#Call of Duty 2

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static tangle
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lol, fair enough. best approach may be to reformat this as a readme file for Adam's github then?

sweet cloak
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Yea it can be converted to a markdown very easily

dull oar
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yea good idea. til then that should do ya ๐Ÿ™‚ I've left off the patching information for the time being. would your IT deptartment even allow you to do that mark?

sweet cloak
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I can give you the memory bits that need modified if you just wanna open it in a hex editor and do it

dull oar
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could you help with just general life stuff like you do with remix adam? I'd be married to a supermodel by wednesday and a millionaire by next week

static tangle
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What does that do? just stabilize culling and the like?

sweet cloak
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Disables the frustum culling from chopping up the meshes

dull oar
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totally stable after

static tangle
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If you're not actually replacing those meshes afterwards, there isn't much need for me to use that - I'm mostly looking at testing material replacement stuff

dull oar
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if peter wants to work on OMM stuff he'll need stable hashes mind you

static tangle
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hmm, true

dull oar
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it has to happen! it's law

dull oar
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@radiant belfry could you pin this message please?
#1099591203768504421 message

dull oar
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with Vlad Loktionov's zip you dont need to use a devmap anymore, just clicking start server works ๐Ÿ™‚

radiant belfry
scarlet monolith
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looks like ue4 with brushes wtf

dull oar
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Oh he's just got the show portal command on

hoary geyser
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CoD2 sometimes does very fine grained geometry culling instead of culling the draw calls, which means it's the same draw call but the primitives are different. This will be really tricky to do anti-culling b/c it's hard to find the trick of how they interpret the topology and cull the mesh.

dull oar
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Do you know about the two culling methods @hoary geyser ? Portalfinecull on and off

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Adam patched a dll to stop it from culling which did the trick, stabilises the hashes as well

hoary geyser
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Yes I think for this kind of games, it's better to patch the dll. It will be expensive to do primitive level anti-culling. Also you can use rtx.antiCullingTextures to force keeping the meshes

sweet cloak
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I changed some bits so it thinks everything that can be visible is visible. No more chopping

dull oar
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You saved the project Adam โค๏ธ

timid trout
dull oar
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Still have to do it to single player

timid trout
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Like dynamically searching the binary for a common pattern

timid trout
sweet cloak
dull oar
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Think it's some sort of level splitting tech then?

sweet cloak
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Yea I have a hunch that thereโ€™s some sort of streaming thing going on using the scripts that run the level/story

cerulean mica
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I re-converted custom textures back to .dds and removed some that are not used in vanilla CoD2 (for usability purposes)

dull oar
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More brick antics, even got one of @sweet cloak 's awesome rubble scans in there with more to come later. two lighting conditions as well cause I'm bored of the sun shine ๐Ÿ˜›

timid trout
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these night vision goggles make it too easy

dull oar
timid trout
dull oar
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photoshop bollocks ๐Ÿ˜›

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but you can do it though if you tint the post processing lol

timid trout
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If remix had some sort of scripting support, we could like disable the denoiser + set ir & heat sources as emissives

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I think reshade could work tho ๐Ÿ‘€

dull oar
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thats in the game ๐Ÿ˜›

timid trout
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Someone had a realistic nv shader for stalker

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to use with reshade

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its universal

sweet cloak
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If you have proper ISO control over the image you can do NV easily.

timid trout
dull oar
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you got ev exposure control

timid trout
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how do you achieve the green shade? Tonemapping?

dull oar
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yea 0, 1, 0

timid trout
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I think we should at least have hot reloading of rtx options

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this should be easy to implement

timid trout
dull oar
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i save two rtx.configs and rename them before launch ๐Ÿ˜›

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rtx_sun when i dont want it to load

timid trout
dull oar
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oh wow that would be awesome

timid trout
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Having native scripting support in remix is superior but this requires much much less work for the nv side

radiant belfry
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i attempted a similar script with mod.usda. it'd have worked amazingly, if not for the huge stutters it introduces when modified

timid trout
dull oar
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we have global lighting in cod2 currently, its all sunny or its all cloudy, would be great to force it based on the level your going into

radiant belfry
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i'd hope so, but i'm not sure it would be

timid trout
timid trout
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not just the changes

radiant belfry
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it does, yes. but even with an ultra tiny usda file it causes some intense stutters

dull oar
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if we're doing it on level loading though its ok

timid trout
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#general-remix message
yea : (

dull oar
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yea : (

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ah well, nice dream

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need to see if i can add a direct light to the level geo and remove the need for a fallback as a first step

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but then its all the tone mapping, sky light settings we're stuck with

timid trout
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I recall something like that

dull oar
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I wish, BC6 textures dont work in cod2

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tried the method I used in chess titans and I get backwards shadows

timid trout
dull oar
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and the sky isnt in the texture list

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one sec let me dig out the nightmare

radiant belfry
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that'd fit well in a trippy horror game

dull oar
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the shadows turn blue, direct sunlight is black

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right

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and the noise is crazy powerful. using bc7 without hdr and just emissive its so noisy

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sky replacement is super important to me and i've been trying for a while

sweet cloak
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I just had a thought: what if you unmarked the sky texture, captured the scene, replace the skyโ€™s texture with a better one, load up the game, and then mark the sky properly?

dull oar
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your not a person your five brains wired together for ultimate thunking power, lets give it a go, one sec

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oh hang on i dont have a sky it my texture list to mark it as anything ๐Ÿ˜ฆ

sweet cloak
dull oar
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dont capture and doesnt show in my texture list to tag i'm afraid ๐Ÿ˜ฆ

sweet cloak
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Even with the auto sky thing disabled?

dull oar
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I've tried all those options and nothing ๐Ÿ˜ฆ

sweet cloak
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Weird. It should be a box right?

dull oar
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yea if you enable r_fullbright 0 you can see the box but still cant select it even with the point and click in 3d texture marking system

sweet cloak
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Wonder if it doesnโ€™t have a texture by default or something.

dull oar
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i can do things to it, make it brighter, force hdr and all that

sweet cloak
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Weird. Try opening the captured USD in something besides OV like blender of usdview.

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OV sometimes tries to hide the sky

dull oar
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this is apparently the sky box "inst_388EB949B5CE7607_0"

sweet cloak
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Could add the entry manually to replace the texture in the mod usda

dull oar
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you can do that?

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mesh_388EB949B5CE7607 this lil guy

sweet cloak
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Correct

dull oar
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nothing changed ๐Ÿ˜ฆ

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no mention of me doing it wrong in log either

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only mention of the sky in there is
"warn: Sky may not appear correct: sky intermediate format has been forced to HDR while the original sky is LDR and no HDR sky replacement has been found!"

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also "info: [RTX-Compatibility-Info] Trying to raytrace but not detecting a valid camera."

