#Dark Messiah of Might and Magic

2734 messages · Page 3 of 3 (latest)

fluid osprey
fluid osprey
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upscaled short sword

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it was very rusty in legacy texture so I've keep it, but it shows a bit more because of all the PBR goodness

fluid osprey
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Upscaled barrels

lament jacinth
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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?

fluid osprey
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and yeah, I haven't touch meshes yet, only textures

maiden mauve
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Really nice progress!

fluid osprey
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@lament jacinth have you guys found any way for water to work nicely with the edges of the level?

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perhaps naively extending the water mesh over the edges of the level would work?

lament jacinth
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Set the skybox scale

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Looks like it s little small

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Try 4 or 16?

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Not sure

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I haven't added the skybox scale integration to the module yet

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Extending the mesh seems like a kind of good idea though

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I'm just not sure what will happen for levels where it'll clash

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To be honest right now my priority is fixing dark vision and getting the color correction back

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I would like to upgrade this from a patched for developer use release to a playable one

fast sable
eager tinsel
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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?

lament jacinth
# eager tinsel Forgive me if this is a proper daft question, but what's the latest update on th...

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

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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

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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

copper sequoia
lament jacinth
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I'm the modding guy for Dark Messiah

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But that co-op mod is released and not really related to RTX as a whole

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Its in testing now!

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The rTX stuff will work with co-op but these are all seperate mods

eager tinsel
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@lament jacinth thank you for the detailed answer!

fluid osprey
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slightly glowy zombie eyes, hit or miss?

lament jacinth
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Probably not. They are reanimated not enchanted per say. Also gives me Nazi zombie vibes lol

fluid osprey
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hmm... you're right actually

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it's too derivative

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how about something way more subtle?

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just sort of a bloody glint that highlight the eyes a bit more

lament jacinth
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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

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Please do not reference real dead bodies though sad_cat

lament jacinth
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Bless

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It's happened where someone has and I am never not going to tell people

fluid osprey
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yeah, I like that now

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maybe still a bit too orange

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or simply too much saturation

fiery lily
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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 ?

fluid osprey
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for the main menu, you have to open dev window and assign text texture as UI

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as for crashing, I also had that, but version 1.0 of remix fixed that for me

lament jacinth
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You may also want to go to the game options and turn off auto saving, if you are on a very hi res monitor

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Dark Messiah sometimes hates that

fiery lily
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Thanks, disabling auto save worked!

lament jacinth
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Sounds about right

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hah

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This game is fighting to work on it's own time let alone RTX

fluid osprey
lament jacinth
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See it's pics like this that motivate me to get the raytracing playable version out asap

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Game is gorgeous as is but the lighting gets brought up a level

lament jacinth
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@untold marten

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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 );
    }
    

}```
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{
    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);
}```
untold marten
lament jacinth
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what the fuck

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My last 2 are getting blocked

untold marten
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LMAO

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is there a swear word

lament jacinth
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Considering I just said the word FUCK

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KIND OF WEIRD LOL

untold marten
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this server doesn't like the c word i found out

lament jacinth
old halo
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no way to separate it

lament jacinth
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I can't get you the exact one there's mostly odd sizing diffs and some additional optimization

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But they may very well be DM specific

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These functions are the ones you need to look at for almost every single source engine game ever

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You need the studiomdl to assemble the meshes with the info in the bone controllers

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You need to pass the info along

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and then you need to enable D3D9 to use it

untold marten
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yeeeeeeeeeeeee i assume most of this will apply to gmod just fine tho

lament jacinth
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The staging I had to do between functions it o make sure I have the relevant info

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Oh wait, important and may not be gmod related but something you should be aware of

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The reason I had to detour some functions is because the array size for the bone matricies is fucked

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And you WILL overflow your memory

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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

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A lot of these funcs have loops that give you that max info

untold marten
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ya will do

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thanks heaps

lament jacinth
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good luck

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If you need help lmk

untold marten
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:D

lament jacinth
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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

