and gives little to no light down there even when aligned
using scene z-up captures nothing
it's empty
anyways i stood into a corner and the capture is even more tilted than before
also should i delete stuff or does that generate issues?
like the godrays, characters, captured smoke and stuff
thats a big hmmmmm
i think it doesnt matter that much
in some way
the thing tilted that u see in omniverse its not gonna be tilted in game
only in omniverse
Does the tilt in omniverse change based on the camera angle when you capture?
And I don't recall ever seeing a geomHash debug view for this game - is it mostly stable as you move the camera around, or does everything flicker?
i'll try the tilt thing in a sec, added most of the lights and made some cool bounce lights hoping it'll look right in game
do i just save the thing normally and the game would apply the USD?
also i'll do the geomHash view
well if i did a video about the gemoetry hash view, i'd have to do a seizure warning
i hope i didn't record the jerma stream in the background
You should read over the top posts on https://discord.com/channels/1028444667789967381/1096847508002590760 for how to do asset replacements using OV
characters are flashing, but most of the level geometry is really stable. That's a good sign, actually - means those things are replaceable
😳
do you think the fused world view option would have an effect on the capture?
It shouldn't... but I don't really know what that option does under the hood
i see
from what i seen, it does
pretty much different each time
the 1kb is the z-up enabled
and the 57 kb is the one with the lights added
i wonder if it culls some stuff out
can i ask for a directory setup? i suppose remix has a set filepath where it looks for stuff it needs to find for the USD enhancements
do i make a mods folder inside rtx-remix?
yep
sorry if this is already answered somewhere its just so many messages to scroll through and hard to comb the information when usually there are multiple discussions in one channel at one given time
and simply save as mod.usda?
yep. Look at the top posts (the pinned ones) in the manually remastering thread.
OH
yeah i should have checked pins
lets see if i can run omniverse AND remixed freedom fighters
actually
what i noticed right now
the capture is flipped
like i wanted to put a light into the little burner and was surprised it's not there, turns out it's mirrored
i'll check to see if things work as is
would be funny to see the lights be mirrored
something must be up
either i'm messing something up
or the lights are not showing up
remix keeps saying the layer data is missing but i set everything up as you instructed
and the capture highly depends on the camera
as a test i captured the scene by looking down and the whole scene is now tilted 90 degrees
a bit less actually
but it does have an effect
it insists that some layer information is missing
@random dust how do you setup your layers so the lights show up in game?
wait so i need a mesh and parent the lights to those?
Remix needs an anchor, and when it comes to meshes, it can only replace the mesh asset, not specific mesh instances
so if you want to add a light, either it needs to be a child of an existing light, or it needs to be a child of a mesh asset (which will make a copy of the light for each copy of that mesh)
so if i make the mod.usda the edit layer, and add a light INSIDE the capture layer, it should transfer over to that one right?
because i feel like copying over the entire scene just to add a few lights seems overkill
definitely don't copy anything
Why don't you just try adding a light to something with mod.usda as the edit layer, saving it, then looking at the text version of the file to see what changed? that will give you a better understanding of what is happening
i see what it's going for, although sadly still no lights show up
i'll try with a directional light because no matter where that is, i'll know if it worked
i'm guessing i can't just load up the modified USD mid game
fresh restart every time
sorry to be such a nuisance though
You can make a spotlight by making a sphere light and changing the shaping settings
if the mod.usda was loaded when the game started, it will automagically refresh when you make changes in Create
unless that change breaks something! (manually editing the file might do that) then you will need to restart and load it again
I keep the game running with mod.usda loaded, and just edit things in Create in another monitor, everything refreshes when saving mod.usda
how you doing guys?
Waiting for a stable release😌
of freedom fighters or remix? ;D
i dont know if i even gonna release that
im giving only screenshots of some moments when it look good
its actualy hard to achieve everywhere same as good effect
whole 2 sections of level 1 + rebel base have replaced materials + normalmaps added
i can go forward and try to remake all textures and add normals
or i can try to add lights
i have idea to attach all lights to skybox it seems that on every level there is a skybox mesh that no matter what is rendering
that means its not gonna disable lights because its not gonna get culled
but thats a theory
i still dont understand how to add and edit lights in omniverse
that's a good idea, but doing every light's offset position might be a pain!
there's an experimental anti-culling option in the latest builds, did you try it out already? might help
i tried it but its glitching out the game
propably im using it wrong
Anti culling chokes couple of times and crashes(Stalker clear sky, Hitman silent Assasin,in Operation flashpoint it was kinda weird didnt crash as soon as the others but still no effect anyway). Its not finished feature as i read from someone.
