#Call of Duty 2
1 messages · Page 5 of 1
for MP* im doing some extreme out of the box and heavy modding thinking here so beware
you can clone yourself with self clone()
which creates a dead body actor
which is usually how its used
but if ur alive it'll just create a clone of u at that moment
doing idle or etc
which is a seperate entity
do that in a loop
and hide it with some extension (C++ mod) tricks with a invisible flag in SV_Snapshot blabla
you could do what you want
Also we need to be able to give it a custom texture in game, otherwise all players with the same faction will be affected
but its kind of a ton of work
for SP it might be easier but yeah that only works for SP
Alright thanks, I will see what I can do
the last part i dont think (the hiding) isnt really doable unless remix has some cool method for it i think
but u can experiment with self clone()
The hiding part is done by remix
e.g
per_player_clone()
{
self endon("disconnect");
self endon("spawned");
for(;;)
{
actor = self cloneplayer(0.1); //play with the duration, maybe bit more than a frame
wait 0.05; //1/20 fps (server fps is usually default 20 sv_fps dvar, waittillframeend also works...)
}
}
// in spawnPlayer() add self thread per_player_clone() at the bottom before } in the gamemode type e.g tdm.gsc, dm.gsc
@timid trout
then again this requires you to be the server hoster and have access to modifying the game logic
doesnt work for SP
in SP there's also cloneplayer iirc but maybe some other way works better with spawn("script_model", ...) and setting animation with playanim(%anim)
So playanim isn't available for MP?
nope
:/
hence why i said the closest way to play animations on entities/models is the self cloneplayer
you cant on any other entity
except players
it has been a real struggle for cod2 modders for decades now
to make zombies or cool mods
and you cant normally register any feedback aswell on those entities
atleast with gsc
like shooting
they dont have any hitbox either
there is a workaround with setalive( and then in c++ hooking the engine you can settakedamage and stuff and then it registers when u shoot at it
but no individual body parts like head/torso etc
and you cant set any animation aswell ,you have to bake it in the set of anims loaded (animtree) and then theres no gsc function for it aswell
its all customly modded in
with adding gsc funcs to setlegsanim which then sets the body/legsanim on the gentity_t/entityShared_t field in memory for the ent
its a pain (this is all for MP tho, in SP theres setplayanim and other gsc funcs on AI and other entities)
So we can't add a bot and make it mock the player actions either?
you can add a bot
addtestclient() in gsc
you cant set the animations for it tho without some extension, there are no gsc funcs for anims by default
Does libcod has that stuff?
yes
And since it's doesn't violate anything we could bundle it I assume
well it mainly runs on linux 😛
It doesn't run on clients?
iirc someone made a windows version but not sure how up to date it is and a russian guy made a standalone compileable one that should compile for windows (ymmv with bugs etc)
but its still a standalone dedicated server so no it doesnt run on the client (altough the client CoD2MP_s.exe has a server builtin aswell)
you can seperate it into CoD2SP.exe, CoD2MP_s.exe (client+server), cod2_lnxded (only dedicated server and linux binary) and the gsc functions/engine is different between SP and MP
I will try the option with the least friction first :)
seperate server + libcod and ur local codmp exe then
Nope I will just spawn the dead puppet and see if it's at least acceptable
I'm not using libcod for a sky that disappears on three out of 12 maps inside a one room on each map. we're 99% there already
the method we got works we just need a sweeter sweet spot. no biggie for find it either
It's not for the sky mate
oh ok
Also we simply can't use it anyway
I am trying to spawn a puppet for marking as player model so we can get self shadows in fpp
oh i see, we can get them from the arms and gun
Floating arms and a gun :D
Hmm I get this error when I call self cloneplayer(1)
went to a museum yesterday and got some photo's of posters and ration books and stuff 🙂
Got some propaganda posters? 👀
no it was all uk related. would be wicked to get my hands on some french resistance posters
just processing a wood scan for the telephone poles
got a scan of some sand bags as well
try cloneplayer()
isn't there a french museum digitally?
lot of museums have digitalized and released their inventory either 3d models or posters recently
Learn more about how Sketchfab helps museums adopt to the digital age by improving their online presence and giving them a virtual home for their 3D and VR.
with very permissive licenses e.g cc0
a lot of existing poster assets in cod2 are also public domain
oh thats good to know
you just gotta find the original source though to verify
Anything from the US Fed government is usually public domain 👀
yep
just think from the perspective of the cod2 devs/artists when they made the game
they surely weren't gonna make new assets if they didn't have to
example
oh no way
i think this one is in the public domain
they flipped and made it a bit dirty
https://collections.vam.ac.uk/item/O1034849/moulin-rouge---la-poster-henri-de-toulouse/
https://www.vangoghmuseum.nl/en/prints/collection/p0914N1996
idk what the license for it is though
i wonder whether cod2 even got the license for it (if there is one) and if they didnt nobody cared to sue them for it 😛
another one in carentan is https://en.wikipedia.org/wiki/Le_Chat_Noir
Le Chat Noir (French pronunciation: [lə ʃa nwaʁ]; French for "The Black Cat") was a 19th century entertainment establishment in the bohemian Montmartre district of Paris. It was opened on 18 November 1881 at 84 Boulevard de Rochechouart by impresario Rodolphe Salis, and closed in 1897 not long after Salis' death.
Le Chat Noir is thought to be th...
that ones wicked
well maybe nowadays for AAA devs, but cod2 when it came out they weren't as big a studio as now + different culture back then so who knows
looking forward to when lawyers use AI to work this shit out automatically and build cases for themselves
like it's not hard enough already
I got a 7 disc set of wood textures from work that i dont think i can use unless i contact the maker the textures about each texture. I have them, just cant use them
it's why i'm acquiring everything myself, just easier aint it
i'm the same, i make it myself or use cc0 assets
yea i'm using their skies and one of their dirt textures
scanned telephone pole, just gotta unwrap flat and i can put it in game
tbh if i was making a cod2 mod or remix style i wouldnt care that much about restricting myself so much as ur doing since ur not making $ off of it and ive seen people share so many cod2 mods that did worse over the years and its kind of the thing in the modding community for any game tbh
I know, Its about professionalism though. They're electricians with a game making hobby or something 😛
Someone say electrical 👀
Uhh nothing works
I have a cursed idea tho
I could spawn a entity that is linked to the player, and give it models with unique hashes each representing an animation frame of which action the player is doing, then I could capture bunch of frames of that action in tpp view and anchor those meshes to that scripted model.