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// 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

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I'll make a thread in community contributions later with this information

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Trying to finish the VTMB skinning atm

untold marten
# lament jacinth

whats your definition for srv_MethodDoubleArg because i thought SetNumBoneWeights only took one argument?

lament jacinth
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Reminder for dark Messiah specific functions

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If you are actually copy pasting that

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Youre doomed

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Adapt it to your func signatures

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The general func name are correct but the sig will diff

untold marten
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yeah i know

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i was going to adapt it to use this directly because it should work

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atleast, it works in other functions i think.

untold marten
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is that a oh my god

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thats a pre release source function

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ffs

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wait no its not its just only source 2003 comes up when you search it wtf

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ok jeez this is going to be a hunt

lament jacinth
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Well that it is possible with functions in line well, so it may be integrated

untold marten
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ok i think i found a lead maybe

lament jacinth
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Google voice botching the shit out of this

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If it's inline just find an adjacent function

untold marten
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HOLY shit i found the final function

untold marten
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oh or wait

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is that something im supposed to implement

lament jacinth
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Yes

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It's something you have to implement

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Unless you have another way of pulling the information in your funca

untold marten
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funca

lament jacinth
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Listen man

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Google voice moment

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Gonna get into a car crash otherwise lmao

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please put on your translators

untold marten
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lmao

wise oriole
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Holy shit, you mad lads are actually fixing the skinned mesh issues? I thought you were joking about the busty vampire babes, lol

lament jacinth
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This is already working on dark messiah

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Has been for some time

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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

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Xenthio is just trying to get it up on Gmod based on what I reversed from Portal RTX

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And what I implemented in DM

wise oriole
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Ah, I see, nice

lament jacinth
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See nobody asked but Milk when I had this working like a year ago

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Silly people

placid hedge
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Haha I do just be asking anyone and everyone for help on the skinned mesh thing :3

lament jacinth
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VTMB is a really insightful experience

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It is truly like a middle ground of old source and newer source methods

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I actually feel pretty confident some of the stuff I'm doing for it can be abstracted into remix as a whole

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Once I get it working I'd be interested in harassing Mark on where certain functions are

placid hedge
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I would love to see your improvements help the whole remix community that would be awesome

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My vote of confidence in you is that I've pushed forward on modeling more arms and weapons which are all skinned meshes haha

untold marten
fluid osprey
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Still working on upscales, slowly progressing through level 2 and 3

eager tinsel
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Hell yeah

lament jacinth
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It'd be better to progress through the island temple areas

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The stonehelm stuff is basically all completed

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If you did mesh replacement the props in stonehelm however definitely could use the touch up

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Kinda wish you didn't rely on upscaling or generative stuff, we haven't been using that

fluid osprey
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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

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But there are definitely some models that I'd like to rework at some point

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Maybe it will be a good occasion to finally learn sculpting

fluid osprey
fluid osprey
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I love me some path traced windows reflections

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also, alpha on drappery gives really nice shadows

fluid osprey
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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

fluid osprey
fast sable
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how's the progress on this game?

lament jacinth
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We got exactly 1 guy on that, rest are doing a object / character art

serene gale
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Exactly one?
Thought you had 0.986 guy

stuck stump
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anyone aware what causes this?

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RTX Compat patch and Remix are installed, but i figure somethings not in the right place

stuck stump
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Nvm i got it, downgraded to 0.6 runtime

lament jacinth
stuck stump
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i was on 1.0 that was making it do that

lament jacinth
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I'll check with that release

astral breach
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@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?