it chokes a lot when not enough VRAM is available, I have to close every app in the system for it to work smoothly 😂
i foundout something @crimson slate
i was the whole time playing on all maxed out settings in freedom fighters
when i found out that im playing i changed shadow settings to minimum
and then all my lights dissapeared
buy after changing that option all lights from addlight to texture started appearing
this migh be your issue
i still dont know how to add lights in omniverse but all effects ive got is from adding lightsource to texture in game remix menu
nooooooooooo
bruh
well by any means, i kinda lost interest now
i'll check later if my motivation dies down from my current progress
its really strange
i shoulda know
cause i started deleting all shadows manually XD
they all are meshes
cant wait till i go back from work
the whole night i threw around 800 textures to replace ingame
i mean to upscaler
Ay Nv Mark if you check this channel i need to ask there is a lot of textures in freedom fighters that are blended together they use 2 diffrent meshes and they are close enough to eachother
when i turn on the game they are blinking sometimes i see 1st texture sometimes 2nd and sometimes all of the mesh dissapear and leave empty spot it depends of the angle of camera
and the question is if i can make them somehow render properly when both on screen?
cause they sometimes blend in like the gravel with ground and sometimes tile floor
this happens even if you select the gravel texture as a decal?
We're working on a blended terrain system, since that is pretty common in a lot of games.
IIRC, it's not ready to be released yet, even as an experiment
ok so in update 0.2.0 i have strange to describe problem with camera and objects all around
they seem not glued to places and camera doesnt respond in time
already found a solution
Thanks to Nvidia and amazing tools that they gave us its now possible to remaster easier older games there is a lot of things need to be fixed to be clear this is really early version im working at it alone for now
its so time consuming XD
like everytime i think im making progress but afterall im not
uh i have issue
after adding lights to the game it started really frustrating thing
all meshes that i deleted started appearing
from first one i deleted days ago
take a capture and see if what has changed about the mesh? the mesh deletion depends on the mesh hash, so if anything changes that hash, then the deletion will fail.
An alternative that may work better than individual mesh deletion is ignoring stuff by texture (either in the remix UI or in the material flags in a replacement material)
i had a long pause from working on that project
im gonna upload files if somebody want to tinker with them
can you share the mod with me ?
when i do simple texture swap in omnivers then save to mod folder, ingame objects are invisinble
Try to Deselect the Mesh replacements option
i will share it on github
after some works i will start doing
token visibility = "inherited"```
I take it this project is dead?
culling was miserable to work with
so im a bit in pause
im bit tired to do any work for now
got some new mesh new materials and more stable light system
i did demo version
Im so hyped about this one
Tottaly worth it brother
is this still being worked on?
im at long pause from remix projects
I found something that might be interesting for glacier engine games such as Hitman Series and Freedom fighters
in freedom fighters you can launch a debug mode with
command IP_Debug 1
when enabled press " \ " key
when prompt "Debug Keys Active" show
press "Y"
it seems that it enables some kind of debug camera it draws everything that is in front of camera
so for freedom fighters it is around 120 000 Tri before crash
you can see detailed info when you use command R_Font_size 4 for example when in 2k resolution
impressive progress 🙂
Thanks to you a lot of fidelity in that og textures are from your AI generator 🫶
i mish mashed some models with yours
now im balancing the intensities of every material
🙂
I managed to create puddle with decal and I love it
im want to say that i managed to gain some efficiency of exporting whole maps into remix
there is still lots of work with culling issues tho
Freedom fighters Demo Remix:
https://drive.google.com/file/d/1pWxerZClUYj8y45ZVVSarNJdShJBPrik/view?usp=drive_link
Startup Files:
https://drive.google.com/file/d/1j0KdbrkOWuWLIuCuZl1gukOckL5ZuWPU/view?usp=drive_link
Im sharing here my old abandoned project files from january 2024 if anybody is interested
its gonna work for sure with Freedom Fighters Demo version
Cheers
This project was a mess ;D
got some new mesh new materials and more stable light system
this is video from that version it looks much better with the latest remix version
this demo is 7 GB
while i checked my Freedom Fighters main is 50 gigs X)
propably all of the anticulling stuff im doing
Im writing note as a proof of Concept
Mod.usda can be replaced as a whole on the fly?
If Yes I need to make a program that attach to game process and read the segment of the memory where game map name is if this is always same namimg and place in memory
The loop would get name of loaded map and get it through the loop copying in to the folder the mod.usda proper for map and I could have 100% working anticull for freedom fighters
And propably for hitman
I still have problem with POM while creating anticulled map the information about this texture gets lost 😕
I dont know anything about programing
But I know a bit one program that can read memory of all apps runing in the windows
Cheat engine
I know that there are some lua scripts and possibility of making trainers and stuff
What if this program can handle 2 stuffs at once checking map and replacing mod.usda 🤔
Start of the loop would check the adress with map get the name and replace mod.usda for map 1 then loop for checking if the name changed if not re do loop if Yes do start loop
i leave it here
it seems that the function called to developer keys at Y is called toggle gates
this means it will render everything that are on straight path even behind the wall
full level
So the gates are big boxes on the level that are blocking player to see behind the walls
i presume
CTRL + S saves state of the game map character position etc
CTRL + L Loads saved state of the game
while researching this game i lost bit of respect to this game :/
struggle is real
I have configured remix now. How can I get to this place?