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oddly as the games raytracing just fine

sweet cloak
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Hm

dull oar
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to get that sky hash i had to go back through my captures to find it, most captures have no sky box

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I'm not sure what i turned on to get that sky

minor wedge
dull oar
minor wedge
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Hmm

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Well yeah then

slate plank
dull oar
dull oar
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if i capture USD with that sky box in view (with first N untextured draw calls below 10) I can add a mesh replacement to it in omniverse. when i go into game with my mesh replacement set up and set my first N untextured draw calls below 10 so the mesh replacement would render the game locks up completely

sweet cloak
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Damn my strategy breaks remix

dull oar
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it's my first 100% reproducible crash

static tangle
mystic juniper
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Not completely sure, but this lightmap issue might've been fixed in the last build https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/6397188917
Also an option was added to automatically ignore textures that are blended on top (which is usually a lightmap; hopefully nothing non-lightmap won't be incorrectly ignored ๐Ÿคž): Game Setup -> Parameter Tuning -> Texture Parameters -> Ignore last texture stage

dull oar
dull oar
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In the process of replacing all textures with my own 3d scans. The website I was using for photo texture source images that I later turned into materials doesn't allow you to release them after you're finished. Textures.com. so I have to replace everything. Looking good so far though.

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Got this lovely curb to pop onto the paths. To hell what what cod2 used before we remixing now baby!

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I'll release everything on turbo squid or something for free when I'm done so you can use them in your own projects

scarlet monolith
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man i can't wait to litter them with yeeted fascists

slate plank
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The baked terrain shifting is now fixed in Build #274.

dull oar
stray charm
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Hi how to install and dowloand

dull oar
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Check the pins

slate plank
# dull oar Nice one, I'll give it a bash tomorrow and get back to you with a video ๐Ÿ™‚

Do you have any more feedback on Terrain System in this game? Are there any cases where it's failing and/or where decals are doing a much better job in how you expect it to look? Note that the default resolution preset may need to be tweaked to reach desired quality, notably the setting rtx.terrainBaker.cascadeMap.levelHalfWidth. As per docs (https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/documentation/TerrainSystem.md) the height maps are not supported yet.

dull oar
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the colours match now but the normals and roughness look different. didnt blow up memory as much as it used to i dont think but i've done a lot of work since I last tried this

slate plank
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Are you using height maps for terrain / tire path (dirt spread out due to a vehicle passing over terrain) in that shot?

dull oar
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oh yea it's been left on, one sec i'm just uploading a video for you ๐Ÿ™‚

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when i say "one sec" i mean "30 minutes" uploading to youtube as it's big.

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it's me turning on terrain baking and comparing against the decals. it's a bit meandering and i get lost in the UI more than once ๐Ÿ˜›

slate plank
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If the resolution is too low, try decreasing First Cascade Level's Half Width

dull oar
dull oar
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look how good that looks

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i got a fuzzy grassy bit though

slate plank
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What about the rest of the scene in the last shot. How does that look without the terrain system and using decals? If you have it tagged as decals you can just hit Debug: Disable Binding in Terrain System's GUI to disable it being treated as baked terrain.

dull oar
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oh wow thats a time saved, virtually identical mate. minus the off bits where its all grass and the cobble is in the wrong spot. video incoming

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if it wasnt for the awesome parralax displacement mapping and the bugs i'd use this going forward for sure

slate plank
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Do you see any visual benefits of this versus your decal based approach?

dull oar
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oh yea once you get 2 or more stacked decals you get fighting. you'll see in the video how the hay renders on top of everything perfectly when the terrain baker is on

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I also get lines and odd stacking with the decals. It looks like a 1cm line through the map where the grass will disappear and the dirt will poke through , its very small and I dont point them out or anything but they're in most images i post. I'll get an example one sec

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with the decal system

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right thats me done for the day, it's spiderman 2 time thwip

slate plank
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Thank you for the feedback and examples!

dull oar
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Hey Nvidia folk. Do you guys know of a way I might be able to change my sky texture if it's not in the texture selection list? It's time for some new lighting

sweet cloak
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Are the clouds in the texture list?

dull oar
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no nothing from the sky ๐Ÿ˜ฆ

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this is my whole texture list for carentan

static tangle
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I believe we're looking into improving sky handling in general, though I don't know any details

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And in an unrelated topic - any update on being able to share your assets?

dull oar
static tangle
dull oar
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Oh sick I got loads of pom stuff in there. I'll clean it up today and try to get it over to you tomorrow then ๐Ÿ™‚

dull oar
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@static tangle is there a way to package a mod in omniverse? I can do it manually but i've got A LOT of textures and assets over here to sort through

dull oar
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nevermind me, delete the textures i cant share, delete the materials that are now grey. easy ๐Ÿ™‚

static tangle
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Omniverse has a function to 'collect' a USD, which will copy that USD and all of it's dependencies into a new folder. You can use that if you have a bunch of assets mixed together

dull oar
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just uploading it now and sharing the link with nyle ๐Ÿ™‚

static tangle
dull oar
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oh perfect, thanks ๐Ÿ™‚

dull oar
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and so close to Halloween

static tangle
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Odd. what happens when you replace the mesh?

dull oar
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Replacement is there just like any other. You can put a material on the replacement as well

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But then you got a sun blocking mesh around your map

static tangle
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ah, right.

dull oar
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@slate plank just a heads up i shared a version of my COD2 mod with nyle and included my rtx.confg file which includes the terrain marked correctly. might help you ๐Ÿ™‚

static tangle
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FYI - you have some absolute paths in your mod.usda (in mat_B924FA5762E6D7B1_01).

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you also have several references to stuff in the capture folder.

dull oar
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ah right yea i'll to cleaning that up. cheers mate

dull oar
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ah I see the captures folder is referenced because thats where the .mdl is put. is everyone else moving them elsewhere?

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uniform asset info:mdl:sourceAsset = @../../captures/materials/AperturePBR_Opacity.mdl@

static tangle
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those aren't a problem - the runtime doesn't actually use the mdl files.
But I saw at least one prepend references = @../../captures...

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which probably won't work correctly at runtime

floral stump
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@dull oar keep up the good work on the mod

floral stump
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@dull oar really sorry for the ping
I'm new here and i have a question

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have anyone tried rtx remix with cod 4 and mw2 (2009)?

dusk comet
floral stump
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oh : (

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why

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what causing the issue

warm lagoon
dull oar
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It can't find the camera, remix hooks though. We have a cod4 project

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Check it out and feel free to have a play around yourself ๐Ÿ™‚

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I've tried recently with no luck though

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@floral stump sorry forgot to tag

floral stump
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All good

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thanks for replying

cerulean mica
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why is the first message now deleted? I almost lost this branch

radiant belfry
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it was a mistake made a few months ago

dull oar
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Still working on this, replacing textures, learning substance designer, 3d scanning stuff...busy busy busy

floral stump
dull oar
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Sorted out my rubble pile and the puddles cause I did a rubbish job making them after i updated the cobble. Cars basically done as well i just need to pose it and explode some glass around the place