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and with meshes its work like this too

lament jacinth
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Are you using the compatibility patch I made or just directly?

astral breach
lament jacinth
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What version of remix are you using

astral breach
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latest 1.1

lament jacinth
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All right I'm on a dev copy let me check the latest release

astral breach
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oh ok ok

lament jacinth
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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

lament jacinth
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I think it's because the skybox can overlap and the way that the culling is currently fixed needs to change the primary camera

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I'm not sure if reinstalling will fix it

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Hah

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But it's small if you want to do do it you can

astral breach
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so there is now way i can fix it?

lament jacinth
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Send me your remix capture so I can check

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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

astral breach
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let's continue in dm?

lament jacinth
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Yeah let me know when you send the DM

astral breach
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ok 1 second

astral breach
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@lament jacinth yo, what do you think about this is it slill too dark or too light

lament jacinth
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Much better

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Love the light in the grates there

astral breach
lament jacinth
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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

astral breach
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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?

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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

lament jacinth
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Remix is adding a graphical only changes

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The source collisions can't read from that

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In the mod launcher there is a mapadd system, so you can add a box or something in there if you'd like

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In my next SDK update I will add brush support to it

astral breach
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added real 3d chain

lament jacinth
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I'm surprised that works as well as it does

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Does that work for the later chains as well, like the ones you can climb?

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Those are particles last I checked but I'm wondering how remix interprets it

astral breach
astral breach
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just png that watching on you

lament jacinth
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You're onto something if the beams themselves can just be outright replaced and it'll carry over the instances

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Or ildid you have to go through every chain and make the change

astral breach
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i need to edit just 2 more

lament jacinth
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I'm more wondering if all the beams ended up recognized as an instance

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But I guess not

astral breach
astral breach
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changed skull model and added bones

lament jacinth
astral breach
astral breach
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changed all statue models on high-poly ones

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@buoyant jungle yep it gotta be that dark like original

lament jacinth
lament jacinth
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The actual crypt is well lit

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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:

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So you may want to double check the lights you are adding in

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TBH you should barely have to change the lights as they are spawned in RTX

astral breach
astral breach
astral breach
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now it looks more like original game

lament jacinth
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still a little too dark in some areas, also those textures are very far from the original

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Those areas are plaster not brick

astral breach
astral breach
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@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

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in yours mod

lament jacinth
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I don't know what you mean by green atmosphere, I assume you mean at the upper crypt area

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Which is more like skybox fog

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The stuff above the nearest columns is actually all in the skybox

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so you may need to add lighting in the skybox instead

lament jacinth
# astral breach ye i need to find better one

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

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Like I said about the inscriptions you can get a lot of info off the normal

astral breach
lament jacinth
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Well you are seemingly placing lights manually

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so you may have to place a light in the skybox

astral breach
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but still there is a culling that makes it all ugly, when im moving some objects disappears in the distance

lament jacinth
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There shouldn't be culling unless RTX has it enabled

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Hold on

astral breach
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wha

lament jacinth
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Go to the skybox settings and set skybox scale to either 4 or 16, I forget which one it is for that map

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As I know the currently released RTX compat patch doesn't have that built in yet

astral breach
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and am i right that skypox is made of 5 parts?

lament jacinth
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When you go to the tab with the texture tagging, it is in there

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But in a seperate tab

astral breach
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1 second

lament jacinth
astral breach
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skybox is set with decal texture btw

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is it skybox right? that giant black texture in the distance

lament jacinth
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Do not change the texture marking

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go to parameter tuning

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find the skybox scale settings there

astral breach
lament jacinth
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yes so if you see things cutting off from culling, which it shouldn't, it may just be because the sykbox is eating it

lament jacinth
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But I don't remember what the scale is for that map

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It is definitely 4 or 16 though

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since it's powers

astral breach
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but 4 is set now so 16

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ima try

lament jacinth
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If you look up, you should be able to see the towers and stuff as if it is there similar to in original game

astral breach
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there is dark now i need to place light source

lament jacinth
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Happy to hear it

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Know that every map has a diff size skybox

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they are all standardized though

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1, 2, 4, 16

astral breach
lament jacinth
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When you are placing the light, are you putting it into the skybox itself

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or in the world

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Since the skybox is in a diff area

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Disable the reprojection and go to the real skybox

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that may help

astral breach
astral breach
astral breach
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original based lighting/90% textures are remade or ai upscayled/new meshes/replaced models I really like it!

