#Dark Messiah of Might and Magic
2734 messages · Page 3 of 3 (latest)
upscaled short sword
it was very rusty in legacy texture so I've keep it, but it shows a bit more because of all the PBR goodness
Upscaled barrels
The upscale on that sword is pretty good, I'm not convinced with the barrels but that's mostly because my team is also upping the polycount on them. What upscaler are you using?
PBRify with ChaiNNer + manual tweaks (mostly roughness and normal map)
and yeah, I haven't touch meshes yet, only textures
Really nice progress!
@lament jacinth have you guys found any way for water to work nicely with the edges of the level?
perhaps naively extending the water mesh over the edges of the level would work?
Set the skybox scale
Looks like it s little small
Try 4 or 16?
Not sure
I haven't added the skybox scale integration to the module yet
Extending the mesh seems like a kind of good idea though
I'm just not sure what will happen for levels where it'll clash
To be honest right now my priority is fixing dark vision and getting the color correction back
I would like to upgrade this from a patched for developer use release to a playable one
BAARREELLLLLSS, BARREELLLSS EVERYWHEERE
Forgive me if this is a proper daft question, but what's the latest update on this project? Is Dark Messiah looking to be an entire overhaul, small demo, etc?
Not a bad question! Let me give you the long and complete answer.
So we're looking to have it be an entire overhaul with new assets and proper edits, but we don't nearly have the manpower to do that in a reasonable amount of time, so we're taking it in stages.
The first priority is the compatibility patches I'm doing to it so people can appreciate all the features of remix and implement it in their own way. Last update added a bunch of texture reimplementations that were originally shader only, so it can be replaced in remix, but also rendering techniques for character skinning replacements within remix, and finally lighting tweaks on the engine side so we have a baseline and more accurate lighting proportion between remix and the original game.
The next patch to add will reintegrate the tone mapping techniques and color correction that are really important to Dark Messiah, which will reintroduce the Dark Vision spell. At this stage, the game will be fully playable at DX7 and remixable.
After, we will release a "raytraced" version, which will include all the original source textures and shaders compatible with remix. You'll still be playing in DX7 but now it'll be the original game with raytracing capabilities, but not fully PBR.
Finally we have the full remix release. This release will have all those beautiful PBR and remastered models, along with some map tweaks and lights added, etc. what'd you'd expect from an RTX Remixed release.
Everything I stated here is being done in parallel. I am the only programmer so I'm sort of balancing between our SDK developments and the RTX capabilities. That works because the few other people working assets are doing the core of the work in the tool kit, skinning, modelling, etc. Converting the source textures so that they retain their normal maps and shaders was actually very easy to automate within Chainner so in-between I run through some levels, update, and validate the reintegration compared to the original
All this to say we're designing our flow to make sure people can play this as soon as possible, and join in on making this a community effort. For the fully remastered stuff we'll probably release demos, but it makes piecewise releases much easier when we have that solid foundation
Plus the community has already replayed this game like a hundred times and they fully intend on playing it again when the assets are out or just with the lighting upgrades
Also you are adding coop mode or it is another project?
Yes that's also me
I'm the modding guy for Dark Messiah
But that co-op mod is released and not really related to RTX as a whole
Its in testing now!
The rTX stuff will work with co-op but these are all seperate mods
@lament jacinth thank you for the detailed answer!
slightly glowy zombie eyes, hit or miss?
Probably not. They are reanimated not enchanted per say. Also gives me Nazi zombie vibes lol
hmm... you're right actually
it's too derivative
how about something way more subtle?
just sort of a bloody glint that highlight the eyes a bit more
I think blood would work really well. You want to convey that this is a disgusting rotting corpse that has been in the ground for centuries. The areas these guys pop up in are always ancient areas. Compare that to the villager undead, which are freshly reanimated by the necromancers
Please do not reference real dead bodies though 
not planning on that 😄
I just tried this mod and I can't make it work properly ; first, there is no text on the main menu. But I managed to start a new game and it crashes just after Master Fenrig talks. Any help ?
for the main menu, you have to open dev window and assign text texture as UI
as for crashing, I also had that, but version 1.0 of remix fixed that for me
You may also want to go to the game options and turn off auto saving, if you are on a very hi res monitor
Dark Messiah sometimes hates that
Thanks, disabling auto save worked!