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got around 10 materials left to remove and I can share this properly with everyone ๐Ÿ™‚ even in its half finished state

summer brook
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Lovely stuff man ๐Ÿคฉ

dull oar
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oh thats where i left my giant crate

radiant belfry
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lol

dull oar
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I'm so close to getting this sky to work

timid trout
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Looks gorgeous

dull oar
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oops
#general-remix message

timid trout
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Hey I was reading

dull oar
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there we go

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meant to copy message, copied text instead like a plonker

dull oar
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Edit:A video was here, it's dead now. Going to upload a better one tomorrow

radiant belfry
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looks amazing

dull oar
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Thanks kim, will do. Been a pretty productive day today ain't it ๐Ÿ™‚ feeling good

floral stump
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yooooo

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looks very good man

dull oar
floral stump
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Man keep up the great work

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looks amazing

static tangle
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FYI... latest change on github can go from this:

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to this:

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Just needs a bit of pre-processing on the heightmap textures ๐Ÿ˜›

sweet cloak
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Deja vuKEK

radiant belfry
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wow, nice

static tangle
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mostly makes a big difference when you get in really close (or if the POM is set up to be really deep)

jolly sandal
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So smooth and buttery, nice work! ๐Ÿฅณ

dull oar
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Damn thats so clean. Nice one mark

floral stump
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i don't see differences

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I'm sorry ๐Ÿ˜…

dull oar
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The jaggy bits are gone now at places of contrast of height. It's subtle but means we can push values more before the illusion falls apart

stoic jetty
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this one

static tangle
floral stump
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Oh yeah it's noticable now

warm lagoon
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quadtree POM that is

static tangle
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Here's the paper I was roughly following, though with some improvements from modern SSR techniques (as that has to solve a similar problem) https://www.researchgate.net/publication/47862133_Maximum_Mipmaps_for_Fast_Accurate_and_Scalable_Dynamic_Height_Field_Rendering

dull oar
stoic jetty
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It looks fine

dull oar
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Oh lovely, thank you very much

dull oar
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@static tangle octree pom, generated max mips as well ๐Ÿ™‚ i like you can toggle both methods

dull oar
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hmm getting this effect now

static tangle
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It's treating the entire mipmapped textures as level 0, that's why you have that stairstep pattern

dull oar
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Oh yea my height map is now a 2:1 and the mips are stacked on the side like you see in the image

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Worked on the first map

dull oar
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i'm doing something wrong for sure

stoic jetty
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meanwhile old Remix logo and New Remix logo (both by me)

dull oar
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looks great ๐Ÿ™‚ really cool, shame we cant update the first post of the discord

dull oar
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we're scripting the sky into the maps no longer hacking them into the d3dbsp ๐Ÿ™‚ might mean if i attach a distant light to the sky dome in omniverse we can have per level lighting as we can have per level skys now. one for tomorrow

static tangle
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unclick that when you open a png that has a mipmap pre-generated in it

dull oar
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it's always one tick box!

static tangle
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you may need to click the one above it 'extract from atlas'

dull oar
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do i need to use the script or can i just pick the right settings in the texture tool in the future for new heightmaps?

static tangle
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You need to use the script. NVTT doesn't have support for generating max mipmaps (yet - I've asked them to add the feature, and the Remix tool should do this automatically when it comes out)

dull oar
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so open the texture tool, untick generate mipmaps and extract from atlas, save texture, close tool and then when i next use the script i'm golden right because those options are already selected?

static tangle
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no.... don't use the tool at all

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have the heightmap png in a folder somewhere

dull oar
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ok i'm ready to follow along

static tangle
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sorry, looking up to see if I still have the commands I used when testing

dull oar
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i'll record the process for others to play along with

static tangle
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nope, so gonna have to type this off the top of my head - you may need to fix it up a bit.

This is the simplest possible command.

C:/src/dxvk-remix/scripts-common/generate_max_mip.py heightmap.png

If NVTT is not installed to C:/Program Files/NVIDIA Corporation/NVIDIA Texture Tools/nvtt_export.exe, then you need to do

C:/src/dxvk-remix/scripts-common/generate_max_mip.py heightmap.png -nvttPath "C:/Path/To/nvtt_export.exe"
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if you drop that python script in the same folder as your heightmap, you can just do generate_max_mip.py heightmap.png

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There's also an option for explicitly setting the output texture, if you don't want it to be <input>_mipmap.dds

dull oar
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oh just released its Saturday, i think i'm going to go to bed.

static tangle
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the PNG will be double wide, but the generated DDS should be correct - try opening it in NVTT with that checkbox disabled. If you go up to the maximum mip level, you should notice that each pixel includes the lightest value from the previous mip level, instead of the average value

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Make sure not to re-save when you open it in NVTT

dull oar
timid trout
dull oar
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had to plonk a massive sphere light in the sky as distant light doesnt rotate

timid trout
dull oar
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that i think its the denoiser

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i have a radius value i should be able to get pin shadow shadows. lets give that a go

timid trout
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0.03 or something

dull oar
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my value was 0.2 for the distant light. just lowering the radius of this point to see if i can get razor sharp shadows

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gotta bump up the brightness as i lower the radius

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bloomin distant light doesnt rotate ๐Ÿ˜ฆ

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sits there all angry like

timid trout
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This is the fallback light isn't it

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how do you set its position without the menu

dull oar
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i capture the sky as a mesh, plop a light on it

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with game script i rotate that mesh

timid trout
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Brilliant

dull oar
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if we can swap meshes with a button press we can have different lighting conditions on a button ๐Ÿ˜ฎ

timid trout
dull oar
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sky() { model = spawn("script_model", (0, 0, 0)); model.angles = (0, 0, 0); model setModel("xmodel/me_carentansky_static"); while(1){ model RotateYaw(360,100,0,0); wait(100); } } main() { { precacheModel("xmodel/me_carentansky_static"); thread sky(); }
I cant script to make this VERY clear. i'm copying bits off the internet. that rotateyaw and its wait thing is shameful i'm sure but i'm to stupid to know why

dull oar
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I mean i want to be clear i cant script or code or anything

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if we can change "xmodel/me_carentansky_static" to be "xmodel/me_carentansky01_static" we get new lighting

timid trout
# dull oar realtime sun and sky ๐Ÿ˜ฎ

I wish my method of doing this worked well :/ I used the same method I did for the night vision, editing remix's memory in code. However it just doesn't update fallback light direction unless I do something in the ui which although I can replicate in code it causes intense flickers

dull oar
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cant add a mesh to the game and attach a light to that then?

timid trout
timid trout
dull oar
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oh yea loads and loads, i'm going to have a play today but this may be over my head

dull oar
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think the denoiser is doing it cause i can see sharp shadows from the grass

dull oar
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its fine when the suns moving slower, I'm only after subtle movement

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dlss 3.5 will help i bet

timid trout
dull oar
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oh ok then ๐Ÿ˜›

timid trout
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You can ban people, nice

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I think we could check for the time passed since the level started to switch to night preset for example

dull oar
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hey thats cool. earthquake didnt do anything ๐Ÿ˜ฆ

timid trout
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or check for the system time

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Quake II RTX has this

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it's dark in game if its dark outside

dull oar
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thats really cool ๐Ÿ˜›

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i dont have to make the sun and sky rotate and can just a proper distant light. we could switch skies though

