#Call of Duty 2
1 messages ยท Page 7 of 1
built this as well, got to cover it in black cloth yet but this is going to be wicked. whole things one unit, rock solid and can hold 15 pounds mid air
You should hire someone to remake the animations.
Some of the most talented people out there are viewmodel animators
yea bit rough aint they, would be fun to get some flare into the movement. I'll give it a go myself first, see how i get on
getting a lot of triangles appear in the shading here. think its a remix thing
the model is so dense the normal map is just skin pores
I used to know a bunch of self taught blender viewmodel animators and most of them work in thje industry now
once i get set up i might have to hit you up and see if anyone fancies a little freelance something something
now we'll all be you!
He's going in 
guys i added the meatbot mod and now i'm being murdered by a bunch of almost naked men in wicked boots ๐
someone help me find the shorts on ebay so i can scan them ๐ the butts you guys
Raytraced butts
instructions for anyone who wants to make custom stuff for cod, would work for later versions as well
use this converter on a view model for what ever one you want, i used British bare arms
https://github.com/riicchhaarrd/xmodelconverter
import it into blender 4.0 with this
https://github.com/ibuddieat/cod2_better_blender
make sure your mesh lines up PERFECTLY with the old one and copy skin weights from original mesh to your mesh with this 1 minute tutorial
https://youtu.be/bR_Vke__voU?t=38
rename your UV map to be named the same as the original mesh (UVMap) assign a unique material called mtl_blah blah blah
select the old mesh, control select the new mesh and go to object>join then in face model delete the old faces.
file>export>xmodel.
convert with assman the normal way. Material, then view hands and your done.
This belonged to a Mr L.M Peters. lets take a minute and remember this stuff we're scanning used to belong to someone.
this was his personal medical pouch
wonder what he'd make of all this, 80 years since he lugged it around europe on his belt it's made its way back to england and has been digitized and preserved forever.
Chances of him being alive are low
Yep, most are now. Hopefully he had a lovely live after the war
yea baby!
Now thatโs a dense point cloud
its a sparse cloud of 230,000 points. pretty dense for a sparse cloud.
I took 530 photographs of 4912x7360 pixels. it's a work of scanning art I'm very excited
might have also captured a kar98 while i was there ๐
oooooooooh yeeeeeeeea we got our self a freaking lee Enfield
Don't hesitate if you need anything about the k98k since i have 1 of 1943 at home from the French resistance and my family ๐
oh wow that's wicked, what a connection
would you be able to take out the bolt to take some photo's? the one i scanned had the bolt in there so it's basically glued in until I cut it out and model whats under it
Ya need some wd40?
spiny spiny
when the shine is taken off stuff you'd be surprised what you find
lol i know right, your technically rotating the object
Could do that, will get you some when i have some time ๐
Iphone 15 is enough or do i need to get my 77d ?
I'm sure the more the better right ?
oh if you have an iphone maybe you could use the lidar to get a little scan of it? might be asking a bit much here but i'm cheeky. Iphone pictures will be fine though, it's very high res aint it
With my 15 pro i do have a lidar effectively !
If you know any good soft to scan it with the lidar ๐
i dont but @sweet cloak has a lot of experience with it, he's got some brilliant scans out of his iphone
daaaaamn this one came out great as wel
Scaniverse is the easiest one with best quality.
I was thinking of possibly mixing a LiDAR point cloud with a traditional photogrammetry capture tho sometime 
@dull oar Any tips to scan the bolt ? What's the best way ? keep it in the air with some string ?
I believe that i need to scan it at 360 degrees ?
do you also need a scan for the magazine ? since it's under the bolt, i don't think that you were able to scan it
Magazine would be great thank you.
I will typically hang the smaller objects on fishing line or something, give it a tap and take some pictures. I think with lidar it needs to remain perfectly still. Rest it on the bottom if you can, you never see it when operating the gun unless your take the bolt out right?
Yes, the under side of the bolt is locked inside the gun as long as you donโt unlock it to take it out. The 2 important things should be the top of the bolt and the front side where the cartridge is pushed onto.
Thanks for the tip ๐
Normally, with standard usage of the rifle you shouldnโt be able to see it unless you tweak the camera or go in spec so shouldnโt be an issue
a wonderful item came in the mail today. A pair of indian made 1941 khaki shorts. no more bare bottomed soliders running around
they're in the freezer to kill any little friends who might be in them...the us shirt came with some buddies...