Edit: All those functions that could have been useful are from libcod, nevermind
Can i ask guys what is your ultimate plan? Because i see you put a lot of effort on that
I think its obvious to say "to make game look better"
shadows cast from the players body
I know, but i ask just to believe it. Couldn't believe there are people that would do after 20 years
I have a suggestion. Since you do this out of pure passion
shoot
You can promote this on cod2 community and accept donations from every player who see your dedication,just to help your work going and also you as developers get something out of it
Oh, that actually would be profitable i think
Oh hey something I have way too much knowledge of 
The insulators at the time were typically made with glass by the way 😉
oh sick hang on
https://www.telegraphpoleappreciationsociety.org/images/userImages/johnpaine/IMG_0156.JPG
so this white thing would be glass?
That’s a telegraph pole, different thing. Im not super up to date on the lore of them.
In rural areas they’d be along rail road tracks.
@dull oar Can you try mp_chelm_fix? Author of the map (Julian Luo) made all the buildings by himself in 2006 when developing the map, he got employed by Infinity Ward shortly after, works there as level designer till today.
They’d be porcelain
its there with zpam 3.33 and mappack v3, just download it and try mp_chelm_fix with remix
the church should look epic
yea will do
ta mate, this is what i'm remaking from cod2
think its a telegraph pole then?
think it's ww2 accurate or should we switch it for something that is?
for the love of god please do not make it look super clean, or like something that was placed 5 minutes ago given the context
i have full faith in tadpole for recreating certain materials with its original charm from the original game
Yea it’s accurate for the time period. Missing wires but that’d be likely given it’s a war zone.
yea i'll add them back then 🙂 I'll get to switching this to a utility pole
going to go mad with wires today
last question @sweet cloak like this?
https://upload.wikimedia.org/wikipedia/commons/9/9f/US_utility_pole_-_labeled.jpg
Then I will just follow you in your journey and congratulate you for your hard work😁
g = electricity bucket
No transformer or “electricity bucket”
K is cable tv so that’s not present
cheers mate, i'll get cracking
Here’s a close up of an ancient pole from Flickr 
can we add the squirrel 🥺
it's probably a fuse
ancient? that's all i've ever seen 😦
wow look it's glass
Oh yea the wires are round with a rubber like outer material. They’re not bare metal unless it’s very spicy voltage.
frosted glass using translucent effect probably?
They’re not frosted. Just thick
they look kinda cool ngl
People collect them. They’re pretty neat
Adam certified electrical engineer confirmed
TF2 engineer too
jack of all trades
I have a degree in that so
Note: I don’t work with medium voltage, aka utilities, so my knowledge is limited with a lot of utility pole things.
I mean the only ones whose immersion might break upon seeing a slightly inaccurate electrical infrastructure are few people like Adam
high standards to live up to
I see all the errors in the building systems to the point I’ve considered writing a building inspection like blog for video games environments 
Alan wake 2 team has impressed me with their accuracy. 
Even had the conduit bends right 
It’d be like that YouTube series where they bring in the firearm expert to look at the gun models 
Royal Armory Museum
how's this looking?
Excellent. I would note the insulators are hollow and now solid glass
https://www.ebay.com/itm/355177563967 for reference
I'll have to cake it with dirt and remix glass doesn't support layers so it'll have to be dirty porcelain I think
decals?
Not sure. Could try it
this is a whole new level of detail that i just never even considered, lol. i really need to do better. very very excited to see what you guys will make
This would be something that they’d have in the time period and location (France)
oh smooth looking, i'm on it
I checked a lore master site https://www.nia.org and it seems as accurate as I can get
Insulators: The National Insulator Association (NIA) is an international organization of collectors and friends interested in electrical insulators, and other artifacts connected with the many
industries associated with electrical power, telephone, telegraph, railroads and/or lightning protection devices.
jesus that man has a few dont he 😛
Nah that’s the association as a whole. Told ya people collect them 
oh yea
The National Insulator Association (NIA) is an organization of collectors and friends
aw thats cute, i like these guys
@dull oar what is your methodology for recreating those cable lines
draw a spline, shape it, sweep a circle
donkey kong remix when?
that's a nice scan piece
Looking sweet
A not so tad of a pole
there we go all set up 🙂
we got this cool statue base today, some neat stairs and some cool slabs
Those stairs would fit at the back exit from '4' x)
Yea would look great there
Thinking of stacking 2 or three of them to get in and out of the basement as well
Statue base is for the stone columns around the allies flag spawn
I got the pointy tops as well but it didn't come out so good so I need to go back
back posting dirty pictures online
these scans look great tadpole
You plow that yourself?
engineers have visited and hooked us up with fibre
Adam is probably having a heart attack looking at this
gotta keep that realism in touch
it's 150mb dl, era appropriate
Move one wire up to the neutral plz.
could you draw it over the image?
Not quite sure what they had going originally with 5 wires. Seems they didn’t have a consultant on board 
Any specific reason for this?
3 hots (the lower wires), 1 neutral (the top most one).
5 wires (the original scheme from the game) would have a ground I guess, but you don’t run grounds on utility poles.
whole maps done, I'll slap the pole into asset share now. no cable as its just a dark spline. no textures or anything
@dull oar
what tool were you using to apply the other patches like no culling?
this website
https://bbbradsmith.github.io/ipstool/
u gotta light up those hanging lamps
@sweet cloak which tool did you use to create the ips's? The tools i find on github are kinda shady
Lamps you say 👀
didnt you apply adams patches?
oh you dont need the cheat engine stuff. Just posted that for completeness (in case someone wants to put them into another ips patch or w/e)
ok thats sorted, what do i need to do in remix to make the shadows cast again?
mark all viewmodels (guns / hands ... ) as player model
make sure to have primary shadows on
and viewmodel enabled (game setup)
hmm no luck, one sec i'll get you a video
not casting any shadow
oh the third person character, do i tag him as anything?
same as the weapons
player model (not the player body model thing)
you did see the player body upon spawning right?
like clipping into your camera
no nothing like that
looks like the patch wasnt applied .. try dvar cg_thirdperson 1
if it enables third person then it failed to apply the patch or something
i do it at the end of the video
oh yea sorry
i bet it's cause I patched that dll with adams culling fix aint i, think its that?
no 😮 well there we go then. we're patching exe's now 😛
thought i was patching the dll not the exe sorry mate
you might want to restore whatever you patched then 😂
i back up my backups i'm golden. one second
tadpole brained today 😛
thats what i'm talking about!
noice
hell yea it's perfect thank you so much!
🙏
is anything i can do about the gun penis?
wdym 😂
if you dont mean the shadow .. just mark the gun as player model
yea thats sorted it. had a floating gun in his fun zone
this looks wicked, thank you again
cant help with code but if you need a weapon or something just holla 🙂
hehe thank you 👍🏻
This place has massive potential:
and Chelm, Julian Luo's entry project to join Infinity Ward as level designer. Can't wait to see it with Remix assets.