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this sword looks tuff

deep nexus
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Damn those screenshots look nice

astral breach
deep nexus
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Are you using any volumetrics in these? The place where you get the spider key is begging for some dust particles floating around

astral breach
deep nexus
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Aaah I see it now, I'm on my phone so its hard to see the fog but damn good work dude 🫡

fluid osprey
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Dark Messiah is super fun to work on

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such a shame that later levels are buggy or straight up crash

astral breach
astral breach
lament jacinth
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See that's a lot closer to plaster

lament jacinth
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Looks so familiar

astral breach
lament jacinth
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I just love you can do that with remix

astral breach
lament jacinth
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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"

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Because the alternative is just making a new particle

astral breach
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it looks like this for now, new pink particle effect needed

lament jacinth
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Yeah the pink surrounding particle is the one that's tricky

astral breach
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btw have your team added any new vegetation in first level?

lament jacinth
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In the tutorial?

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Or stonehelm

astral breach
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yep

astral breach
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like short grass or sum

lament jacinth
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Only the detail prop stuff which is like the bushes and sprites that appear

astral breach
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ah ok ok

lament jacinth
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There is heavy scrutiny on adding random foilage hah

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If you're familiar with fake factory in halflife 2 that mod gets torn to shreds for that

astral breach
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and its visible

lament jacinth
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Yeah that is the skybox scale and reprojection code coming in. Honestly this is a general bug that's needs to be addressed

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Since technically the skybox doesn't actually envelope the whole map

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It is meant to appear for the phenrig scene and then the courtyard

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Unfortunately this is something I have to program

astral breach
lament jacinth
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I am hoping to have an SDK update next week, so RTX patch will be end of the month

fluid osprey
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I've recently lost all my replacements, so this will surely give me more motivation to get back into the thick of things

astral breach
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@lament jacinth yo, how do i create refractive glass and scatter grass in remix?

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or how to export texture with alpa from blender to remix

astral breach
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like where do i need to put alpha mask texture here

fluid osprey
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Notice that in the name, it says "Albedo\Opacit Map"

astral breach
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or its impossible and i just need to find a texture that combine both in one map

lament jacinth
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We had to do some editing to get it going I'll check our file

astral breach
neon ember
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@here Hi. Did someone in here managed to play the game with an AMD Radeon Graphic Card? Regards

deep nexus
neon ember
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Hi @high tapir May I ask you for advice? How do you run this on your AMD?

high tapir
neon ember
high tapir
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huh? what is your gpu?

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it needs to be a RX 6000 series or higher on windows for RT support

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but performance is poor on anything but the RX 9000 series

neon ember
high tapir
#

that's not a gpu model number

neon ember
high tapir
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that's a cpu

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but you probably have amd vega 8 integrated graphics, nowhere near enough to run remix if that machine doesnt have a dedicated GPU

neon ember
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Mmm

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It says It has 512MB of dedicated GPU

high tapir
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you most definitely have a vega 8, it will not be able to run remix at all

neon ember
#

🙂

lament jacinth
#

@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

astral breach
#

now i ran into another problem, my game just doesnt load 😭 and gives me rtx remix error. one sec will upload logs

lament jacinth
#

uhh probably need the latest d3d9 nd bridge

#

sec

#

try this

astral breach
#

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

lament jacinth
#

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

astral breach
#

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

lament jacinth
#

It sounds like the client is just crashing

#

Odd

#

Are you in windowed mode?

astral breach
#

i tried both

lament jacinth
#

Install the latest RTX from the actions

#

And then install my .trex

#

At this point idk

astral breach
#

aight

#

1.2 you mean?

lament jacinth
#

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

astral breach
#

ok i will check tysm

lament jacinth
#

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

astral breach
astral breach
lament jacinth
#

Unfortunately

astral breach
#

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

lament jacinth
#

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

astral breach
#

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?