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you got this precache thing so might not be laggy when it happens

dull oar
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both

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different lighting per level was the goal but a button to cycle sun and skies would be wicked

timid trout
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so is there a quick compile and test button or you have to get in game to check if the script is valid

dull oar
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i'm booting the game, you get a lil error window when its messed up

timid trout
warm lagoon
timid trout
warm lagoon
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so umm, did you attach the light to the rotating skydome?

dull oar
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create shortcut to the multiplayer game and add this to the target +set fs_game rtx +exec autoexec1.cfg. put this atuoexec1.cfg here D:\SteamLibrary\steamapps\common\Call of Duty 2\main and make these folders and copy your level script from the base game here D:\SteamLibrary\steamapps\common\Call of Duty 2\rtx\maps\mp so you can edit it and your done

warm lagoon
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its very blurry

dull oar
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i think its the denoiser

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but ideally yea, the sodding directional light doesnt move ๐Ÿ˜ฆ

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always something aint it

dull oar
timid trout
warm lagoon
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that's a lot of zeros

dull oar
timid trout
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How do you guys get around the crash happens when no mic is plugged?

dull oar
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plug in a mic ๐Ÿ˜›

warm lagoon
dull oar
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this might help @timid trout

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#1099591203768504421 message

warm lagoon
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@dull oar can there be a way to script the skydome texture to change? so that we can see gradual change from dawn to dusk using sprite sheets or something

dull oar
timid trout
dull oar
dull oar
warm lagoon
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if remix every allows for scripting, we can create dynamic lights where there's flickering (just remove light sources in and out of the scene rapidly) or maybe swap it at each point with different colored lights to create RGB

timid trout
warm lagoon
timid trout
dull oar
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kungfooman special, dudes a legend

warm lagoon
dull oar
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it spins, spinning is an animation

warm lagoon
#

hmm, no worries

#

we'll figure it out eventually

dull oar
#

could add a second mesh and replace that material with alpha clouds and spin that

warm lagoon
#

great idea, but its not that big of a deal

dull oar
#

the level scipt?

#

best not share game files but you can find it your self by opening this file in 7zip or winrar or whatever
D:\SteamLibrary\steamapps\common\Call of Duty 2\main\iw_07.iwd\ and going here maps\mp\

timid trout
#

Wow it even has an extension for VSCode

dull oar
#

cod, the perfect rtx platform

dull oar
# dull oar well this is new

right so the scripted model despawns sometimes, thats what this is. It's not always at door ways and windows though

timid trout
dull oar
#

maybe instead of spawning it in the world at 0,0,0 i can attach it to the player? think its going behind stuff and disapearing

limber otter
#

Smh all tadpole videos aren't loading for me on my phone

dull oar
limber otter
#

Thanks:3

timid trout
#

@dull oar Is the "debug console" the regular console or its separate?

#
main()
{
    thread test();
}

test() {
    while (true)
    {
        println("Time: ", getTime());
        wait(100);
    }
}

I have this but I don't see any text printed on the console :/

dull oar
#

oh shft ` to get the expanded one

#

is that what you're after?

timid trout
#

Still nothing, I am sure the script is loaded because it crashes on errors

dull oar
#

iprintlnbold slaps it in the middle of the screen i think

#

iprintlnbold("pos" + position);

timid trout
#

I am definitely missing something

warm lagoon
#

old school server setup?

dull oar
#

oh snap good point @warm lagoon you will need to be in a devmap, "devmap mp_carentan"

#

or using my autoexec file

timid trout
#

It directly launches the carentan

dull oar
#

ah all good then

timid trout
#

finally

sweet cloak
#

Might wanna increase your sky saturation to get a bit more blue in the shadows ๐Ÿ‘€

warm lagoon
sweet cloak
#

Oh I was talking about @dull oar script

timid trout
#

@sweet cloak CoD scripts can run code from external dlls

#

this is crazy

#

Oh wait not sure about "external"

#

but there's no print.dll in cod2 so I assume it can

sweet cloak
#

I still worded that poorly. Increasing the blue saturation in the sky will give him blue in the shadows like the real world

dull oar
#

yea playing need to play with values. I got eye adaption on so its like chasing a leaf in the wind. if the suns too bright everything else goes dark, too low and everything lightens up

timid trout
dull oar
#

yea gonna be a thing aint it, need some lighting reference as well

dull oar
#

right! its working so well

dull oar
#

its a sphere light, madness

timid trout
#

๐ŸŒž: What's so mad about this?

warm lagoon
dull oar
warm lagoon
#

holy intercourse between two sexually attracted entities

limber otter
#

Make it public!!!

dull oar
#

this would have been on github months ago it if wasnt for the sodding texture licenses

#

unless your referring to the holy sex act

sweet cloak
#

Gotta go fly to France to get some site photos

timid trout
#

Gotta invent a time machine to see how the battle of carentan looked like

sweet cloak
#

Probably cloudy

dull oar
#

it was june

timid trout
dull oar
#

oh yea suns out

warm lagoon
#

lot of rubble and particles

timid trout
dull oar
#

yea gonna do the wolfenstein technique for that rubble

sweet cloak
#

Partly cloudy. Slight chance of rain in the evening. Back to Ken for the latest sports news.

dull oar
#

thanks chuck. Our top headline tonight, trump sneezed, more after this commercial break

sweet cloak
#

Itโ€™s like Iโ€™m really there Pog

timid trout
#
test() {
    // I couldn't figure out how to define arrays in the script scope :/
    sky_list = [];
    sky_list[0] = "xmodel/me_carentansky_static";
    sky_list[1] = "xmodel/me_carentansky01_static";

    // Keep track of which sky model are we using
    sky_index = 0;

    // Set up the sky
    model = spawn("script_model", (0, 0, 0));
    model.angles = (0, 0, 0);
    model setModel(sky_list[sky_index]);

    // Wait until a player joins
    while (true) {
        ply_list = getEntArray("player", "classname");
        if (ply_list.size != 0) {break;}
        wait 1;
    }

    // Assume the first player as the admin
    ply_list = getEntArray("player", "classname");
    ply_admin = ply_list[0];

    while (true) {
        // iprintlnbold("The loop is alive!");

        // Listen for admin's key events
        if (ply_admin attackButtonPressed()) {
            iprintlnbold("The admin attacked!");
            // Cycle between sky paths
            sky_index += 1;
            if (sky_index > ply_list.size) {
                sky_index = 0;
            }
            iprintlnbold("New sky: ", sky_list[sky_index]);

            model setModel(sky_list[sky_index]);
        }
        model RotateYaw(360,100,0,0);
        wait 100;
    }
}

It doesn't detect the action, the loop is definetely running

#
// Listen for admin's key events
if (ply_admin attackButtonPressed()) {
    ...
}

This never runs

#

any ideas?

dull oar
#

bollocks better make that second sky you seem close

timid trout
#

Do I need to create a new one?