Make sure to set the capture size to the smallest mode, and keep the object in focus. Scanniverse uses the main camera which has a minimum focal distance of a 1ft or 30ish centimeters
Sneak peek of the bad boy
Itโs a 1941 btw not a 44 even older
Going to scan the bolt
Oh brilliant, nice one mate
Wow. Someone is actually going to scan something that isn't covered in decades of grime and oxidation
Clean it after in painter, scanning software needs points of interest anyway
sadly, my old grandpa took the strap off and cut it to use it somewhere, but as you know, back in the days they didn't wanted to talk too much about all of this, so it's the only thing missing, but yeah it's in good shape ! And still shoot really well !
Wish I could shoot one of these
Yep i can assure it's really nice and fun, it's also a really great piece of history
even more when i see all the german inscription on it, apparently from the "story" from my family it was a k98k that was issued to some SS troops
That was left over after
Well, doesn't seem to be working, i let the bolt hanging in the air
with some fishing line
but the lidar doesn't seem to recognize the bolt at all
really strange
any tips ?
Because it's hanging it might not be able to scan it with lidar. Try placing it on a table and try again with it
Just photos should work with it hanging though
will try, thanks
Is the bolt really shinny?
a bit, but not that bad
Hm.
still kinda black
The LiDAR is infrared based, so make sure there isn't daylight flooding the room.
Might be too featureless?
Might be too small with it hanging in the air
What's your resulting scan look like?
Or is it just not showing up in the preview?
with the "AI" mode it's showing up in a garbage state
while in "mesh" mode it's almost not showing at all
Oh, don't use the splat/AI mode, that's just junk for what you want
Mesh with size small is where ya wanna be
I can make do with lots of pictures for reference as well
Also choose the "Detail" processing mode
retopping has begun on the enfield
i know it's not cod2 related but it's for cod
The release of a new open-source data set, features the map Caldera from Call of Duty: Warzone for non-commercial use. This data set release contains near-complete geometry of Caldera and in-game character pathing. Read more ๐
https://t.co/xFxNDAhKk9
you guys might be interested
wow
Wow that's official as well. Holy crud
The ultimate base mesh
Good lord, I wonder how long all of that took to make, even with a AAA studio 
Prob 2 to 3 years
Oh for sure. They'll have a library they've cultivated over years and years
never played this map, have no nostalgia for this map or game, so no i don't rlly care for this tbh
i'd be happier if they would finally release cod1/2 stuff they still had lying around (if they even still have it) since it's been what like... 20 years
The answer is 4 studios in prob 2 years.
Likely not 
@sweet cloak new map for chess rtx?
Exactly what Activision had in mind when they released the level
2sqmi chess map 
Hey there, just reaching out to see whether CoD2 is being adequately supported on the Remix team's end.
If there are any stale GitHub Issues that are pressing: let me know.
If there's anything not filed: also let me know.
Oh wow cheers for asking. Mark and Pete have been looking after me well ๐ I have two issues currently reported but it's fairly general. Not specifically cod2 related.
https://github.com/NVIDIAGameWorks/rtx-remix/issues/319
https://github.com/NVIDIAGameWorks/rtx-remix/issues/531
Contact Details (Optional) What is the context of the feature/improvement? ...When adding something like a new sky dome to a game you ideally want to be using bcs6 dds files so you get full range o...
Contact Details (Optional) [email protected] Describe the bug Right so when your working on your game you tag textures in the run time. this thing a decal, this things sky...ect Then you pe...
Sounds good! If there's anything runtime-related, too, be sure to let us know ๐ช
I am suffering with this issue
#1099591203768504421 message
It's not remix caused but mark suggested it could be solved on the remix side. If there are other projects that have normal related issues a remix side fix like this could help remedy it.
#1099591203768504421 message
Cod2 is bending the normals in the wrong direction when a joint moves, it's a bug in the original game as well but the meshes were so low polygon you didn't see the error so much. We'd need a custom compiler to get around it which we don't have so I'm just going to have to live with it
Option to set the colour on a light you assign to a texture in the runtime would help. My muzzle flashes are currently white
Can you explain this one a bit more?