What's the link to it? 
is this a official cod2 map?
found it here https://gamebanana.com/mods/138791
Imma cook on that later 
i mean its a cool map but theres thousands if not more amazing (custom) maps made for cod2 over the decade
so maybe stick to OG maps
Okay 
I didn’t play CoD2 growing up so I don’t know which maps I should even be looking at ngl
Guess I can go back to railyard tho 👀
i did, but one glance at gamebanana or moddb or other cfgfactory, customapscod for cod2 and there's tons of (good) maps
also the most popular maps for cod2 are carentan and toujane
so if you remix a map might aswell remix those maps because they "are" cod2
if somebody sees those maps they immediately see ah cod2
Well tads got carentan down to a T so that leaves me toujane 
it's kinda weird how they "ruined" mp_harbor in cod2
since mp_harbor and mp_carentan are the most popular maps in cod1
Harbor looked like a cool map
i guess toujane took its place
they remade carentan in cod4 again too but its nowhere as popular anymore there
mp_crash is a popular map and some others took its place
Whats like the top 5 cod2 maps 👀
uhh well i used to run a cod2 server with custom maps, but it varies from gamemode
e.g for competitive other maps are more preferred
but for regular tdm/dm toujane/carentan do well
u can go to gametracker and find the gamemode/server
and see what maps are played most often aswell
another server (capture the flag)
(search & destroy, SD)
tl;dr depending on how casual (tdm/dm/ctf) and competitive (sd) there's a variation between favourite maps (also repeatedly playing the same map i feel carentan kinda got boring for the last group over the years which can be due to tactics/gameplay being more unfair other team allies/axis better at map etc or other reasons)
tl;dr
- toujane
- carentan
- burgundy
- dawnville
- matmata
Pick whatever you like buddy 🙂 that plowed field scan is for Dawnville btw. Where the flag goes
@slow shore @sweet cloak @dull oar
https://github.com/eyza-cod2/zpam3/releases/download/3.33/zpam333.zip - zPAM 3.33 includes mappack with official COD2 2023 played maps.
It's in the official map pool. Original map has been adjusted by me and @Fjozek (I reached Luo and he gave us source files) for competitive play, it's been played on two international LANs already.
https://fpschallenge.eu/ladder/eu/cod2/5vs5-sd/stats
We have three custom maps in map pool nowadays, mp_chelm_fix, mp_crossroads (based on singleplayer mission) and mp_breakout_tls, which is a total remake of original Villers-Bocage: https://www.youtube.com/watch?v=k3ftK2qHanM
After weeks of hard work, we proudly present the reworked mp_breakout, prepared for upcoming TLSV LAN 2022 in Prague. ---- FULL DESCRIPTION
- pdf download: http://91.121.145.85/panel/3655/main/Introduction to Breakout_TLS.pdf
- map download: https://github.com/eyza-cod2/mp_breakout_tls
eyza /// YctN /// craven
0:00 Intro
0:54 Direct Com...
xoxor I think you should definetely do a pull request to this repo for your patch
https://github.com/adamplayer/CallOfDuty2RTX
Adam's anticulling patches are also there
I prob should rescope that repo to just be the culling patches
I’ll hopefully have some time this afternoon to start remixing again 
I completely forgot about the only night map, decoy. Will probably focus on that 
Why not just create folders to categorize them
I've created a PR but I did not want to do any cleanup so I just added the ips and the cheatengine table 👍🏻
Cause I don’t really wanna distribute my in progress work like that any more. 👀
Merged 👍
were such posts tarred back then? might not be the case everywhere but they are here
Now we're getting into it!

can't wait to see the total poly count
20 k in that lamp alone. Add it to the spreadsheet!
How do I get the sky replacement working again? I thought I had it down but it just turns gray with a replacement
unmark the sky so it's just a normal mesh and it goes black. then capture and with texture replacement plop your hdr dds into the diffuse slot 🙂
Got that part done
Does that just do it for all the maps?
yea, this map included
got 10 skys so just pick one thats commented out in "_load.gsc"
which you'll find here
steamapps\common\Call of Duty 2\rtx\maps\mp
Ohhhhh clever
yea man we got a system for it now baby
you'll want to recapture the new sky and all that jazz
and we can use your new sky on any map 🙂
Now we're cookin
wow.
Got a new camera coming tomorrow for scanning with, a nikon 800d with a wicked sigma lens. Got a lovely chest of draws to tackle as well as some muddy footprints i'm looking to make and place at the doors into buildings 🙂
Amazing
spooky
Can someone explain to me why we have a dead cow?
Saint Dead Cow
It's a debug cow
to visualize where the script object is located
Because it gets culled in certain spots
ohk
Holy cow
waaaaaaay down we go
They glidin
slip slidin but it's ok i only want the rest position 🙂
bricking it
Oh I thought you're placing them by hand lol
I was originally, got some brick crumbs a wood fragments to scatter around today 🙂 between gift wrapping
@timid trout has been busy! check this out. We got random starting points for skies, controls for speed and angle in game, buttons to switch sky in game. it even unloads the dishwasher it's that feature complete. Thought I'd put together a video to show off the work of the last 2 weeks including @granite forge 's awesome character shadows
https://youtu.be/62kylewMsfk
we got moving skies! shadows cast from players and we're refactoring the art work
the character shadows look great here (ya know, instead of just a pair of floating arms SKYRIM)
and the sky is amazing. great work
@dull oar did the dynamic sky not me, I just refactored its script and added the switching ability + some QoL features. My part is not really a big deal.
Lies! I had the ideas but without our guy @timid trout that's all they would be
#1099591203768504421 message
No need to overcharge my work, I am ok with what I do and having fun in the progress
It was two lines in a map script that rotated a big mesh. You made it interactive, multi map, multi sky, days of debugging and cow based solutions. You did loads. Credit where credit is due.
this is cool @granite forge
It’s wild to see a mirror in a video game where the reflection isn’t just a super low res and quality version of the world
This was the last thing Tadpoles GPU saw before melting
Do the reflections continue to get clearer if you stand still
Peak art right there
getting inception vibes honestly
It’s all down hill from here
cough BeamNG.drive cough
Strelok sent this in offtopic some time ago, it's 128 bounces in a mirror room.
Oh yea I forgot that interstellar screenshot
Procedural mesh
all default, lets go crazy
This reminds me I need to practice redoing the model and materials for the weapons. 
Y'all planning to do any local multiplayer session with Remix?
wheres the option in remix menu?