Sounds about right
hah
This game is fighting to work on it's own time let alone RTX
See it's pics like this that motivate me to get the raytracing playable version out asap
Game is gorgeous as is but the lighting gets brought up a level
@untold marten
srv_MethodSingleArg CShaderAPIDX_SetFixedFunctionStateSkinningMatrices = NULL;
void __fastcall N_CShaderAPIDX_SetFixedFunctionStateSkinningMatrices(void* This, void* _EDX)
{
//CShaderAPIDX_SetFixedFunctionStateSkinningMatrices(This, _EDX);
void* mystery_obj = (void*)((int)This + 4);
void* mystery_obj_vtable = *(void**)(mystery_obj);
srv_MethodSingleArgRet GetMaxBlendMatricies = *(srv_MethodSingleArgRet*)((int)mystery_obj_vtable + 96);
int blend_count = (int)GetMaxBlendMatricies(mystery_obj, _EDX);
if (blend_count < 1)
return;
IDirect3DDevice9* m_pD3DDevice = *(IDirect3DDevice9**)((int)This + 164);
//void* m_pD3DDevice_vtable = *(void**)(m_pD3DDevice);
//srv_MethodTripleArg SetTransform = *(srv_MethodTripleArg*)((int)m_pD3DDevice_vtable + 176);
// ID3DXMatrixStack*
//DWORD state;
//m_pD3DDevice->GetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, &state);
if(g_BONEDATA.bone_count > 1)
m_pD3DDevice->SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, TRUE);
else
m_pD3DDevice->SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
for (int i = 0; i < g_BONEDATA.bone_count; i++)
{
VMatrix mat;
MatrixCopy(g_BONEDATA.bone_matricies[i], mat);
if(g_BONEDATA.bone_count != 1)
MatrixTranspose(mat, mat);
m_pD3DDevice->SetTransform(D3DTS_WORLDMATRIX(i), (D3DMATRIX*)&mat );
}
}```
{
matrix3x4_t m_rgflCoordinateFrame = *(matrix3x4_t*)((long int)pClientEntity + 1228);
MatrixCopy(m_rgflCoordinateFrame, modelToWorld);
activate_holder = true;
void* ret = R_StudioRenderFinal(This, _EDX, skin, body, hitboxset, pClientEntity, ppMaterials, pMaterialsFlags, ppColorMeshes, a8, a9);
activate_holder = false;
return ret;
}```
void __fastcall N_StudioBuildMeshGroup(void* This, void* _EDX, studiomeshgroup_t* pMeshGroup, StripGroupHeader_t* pStripGroup, mstudiomesh_t* pMesh, studiohdr_t* pStudioHdr)
{
if (pStudioHdr->numbones > 0 && !(pStripGroup->flags & 0x02))
{
pMeshGroup->m_Flags |= 2u;
bone_count = pStudioHdr->numbones;
}
else
{
bone_count = -1;
}
R_StudioBuildMeshGroup(This, _EDX, pMeshGroup, pStripGroup, pMesh, pStudioHdr);
}```

this server doesn't like the c word i found out
discord merges pretty intense things like transphobia in with common swear words lmao
no way to separate it
Ugh for the last block just refer to #1098843924602306601 message
I can't get you the exact one there's mostly odd sizing diffs and some additional optimization
But they may very well be DM specific
These functions are the ones you need to look at for almost every single source engine game ever
You need the studiomdl to assemble the meshes with the info in the bone controllers
You need to pass the info along
and then you need to enable D3D9 to use it
yeeeeeeeeeeeee i assume most of this will apply to gmod just fine tho
The staging I had to do between functions it o make sure I have the relevant info
Oh wait, important and may not be gmod related but something you should be aware of
The reason I had to detour some functions is because the array size for the bone matricies is fucked
And you WILL overflow your memory
If you run into access errors try to use one of the source SDK's as reference to see what the max size is set to
A lot of these funcs have loops that give you that max info
:D
For any new comer or person that isn't working on source, to those who are running on any other game, etc, I thini the logic is basically the same. You want to have your vertex format contain bone ID references, then pass the bone matricies into the matrix array on your D3D9 module. Once you have that, enable vertex blending, and it S H O U L D read that info on render
// Pertinent functions, not to be run in this order but for you to understand
m_pD3DDevice->SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, TRUE); // enables vertex blending
m_pD3DDevice->SetTransform(D3DTS_WORLDMATRIX(i), &g_BONEDATA.bone_matricies[i] ); // Adds bone matrix transforms. You will want this to be in the correct coordinate space, and invert as needed
And as reference in source we have something like VertexFormat_t where I specify:
fmt = VERTEX_POSITION | VERTEX_COLOR | VERTEX_NORMAL |
VERTEX_NUM_TEXCOORDS(1) | VERTEX_TEXCOORD_SIZE(0, 2) |
VERTEX_BONEWEIGHT(2) | VERTEX_BONE_INDEX;
The only reason source engine stuff needs to do all this hacky shit to get it going is because our vertex information is assembled in multiple different places, so we need to make sure we have that information immediately available. Theoretically all the vertex stuff exists in a buffer so you can catch that buffer and rework it
I'll make a thread in community contributions later with this information
Trying to finish the VTMB skinning atm
whats your definition for srv_MethodDoubleArg because i thought SetNumBoneWeights only took one argument?