So when you're marking textures in the runtime (this is a decal, this one's terrain, this one's UI ect) one option is to add a light to a texture. You have control over the brightness but not over the colour, you're stuck with default white.
It's a super convenient way of handling muzzle flashes by adding a light to the muzzle flash texture that appears when you shoot
Hmm, I see. Clever use of that! Is there any stable geometry created along with that texture, to which a light replacement can be anchored via the toolkit?
Not from particles no, it's scaling the polygon planes non uniformly so the hash changes
That makes sense, yeah. Hmm. I'd say open up a feature request issue explaining what you just explained above. If we choose to take it up, we can brain storm another method, but can always fall back on your proposed solution of assigning the colored light to the texture.
I assume you want something a little warmer for a muzzle flash than pure white ๐
Looks like someone's turning a room light on and off lol
@dull oar
I remember seeing this
@sweet cloak I've created a PR for your cod2rtx repo that increases the size of the temp skin buffer to allow for more detailed skinned surfaces https://github.com/adamplayer/CallOfDuty2RTX/pull/3

https://youtu.be/GTweqXcv-To
it stops the characters disappearing due to the skin cache size ๐
my mighty lard characters would run off if i spawned 1 bot ๐ now i can spawn loads and loads and no warnings or anything
^ private
oops, thats fixed now ๐
whats up with the flickering dude? Or are these 2 bots overlapping each other?
i'm not sure, i think it happens when skin cache is off
I've not looks into characters much until recently when i started to mod them so its all still new to me
could be a remix thing
i'll remove it and see if that sorts it
Not having any issues with skincache off in cod4. Might have to increase some other buffers for that ... but you no longer get any warnings?
yea its remix
mhh weird. Whats your r_smp_backend value? Try to disable that if it isnt already
changed it to 0, still happening
Actually .. looks like you might need to decrease the unique search distance in remix ... or you could try the always calculate AABB under heuristics
yea think its that mate
didn't forget you, going to try to scan it again next week, was on vacation since then, hope i will be able to give you some nice things !
no worries at all buddy, i'm going to be on this Enfield for a little while. would love your help when i start the kar98 though ๐
aaaaah worked out the people flickering issue. needed to add indices to the rtx.geometryGenerationHashRuleString it's messed my mod up cause now nothing assigned properly so going to have to set up my mod up all over again
oh man this is kinda shit news
at least it was fixable
but yeah that's a sucky situation
what flickering
Xoxor4d patched in a fix to my limited skin cache size issue that came about due to my characters needing more polygons. For it to work we have to disable skin cache but it looks like disabling skin cache makes the characters unstable in remix. The characters mesh goes all spikey.
If I add indices to the mesh hash rule it stabilizes the skin issue but the world becomes unstable
Could also increase the skin cache buffer but thats not something that can be done via hex editing -> would require injection
Nah it's fine man. it only happens on default characters it seems
And I'm replacing them ain't i
back to modelling ๐ coming along very nicely
the mods still somewhat buggered, it'll be fine. just needs a couple hours of typing in the new hash number
Sold the canteen and boots on eBay, managed to get my money back. All this fun for free!
Nearly get my money back, down a tenner
got the length modelled, lots of little details. I'm modelling over the top of the scan so it's bang on
we need some sub surface scattering for skin, looks fine in shade but under direct light...oh boy
not as bad as i expected to be honest lol
look at me in my eyeballs and say that again @radiant belfry
what if you had multiple stacked thin layers with SSS applied lol
if this actually works that'd be ridiculous
i'm not layering this dude ๐
unless
nah
unless?