Freedom Fighters Full Walkthrough Gameplay & Ending on PC in 4k 60fps. This is my own played and completely edited playthrough without deaths and long loading times for the best viewing experience.
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00:00:...
after you get first time to "Rebel Base" there will be a map with npc that is telling mission objectives
then you select police station
map
Now I get the that place, the image is flickering when I move the camera. But when I toggle nee cache, nothing changes
lighting changes dramatically when I move the camera
Do you have this issue on your machine?
something changed in the process
im keeping remix updated
this recording shows that this flicker effect is stronger when dlss is on performance
turning on/off NEE cache doesnt change that much
like it did
this strange flicker shows up whenever camera is moving fast
i see that for some reason my version of the mod looks bit diffrent
🤔
I think the issue is caused by anti culling, the nee cache shouldn't affect that much. do you find sudden lighting change when you fix the camera and toggle nee cache in some case?
and can you share your rtx.conf?
there it is rtx conf
Its alive
Its alive 
🥳
Im resurecting this project
Now I have solution for stuff
Small steps
interesting stuff
high quality assets that are found in freedom fighters game might be found here
https://www.sketchuptextureclub.com/textures/architecture/plaster/old-plaster
https://www.sketchuptextureclub.com/textures/architecture/concrete/bare/damaged-walls
altleast some of them
Does not rely on standard GPU frustum culling alone.
Key points:
-World is divided into Rooms, Gates, and Portals
-Visibility is resolved on the CPU, per frame
Objects are activated/deactivated based on:
-current camera room
-connected rooms via gates
-distance thresholds
-manual flags (DeactivateRegister, BoundDeactivator, etc.)
Important implications:
-Geometry may be logically culled, not just clipped
Objects can disappear or reappear abruptly when camera crosses:
-room boundaries
-gate planes
-cutscene camera switches
RTX Remix may still “see” geometry streams, but engine stops submitting them
This means:
Remix cannot rely on stable world visibility — geometry presence is camera-logic dependent, not spatially continuous.```
Camera system (multiple active cameras, dynamic switching)
The engine does not have one authoritative camera.
Common patterns:
MainCamera
-Multiple secondary cameras (cutscenes, scripted cameras, debug cameras)
-Cameras are sorted every frame via ZLIST_SortCameraControls
-Active camera can change mid-frame
Some cameras:
-disable lighting
-override projection parameters
-force custom near/far planes
-temporarily disable fog or gates
Technical details:
-FOV, near/far, aspect, fog, and projection are frequently rewritten
-Camera changes are event-driven, not frame-stable
Cutscenes can activate cameras that:
-ignore room/gate logic
-bypass standard visibility rules
Effect on RTX Remix:
-Projection matrices are unstable
-Camera-relative transforms may not match frame-to-frame
-Normals and lighting can be evaluated with inconsistent camera state
This is the core issue.
Observed behavior:
-Normals appear correct from some angles
-From other angles, shading flips, collapses, or looks “inside-out”
-Root causes (very likely combined):
A. Non-normalized normals
Engine frequently logs:
-“contains normals that are not normalized”
-Fixed-function pipeline often assumes:
-normalization OFF
-scale baked into transforms
-When objects are scaled (especially animated or attached geoms), normals become invalid
B. Missing or inconsistent D3DRS_NORMALIZENORMALS
-Many code paths never enable it
-Some cameras / states explicitly disable lighting
-Remix expects physically valid normals → engine provides garbage-length normals
C. Mixed handedness & winding
Some geometry uses:
-mirrored UVs
-negative scaling
-two-sided materials without consistent winding
-Backface culling + inverted normals = camera-angle-dependent shading artifacts
D. Lighting evaluated in camera-relative space
-Some lights and fog calculations depend on camera direction
-When camera switches, normals are effectively lit under a different basis
Result:
-Normals are not stable world-space vectors — they are often contextual, depending on camera, transform stack, and render state at submission time.```
What might be fixable from NVIDIA / Remix side
-Potential mitigation ideas (not requests, just observations):
-Force normal renormalization at capture time
-Detect negative scale + flipped winding and auto-correct
-Treat FF as camera-driven visibility engine, not spatial
-Allow optional “camera-agnostic” normal stabilization
-Heuristic merge of draw calls across camera switches
Summary
Freedom Fighters is a classic example of:
-CPU-driven visibility + camera-centric rendering + fixed-function shortcuts
-Which worked perfectly in 2003, but conflicts with modern capture-based rendering.
The normal issues are not just bad assets — they are a product of:
-engine assumptions
-camera logic
-missing normalization
-mixed transform semantics
If RTX Remix can compensate for this class of engines, it would likely benefit:
-Freedom Fighters
-Hitman 2: Silent Assassin
-early Glacier-based titles in general