Reminder for dark Messiah specific functions
If you are actually copy pasting that
Youre doomed
Adapt it to your func signatures
The general func name are correct but the sig will diff
yeah i know
i was going to adapt it to use this directly because it should work
atleast, it works in other functions i think.
alright question, where the hell does SetFixedFunctionStateSkinningMatrices come from lmao
is that a oh my god
thats a pre release source function
ffs
wait no its not its just only source 2003 comes up when you search it wtf
ok jeez this is going to be a hunt
Well that it is possible with functions in line well, so it may be integrated
ok i think i found a lead maybe
Google voice botching the shit out of this
If it's inline just find an adjacent function
HOLY shit i found the final function
lmao so, is g_BONEDATA a dark messiah specific thing?
oh or wait
is that something im supposed to implement
Yes
It's something you have to implement
Unless you have another way of pulling the information in your funca
funca
Listen man
Google voice moment
Gonna get into a car crash otherwise lmao
please put on your translators
lmao
Holy shit, you mad lads are actually fixing the skinned mesh issues? I thought you were joking about the busty vampire babes, lol
This is already working on dark messiah
Has been for some time
I've been trying to get this working for VTMB as it's a special case since it actually already has a form of hardware skinning
Xenthio is just trying to get it up on Gmod based on what I reversed from Portal RTX
And what I implemented in DM
Ah, I see, nice
Haha I do just be asking anyone and everyone for help on the skinned mesh thing :3
VTMB is a really insightful experience
It is truly like a middle ground of old source and newer source methods
I actually feel pretty confident some of the stuff I'm doing for it can be abstracted into remix as a whole
Once I get it working I'd be interested in harassing Mark on where certain functions are
I would love to see your improvements help the whole remix community that would be awesome
My vote of confidence in you is that I've pushed forward on modeling more arms and weapons which are all skinned meshes haha
i have no idea how to find these offsets lmao
Hell yeah
It'd be better to progress through the island temple areas
The stonehelm stuff is basically all completed
If you did mesh replacement the props in stonehelm however definitely could use the touch up
Kinda wish you didn't rely on upscaling or generative stuff, we haven't been using that
I treat it as iterative process - AI upscaling with touchups is the fastest way of getting the first pass done
But like I said, I treat it as a completely hobby project, just doing it for the love of the game, I'm not a 3D Artist by trade, I'm more acustomed to making 3D animations
But there are definitely some models that I'd like to rework at some point
Maybe it will be a good occasion to finally learn sculpting
I love me some path traced windows reflections
also, alpha on drappery gives really nice shadows
Improved "lvl1" daggers model, because even with improved textures, it was giving terrible results, because the geo was pretty awful, on the blade itself especially
how's the progress on this game?
Slowly but surely working through it. We need environment artists to help get through the insane workload
We got exactly 1 guy on that, rest are doing a object / character art
Exactly one?
Thought you had 0.986 guy
anyone aware what causes this?
RTX Compat patch and Remix are installed, but i figure somethings not in the right place
Nvm i got it, downgraded to 0.6 runtime
What runtime were you using?
i was on 1.0 that was making it do that
I'll check with that release
@lament jacinth yo, i found that when i capture a scene, not all level captures only a part of it cuz when i capture a scene in the game then load it to remix there is not all light from the level so i cant remove them and use lights that i created. I tried to capture scene with 3 parts now i can edit all lights but like lights from capture 1 doesnt exist in capture 3 i dont know how to explain it😅 so they conflict and there is still light on that place where i deleted it. How can i capture aaaall scene in once? is it cuz not all game culling disabled?
and with meshes its work like this too
Are you using the compatibility patch I made or just directly?
yes im using your patch
What version of remix are you using
latest 1.1
All right I'm on a dev copy let me check the latest release
oh ok ok
When I capture I get the full scene though, lights is something that works sometimes, if you fly out of the map I'm sure that there is some portion here that has the light ents
ummm well ima reinstall game
I think it's because the skybox can overlap and the way that the culling is currently fixed needs to change the primary camera
I'm not sure if reinstalling will fix it
Hah
But it's small if you want to do do it you can
so there is now way i can fix it?
Send me your remix capture so I can check
You will definitely not be able to capture the entire map in one shot though, you will need to know clip around just because of the area portals
let's continue in dm?
Yeah let me know when you send the DM
ok 1 second
@lament jacinth yo, what do you think about this is it slill too dark or too light
this looks pretty good
ill place any object here that will like emit this white light, cuz its looks strange when light just came out of nowhere
For the spider key altar, that spotlight is actually picked up as a model instance so you can parent a remix light on it in the same orientation, hide original, and that carries through to other instances
umm well that spotlight just stopped work (I dont know why) so I placed new light in blender, I just need to make it brighter
and I have a question how to add collision to exported object from blender without game engine modyfying, or is it not possible and the only way is too replace any sort of object with new mesh in rtx remix?
btw I found a bug when I turn off enchanced stuff old lights with textures appears and when I turn enchanced on nothing changes and the only way is too load game save to fix it, well I think it only happens to me cuz I have a lot capture parts
You can't add collision from remix without an anchor from the game having it
Remix is adding a graphical only changes
The source collisions can't read from that
In the mod launcher there is a mapadd system, so you can add a box or something in there if you'd like
In my next SDK update I will add brush support to it
ye thats good
ill try it
I'm surprised that works as well as it does
Does that work for the later chains as well, like the ones you can climb?