not bad
lets get some new materials mark, pete and co ๐
that was fast lol
Pretty sure there's no sss going on
I tried this too, and found out that it only works on one face recieving direct light
no it's just the old one. stacking a 1,000,000 polymesh isnt wise
So a lamp or foliage only has one face that can recieve and transmit light
But a ear would have the oter part recieve light, and then cause a shadow on the inner part
Like this
yea, i wanna soften the normal map details to direct light and shadows, that's the important bit
proper sss would do that for you
right now it looks like the moon
Make a proper cornea pleeeeeeeassssseeeeeeee
I have a wetness layer and a lens model over the top of the eye ball using the translucent shader already but the settings need making
What no sss does to a mf
wait
bit dry in remix
i think those are correct values for eyes though. had to set it up in vray recently
think with the SSS for flesh i'm sure we'll be there in no time. Could also do with two separate reflection maps with two roughness inputs to get proper skin shine sorted
this is the GOAT of skin shaders
https://docs.chaos.com/display/VRAYHOUDINI/V-Ray+alSurface
we should stop and remember this is cod2 ๐
The problem with remix is that it doesn't support volumetric sss. It only does translucency, so only one layer can transmit light to the other side. When you have a face, there's light coming in from one side, but it doesn't get out of the other. It also doesn't do anything with the normal map
They'll probably have to reimplement it to make it work with skin
yea, i'm bff's with mark now, he'll sort it out for me
Here's an ear vs a curved single sided surface
One can easily scatter light while the other does nothin
which uses dx7 shaders
just write a fake sss shader in hlsl ๐
i think now it's open source someone could do that now
remix, people can write shaders and stuff now
oh i meant in the cod2 hlsl
surely the half life guys are using a fancy skin shader
but they're hording it like a naughty dragon
they might not be at that point yet
did u ask them
if u could have it
at some point it was mentioned that Prelude required some new features and it was added into Remix just for that. HL2 may be the same
naughty dragons, i'mma ask david
Of course they are
or just wait for them to release it and then yoink it
๐ฎ
David is gonna give you a legally ambigious responce lol
I've tried twice
NDAs for everyone ๐
for a mod tool thats not released yet
it's not as unreasonable as it seems from the outside
also this wont work since its hl2 so valve time it'll take forever ๐
Something raytraced this way comes - a new set of assets to look over!
In this post, a double helping of Daniel Mallette, and Alex Choate!
Sign up to make this beast happen at http://hl2rtx.com! https://t.co/YRwptUq75L
๐ 395 ๐ 43
They post stuff every week
ooooooh that smashed glass is tasty
damn this is how it's done
https://www.artstation.com/artwork/rJrD32
that reminds me, gotta finish my car off ๐
its not even in my scene anymore, totally forgot about it
oh that cursed Carentan
its eaten my car!
couldn't resist dropping my logo again, sorry, tbh, its not like i could do something else here anymore
they did remaster carentan in cod ww2
Now watch as the denoiser turns the details in the middle into smush at release
i got it here somewhere, just cant find it
mines better than theirs
Stochastic Monte Carlo my beloved ๐คค
quite loud words to say
||It doesn't|| ๐
oooh
Last time I saw it we were thinking about approaches to broken glass in remix. Such a lovely piece
working refracting headlights are cool
too many exciting things to do, still need to finish this gun. got a mannequin in full US uniform behind me to scan and a british uniform to follow
@static tangle might have missed this over the weekend. Pretty cool looking eyes over here
ok this is not plug n play i dont know how i went down this rabbit hole but im here. is there a fix for missing textures for characters and the ground? im just trying to play the campaign, if its not possible i get it this is for developers idk how i got here.
No sorry you have to set up your mod and get to tweaking. It's not plug and play I'm afraid
still working on this enfield rifle, it's taking forever!
spicing this up a bit with a spade for my US guy. The Covers wrong but closely matching, i'll replace it once the proper one pops up on ebay
detail on this is amazing
"FKF" is danish right? think that says "FKF 1980"
couldnt resist
lookin impressive
cheers buddy ๐
Why is the bolt not smooth shaded?
It's the original bolt, still have to make mine
AH
i'm still going. just need to make the bolt and a loop under the butt. Can't believe it's been a month and I still have the kar98 to do still
looking good in game, scales off, alignment is way off but it's looking clean ๐
Shovel knight mode lets go
something for the US paratroopers to hold the spade on their backpack
And a making of. Look how fast I am!
it's suspended on my rig with fishing line like spiderman would do it
Holy shit are you flash or something?
Very nice
it's saturday night, lets get baked
Glory be to Sir Rusty Lee
i'll show it some love and make it shine
i like this little wonk on the sights though, not polishing that away
And my next scan, ww2 us haversack. The spade cover clips into those metal bits on the bottom
Nice, little texture placement tweak and it will be perfect
Damn straight, gonna look amazing
Can you make it more rusty so that it looks like it was produced 50 years before the war?