I think we could build from source for a higher limit, tho the description mentions it's due to a limitations I think
this is nuts 😛
Strelok said he modified the limit in BetterRTX's source, Minecraft doesn't come with 128 bounces lol
Where's my Cornell box
time for reference mode and some sitting still for 1 minute
oh no dice the character moves 😛
I think it won't look much different, PSR looks kind of "denoised" out of the box
dont think you can pause animation 😦
Hmm, path bounces don't go higher than 15 either, I remember it was possible to disable PSR and still get raw reflections & refractions but can't find how
I've kinda got bored after the initial wow moment lol
Only if we could set it to 128
It's white diffuse, white metalness and black roughness on a cube with a light attached to the gun though if you wanna play along at home
oooh that’s really cool 
yeah its limited to 8
in vanilla RTX
You can set it to higher levels in imgui too kinda the same thing
But still it doesn't go any higher
It mentions a limitation but I have no idea what it means
At least there is "cl_paused 1" dvar in SP
Wanna me help you with textures ? such as posters and logos that are placed on the wall or does rtx remix automatically do that ?
Current available Remix doesn't do that, so yeah, you could help, but lets wait for tadpole response to your request
yeah i mean i could upscale some textures or re do them and replace them with the original ones
HQ versions of those posters are available online, we had a conversation about them if you scroll up a bit
Oh interesting 👀
Yea those posters are real
Well if you need anything about upscaling or recreating textures I'll be glad to help
Tadpole is in charge
yeah im waiting for his response
Hey ya, cheers for offering to help out but I'm using this as a chance to get my hands dirty and make some stuff by myself for the time being. Cheers for the offer though
huh? whats going on kim. merry nearly christmas to you!
If I had to guess, Kim might be already drunk.
Merry Christmas then!
scanned this on christmas eve 🙂 managed to sneak in some texture work yesterday between naps
rubbles looking cool as well
I always thought that COD2 building/stone textures were ahead of its times, on DX9 it looked like Tesselstion was working. But this is another level. The only thing that still interferes is seeing building so geometric, with not enough polygons on edges as we would want these days
Your work guys is astonishing.
yep once I've got new textures on the old building models is time to update geo, add the trims and decals and we're up to date 🙂
todays job
Now that's a lot of geo
Second test of my new camera and lens combo. About 50 photos
Nikon 810 and sigma 35mm art lens. Second hand from ebay
£800 so not cheap either
you tried PhysGaussian on your scan yet? or was it point cloud based
Can you bake that Gaussian stuff to textures and geo?
Prolly not
https://xpandora.github.io/PhysGaussian/
you can do this nowadays
Deformable Neural Radiance Fields creates free-viewpoint portraits (nerfies) from casually captured videos.
bread
It's just different than geo
wrong channel btw lol, would be intersting to see this happen sometime in 2038 w/ remix
Is cool but I guess not game compatible
yeah this is a far stretch, remix won't be supporting physics
its just fancy lighting
We need https://youtu.be/1cfKc8U4iwg to run it in real-time
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Nvidia Bread is the future of bread. Featuring HDMI, USB and VGA ports, it can connect to almost any device. Attach a heatsink to cool down your bread after...
It's fancy Geo, texture and materials + lighting
Remix can't interact with the game so the only physics we might see is particles I believe
That would be soo cool tho
particle emitter
yep
a day late but its christmas and time means nothing to me
hmm, considering that the place is really fucked up, won't these bricks be damaged with explosives or bullet holes
Unless you want your damage repeating every 2 meters you have to use a simple repeatable base and layer your damage on top. That's my next texture
using decals?
Yep
Thinking about it though I lack the ability to mark a mesh replacement as decal so this might have to wait
https://www.youtube.com/watch?v=kj4u9GCJPvM&pp=ygUHc3BpIG1vZA%3D%3D
this would be cool for rtx remix @dull oar
Download This COD2 Mod: https://www.moddb.com/mods/spis-weapon-overhaul-mod/downloads/spis-weapon-overhaul-mod-v1
My Other Mods: https://www.moddb.com/members/spi-hamentsios10/mods
Join My Discord Server: https://discord.gg/Rs68sr4
This mod changes all Call of Duty 2 weapons on Singleplayer Campaign to their higher quality counterparts from Wor...
You can download any mod you like and remix cod2. I'm remaking all gun models at some point
i mean u could use that mod if ya want i was just suggesting it for u
I have a feeling tad's going to go to the range and photoscan them 
lol
Oh yea for sure. But once my mods out you can install any other mod you like, it's compatible with them all
: ) i don't have cod2
On noes
That sounds fun btw
Wonder if we got stuff like that in England
Just start working for a museum and do it on the side
https://www.moddb.com/mods/call-of-duty-world-at-war-weapons-cod3-themed
Here is another interesting weapon mod inspired by SPi's project. I prefer it even more.
I think the main problem with weapons is in their animations, which were designed with cg_fov 65 in mind
remix layers itself over the top of the game so whatever i do should be compatible with other mods as long as the models are the same as the original game
I really like the compass from CoD2 Big Red One and CoD3
i'm not actually modding cod2 😛
i'm remixing it or something i guess. dont need any mod tools or new files in cod2 format
we cracking up over here
Can confirm
Did you port the textures from other games or its the cod 2 texture ?
I'm making everything myself. Either by photoscanning or by modelling and texturing. What you describe is copyright infringement
#1099591203768504421 message
That's what this is, fresh scan 🙂
Scroll up to see more work in progress
So in cod 2 you can port some models and guns from mw3 2023 is it possible cause I've heard old cods have limitations
Again copyright infringement. I'm making new things here
Can you make these for world at war too . ?
Idk why this reminds me resident evil 4 remake graphic lol
Got nice lighting ain't it
Can I get some help for my project in the future ? I am actually doing some sculpting and want to put it in cod waw or maybe cod 2
I'm making the art alone on this one buddy. You can start your own cod project though and I'm happy to help
@dull oar have you recently updated the runtime or the bridge? If not, could you check if player models that are not close to you disappear?
You can quickly test that if you use the /kill command, respawn and fly towards your corpse
I know that it was working 😬
i havent updated since early December, its been a while and i got ghosts with shadows as well
Mhh thats really odd then. I remember that they only disappeared when you are close to them
I just assumed it was the downside of it tbh, works just fine when your in the map by yourself taking screenshots for discord 😛
Mh yea but that will be an issue if you either play with others or in sp
hi, how are you? i'm crate
I'll pretend I didn't hear read that
Is that the case with CoD4 as well?
I thought this has fixed it for you
Yes thats why I was asking .. Its now broken for some reason and I cant figure out why. I've also tried older versions of the runtime+bridge but that doesnt change anything 😬
I mean that's what player model texture option supposed to do, but those options worked for the first time didn't it
Well I remember that meshes marked with the player model texture would disappear when you come close to them. Moving further away would show them again
Yea that detection distance, it never worked in cod2
@static tangle We're having a hard time with player model textures, xoxor made a patch that renders the world model in fpp so we can mark it as player model texture. This causes other players that share the same texture to become invisible as well.