Those are particles last I checked but I'm wondering how remix interprets it
yep just like im climping on chaine
old chaine? it was a beam texture
just png that watching on you
You're onto something if the beams themselves can just be outright replaced and it'll carry over the instances
Or ildid you have to go through every chain and make the change
there not that much chains really
i need to edit just 2 more
I'm more wondering if all the beams ended up recognized as an instance
But I guess not
here this chain
changed skull model and added bones
Send me the chain model, I will see if I can't get the beam to translate as a model so it has the sway and stuff in it
well, I applied curve already, so it may no work
changed all statue models on high-poly ones
@buoyant jungle yep it gotta be that dark like original
I do think it's a little too dark
The actual crypt is well lit
I went to check some of my team's old pictures when we were first starting this area, my RTX patch is100% keeping that lighting as it should be, here is the "elephant" area:
So you may want to double check the lights you are adding in
TBH you should barely have to change the lights as they are spawned in RTX
hmmm well ima add some more lights
f I love those barrels that i made🤤
new boxes
now it looks more like original game
still a little too dark in some areas, also those textures are very far from the original
Those areas are plaster not brick
oh wait i forgot that some lights are broken
ye i need to find better one
@lament jacinth can you show how that open room with statues looks or its a secret for now. Cuz I really dont know to create that green atmosphere, I tried to place lights in the distance but it gave me bad result cuz of culling
in yours mod
The area in the 3rd pic here?
I don't know what you mean by green atmosphere, I assume you mean at the upper crypt area
Which is more like skybox fog
The stuff above the nearest columns is actually all in the skybox
so you may need to add lighting in the skybox instead
Also since you said you are using AI upscaling for this, you need to be careful because the AI can just hallucinate what they're seeing if you're only pushing the VTF file. You need to also push the normal so it understands the full info
Like I said about the inscriptions you can get a lot of info off the normal
ye i meant it
like add emission or what?
Well you are seemingly placing lights manually
so you may have to place a light in the skybox
but still there is a culling that makes it all ugly, when im moving some objects disappears in the distance
wha
Go to the skybox settings and set skybox scale to either 4 or 16, I forget which one it is for that map
As I know the currently released RTX compat patch doesn't have that built in yet
where i can do it?
and am i right that skypox is made of 5 parts?
When you go to the tab with the texture tagging, it is in there
But in a seperate tab
oh in game i thought in remix
1 second
The box itself is 6 textures, but the box's items are reprojected
skybox is set with decal texture btw
is it skybox right? that giant black texture in the distance
Do not change the texture marking
go to parameter tuning
find the skybox scale settings there
yep
yes so if you see things cutting off from culling, which it shouldn't, it may just be because the sykbox is eating it
ok ok
But I don't remember what the scale is for that map
It is definitely 4 or 16 though
since it's powers
If you look up, you should be able to see the towers and stuff as if it is there similar to in original game
there is dark now i need to place light source
OMG this setting fixed this bug too (texture clipping)
Happy to hear it
Know that every map has a diff size skybox
they are all standardized though
1, 2, 4, 16
@lament jacinth it still bugged, i tried all numbers you said
When you are placing the light, are you putting it into the skybox itself
or in the world
Since the skybox is in a diff area
Disable the reprojection and go to the real skybox
that may help
in the world
*in the skybox my bad
original based lighting/90% textures are remade or ai upscayled/new meshes/replaced models I really like it!
this sword looks tuff
Damn those screenshots look nice
thanks bro
Are you using any volumetrics in these? The place where you get the spider key is begging for some dust particles floating around
yep volumetric fog is turned on
Aaah I see it now, I'm on my phone so its hard to see the fog but damn good work dude 🫡
Dark Messiah is super fun to work on
such a shame that later levels are buggy or straight up crash
so true
I really dont know if im gonna remake more levels, maybe someday
Love the pic where you run through the gate after the key
See that's a lot closer to plaster
What game is this sword from 😛
Looks so familiar
game- poly haven
I just love you can do that with remix
ye thats pretty easy, i thought it would be harder
If you can figure out something in the shantiri crystal room that'd be great, it is something my team had not gotten to yet. I was thinking having a remix light in there for the beams but I'm not sure if remix lets you make focused "lasers"
Because the alternative is just making a new particle
it looks like this for now, new pink particle effect needed
Yeah the pink surrounding particle is the one that's tricky
btw have your team added any new vegetation in first level?
yep
Only the detail prop stuff which is like the bushes and sprites that appear
ah ok ok
There is heavy scrutiny on adding random foilage hah
If you're familiar with fake factory in halflife 2 that mod gets torn to shreds for that
do you know maybe how to fix this, i only managed to fix this when disabling sky reprojection, but buildings in the sky on open area just disappears when it turned off
and its visible
Yeah that is the skybox scale and reprojection code coming in. Honestly this is a general bug that's needs to be addressed
Since technically the skybox doesn't actually envelope the whole map
It is meant to appear for the phenrig scene and then the courtyard
Unfortunately this is something I have to program
ok will wait till next release for fixes
I am hoping to have an SDK update next week, so RTX patch will be end of the month
waiting patiantly, love all the work you do 🙏
I've recently lost all my replacements, so this will surely give me more motivation to get back into the thick of things
@lament jacinth yo, how do i create refractive glass and scatter grass in remix?