#

instead of switching its model

dull oar
#

I've only got one custom sky so far, i need to make the second one

#

i'm getting to work on it now

timid trout
#

trying to detect if the player fired

dull oar
#

can you swap it for something other than if the player fires and does it work after?

timid trout
timid trout
dull oar
#

maybe it doesnt work when in the level script?

timid trout
dull oar
#

can we try a timed thing for now to see if this'll work?

dull oar
#

night with city lights in the background, might not be ww2 appropriate but can give it a shot cant we for fun

timid trout
dull oar
timid trout
#

Does it look ok with low sky brightness ?

dull oar
#

no idea, gonna find out aint we

#

i'll darken it

#

night time in france

timid trout
dull oar
#

yea i've been thinking that for a while. the sky doesnt emit as much light as it looks like it should

timid trout
#

Oh okay so I needed to cast it to int

dull oar
#

perfect lets do this!

timid trout
dull oar
#

yep i copied your name

timid trout
#

lol

#

sorry

dull oar
#

lordy ๐Ÿ˜›

timid trout
#

lol();

#

don't forget to remove the thread sky(); from the main of yours

#

The function itself can stay, no harm

dull oar
#

my man โค๏ธ

stoic jetty
#

just a default thing im doing when im bored

dull oar
#

uploading to youtube! its awesome!

#

@static tangle #1099591203768504421 message

static tangle
#

You add that sun via game modding?

#

looks really good.

dull oar
#

we added one rotating mesh with game modding and with mesh replacements added the sun and hdr texture ๐Ÿ™‚

static tangle
#

๐Ÿ‘ that's a good way to do it.

timid trout
dull oar
static tangle
dull oar
#

nope just swapping the spawned dome in the sky ๐Ÿ™‚

warm lagoon
dull oar
#

the sun in a sphere light 10,000 units away

#

i'm adding a moon now ๐Ÿ™‚

timid trout
warm lagoon
timid trout
#

Why not x or y (would animate up and down)

static tangle
dull oar
timid trout
#

Need a 360 sky

timid trout
#

That would be an easter egg like rtx.deliverPizza = true

warm lagoon
dull oar
# timid trout Need a 360 sky

will have to see about trying to put two sky marked objects in the sky with alpha and see if we can move the sun around independently of the sky so it can arch

#

stretch goals

sweet cloak
#

That works fine. It respects alpha

dull oar
#

time to cut out some clouds then and layer it up

sweet cloak
#

Are you using an HDR sky? ๐Ÿ‘€

#

Or has it been tonemapped down to sdr?

dull oar
#

its hdr but i have lowered the gamma and darkened it for the night time

sweet cloak
#

I actually donโ€™t know if remix handles stacking layers in hdr now that I think about it.

#

If it does, you should set the clouds to be quite dark to possibly give you could shadows

dull oar
#

if the clouds are marked as sky it wont affect the light

sweet cloak
#

True PeepoInvestigate

dull oar
#

if they arent marked as sky they might look odd

#

might, might not

sweet cloak
#

Thatโ€™s also true

sweet cloak
dull oar
#

quite off here aint it

sweet cloak
#

Yeah, that blue tint makes our monkey brains think itโ€™s sunny out (imo)

timid trout
#

So we want sky color to be more powerful but don't want it to look like a flashbang blast

warm lagoon
sweet cloak
#

If you do an overcast cloudy sky you can do gray though since thereโ€™s no blue in the sky

dull oar
#

if i go brighter with the sky its blooming out to white. might need to knock back the gamma

timid trout
#

Can we also use tonemapping or eye adaptation to tone down its brightness when looked at directly?

warm lagoon
#

i don't really get it, is the sky diffuse tied with the point light source we have? that would mean the rays would have to bounce back and then at the ground to give you that perfect blue tint

#

and a hell lot of rays

sweet cloak
dull oar
timid trout
#

in remix

sweet cloak
#

You could also just mirror the sun source, increase its angle to like 90, lower the strength, and set it to blue.

#

That way it only appears in shadows and you donโ€™t have to mess with the tone mapping

timid trout
#

But you should be able to get the blue shade without any lights because that's how it is on a cloudy day irl

#

So you adjust the sky parameters : )

dull oar
#

hmmm...

#

redownloading the sky and trying again

#

stuck on this moon light as well, its not loading ๐Ÿ˜ฆ same settings as the sun but not working

timid trout
#

So is it the transparency not working?

dull oar
#

havent even got that far, i can place a sphere light in the old sky and its a sun. i place the same light at night and it doesnt appear ๐Ÿ˜ฆ

#

no moon

#

hash in the same every time so its not that

#

might be break time, been at this hours now aint we

timid trout
#

It might be under the gameworld when using night sky

dull oar
#

its parented to the dome

#

no checked under the map

#

turned off the rotation as well

#

and the switching

#

and captured

timid trout
#

I bet you'll figure it out after a good sleep or a shower

dull oar
#

yea that normally does it to be fair

gaunt agate
#

.

dull oar
#

running it on the first png in this image btw

sweet cloak
#

If only we had the dev tools Sadge

stoic jetty
#

not in our universe

static tangle
#

and re-run the script. I was using a version from 2022 when I first tried this and had to update, but I'm not sure when that bug was fixed

dull oar
dull oar
#

looks great at low angles as well โค๏ธ

stable magnet
#

I'd say just keep working on the rendering part ironing out any incompatibilities

dull oar
#

@static tangle just noticed i kept the scope on the m1 grand we were playing around with last month, might be in the build i sent you. just select team america and pick the m1 grand to play around with it yourself if you like

gaunt agate
#

Patiently waiting for a build

dull oar
#

you dont want that one it's got bugger all in it ๐Ÿ˜›

gaunt agate
#

I've dealt with cooties before

dull oar
#

i got like 15 textures left, it'll be in december for sure ๐Ÿ™‚

#

sub surface scattered lamp shade today ๐Ÿ˜ฎ

slow shore
#

there's a leaked .MAP files and there's a unofficial decompiler that can decompile d3dbsp back to .MAP

slow shore
slow shore
#

i made that patch on a sunday in a couple of hours ๐Ÿ˜„

dull oar
#

And thank you for the patch it's brilliant, that wait was so frustrating

timid trout
dull oar
#

Oh I'm not sure I want to be messing around with something like that. Don't wake the lawyers

dull oar
#

Yea I think that lib cod thing is built off the back of a leak or something. I don't really want to modify cod2 in any meaningful way. Even the sky box stuff I'll replace with marking a mesh replacement as sky. Activision can't shut down your mod if your not actually modifying their game

slow shore
#

and has been around for 10 years

dull oar
#

Ah ok cheers

slow shore
# dull oar Ah ok cheers

tbh the only thing is that it maybe woulnt be of much use to you because its mostly a server extension and linux

#

also if u would not okay with this but would be okay with the cod4 and waw dll mod that enables you to use rtx-remix that would be hypocritical since it's the same kind of mod

dull oar
#

It's the reason I haven't set them up. Brought the disc version and it's sat looking at me right now ๐Ÿ˜ž

timid trout
#

I don't even remember if that loss of saturation by health thing existed in cod2

slow shore
#

you could write some interop code, but then there's the question if it's just locally or server, for just you or everyone else