The player model calibration section doesn't seem to do anything when no player model body texture is present. Marking say allies's uniform texture as body texture somewhat solves the problem (until you go withing the detection range), but this time if player switches to axis, his body that is supposed to be invisible, becomes visible. I really can't wrap my head around what's going on here, RtxOptions.md has no description for those two categories either.
Here's a video:
Player: German, Body Texture: German -> everything fine
Player: American, Body Texture: German -> player sees his own body
Player: American, Body Texture: American-> everything fine
Player: German, Body Texture: American-> player sees his own body
Player: American, Body Texture: German & American-> player sees his own body (the last selected player model body texture seems to override all others)
Where new screenshots
Just working on my crate, issues with it's bake. Won't be til next weekend now
i blame @dull oar with spoiling us too much
My crates got baking errors and I can't share 😭
Use the microwave 
Airfryer
At a guess it seems that the live player body and the dead bodies / npcs are using the same texture, so hiding the player model also hides the other bodies. I'm not sure if we have a good way to separate that - it was never a concern in Portal, and I haven't heard of any changes since then.
I'll ask around a bit, but I suspect this will need some feature work from us, so you'll probably need to file an issue on github.
(if you can mod the game to use unique textures for the live player model, that'd be easier to split out)
We thought that this sets up some kind of bounding box in which it hides meshes, marked as player body, from your view (but still casts shadows)
But yea its probably better to modify the base game so that it uses a different model/material for the self controlled player model
yeah, the code for that check lives here:
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/release/v0.4/src/dxvk/rtx_render/rtx_instance_manager.cpp#L1255
basically, if the draw call is using a marked texture, and it's within those distances of the camera position, it gets ignored
so you can improve that by shrinking it until the player model is only barely ignored
but fixing it properly will require either a unique player texture from modding the game, or some changes to that check
Mhh tweaking these values never changed anything as far as I'm aware but I might need to check that again
does setting them to 0 cause the player model to re-appear?
they'll be in terms of the game's units, so if the game is using meters then you'll probably want a value less than 2
Negative. But my 3rd Person gun stops is affected when I set these values to values around 1000.
Is the runtime only using the scene unit scale set under game setup to determine the scene scale?
Seems like the culling box isn't really moving with the player? Models reappear when I increase my Z position (Z is up)
textures are marked as player model
Setting the vertical detection distance to 50 shows the c4 when it is placed higher up but wont show it on when placed on the ground 😂
Yea so it definitely uses the distance from { 0 0 0 } to the object. Setting Horizontal detection distance to 390 with the object being at { 380 0 0 } will hide it. Setting it to 360 will show it again
It's just using whatever coordinate system the game uses - doesn't look like there's any accounting for scene scale in that code.
ahh, but it gets the player model body position based on the playerModelBodyTextures list... So whatever draw call uses that texture is considered the center of the player, and other draw calls are shown or hidden based on distance from that instance. and I think if there are multiple draw calls that fall into that, it will just use the first one in each frame.
I thought it was using the camera position
I think that was done to make it so the portal gun that Chell holds is only shown in portals / shadows / etc, but the gun that sits on a pedestal is shown.
Makes sense yea. So a system based on camera position might be a useful addition then 🫣
Ah that explains a lot of confusion I had
Unfortunately they don't have any description in the RtxOptions.md
I don't think we can mod the game to do that, maybe remix could only affect the closest instance 🤔
The way Remix is currently set up, that decision needs to be made when the draw call is received, so there's no way to wait for all the draw calls to come in, then make the decision.
(there are a few other things that'd be much easier if we could wait to get all the draw calls, then start doing logic. Unfortunately it'd be a significant refactor to enable that, and it might be a big RAM or perf hit.)
Hmm since there's no unique instance to the current player that we can mark as player model body (if we do, others players become invisible too), so we could spawn a dummy model attached to the player and mark it as body texture instead.
Edit: a bit more clear explanation
Probably need something other than a cow
To have non animated shadows? Wouldn't you also have to do the same for each and every weapon?
No, as I unique instance to mark as player model body
Because otherwise lying modies will be invisible too
Ah so it uses the cow as the reference origin basically
Exactly
It still has the problem where bodies will disappear if you get close enough but that's a good start
I used linkTo but seems like spawned models have collision. attach method (which is supposed to better fit the use case I think?) doesn't appear to be working :/
which bone (tag) did you try to attach it to?
player attach("cow_model_name", "j_spine4"); (if thats valid in cod2)
Ah tag was optional so I thought it isn't required
mh I'm not sure where it attaches it to when you dont declare one
still not working :/
where to get available tags?
try j_head
uh I dont think that you need xmodel/
I guess that you need it then 😂 Very different compared to cod4
yea
Where can I get the available tags for the player model?
They're probably different than CoD4's then
short tag_flash;
short tag_flash_11;
short tag_flash_2;
short tag_flash_22;
short tag_brass;
short j_head;
short tag_weapon;
short tag_player;
short tag_camera;
short tag_aim;
short tag_aim_animated;
short tag_origin;
short tag_butt;
short tag_weapon_right;
short back_low;
short back_mid;
short back_up;
short neck;
short head;
short pelvis;
are you attaching on spawn and did you precache the cow model?
No, I wait for the player and yes I precache it (it throws an error if I don't anyway)
linkTo works just fine in the same block
I think it's not a huge deal since we can create a custom tiny mesh for this
That's the case in cod2 as well
doesn't seem to cause any issues if detection box is slightly larger than the actual model. Tho it already has to be large enough to accommodate for some animations
Ah now I get it
@granite forge I misinterpreted your question, script waits for the player connected signal, not for spawn
Seems like I need to attach it every time player respawns
No my fault, I misinterpreted your question
What is the signal name for it
sec
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");
}
}
if that is implemented -> check if it removes the cow if you go into spectator mode 😜
you did spawn the model as a script model right?
Uh no, do we?
if you do that first eg model = spawn("script_model", self.origin);
you can then just do model delete();
You obv. need to be within the same function scope that created that model
But attach() expects a model name?
ah damn I thought you could also attach an existing model
but tbh I tought the engine would clean up that model automatically
yea weird
Nevermind, it worked now ¯_(ツ)_/¯
It crashes because I didn't specify the tag 🤦♂️
here's the final version for reference:
while (true) {
player waittill("spawned_player");
player attach("xmodel/cow_dead_1", "tag_origin", 1);
player waittill("death");
player detach("xmodel/cow_dead_1", "tag_origin");
}
Nice one man, would you like me to create a custom object for us to tag as player?
Ah yes please, just a single triangle should be sufficent right?
Also could use something like a xyz cross for fine tuning the position to keep the detection box as small as possible.