Gonna make it out of cream cheese and crackers
just set this up in substance, starting on the wood. gave myself a super clean base to build up on top of
cheers buddy
Extreme brightness warning
I know it is not that impressive, but now we can interact with the remix api, this is just the prologue.
Wow now we're talking! Nice one kamilkampfwagen.
Nice ๐ฅ
You're single handedly saving the planet
here is day night cycle for you
wow look at that! nice one
Turns out i cant edit the dll in the game files if i want to share my cod2 mod, that's frustrating. Guess if I want a stable game it's down to any advancements in the remix hash code stuff
New Game Materials shall not contain modifications to any COM, EXE or DLL files or to any other executable Product files.
its all because the pvs culling system chops the mesh up as it culls stuff with portals. @static tangle is there any advancements in that area since we last talked about it? my dll trick work around wont work anymore ๐ฆ
This is talking about hash instability when the game chops up the level geometry differently? There's really not much we can do about that from the Remix side.... the game is sending fundamentally different meshes when it does that.
You could do something like editing the map to add some anchor meshes, and then just attach replacement geometry to those anchor meshes. Kinda labor intensive tho
Any chance you can reach out to whoever sets those policies and ask for an exception? Or distribute the mod outside those channels? I know ENB had to have its own distribution and install process for ages.
its the license in the game files, had no idea it existed until last night.
well, I definitely can't comment on anything to do with legal / license stuff like that :/
yea for sure. just wondered if anyone has been working on hash stability recent, if we had any new tricks
But it may be worth dropping a message to a community manager or something seeing if you can get permission for what you're working on.
once the brushes get chopped up with the portal system mesh hash changes
and it happens as you walk around
This would be for level geometry, not for props and stuff. right?
yea, level props are rock
can you edit the map?
How's the perf if you do that?
not sure, any version of that prop will have my map tagged on it ๐
thing is the verts of the brushes stay in the same position, they just cull some of them
We can't really afford to try to do per-triangle matching at runtime, that would be ridiculously expensive.
i'll take a look at the stability and get back to you with some examples if you dont mind. see if you can help me out a bit
binding my new buildings to something stable would work though
Portal RTX was made without replacing any brushes, so it's possible to do a good job without. That's also part of why POM was so requested. But I do admit it's not quite as desireable, especially if you've already made replacement geo for them
Can provide that if that if you want.
As to shipping a modified game dll - how about a separate dll (asi) that does all of the required tweaks to game code at runtime in game memory?
That way you only ship your own code
is that allowed by the license?
lol steam version of the game isnt allowed according to the games license ๐
Copy this Program onto a hard drive or other storage device; you must run this Program from the included CD-ROM
afaik you are not even allowed to reverse engineer any part of their code (I don't think that such a statement is even legally binding these days)
You'll be fine as long as your code is not circumventing any security / drm measures etc
xoxor noooooo'
yea, i just dont want to be told to stop. i'm already a year into this thing
if i can spawn objects with game script and force them to never cull i'm golden
There is no such object / setting afaik
or if i spawn that object in every portal room i'm also golden
no i'm not thats stupid lol ๐
going to have a think on a dog walk, that always works
It's very very unlikely that they would even consider doing anything to your project. It does not try to be its own thing (like a standalone) nor does it enable people to play it for free or add new features
@dull oar You don't have to ship your patched DLLs, you can either ship the patch files, or as xoxor4d said ship an asi mod to do the patching
gsc is ok for scripting campaign events or whatever, but not really capable and very difficult to debug
so i do have one pile of trees that never cull. I wonder what make them so special
here i attached my naked guy onto those trees
fun trick: look into the opposite direction with the game cam and then enable remix free cam to look behind ya to see the culling
or use the r_lockpvs dvar ๐
that would replace giant naked man, and hes doing a great job
if i fly outside the sky dome i can lock pvs and be stable as well
right had a play. if i enter no clip, fly outside of the map, lock pvs and then respawn we're golden. so thats what i'll do ๐
should be able to script all that onto a button press
So corpses don't get culled and you wanna use it as an anchor?
But wouldn't you end up with duplicates?
Oh no sorry if I do this everything is stable. Just means I have to do it every time I enter the map
Ig. someone else will provide the patch when you release your rtx mod ๐
the full name for lock pvs?
should be r_lockPvs
Is setting a client cvar even supported in cod2 gsc?