#

because cod2 has a linux server binary, windows and mac client binary (exe) and in the client are both the server and client and the GSC script that you run is server only, so the loopback local server thats running on the exe or the linux server binary and this is just the MP part, single player does have different gsc functions and is seperate

timid trout
radiant belfry
#

@dull oar can you please share your latest rtx.conf file?

dull oar
#

the latest latest conf file needs my mod and i'm still not allowed to share it due to the texture source but i have these ones from the 25th of october. just remove the "_Overcast" or "_Sun" bit depending on what weather you'd like ๐Ÿ™‚

gaunt agate
#

Tadpole out here worrying about texture sources like there's a man with a sniper always aimed at his waiting for him to slip up.

dull oar
#

Tadpole dont want no hassle

gaunt agate
# dull oar Tadpole dont want no hassle

Don't worry. Literally no one will bother you. My first 2 releases of nfs are full of textures that don't have a modding license, and 70 of the original game files.

dull oar
#

I directly asked for permission, told no. thats fair enough to me

warm lagoon
#

(totally not me)

gaunt agate
#

Eh

#

They can't hurt me where I am

#

I think

#

Maybe

warm lagoon
warm lagoon
dull oar
#

i have a one for the dirt, it looks great but i'm working out substance designer to make my own ๐Ÿ™‚

warm lagoon
#

looks good but i'd rather try to make my own

#

using scans

dull oar
#

yea just kinda boring downloading someone elses work and putting it in you know

warm lagoon
#

still haven't totally dwelled myself in the merlin texture packs

#

that's where most of the textures were taken from

#

in early 2000s games

dull oar
#

oh you found them? thought they were lost to time

warm lagoon
dull oar
#

oh joy of joys a dead group

warm lagoon
#

nvm i left

#

@gaunt agate you still in that group we made?

dull oar
#

its cool mate ๐Ÿ˜› i dont need them

gaunt agate
#

Uh

#

Yes

#

I'm in that

warm lagoon
#

still couldn't find ug2 road textures

#

๐Ÿ˜”

gaunt agate
#

Probably custom

dull oar
#

i got 5 tuned and balanced nicely and another 5 to mess around with still

warm lagoon
#

rays do kind of bounce around before dying

dull oar
#

yea that'll bump the quality

warm lagoon
#

spooky

gaunt agate
#

Great demo

#

Looks awesome

dull oar
#

lol yea. the fog from the sky before doesnt go away unless you wiggle that camera. it's volumetrics but cant work out how to stop it

warm lagoon
#

for silent Hill 2

dull oar
#

yea just need to make it update without moving the camera around, its really cool after it's updated properly

warm lagoon
#

can't replicate this i think

dull oar
#

you kinda can. having you tired the fog remapping?

warm lagoon
dull oar
#

kinda silent hill ish

#

i'll try to match the ending of PT ๐Ÿ˜›

warm lagoon
#

yo i kinda like the fog

#

now that i mentioned it

dull oar
#

not bad ๐Ÿ˜› tone mapping is way off

warm lagoon
#

white balance fluorescent

#

ig this is where Adam comes in as an expert

sweet cloak
#

That screenshot is color graded. Not going to get that with just color temp

warm lagoon
#

knew it

dull oar
#

we only got these options for post process colour ๐Ÿ˜›

sweet cloak
#

Yea that little clip from pt was graded

sweet cloak
#

Might get ya something

dull oar
sweet cloak
#

Be neat if we could have reshade like color grading but I know the lads are hard at work on the Uber eats feature and I can wait.

dull oar
#

i had to photoshop it ๐Ÿ˜› need curves for each channel. they tint highlights teal

limber otter
#

I wish i had the ability to code stuff

dull oar
#

no coding here, just mucking around with captures and textures. its all art!

warm lagoon
#

ufff

dull oar
#

make the eyes REALLY bright so they cast into the fog ๐Ÿ˜ฎ

#

you'd get this wicked glow with a group of them

sweet cloak
dull oar
#

proper pt now

sweet cloak
#

Now weโ€™re cooking

dull oar
#

oh and this sky stuff works for other maps. not all of them though so i'm looking into that now

sweet cloak
dull oar
#

Anyone know why I cant spawn a mesh on mp_matmata, mp_rhine, mp_trainstation and mp_harbor through level script? I'm using the same script as i am on other levels but it doesn't work, i can't spawn anything in the level ๐Ÿ˜ฆ

slow shore
dull oar
#

just copied it from the iwi, moved it next to the others in my mod "Call of Duty 2\rtx\maps\mp" and slapped the script to the end so I'm very confused. launching it the same with the " +set fs_game rtx" in the target of the shortcut

slow shore
#

did u put the script in the same location maps/mp/

#

and did u put it in a .iwd?

dull oar
#

no but i'm not with carentan either and thats working

#

these 4 work
devmap mp_carentan
devmap mp_leningrad
devmap mp_railyard
devmap mp_toujane

slow shore
#

weird

#

maybe try putting it in a iwd

#

iwd is basically a zip file

#

with .iwd extension

dull oar
#

the whole rtx folder ziped and renamed to rtx.iwd and put into main is it? never made one before#

slow shore
#

everything like maps/

dull oar
#

this is my whole rtx mod. got a few things in there I need to load up

#

just zip everything and name it rtx.iwi and place into main?

slow shore
#

yes

dull oar
#

doesnt work, its not loading it at all now ๐Ÿ˜ฆ

slow shore
#

weird

cerulean mica
#

you have to duplicate any existing .iwd file, rename it and make edits to it via 7-Zip or NanaZip, because creating a file from scratch will make it incompatible with CoD2

dull oar
#

Ok cheers. Any idea what's happening here @cerulean mica ?
#1099591203768504421 message

#

I can spawn a mesh in 50% of all maps but the other 50 just won't spawn anything. No matter what object I try I spawn via level script

#

I'm editing carentan.gsc and that's fine. Same exact script on railyard no problem, same for Tunisia but matmata just won't spawn anything

cerulean mica
#

send me the modified files and I'll test them in a couple of hours

dull oar
#

It works without the zip so the zip doesn't matter

slow shore
#

u shouldnt modify the original or have to duplicate any iw_00.iwd at all

dull oar
dull oar
#

but just doing something simple like
model = spawn("script_model", (0, 0, 1000)); model.angles = (0, 0, 0); model setModel("xmodel/cow_dead_1");
also doesnt work

cerulean mica
#

you should initialize setup_sky() at the beginning of _load.gsc

dull oar
timid trout
granite forge
#
main()
{
    preCacheModel("xmodel/cow_dead_1");

    maps\mp\mp_matmata_fx::main();
    maps\mp\_load::main();
    ambientPlay("ambient_africa");