Yep no worries. On it
for meshes designed to be replaced, best to go with one triangle with a unique texture (a 1x1, 2x2, or 4x4 texture with random noise is great). If you want something easy to identify, make a small texture (32x32, 32x64, 64x64, etc) and just write the purpose in the texture:
Oh nice one, I'll use that
(I just made that in paint, then took a screenshot of it. it's probably not even actually 32x32
we got two triangles so we can tell direction 🙂 even got little coloured bits
if you don't mind teaching me your ways 😛
how did you get the dirt here to actually look like there's depth to it? i've provided deformation maps, normals, roughness, etc. for mine, yet it still looks extremely flat ohh you probably replaced the mesh
just occured to me while writing, lol
Yea new mesh 🙂
reallllly gotta fix my camera and start with this stuff
Hell yea get out there and scan. Super rewarding
Following update reworked how decals are resolved. This should resolve most decal issues you have seen. Give it a go and please file github issues for any remaining/new issues you find.
https://github.com/NVIDIAGameWorks/dxvk-remix/commit/11e910b9eb6f8ae412be1932d9ee2b4e38613db7
The main notable difference is that decals are no longer artificially offsetted away from their backgrounds/walls by the runtime (note: the original game/replacements could still have them offsetted) and there is only one decal texture category to use (the previous decal categories are still ingested by runtime, but no longer exposed in the UI).
The main things to keep an eye out for:
- if all decals are (fully) rendered on top of their respective backgrounds/walls
- if decal blending order is correct when there are many overlapping decals. The current system does an approximate ordering for 3+ decals on top of each other.
- if decal order is consistent frame to frame and when viewed from different angles
Did you tile the scanned mesh and swap out the ground mesh or just apply a height map to the original mesh?
for the ground mesh it's just a blob with a nice material on it, loads of bricks and dirt 🙂
wicked! taking a look now 🙂
Ohhh so the original ground mesh is still there, you just laid the new one on top?
its the same mesh, used to be a little mound, i smoothed it out a bit and stuck a load of brick models into it 🙂 heres its not
you can see what it more clearly from before
I was talking about the base layer mesh, like the cobble street in this case
oh i see, just the old mesh with a cobble material on it mate
Gotcha, thought you meant that you went all out and had a simplified cobble street mesh or something going on 
could do, dont fancy it though 😛
It would look cool cracked under a brick
oh i see, yea damn it, that would look sick
i'm sick of getting covered in green carrying this thing around 😛
Scroll up, made a crate this week
Scanned an antique suitcase today. Leather came out rough so ordered a linear polarising filter for my ring flash to fix it. Thought I could put it outside the car with some scattered clothes and personal papers, family photos...stuff like that. Tell a bit of a story with it
Found a local ww2 museum and I'm working up to asking to be able to get some scans of original weapons, uniforms and other items. he has lugers, mp44's, full uniforms. Its perfect.
Wanna perfect my scan process first
Do you have more of these? 😄
@dull oar Planning to scan a cow? 😂 🐮
Not at the moment.
working out cross polarization photogrametry today. check out this vintage chest of draws, it's shiny in the realworld but my new set up removes all specular highlights
putting scanning stuff aside for a moment you can learn so much about what goes into an albedo map from this. just look at the richness and variation in colour in, what is basically, an albedo photograph
you filtered out the specular highlights?
yep 🙂
nice
ig that's what sunglasses do with polarized lens
block out any unnecessary lights
having trouble though with the auto focus, it's blurry for most shots, not sure why
AF detects the contrast between points on the sensor, the flatness that cross polarization creates probably confuses it a lot.
Best bet is to lock the focus in and then apply the cross polarization.
suppose if i set my aperture to f11 and above the area where i'm going out of focus would be wider meaning i could get away with no AF at all?
not with cross polarizing i don't think so
got this with a test but the autofocus is proving to be a pain
thats just a mega dense point cloud so i'm chuffed with that, it's working when it works
you can see the grain and where the wood joins which is sick. and those handles are shiny brass as well but you'd never know it from these photos
How much diskspace is used for such a model?
it's becoming an issue
my guess: 5-6gb of images?
21gb for uncompressed tifs per scan
the raw images are lighter at 10gb...
damn tif is big
once you're done you just move the raw photos to an external hhd, delete the tifs and keep the asset files
quite impressive
whats the size of the end result model in .usd format that can be used in remix
final built asset
normal asset size, 4096 px texture set
damn this is something else
this screenshot is around 10cm in width. very cool
just throw it in carentan and see if it drops the performance (maybe with one it won't have a issue but with like 20 of thesse bad boys, maybe 💀)
what's the current poly count, or is it still just point clouds
its just a test piece, it'll be normal polycount once i've made a low polygon model of it all
trying to increase the quality of high polygon model and source art capture. low poly will be normal
i mmean for experimental purposes
it'll die 😛
💀
btw @dull oar they used your lamp in the RTX remix article, nice job 👍
DMCA them!!
I remember a guy got 2 4090s and a full pc build from nv because they used one of his renders without permission
they asked, i shared 🙂 nyles kind
tadpole will be getting a 4090 with subsurface scattering-enabled fans
Only to be hidden in a plain workstation case and tasked crunching photogrammetry all day. 
Hey @dull oar
I watched this video about the cross polarization method u're using (https://www.youtube.com/watch?v=VWsbP56MDk0), and it left on a cliffhanger to explain how to deal with metallic objects in another video. I can't find it.
Do you have a source to point out?
In this advanced series on 3D Capture with Substance 3D Sampler, we take a closer look at what’s needed to capture objects in higher detail and quality. This video explains how to use cross polarizing filters to eliminate unwanted reflections in your photos.
Make sure to watch the other videos in the series: https://www.youtube.com/playlist?list...
yea saw that yesterday and was looking for a while as well
literally watching this one now
https://youtu.be/uWtoZs1jgOg
#polarisation #pbr #crosspolarisation #polarization #crosspolarization #realitycapture
In this video I am trying to explain the polarisation and cross polarisation phenomenon
and present how it can be used as a tool for reality capture.
This is definitelly something worth to know 'good to know' when we deal with any shiny or reflective surface...
Thx u 
ma boi william faucher has a good one as well, more practical and shorter
https://youtu.be/GJ2gtQ0WxTU
Today’s tutorial teaches you everything you need to know about Cross-Polarization. The necessary hardware/gear, and why it matters. It is absolutely essential if you’re trying to scan an object that has a very shiny/reflective surface. Taking a look at the renders in Unreal Engine 5, it doesn’t take long to see the vast difference between the tw...