astral breach
lament jacinth
#

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

astral breach
lament jacinth
#

I only have a 4090 so I think you should be kicking my ass

astral breach
#

"rtx 5070 = rtx 4090" nvidia kiddo would say

#

could you send conf but with lower setting pls

lament jacinth
#

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

astral breach
#

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

lament jacinth
#

🙁

#

That means it's another setting surely

astral breach
#

drivers are latest

astral breach
#

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?

lament jacinth
#

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

astral breach
#

no still lagging unfortunately

lament jacinth
#

I think that puts everything back to default

#

But it won't undo the tagging

astral breach
#

no its undo all settings with textures too, i just tried it

lament jacinth
#

Ah damn

#

But it DOES stop the lag right

astral breach
#

yes

lament jacinth
#

Alright

astral breach
#

cuz it like just default conf

lament jacinth
#

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

lament jacinth
#

@astral breach Please try this .TREX and the following bridge

lament jacinth
#

@brittle steppe I can't upload this on the issue so pinging you here with hte texture

lament jacinth
#

STRANGER WHO PINGED ME, I SAW YOU

junior prairie
#

Was not expecting an instant reply. Cheers!

lament jacinth
#

Yes I am in the middle of a deathmatch with this game so

junior prairie
#

Hey no prob, please reply when you have time. I am -8 GMT

lament jacinth
#

How does the intro area look? like when you spawn in on l00

junior prairie
#

Like this... all black and white. Looks almost like a depth map. If I disable raytracing it looks vanilla.

lament jacinth
#

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?

junior prairie
#

You done with your match? A min to get my headset on.

#

Lets go DM.

lament jacinth
#

When I say deathmatch I mean literally with the game

junior prairie
#

HAHA oh.

lament jacinth
#

here is an example of the fog breaking things

junior prairie
lament jacinth
#

you can see it on the right wall

junior prairie
#

My title screen.

lament jacinth
#

Yeaj O

junior prairie
lament jacinth
#

Yeah I think this is the fog

#

I can't call without adding you as a friend apparently so accept that

lament jacinth
#

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 🟢

junior prairie
#

Yay I got my Greeeeeen! 😄

wise oriole
#

!!!

junior prairie
#

Haha thanks.

copper sequoia
#

Btw coop mod is developed together with rtx right?

lament jacinth
#

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

lament jacinth
#

@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

viscid oriole
#

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

lament jacinth
#

Sounds perfect for me thank you for the info!

zealous willow
lament jacinth
#

Do you have a repo with your stuff up somewhere?

zealous willow
#

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

lament jacinth
#

that's what I meant, just the rtxio component for packaging it

#

I am completely unfamiliar with it

zealous willow
#

the main thing you need is a list of files to be packaged iirc

#

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"

lament jacinth
#

I have no idea where the rtxio executable is

#

The batch worked perfectly now i'm at the dumb phase

#

(me)

zealous willow
lament jacinth
#

doh I was scowering the actual toolkit repo

#

cheers

lament jacinth
#

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

zealous willow
#

the pkg files should be in game/folderWithGameEXE/rtx-remix/mods/MyModName/mypkg.pkg

lament jacinth
#

Yep that's where I have it now

#

let me check the logs

zealous willow
#

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

lament jacinth
#

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

zealous willow
#

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

lament jacinth
#

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

zealous willow
#

this might be totally not needed with the empty folders, I really cant remember

lament jacinth
#

In any case thank you for getting me this far

#

It is much appreciated

zealous willow
#

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

lament jacinth
#

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 isforme

viscid oriole
#

I only PKG'd the textures, fwiw

lament jacinth
#

I noticed my packager is making a .pack file instead of a .pkg file

#

Feels like that may be the reason

lament jacinth
#

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

lament jacinth
#

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

zealous willow
#

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!

lament jacinth
#

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

lament jacinth
#

Yep all loaded in

#

I'm going to narrow down the stuff I needed to fix up

lament jacinth
#

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 😛

lament jacinth
#

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

lament jacinth
#

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

lament jacinth
#

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

viscid oriole
lament jacinth
#

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

viscid oriole
#

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

lament jacinth
#

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

lament jacinth
#

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

lament jacinth
#

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

zealous willow
lament jacinth
#

We'll figure it out, now I can give it to people to test albeit a little bigger

lament jacinth
#

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: ...