 // .......
level thread onPlayerConnect();
}

onPlayerConnect()
{
    while(1)
    {
        level waittill("connected", player);
        player thread onPlayerSpawned();
    }
}

onPlayerSpawned()
{
    self endon("disconnect");

    while(1)
    {
        self waittill("spawned_player");
        self iPrintLnBold("SPAAAAWN");

        model = spawn("script_model", self.origin);
        model.angles = (0, 0, 0);
        model setModel("xmodel/cow_dead_1");
    }
}


dull oar
#

Thank you @granite forge I'll use this to try to work out what's wrong with our lil script ๐Ÿ™‚

granite forge
#

Always precache the model you are trying to use. It wont be visible if its not already part of the map

dull oar
#

Oh I see. Will do

#

Why does it for on some maps and not others do you think?

granite forge
#

Like I said, if the cow model is not already part of the compiled map, you have to precache it

dull oar
#

Cheers, I'll give it a shot after work ๐Ÿ™‚

timid trout
#

and it's not async, must have been done before level loading finishes

#

If that was the problem you should've been at least see the printed text upon switching sky models

stoic jetty
timid trout
#

@granite forge The cow is where the sky is spawned at and they both get culled by boundaries (I guess?), do you have any solutions in mind?

granite forge
timid trout
#

Something static would make more sense tho

lone jay
#

@granite forge i've sent you a friend request. If you wouldn't mind eitehr accepting it or allowing DMs, there are some questions i'd love to ask you.

gaunt agate
#

cool

dull oar
summer brook
#

Looks pretty damn good

dull oar
#

free to use for whatever you want, it's in USDA format and all ready to be added to your remix ๐Ÿ™‚

summer brook
#

Imagine being able to overlay more complex stuff like dust, fat/oil, fingerprints, scratches and such to the glass shader

dull oar
#

i know right ๐Ÿ˜›

#

no textures on your glass ๐Ÿ˜ฆ

summer brook
#

Hope they add it at some point. Really makes a difference

dull oar
#

we need a place to put stuff we make for sharing with the community

warm lagoon
#

I'll make sure to tell the mods about this

dull oar
timid trout
summer brook
dull oar
#

it's like the pixar intro over here. i'll get this wrapped up tomorrow ๐Ÿ™‚

#

replacing my low poly friend

gaunt agate
#

noooooooooo

timid trout
warm lagoon
dull oar
#

lamp, I'll upload it in the morning I still gotta tweak some values

#

SSS lamp shade as well btw

gaunt agate
#

Can confirm. Looks like a lamp to me

dull oar
dull oar
sweet cloak
#

Now that's a lamp

warm lagoon
#

why is it floating mid air

sweet cloak
#

Genie lamp

dull oar
sage locust
#

Hey @dull oar ๐Ÿ™‚

dull oar
#

Next up is a wall light. Infinity ward love lights

timid trout
warm lagoon
dull oar
#

Nah pivots bang on the bottom of the lamp. It's perfect

gaunt agate
#

Only one?

#

boooooo

dull oar
#

One what? I've shared both lamps

#

Gas lamps here
#1099591203768504421 message

gaunt agate
#

oh

#

That seals the deal

sage locust
sage locust
#

@mild isle hey! Tadpole won't leave us that easy!

mild isle
#

Now I can see it

mild isle
sage locust
mild isle
dull oar
#

target in my sights, bravo six going dark

gaunt agate
#

Looks like another lamp

#

In my honest opinion

sage locust
#

looks like quake2 lamp, lul

#

Ok we would like to promote this stuff among COD2 Community. We want to make a showmatch where streamer would have these settings applied to show the beauty of COD2 RTX Remix. Now tell us @dull oar what kind of support (or from whom) you need to make that possible, you mentioned on the other channel that it's impossible to play online for now - how to override that? I'm sure not only me and @mild isle but all other admins and devs involved in COD2 community see a great opportunity in your work, and I personally can reach some important figures in the business aswell.

dull oar
timid trout
sage locust
timid trout
dull oar
#

@sweet cloak as well fixed the culling problem. lots of helping hands getting the job done

timid trout
dull oar
#

To get it working online you'll need to set smc_enable, and disable r_portalfinecull on the server side plus Adams dll patch. Then you'll also need kamil's load.gcs and potentially a load of modded level scripts but those can be local only

#

Dll patch might could be local, not sure

timid trout
dull oar
#

Anti cheat stops you setting them

timid trout
#

Oh just disable punkbuster

#

It's probably has no chance against modern cheats

sage locust
#

PB doesnt work, its in the league rules to have it DISABLED on servers ๐Ÿ˜„

#

cod2 disconnected from pb master server years ago

dull oar
#

That stops you joining if you mod files I think. It's not punkbuster that tells you off

#

It's the thing that stops you editing your fov online

#

Getting around that is the next challenge

timid trout
dull oar
#

That's launching your own server. Not joining one

#

The devmap part loads a special local map where cheating is fine

timid trout
dull oar
#

I'm not sure, I've not really tried to go online after seeing it doesn't work. Had so much to do ain't we

timid trout
dull oar
#

True

timid trout
#

So if you allow cheats in the server config, what's preventing?

dull oar
#

Should be fine then I think

#

Need a server to test it

#

Need a proper bundled mod to test

timid trout
sage locust
#

We can provide you with server @dull oar @timid trout

#

with free FTP access

#

theres no problem in running a server with developer on

#

even on a showmatch

#

players would be selected and aware

#

but to make it work we need to be running on our zpam 3.33 with Streamer Mode - players would definitely not use RTX mod, but what we want is to see streamer using it

sweet cloak
#

๐Ÿ‘€

warm lagoon
#

wait a second

#

Tadpole showcases stuff but can't redestribute files cause of copyright restrictions i think

#

something with textures he uses

dull oar
#

Used* and I'm replacing them

warm lagoon
#

isn't that right

#

?

sweet cloak
warm lagoon
#

poor lad

dull oar
#

Only doing everything twice...no Biggie...

sweet cloak
#

Third times the charm? KEKW

dull oar
#

I have rushed some..

dull oar
#

kamil worked out the skys for other maps

granite forge
#

looking good ๐Ÿซฃ

gaunt agate
#

Damn. Sun through overcast clouds

#

Now that's crazy

dull oar
#

oh yea, somethings going on there. should be lined up

#

@granite forge when spawning a model with script is there anyway you might know to stop it culling?

granite forge
#

stoping it from culling via script or techniques that do not require engine changes?

dull oar
#

yea, we're linking to the player so you carry the sky around with you but the suns moving with the player ๐Ÿ˜›

granite forge
#

Never tried it but should work in theory: Add either a really huge cube around your model or like poles in each direction and assign a invisible material to it. That way you increase the bounding box the engine checks against.

Or maybe just linking it to such an object is enough

dull oar
#

the model is a sky, the things huge already. but walking around the back of a building will cause it to disappear

granite forge
#

is the model itself actually huge or was it scaled somehow

dull oar
#

its huge

#

could calculate bounds, i'm not doing that

granite forge
#

that might help

granite forge
#

or manually setting the bounding box via minX maxX etc so mins to -30000 and maxs to 30000

#

first time seeing these options. Cod4 doesnt have them

dull oar
#

i dont think they do anything. might be legacy stuff

stoic jetty
dull oar
#

They can complain all they want ๐Ÿ˜‹ I'm making sweeping changes baby!