It is out of curiosity only for now, I still need to get some decent camera + light rigs. Have been doing it with my phone so far
Accepting recommendations btw
turns out if i lower my aperture to 1.2 I can get autofocus to work. From there if I switch to manual and bump the aputure upto F11 again then get to shooting i'm good, just need to lower my aperture when i move too far or closer to my object. it's a lot to remember though
second hand all day every day. I have a nikon 810d with sigma art lens, it's still new so i cant reconmend it yet. for years my go to was a canon 800d and canon efs 18-55mm lens. works just fine honestly
you can get them cheap on ebay
my whole old kit for £449
https://www.ebay.co.uk/itm/175975854559?epid=8033525322&hash
oh, that's quite nice
someone recommended this site to me in the past: https://www.mpb.com/en-us/product/canon-eos-rebel-t7i
in this case, your ebay listing is probably a better value
nice find, yea looks good
just double checked my old camera is 700d. you can bug the complete kit for £300
oh, i forgot to note that the rebel t7i is the 800d in the US
ah i see
whats wrong with naming them something other than numbers and letters? its the cannon "bob" or the nikon "steve"
wow lots of 700d on mpd.com as well
https://www.mpb.com/en-uk/product/canon-eos-700d?page=2
i have a measly Rebel t1i. still holds up surprisingly well for photos
you'll have to give it a go then. it's really easy and the quality is amazing. for a wall stand 2 meters (ish) from a brick wall on a cloudy day. starting at the top left corner take photos in a line after 30 cm (ish) starting until your at the top right corner. move down (dont rotate, MOVE the camera down) 30 cm and go back in a straight line until your 30 cm below where you started. work in this pattern until some asks you what your doing and chuck it in agisoft metashape 🙂
If you wear a hard hat and a vest you’ll never have someone ask what you’re doing 
The hitman approach
This looks promising for my auto focus problem.
https://adapting-camera.blogspot.com/2019/03/the-external-auto-focus-assist-light-is.html
The massive flash blocks my autofocus light on the camera body but this essentially redirects it to an external unit and emits only infra red light. Light turns off when the photo is taken and I got sharp focus 🙂
The Construction uniform always works
Experimented with lowering my aperture to f1.4 and focusing, switching to manual and setting aperture back to f11 but my wandering path around objects left me with some blurry photos. Need a solution not a work around I think
Can’t you lock your focus?
I did but as I walked around my square object I'd misjudge distance and be shooting blurry photos
As you capture you move in and out so distance changes constantly. the flash frees me up to go handheld as well so I'm all over the place. Getting full coverage and then some but all out of focus ool
Someone better give this an official sponsorship, the work being done is amazing
Cause it's cool, ta mate
Why call of duty 2 specifically?
i've did this for Max Payne and COD4 as well mate
What kind of question is that 😂
Just ordered the auto focus unit I mentioned above. I'll have a go at scanning that antique chest of draws I shown off earlier this week over the weekend and turn that into all the furniture in carentan over the next few weeks 🙂 I also plan to capture some picture frames I got lying around cause these walls are bare af
that one?
yeah
its by filib
he left this server
#1103377328530276403 message
his message where he dropped that logo
cart time baby
work in progress, it's for lumber
perfect for chopping up into all the carts in cod2 🙂
just a point cloud for now while i wait to do the back end
Pretty sweet. Where did u get this from?
it's a 1 tonne cart in my local woods
He stole it
He's been gobbling up all the historical items for his own collection.
@dull oar When you're visiting the Royal Army Museum to 3D scan some guns
am trying but not horse 😦
Tadpole's trying to create his own Xanadu
once i get my set up i'm going to contact a local ww2 museum. looooads of weapons, uniforms all sorts
mp44's, pssh, tompsons...everything a growing modder needs
Accurate
Crazy stuff 
Imagine having a documentary page about the work that has been done showcasing all the effort you've been doing. Surely something worth for a Nvidia article
Pro level stuff
Damn
Tadpole out here doing some crazy stuff
Hope this project gets into the spotlight
Aw cheers guys 😁
How is the scanning going? 🙂
The printer jammed
You'll be setting up Jira for me next. I'll post when I've got something
Now you need more luck than an astronaut in the Challenger
60,000,000 polys when its calculated. i'm cutting it into bits for the broken cart in carentan but also keeping it whole for the background just outside the map.
this is just the point cloud for now
1,400 photos in total across 2 weekends
You missed a pebble 
so flopping detailed errrr mer god
Now that’s a dense point cloud
The amount of effort you put in for the every single prop in your mod is insane
Reviving the channel a bit 😄 Any ways to force the game to run in 1440p on DX7 ? mine even with config file in read only, don't want to go over 1600x1024
That is caused by a dxvk (not remix) bug that was recently fixed on the dxvk repo (https://github.com/doitsujin/dxvk/issues/3214)
It still needs to find its way into the dxvk-remix repo so nothing you can do until then
Can't compile it myself or something if it's fixed on the repo ? Need to wait ?
If you are able to: integrate these 3 commits into dxvk-remix and compile it yourself
Thanks, will see if i can do it, if not will wait, will be a good test 👀
Your going to get like 20fps at 1440
but at least it's gonna be pretty, will be a good way to use my 4090 😂
Finally fixed one of the issue, need to change the build version of rtx-omni-meterial to V11 instead of V12
now i got an error telling me that it tried to make an absolute path instead of a relative one to a dir in the source tree
What are you trying to do sorry?
A bug in dxvk (inherited by dxvk-remix) prevents them to launch the game with their display resolution I think
.
Exactly 🙂 Fixed the second error now it was because i was using a recent build of meson that didn't had all the libraries, now i'm facing another error during the build but hey, at least it's trying to build it this time 😄
Anyone got transparency issue on texture
on cod2 ? Can't get wall textures to display properly, it keep popping
Was able to integrate them, but got this type of error while doing it
It build perfectly without the commits changes though
Is this still the resolution stuff? So confused
I see. Thought you could just put any resolution into your profile and play
That's what i've done but it isn't working which is strange cause it works perfectly on WAW
it works without REMIX, works on WAW with/without REMIX, but on cod2, with REMIX it's not working
stuck in 1600x1024
I'm running on 16*10 since the start
Reset your display settings and it'll go back to 800*600
And it does it from your profile
it won't take it even though it's read only so shouldn't be able to modify the values
Aspect ratio is new to me
Display refresh 240 hz 😄 you just adding this stuff yourself that's not standard is it?
it's standard ! didn't modified the file
Maybe reset your display settings and try again
Crash the game and enter safe mode will do it
will try
The higher the refresh rate of your monitor, the lower max resolution you can choose in game
because there are only 256 available modes and each sub resolution step has all possible refresh rates .. so 640x480 takes up ~ 10 modes or so if your max refresh rate is 240
and because there was a bug in dxvk, it would even add some duplicates into the mix resulting in eg. 16 different modes just for 640x480
that's why ! So should be able to choose 1440p with lower hz
still don't fix my build issue though lol
need to work a bit more on it then
My friend was able to build it finally, @granite forge what to do with the build after ? Do you know how can i inject it into cod2 to fix the issue ?