I know its not supported on cod4 but there are ways around that by using a custom .menu file
I thought the same but it appears to be working
what was it this command doing btw?
it basically freezes the vieworigin and direction for the dpvs culling system they use
so should player be looking down at the world before dying?
alright, should I also ensure that the world is inside the view frustum?
yes everything that is not captured will be culled otherwise
the one big issue with this is that if you are very far away, LOD's will be at their lowest or even disabled entirely as the lowest LOD sometimes removes the model
good?
you can increase the lod scaling but even that has its limits
Oh we also force lod to be highest so it's that's no problem
I'll give it a go after work, thank you so much!
flashlight
It lags a frame or so
I couldn't figure out how to call gsc functions from what I have yet
that works perfectly! thank you so much
attack on titan
i regret i didn't wrote it instantly the moment i saw previous non flashlight video
Not a true fan
its bush time
Thatโs a fine looking bush right there. Takes a light like no problem
thanks, i'm thinking of cutting it back and leaving just a strip over that pile of junk there. popular style in brazil i hear
got this from polyhaven btw, downloading and converting some fur trees cause they aint got no oaks.
Check megascans
They don't do trees
ah
Omniverse has some pretty verge, usually tailored for raytracing (no transparency and stuff)
we ok to use that?
yea
oh sick, i'll give that a quick convert as well then.
i say quick it's been a right chore, SSS isnt baked into your digested meshes so you have to open your usda files and manually add it
hours mate
also i downloaded the trees from polyhaven but its geometry nodes. i cant turn it into polygons. any idea?
Apple the geo nodes modifier and it'll all bake to geo
๐
Yes. It's all baked now
baked and fucked in the trash, i need leafs man!
I need more info on what you're trying to do and what's the issue
reading is for nerds
you gotta do what you gotta do
i just look at text and a voice in my head says it for me
blender crash
@dull oar
ah wicked, awesome stuff ๐ cheers man

You can also make variations with these settings
wow thats briliant, i got a body of a tree partially scanned. could add my folliage with this. very cool
mmhm
ah these, i tried these out in blender a while ago and i couldnt get the resolution down
still there's no need for that many if you can't tell the difference
you cant get it lower, i'd reduce it if i could
ah ye
ye i converted it to tris but if u decimate it or try other things the whole tree just falls apart
because it's so brittle (small leaves/branches)
yea need to use polygon planes for the pine needles, its crashing remix
i guess in most games it's still just imposters + leaves as planes
for best way if u don't have ludicrous amounts of tris
yea. to do that i'll have to remake the tree unfortunately
yup..
there's some tools that generate cool looking trees tho
speedtree / some tree software on steam i bought a bit ago (treeit iirc) / l-systems
i assume u also sub to megascans?
nah i dont fancy messing with that
Tree it is a low poly 3d tree generator for the creation of 3d tree models for your own apps and games. Exports to .dbo .fbx (acsii) .obj .x.Features Very easy to create 3D trees models. Create any tree, not limited to just one tree type. Edit each joint as well as break joints to create stumps. Render to image for leaf branch creation. Poly red...
$3.99
103
found it
altough if u go low poly ish (the more low poly u go) the more u might just end up reusing cod2 it's own tree models no? ๐
i got this but it needs clean up
adding some grass and nettles
fukkkkkkk meeeeeeeeeeeee
Too thick for euro grass but I'll be damned if it isn't pretty
I'm from England, we get thick grass mate
Should see my garden
bruh ๐ can you load up your all assets and make a screenshot we can wank to?
Y'all like grass huh
It is so exotic innit? 
@summer brook got your tool working again. had to enable the right layer
89 fps on quality...noice
grass needs a little bit of subsurface scattering ๐
mhh true .. foliage is kinda hard to get to look good with remix right now
yea i've saved each plant as usda and made my tweaks in there so i can adjust SSS or whatever per asset without having to mess with the master scene though
so very tweakable, we'll get there ๐
Looking gorgeous!