#

The only rule is that it has to be pretty

timid trout
#

hey xoxor, the script links the sky to the player, because I have no idea how to get the entity object on other stuff : ) If we can link it to something that is static it should work fine.

granite forge
#

Well I was thinking that spawning something huge via script and linking the sky to that would work .. but if the sky itself is already huge then it should behave the same.

Iโ€™m not sure why itโ€™s culling it in the first place .. maybe it fails because you are inside the sphere and the engine doesnโ€™t know how to handle that

timid trout
#

Within the same boundaries

granite forge
timid trout
granite forge
#

if it looks like that then you are outside the skybox

timid trout
#

give me a sec

timid trout
#

I am not exactly at the edge of the meap

#

the sky is broken with debug camera either way

dull oar
#

Going inside a building on carentan will make the spawned mesh disappear as well

#

On harbour it's just when you round the bend and walk towards the middle of the map

timid trout
#

@granite forge Is it possible to get entity object to other things in the map? Like buildings and trees maybe?

timid trout
#

Anything static?

#

Because when linked to a player it moves with it

dull oar
#

Rotates with the player as well ๐Ÿ˜‹

timid trout
#

Is this any helpful?

dull oar
#

i dont know if you can set that on a script spawned object

timid trout
#

Do I set it real high or low

dull oar
#

big I bet

timid trout
#

probably a libcod thing

dull oar
#

yea might be

#

carentan had a sweet spot with the sky. 0,0,1000 where it would never cull. maybe we just need to find that sweet spot for each map?

timid trout
#

That's a good idea

#

If all maps have one

dull oar
#

we can we drop the sky or cow at the players position and pick it up again to help find it?

#

drop, print co ordinates, zoom around to see if it works, if not close the game and load the map to try a new place

#

put it back in the level script so its unique to each level?

granite forge
#

spawning it way above the ground doesnt help either I guess?

#

you can also edit the map's gsc if its not in an iwd and just reload the map to reload the gsc file

timid trout
granite forge
#

just place the gsc file in mod/maps/mp/mp_matmata.gsc for example

timid trout
#

Also I would like to ask, is it possible to make entities static?

granite forge
#

no wazowskibruh

#

you'd need to recompile the map for that

gaunt agate
granite forge
#

but why not just disable entity culling all together if this requires engine changes to work anyway?

granite forge
#

who created the anti culling code? Adam?

timid trout
#

I saw that

granite forge
#

๐Ÿซฃ

sweet cloak
#

Whatโ€™d I do

gaunt agate
#

Nothing

#

That's the problem

granite forge
sweet cloak
#

But likely not

granite forge
#

hehe dw

sweet cloak
#

Youโ€™d probably want to check in the polymorphic index between the exe and render DLL.

#

I can send you my IDA databases if youโ€™d like.

granite forge
#

which version of ida are you using?

#

7.5?

sweet cloak
granite forge
#

no need then I wont be able it open that ๐Ÿ˜œ

sweet cloak
#

Ah welp

#

The memory addresses associated with the frustum and culling are in the 1337 files in the repo tho

granite forge
#

I do have the mac build with all function names. Should be enough

sweet cloak
dull oar
#

honestly once mesh replacements support the sky tag we can just do it with that ๐Ÿ™‚

#

it wont spin but that's ok

timid trout
#

not ok

dull oar
#

it does look flopping sick

radiant belfry
#

just spin your camera, good enough ๐Ÿ˜›

timid trout
#

like your personal sun

radiant belfry
#

yeah, was just joking

dull oar
#

but it's doing that kim ๐Ÿ˜›

timid trout
dull oar
#

i've put on weight but now i got a fucking orbit ๐Ÿ˜›

radiant belfry
#

i meant a static skybox, but spinning to mimic movement ๐Ÿ˜›

#

that's interesting though

#

i'm seriously jealous of @dull oar's skills though. i highly doubt my own remix projects will get anywhere near what this one is already

timid trout
#

Maybe we can constantly restore its position and rotation each frame without affecting the player's position.

#

No idea how to write thread synced gsc tho, even if it's possible. The main use case for this seems to be create game modes and trigger scripted events in the campaign

#

Let's train an AI model to fix culling in games

radiant belfry
#

i wish ๐Ÿ˜›

sweet cloak
radiant belfry
#

having something like github copilot, built into a program like ida with a model that's trained on this, would be amazing

#

(copilot has a 30 day trial btw, might want to try it for fun)

dull oar
#

sorted out the crates ๐Ÿ™‚ no longer tiled textures. might age it up a bit

timid trout
#

no documentation :/

#

Not used in anywhere else :/

timid trout
#

Hmm it's undefined, so I assume it's a libcod thing too

granite forge
#

Thats not a cvar tho. Itโ€™s a global variable defined and used only in gsc so you can directly do โ€œlevel.var = value;โ€ in gsc

timid trout
#

There's no language server so it pops up for any object

#

It's definetely not a member of entity tho (got undefined error), I bet it's level

granite forge
#

level is global and you can assign basically any var or objects to it.
Do t think there is much more documentation the. What you already linked. There is none for level variables tho .. youโ€™d have to search for that specific var within all common gscโ€™s to find out what it does or if itโ€™s even used

dull oar
#

right so the awesome @timid trout made a new script to place the sky on a button press to help find the maps sweet spot and now all maps work ๐Ÿ™‚ three maps have some* slight* issues with the sky culling but I'm sure we'll fix that up ๐Ÿ™‚

timid trout
#

Okay I figured it out

slow shore
#

e.g isdefined(array["keyName"])

timid trout
sage locust
slow shore
slow shore
#

warning epilepsy

mild isle
slow shore
#

for anyone who wants to try this

#

gsc function: setexpfog

#

with a for loop and wait

timid trout
# slow shore

Uh we need that, how do you get the 3rd person view

#

for player shadows & reflection

dull oar
#

Cg_thirdperson "1"

timid trout
#

Not exactly whats shown on that video but

#

I mean we should be able to have a player model with a custom texture, unless we want everyone else to be invisible.

dull oar
#

Sorry what are we wanting to do?

timid trout
#

Spawn a third person model that is uniqe to to you and not used for other players. If that's possible, we can mark its textures as player model texture and they will be invisible to primary rays. So it will cast shadows and will be visible on reflections but not directly

#

Maybe we can spawn it in script and animate somehow?

#

Uh most of the animation related functions are for SP only :/

dull oar
#

When a skinned mesh animates it becomes unstable unfortunately. Cpu skinning

#

The edits I've made to the sky dome weren't getting saved to our rtx mod so now I've moved them and increased their bounds maybe they won't cull anymore.

timid trout
dull oar
#

Oh yea that don't matter does it, sorry catching up with you a bit

#

I increased the boundaries size didn't i

#

But it was saving to main not our rtx mod so the changes never did anything

timid trout
#

Ah right

warm lagoon
#

why are y'all green

timid trout
slow shore
timid trout
slow shore
#

there are some hacky ways to accomplish what u want maybe with gsc

timid trout
#

Have an idea how we could achieve that?