or how to export texture with alpa from blender to remix
like where do i need to put alpha mask texture here
Alpha is derrived from Albedo Alpha channel
Notice that in the name, it says "Albedo\Opacit Map"
like i have 2 texture maps alpha and albedo, how to i combine this too to 1 map
or its impossible and i just need to find a texture that combine both in one map
I recognize this fern lmao
We had to do some editing to get it going I'll check our file
lol, poly haven is very good
@here Hi. Did someone in here managed to play the game with an AMD Radeon Graphic Card? Regards
I don't think anyone has tried dark Messiah with it but CR (the main guy on GMOD RTX) uses his AMD card with it
Cool, let me contact him
Hi @high tapir May I ask you for advice? How do you run this on your AMD?
Theyre on vacation
I haven't ran might and magic but I maintain gmod rtx. RDNA4 cards work perfectly fine with remix, you just have a subar TAAU upscaler as a downside, but I have PR'ed XeSS 2.1 and hopefully it will get merged at some point
I don't know It says something like my GPU is not enough but I can run higher games I think...
huh? what is your gpu?
it needs to be a RX 6000 series or higher on windows for RT support
but performance is poor on anything but the RX 9000 series
I think it's currently 16,2GB
that's not a gpu model number
My card is a AMD Ryzen 7 5825U
that's a cpu
but you probably have amd vega 8 integrated graphics, nowhere near enough to run remix if that machine doesnt have a dedicated GPU
you most definitely have a vega 8, it will not be able to run remix at all
🙂
@astral breach Try this TREX file, it has the tonemapper and stuff going. Make sure you disable sampler feedback in texture streaming as it's messed up in the game RN
Daytime is now x300 times better. Night time DIDNT really get effected in too many areas because it depends on the light color, but trust that it does make a diff. We are using the AGX tonemapper
now i ran into another problem, my game just doesnt load 😭 and gives me rtx remix error. one sec will upload logs
well game is now loading to menu, but when im trying to load save or map through console its just gives me like broken sound that repeats
i can see light in the back but game is still broken
Yeah
Load menu_3d first
Then load the map
And don't minimize
This new version has this issue and I have to figure out what's going on
I found that if you don't wait for the 20 sec on the top to go away it also increases the likely hood of a crash
Which is kind of funny
what if when im loading menu_3d theres just black black screen and i cant press esc or open console
and i waited for 20 sec in game menu
i tried both
Install the latest RTX from the actions
And then install my .trex
At this point idk
On dxvk if you go to actions I believe if you get the latest it has everything
Or maybe that's only some of them
1.2 will work tho
I can't imagine the bridge changed
ok i will check tysm
The only thing I know for sure is that with the latest releases the game has some issues loading levels. It's only for the first level that loads though
So if you loaded the menu_3d which is a relatively inexpensive level, it will let you get to the rest safely
But if it's crashing even with that I'm not sure
Latest mod launcher installed too?
8.16
oh so there new version, i will install it
dark messiah is cursed with remix lol😄
Unfortunately
everything is still broken even after all new installed, i tried three window mode on windowed bordered nothing loads on others two just black screen with broken sound
and menu_3d is lagging so much
Woh
That map should not be lagging
If the sound is choppy and you don't get that little pop up that says remix has crashed
It's not fully loaded yet
I would say let's try removing the RTX.conf
Let it default
See if it fixes it
aight
no way it was really that easy to fix, but yeah textures are broken without conf
something is broken in conf...
yep i tried one more time with conf and menu 3d is lagging again
but you are using that conf, right?
.
Yeah that's the correct conf
That just means there's an option in there breaking something
I guess something is tuned to my PC...
The textures are broken cause the tagging isnt done with the conf
whats your pc? just to make sure
I only have a 4090 so I think you should be kicking my ass
"rtx 5070 = rtx 4090" nvidia kiddo would say
could you send conf but with lower setting pls
In the conf I have you and in the main menu
Try setting the thing into ultra performance mode
And then enable texture streaming sampling for now
Let's see if that gets you in the game
Then you can step it up
oh ye really
is it your settings? but i remember that i played with this settings too, strange...
even on ultra perf everything is lagging for me bruhhhhh
drivers are latest
probably
i tried with lowest possible settings and menu 3d doesnt even load only load pic shows up, but what setting then? if game loads with default conf but with modified no the only difference is texture tags, right?
That's all I can think of
They are pretty easy to find in the conf
Just delete them in a text editor
Let's see
no still lagging unfortunately
Put the conf in, then at the bottom in game click reset settings
I think that puts everything back to default
But it won't undo the tagging
no its undo all settings with textures too, i just tried it
yes
Alright
cuz it like just default conf
Yeah I just wanted to confirm that it really does set it to default and that it really is a setting not some stupid corrupt file or something like that
oh ok
@brittle steppe I can't upload this on the issue so pinging you here with hte texture
STRANGER WHO PINGED ME, I SAW YOU
Was not expecting an instant reply. Cheers!