Do i need to use gametarget.conf ?
place the build files (mainly d3d9.dll) into the .trex folder
the solution can also generate the game project files for you
Thats for automatically deploying d3d9.dll files
[CoD4]
outputdir: D:\COD4Modtools\.trex
workingdir: D:\COD4Modtools
commandline: iw3xo.exe
(gametargets.conf)
It works !
Btw you could run the build task in Github to do it on the cloud I guess
I don't understand the language but make sure to disable AA
got it @timid trout
Absolutely!
My friend will do it then
If they don't like it, they can still edit your commit
Thanks again for the help 😉
👀 🧐
Here is the link to the fork if you want to patch the resolution too (https://github.com/NVIDIAGameWorks/dxvk-remix/pull/55)
how?
I think it's not told in contributions guideline but they want you to squash your commits into a single one
was trying to export some of them to see if i can smooth some models
Gotta admit, CoD 2 already has decent models.
Most importantly, it's gameplay never gets old. Excellent pick for a remaster :)
Unlike all the Battlefield games that worked so far 😦
Yes, cod2 gameplay is really good ! And the movements feelings don't feel that old compared to BF, only the sprint is missing, but could be a game design decision today so not that big of an issue
Man, it's just a sprint
Oh I think you mentioned it also had large scale vehicle combat
Oh it's more than that, the maps are huge and have vehicles, rank perk's. Soo cool
Bet it’s pushing the limit of OpenGL at the time
any tips to import some usd ? i smoothed one USD in blender then export it out again, when ingesting it into remix, the 3d model position is completely bugged out, can't put it where i want to put it using the position tool
You followed the tutorial on Nvidia studios YouTube?
yup
Wanna record a video so I can see the problem? I was in the early access group I've used it for a while now, could probably help
yes
and if you also want animations, https://github.com/riicchhaarrd/xmodelconverter/
You'd do it with remix ideally. Handles modern poly counts and texture budgets much better
i mean i'm happy with remix, but don't neglect that cod2 came with official modtools
Yea true, I use it for the skies myself
Kungfoomans blender exporter was killer
Everything he does is dope
exactly, it's much easier to do things using official modtools + distributing them in iwd package aswell + if someone doesn't have rtx they can still enjoy the improved models (yes u can use higher quality models, most pcs run it fine), i don't think remix handles animations aswell
link?
Remix doesn't handle animations no. Everything else remix does waaaay better honestly
Your limited by ye olde game tech otherwise
u mean the models and textures
what about game scripts / weapons / sounds / integrating models with the game aswell e.g loading them precache, u can't do that in remix
the things that make up the game
Not remix is all art stuff
Thanks for the links, will take a look !
Any ways to easily fix texture pop in ? I know i can fix a lot by classing the texture by it's category, but how do you know if it's a decal, terrain texture, anti culling etc ?
I force lod if that's what you mean
Hey bidule how you activate rtx in cod2? is there any guide on github or in the web?
@dull oar What do you mean by forcing lod ? Here is an example of the issue i got
For example i got some randomly flashing texture even though i selected them as decals in game setup, here the little debris on top of the floor
Maybe you need to look into decal options? I'm not sure decal system changed a few weeks ago
how can i fix this issue?
Mark textures as decal that need marking as decal
Any ways to be sure of the marking that we need to put ?
By testing ? Or is there a thing somewhere to know what texture is what ?
By testing yea
Any known ways to fix theses lightnings issues that cause texture to glitch like this for example ? Bit hard to start from zero 😅 Already marked everytextures by their correct category
same here how can i fix this lighning issues
im inside of a building and the sun lights shows incorrectly when i move the camera
Its probably culling
Game unloads walls thats not in your sight
what should I do?
Try enabling anti culling from remix menu
From the rtx.conf file it is not possible?
i already fixed that issue downloading the next two files: iwd_16 inside main folder and rtx.conf from here https://github.com/adamplayer/CallOfDuty2RTX/tree/main
inside rtx.conf i found this but idk if changing that value would fix the issue
and this
inside remix menu?
Yep
No. You gotta use my patch
can you please share it with me ?
It’s the GitHub link
and wich file do i need? i already download the rtx.conf and iwd_16, i need all the files ? and if i need all the files i have to put them all inside cod2 root folder?
I honestly don’t remember it’s been so long. I think there’s an alternative patch that’s easier than mine somewhere as well.
Its the only game that I have this problem sadly
😦
Thanks for the link of the patch, will check tonight. And yes culling from the menu don’t work I already tried it 🙂
We have a guide in the pins
#1099591203768504421 message
The .iwi just makes the settings get applied as you go into a level so you don't have to use a devmap every time.
Patch with Adams patch to fix culling but heads up it doesn't work for brecourt or single player maps though and I'm seeing you two guys posting single player screenshots
Xoxors patch add your player cast shadows if you want that, looks better than latest cod in my opinion
Thanks again for all the infos !
So what's the most up to date ? Adam one or xoxor ? Seems like xoxor patch was merged with adam one ?
Prob xoxor
They are not really merged into one file. My patch is just doing the player shadow part and completely optional
I readed it ! Just thought each one was different 🥲
Thought that xoxor patch was just for cast shadows and adams for the culling, my badd
Oh yeaaa I forgot about all this lore.
this is beatifull 😍
i hope they fix the issue related to the resolution, but honestly cod 2 at least for me runs pretty well on my 3080
I think the gun looks raster?
It depends of your refresh rate, for me, with 2k 240hz, can't go over 1600x1024 if i don't put the patch that my friend made
but why do you need it set to 240hz?
well, 1 it's my monitor refresh rate, and 2 i don't have the choice, just by connecting a 240hz on my pc, it force the game to try to show every resolution in the menu, so because of that i don't see the one over 1600x1024 without the fix
but i'm sure if i had a 1080p 144hz it should work i think
default is 60hz, just leave it at 60
i know !
But because my monitor is a 240hz 60hz or 240hz isn't the problem, i just don't see resolution over 1600x1024 because the game try to show every resolution with every refresh rate and it's capped at 256modes, and because of dxvk bug, with a screen better than 1080p 144hz the game just can't show it
I would love to play it 1440p 60hz without the fix if it was possible 😄
but since it has been fixed for me at least, not an issue 🙂
#1099591203768504421 message
Here is the issue that xoxor explained in details 😉
an expensive monitor thats causing you all this trouble, madness
Pretty much it 💀 😂
now i can play at 1080p, thanks! @tired brook
how can i change the color of the sky?, anyone knows???