▶ Play video
#

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

fluid osprey
#

@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

lament jacinth
#

It doesn't surprise me it wasnt playable.. the patch explicitly states it wasn't playable before

#

It was JUST for remixing

fluid osprey
#

oh, sorry, I thought the lite version replaced the binaries repo

lament jacinth
#

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

fluid osprey
#

I see

#

thank you

lament jacinth
#

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

lament jacinth
#

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

fiery lily
#

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).

lament jacinth
#

?

#

Can you try for example map menu_3d

#

in console

#

Also send me a pic of the mod launcher just like he did

fiery lily
#

I don't know how to make the console appear (also there is no font in the main menu, just the background).

lament jacinth
#

Press the ~ on your keyboard

#

For the font do this

#

and if you can, send me the hash

fiery lily
#

OK, so map menu 3D works

lament jacinth
#

Okay, NOW try to go to l00

fiery lily
#

What does that mean ?

lament jacinth
#

do map l00 instead

#

after youhave loaded into map menu_3d

#

I want to see if this is the same buffer thing

fiery lily
#

with l00 I get the opening scene then it crashes immediately, even earlier than when launching the game normally.

lament jacinth
#

Damn, means theres some discrepancy still

#

Alright

fiery lily
lament jacinth
#

Make an issue please and include the log files

#

Take pictures of what you're seeing

#

YOu can't even open the overlay?

fiery lily
#

I can open the overlay

#

but I cannot identify the fonts

lament jacinth
#

The color scheme is amazing

#

is this the steam version?

fiery lily
#

Yeah and the guy talking in the opening scene is all blue, not sure that's correct.

lament jacinth
#

not even close

#

lol

fiery lily
#

Yes, Steam version

lament jacinth
#

Makes me think something else is wrong

fiery lily
#

I redownloaded the game entirely for testing the RTX mod, and deleted all old files, so everything should be OK...

lament jacinth
#

What graphics card do you have

#

and are you clicking LAUNCH WITH MODS?

fiery lily
#

RTX 4090, and yes I click Launch with mods

lament jacinth
#

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

fiery lily
#

The game works fine, that way (still no fonts in the menu though. But no crash)

lament jacinth
#

Wait you still have no fonts?

fiery lily
#

and the guy is not a Smurf anymore

lament jacinth
#

even if you launch normally, and with the d3d9 renamed?

fiery lily
#

yep

lament jacinth
#

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

fiery lily
#

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.

lament jacinth
#

almost a year ago

#

amazing

#

That actually makes sense

fiery lily
#

yes, lol

lament jacinth
#

YTou are on an ultrawide screen

#

game hates that

fiery lily
#

no, regular 4K

lament jacinth
#

Game still hates it

fiery lily
#

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

lament jacinth
#

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

high tapir
fiery lily
#

I think I found the problem

#

It's Frame Gen

#

if I disable it, the colors are normal.

high tapir
#

ah i guess i wasnt looking hard enough

lament jacinth
#

If I put them all together it would be impossible for people to download and install

high tapir
#

yeah that wasnt my intention asking or anything

lament jacinth
#

People are having issues with just extracting the thing

fiery lily
#

Everything is fine for me now (except the menu fonts still lol), thanks a lot for your time!

lament jacinth
#

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

fiery lily
#

Yes, now they appear!

#

Thanks a lot

lament jacinth
#

Can you give me the hashes

#

so I can integrate them for other people

fiery lily
#

A41C1372384A66CD
49203D1C3163FDAA

#

I have some flashing textures on a wall, every time I move.

lament jacinth
#

Yeah that's normal and will be fixed next patch

#

The math for the offset on that isn't using the textures direction