Yes I am in the middle of a deathmatch with this game so
Hey no prob, please reply when you have time. I am -8 GMT
How does the intro area look? like when you spawn in on l00
Like this... all black and white. Looks almost like a depth map. If I disable raytracing it looks vanilla.
At this point that rtx compat mod is a little outdated so i'm tempted to send you my current one
If you try to select the texture, is it fog or smoke?
For some reason feels like it HAS color given the spider webs are not 100% black and white
obviously this is what we're aiming for
But there is this fog in the map
You got time for a voice chat or?
When I say deathmatch I mean literally with the game
HAHA oh.
here is an example of the fog breaking things
you can see it on the right wall
My title screen.
Yeaj O
Intro
Yeah I think this is the fog
I can't call without adding you as a friend apparently so accept that
Solved: RTX Patch wasn't being applied
So if anyone else sees a dark phenrig in their game, you may have to reinstall the mod patch
Also get this man a 🟢
Yay I got my Greeeeeen! 😄
Haha thanks.
Btw coop mod is developed together with rtx right?
Co-op mod is seperate to RTX
They are different mods
They can be used together
But they are diff mods I am working on
@viscid oriole What is the ideal way to package mods up? I have all the env textures done and I want to compress it
I vaguely remember portal had bundles
right now, RTXIO is the best way to package for release
there's some public scripts on the github for it (I'm not sure if the scripts I have are the same as the public ones)
@zealous willow's Painkiller team used RTXIO though, so he should be able to direct you to the ones that are definitely for the public
RTXIO both saves on file space and improves asset loading times
it does make your mod have an extra substantial step before editing, though, so you should keep one version packaged for the public and one version unpackaged for your development purposes I reckon
Sounds perfect for me thank you for the info!
i ended up building my own packaging system, could help u with the rtxio part
Do you have a repo with your stuff up somewhere?
its fine when you understand the behavior of a few settings
the repo is private, not going to make it public right now
if all you need is rtxio, its just a few simple console commands and folder setup stuff
script to make a file list iirc
that's what I meant, just the rtxio component for packaging it
I am completely unfamiliar with it
the tool is all integrated in my custom painkiller scaffolding stuff, be easier just to help you understand it
the main thing you need is a list of files to be packaged iirc
you could try this, i have not tested it in a while though, and usual disclaimers follow, at own risk
these settings worked for me:
DEFAULT_COMPRESSION = 9
DEFAULT_TAIL_MIPS = None # Auto-detect
DEFAULT_SPLIT_SIZE = None # No splitting
DEFAULT_USE_D3D12 = False
DEFAULT_USE_VULKAN = False
DEFAULT_SCRAMBLE = False
DEFAULT_SORT_BY = "name"
I have no idea where the rtxio executable is
The batch worked perfectly now i'm at the dumb phase
(me)
you can get it by downloading dxvk-remix
\dxvk-remix\external\rtxio\bin\RtxIoResourcePackager.exe
Alright, last question now @zealous willow , how do I actually get this .pkg to load? I dropped it into the rtx mod folder but it doesn't look like it picked it up
I added rtx.io.enabled = True to my rtx.conf as well
check the logs, should be something there
the pkg files should be in game/folderWithGameEXE/rtx-remix/mods/MyModName/mypkg.pkg
you might need the empty folders in place as well, not sure. for example if you had
.... mods/MyModName/assets/textures/level1/MyCoolTexture.dds
there might need to be empty folder like
.... mods/MyModName/assets/textures/level1
i am not sure though
Logs just have errors for the assets missing, I will try making a dummy folder to see if that works
[18:41:32.851] err: Texture z:\Program Files\Steam\steamapps\common\Dark Messiah Might and Magic Single Player\rtx-remix\mods\dm_rtx\wiltos\generic\base_materials\no_metalness.dds asset data cannot be found or corrupted.
Maknig a dummy folder up to base_materials unfortunately didn't work
To be fair this is quite a large package, about 15gb
it's been a while and i did not document the process, is this urgent for you? I will be going through this process again hopefully soonish a few weeks maybe, i will know more then
i recall what I did was make a copy of my entire assets folder, and then did a search in that for *.dds, deleted them all and put that empty folder structure in
Sort of yes since I'd like to start getting people to help test out all the stuff, but I wouldn't hold all the responsibility on your head
This really should be documented somewhere as these projects get larger, I'm a little surprised this isn't just built into the remix toolkit by default
this might be totally not needed with the empty folders, I really cant remember
I'll give this a try, maybe it requires ALL of them to be in place
In any case thank you for getting me this far
It is much appreciated
getting a .pkg made with the file list and stuff is good progress for sure
i may have also not pkgd the meshes (.usd etc) and only the dds, iirc
I tried pulling out the meshes and those immediately loaded, it just isn't picking up the pkg at all
and I also made those empty folders, no dice
unfortunate
Time to ping the greens for any ideas @viscid oriole or @brittle steppe 
I only PKG'd the textures, fwiw
I noticed my packager is making a .pack file instead of a .pkg file
Feels like that may be the reason
Renaming it worked, at least now I see it is mounting
the errors are still there, likely a diff problem
But it is at least in the logs as mounted now
[19:58:47.184] info: Mounted a package at: "Z:\\Program Files\\Steam\\steamapps\\common\\Dark Messiah Might and Magic Single Player\\rtx-remix\\mods\\dm_rtx\\./output.pkg"```
Progress
Well I did find the problem, the asset packager is using the project compile path:
[23:07:45.120] info: Mounted a package at: "Z:\\Program Files\\Steam\\steamapps\\common\\Dark Messiah Might and Magic Single Player\\rtx-remix\\mods\\dm_rtx\\./content.pkg"
[23:07:45.120] info: From package, added asset count: 10106
[23:07:45.120] info: From package, asset found: E:\Program Files\David's Documents\wiltOS Programs\dark_messiah_rtx_mod\rtx-remix\mods\dm_rtx\wiltos\capybara\v2-materials\generic\l03\l03_sand_albedo.dds
Now I need to understand what's going on there lol
ahh perhaps the file list needs to be like relative or something
@lament jacinth i vaguely recall maybe that is it, perhaps try packing when the file list only has relative paths, not absolute?
probably a red herring, i found an old filelist i made and it has absolute paths, there is a possibility this is still a thing though, but probably not
I may be causing more confusion than actually helping here. I should wait until I have packaged properly myself before chiming in too much!
sorry I have not been more helpful here, I'd love to be able to give you the straight up step by step, can only really pop in intermittently atm though!
don't stress just documenting and moving 😛
I've got a little sample pack I am using to check things
Looking at the docs it should not matter
So that means something is just flat out failing
probably something stupid]
No, that worked
I made the filelist relative with ./ and then ran from there
worked
Now to test with a full set
Okay so apparently I literally cannot load with all the environment textures
My VRAM/RAM goes haywire lol
Testing without the pkg it's the same thing
I guess that's what happens with rtxio, it keeps it in memory
Loads lightning fast at least 😛
Correction on this, my VRAM doesn't go haywire with this at launch but as it tries to get the textures it needs it will EVENTUALLY go haywire and just freeze the game
This doesn't seem to have anything to do with the rtxio anymore, more something with the amount of replacements I have?
But I've replaced every single map texture, something like 1400 textures across 15gb in the pkg files not including the mesh data
Yeah I went back to the non-rtx-io version with all the assets and unless I remove some from being replaced it simply freezes
I look to my brother in name @viscid oriole for any insight on things I can look at. These textures aren't ingested so I'm not sure if there's optimization being done, or if anything to do with mip levels? It's clearly something with the assets not the rtx.io specifically, but I can't tell what
Going to experiment but a push to get the ball rolling is always welcome
oh, they should definitely be ingested
The heights are the only thing ingested I didn't think it made ahuge diff but that was first to eliminate so I'll run the rest of them through
lemme run through how I did this for HL2RTX, maybe describing it will help:
-during development, we ingest all of our stuff into the RTX mod project directory (i.e. hl2rtx/assets/etc)
-so, in that directory, we only have ingested DDS files and USDs/USDAs
-then, I run the rtxio packaging scripts, telling it to look at our mod folder directory
-it spits out a bunch of PKG files in our mod directory
-these PKG files contain the DDSes from our mod directory
-then, I delete all of the DDS files it packed in (otherwise you're basically shipping two copies of everything)
fwiw stuff like texture streaming doesn't work unless you've ingested the textures, as it relies on the mipmaps to do that
Interesting
Perhaps my issue with the texture streaming not properly working is related to the fact they aren;t ingested
I'll make a batch script to just run through all the dirs easy pz
Other than the ingestion I've done everything else so hurrah lol
Getting a real headache just getting this stuff working
[20:41:26.019] err: Ignoring replacement texture with unsupported format [VK_FORMAT_R16G16_SSCALED]: Z:\Program Files\Steam\steamapps\common\Dark Messiah Might and Magic Single Player\rtx-remix\mods\dm_rtx\./mm_000.pkg
[20:41:26.019] err: Ignoring replacement texture with unsupported format [VK_FORMAT_R16G16_SSCALED]: Z:\Program Files\Steam\steamapps\common\Dark Messiah Might and Magic Single Player\rtx-remix\mods\dm_rtx\./mm_000.pkg
[20:41:26.019] err: Ignoring replacement texture with unsupported format [VK_FORMAT_R16G16_SSCALED]: Z:\Program Files\Steam\steamapps\common\Dark Messiah Might and Magic Single Player\rtx-remix\mods\dm_rtx\./mm_007.pkg
[20:41:26.019] err: Ignoring replacement texture with unsupported format [VK_FORMAT_R16G16_SSCALED]: Z:\Program Files\Steam\steamapps\common\Dark Messiah Might and Magic Single Player\rtx-remix\mods\dm_rtx\./mm_000.pkg
[20:41:26.019] err: Ignoring replacement texture with unsupported format [VK_FORMAT_R16G16_SSCALED]: Z:\Program Files\Steam\steamapps\common\Dark Messiah Might and Magic Single Player\rtx-remix\mods\dm_rtx\./mm_000.pkg
I've ingested the assets
now I've got these errors
No textures actually loading in
alright ingesting the assets again fixed it not loading but the pkg seems to just not work even with debug
they are almost "corrupted"
good news isthat using them outside of pkg works well
last time I did this was around the end of the competition, so it is a big blur
but those errors might have to do with the format flags when compressing?
take this with a big chunk of salt, I could be inadvertently throwing red herrings around!
Listen right now I'm just happy I can get into the game cleanly regardless of the PKG issue
We'll figure it out, now I can give it to people to test albeit a little bigger
Cross post from #showcase https://www.youtube.com/watch?v=cS4jMi4kZ5Q
The Lite Edition of Dark Messiah RTX is out now! Become a tester and help us make the best of this!
The team is currently looking for members to help us make this dream a reality. If you're interested please visit our site and apply: https://www.wiltostech.com/creations/dm
ModDB Page: https://www.moddb.com/mods/dark-messiah-rtx
Knockout Page: ...
But this time with article!
The Lite Edition is not a complete release. It is basically a first pass of the environment assets (thanks to @hearty fox and @astral breach ) but it SHOULD be playable start to finish with no crashes or gameplay losses
In the meanwhile the assets will be updated, lights will be added in places that makes sense, and in general we'll be refining stuff
@lament jacinth That is awesome. Congratulations on the release!
that said, is there any chance for a binaries\critical files release only?
I'd love to work on my own version of assets from time to time
last time I tried the binaries, many levels were crashing, or were simply unplayable, with unstable hashes
The repo is separated into content and mod
It doesn't surprise me it wasnt playable.. the patch explicitly states it wasn't playable before
It was JUST for remixing
oh, sorry, I thought the lite version replaced the binaries repo
It did
But you need the changes to get it going anyways
The assets are there if you want them
You can delete the layers expectedly
Shipping remix mods is not a really smooth process I'm finding
So it is separated such that I can continue updating game portions and content independently
I have pushed a fix to the github regarding enhancements not loading. GIT LFS was tracking the usda files.. even though it shouldn't be on the repo at all
so I had to reset all those states
If you downloaded the mod in the meanwhile you only need to redownload the repo side
Hi, I've downloaded the latest version from the Github page, everything is up to date, but when I launch the game, I have the small intro with the guy talking, then the game crashes to desktop after 1 second (I can move for 1 second then the game crashes).
https://github.com/KingDavidW/DarkMessiah-RTX-Mod-Files/issues/5 Does this sound similar
?
Can you try for example map menu_3d
in console
Also send me a pic of the mod launcher just like he did
I don't know how to make the console appear (also there is no font in the main menu, just the background).
Press the ~ on your keyboard
For the font do this
and if you can, send me the hash
OK, so map menu 3D works
Okay, NOW try to go to l00
What does that mean ?
do map l00 instead
after youhave loaded into map menu_3d
I want to see if this is the same buffer thing
with l00 I get the opening scene then it crashes immediately, even earlier than when launching the game normally.
"Find the fonts" : I can't, everything is a black square.
Make an issue please and include the log files
Take pictures of what you're seeing
YOu can't even open the overlay?
Yeah and the guy talking in the opening scene is all blue, not sure that's correct.
Yes, Steam version
Makes me think something else is wrong
I redownloaded the game entirely for testing the RTX mod, and deleted all old files, so everything should be OK...
RTX 4090, and yes I click Launch with mods
Can you try renaming the d3d9 to d3d9_rtx.dll, unchecking the RTX mod in the mod launcher, and then launching with mods
let's verify you can get into the game at all
The game works fine, that way (still no fonts in the menu though. But no crash)
Wait you still have no fonts?
and the guy is not a Smurf anymore
even if you launch normally, and with the d3d9 renamed?
yep
Seems like you have corrupt files or something
Or your video card is melting
but if he's not a smurf
probably not the second one lol
the card works fine in every other game
oh
I posted in this thread months ago, when I tested the mod the first time
"Tromzy — 22/03/2025 14:42
I just tried this mod and I can't make it work properly ; first, there is no text on the main menu. But I managed to start a new game and it crashes just after Master Fenrig talks. Any help ? "
and it was the auto save feature that crashed the game.
yes, lol
no, regular 4K
Game still hates it
I've messed with the font texture thingy and now the menus don't open, so I can't disable auto saving
How can I restore the default RTX.conf file ?
nevermind
So the game does not crash now
but I still get corrupted colors
we've reached the point where I don't know
unfortunately
If even the menu looks gold and all discolored
something else is wrong
completely
out of curiosity, any reason why the runtime is closed source? all I see are binaries on this repo
I think I found the problem
It's Frame Gen
if I disable it, the colors are normal.
Sauce is in another repo
ah i guess i wasnt looking hard enough
If I put them all together it would be impossible for people to download and install
yeah that wasnt my intention asking or anything
People are having issues with just extracting the thing
Everything is fine for me now (except the menu fonts still lol), thanks a lot for your time!
I'd imagine you should be able to find the fonts now in the tagger
Remember to scroll in that window since there's probably going to be a lot of textures