Bro got a 4090 ๐
SSS could be stronger IMO. Though I was never able to make it work properly in Remix
Suuper nice, I was intended to replace my 3060 with a 4070 as well, though I was not sure what the numbers were for remix
- You can't run any game above that really.
because if you'll dare, then prepare for 1-2 FPS
The pixels unionized and wanted the GPU to pay them fair frame wages for the increased production.
just aimlessly wandering around. the scatter is pants but i'm digging what i'm seeing you guys
Anyone knows what he's trying to say?
lol
looks beautiful ๐
the cheeky lil shits on this server i swear to god
showing off my skibidi scatter, it's rizz but cant stop this mewing streak
cant understand that either, i give up
need some proper reference images of natural bushes to make this look right
pure ref you guys if you arent already using it
I hate pureref because it really doesn't wanna act like a normal fucking software
i has its quirks but you cant argue with the price
i'd love to see you argue with a number
you should put this in #showcase btw
If they add these, I'll start using it every day
thats more realistic clumping
needs some edging dead stuff and clovers and stuff though
working on verge feels like
added some ferns now, getting better all the time ๐
Have you made a garden yet
Pretty cool. Ferns usually grow in shadowy regions with lots of humidity, like in forest ground cover. They hate direct sun light
Yea your right. I'll give them a switch for a dot leaf if they got one
lmao @ that gif
pretty amazing
you also did a great job with the general colors & keeping it close to the original
:(
Had to work this weekend
:(>:(>:(>:(
I did a little but was pretty spaced so just ended up chilling moving around lights
Bag
spade
colourful spade
so i fiddled with it all day and got it 5% better ๐
In economics, diminishing returns are the decrease in marginal (incremental) output of a production process as the amount of a single factor of production is incrementally increased, holding all other factors of production equal (ceteris paribus). The law of diminishing returns (also known as the law of diminishing marginal productivity) states ...
๐
I like the roughness on the blade now, at least from the pic
Yea need some more time in the oven I think, not quite what I want from it yet
The albedo colors don't read quite well with such a low roughness imo. Looks a bit like covered in a very thin, uniform clear coat layer.
Maybe some dust layers and a few tweaks might help bumping up the albedo saturation to look similar to this pic, but in the game #1099591203768504421 message
Yea good shout, not a fan of that metal either.
Point of Where The Fun Begins***
also best shovel I've ever seen modelled lol
getting there, paints looking better
But i don't have a 16K monitor to display the details! ๐
Hmm that's gonna be a problem. promise you won't download my mod until you get one. Don't want you seeing it in a bad light or anything
got the steel looking good as well now. this is fun
Hold up. These are renders, right?
Yes
Just a bunch of 1's and 0's
Every image is a render
When the image is loaded, it's rendered by your gpu to be desplayed on the screen
That includes literally everything on the screen
Yoo dunkle funkle is right
Thanks shartle fartle
yes but an out of engine render c:
Every render is out of engine as the image is exported
ok I'll stop
Doesn't look like a remix render
Nah marmoset toolbag until I finish texturing. Not digesting dds textures every time I wanna see my results
Does it support POM similar to remix's? I keep my iterations on SP but I have to constantly export the textures to check how the displacement looks like in the runtime (self shadowing and stuff)
10 mb ๐
there goes my video
i'm not sure if its the same values but imagine i just shared a video of it being very fast and awesome
woo! nice one
You should throw this shovel up on an asset store. Best shovel I ever saw 
welcome to beautiful Discord decision to back size again
we remixing baby
yea man, remix woo
thats source res 8k maps as well ๐
and now we tuck it on the rear of our solider so you never ever see it like my sneaky friend is demonstrating here
This is my next piece. Us ww2 holster. Gotta be the coolest thing I own
Hell of a hobby bro ๐
Nice wood bro. ๐ณ
Bro...omg
Yes.
need a melee mod for cod2 or something
Can you guys post more screenshots or a gameplay video of this
It's just me, can't right now remix crashes when the camera changes. Every spawn and death your pc crashes
๐ต is that in-game ss or blender screenshot
keep up the great work you're doing a great job on this
keep us updated with screenshots or whatever you're doing
That's in game with remix
This is in game as well
#1099591203768504421 message
10mb upload limit for god sake
this server should have a 100 MB limit
i'm with Gilfoyle on this one
https://youtu.be/HcXu4_K1tMQ?t=72
Save 24$ from Aliexpress. Use code "INT58Q4I" or visit: https://a.aliexpress.com/_dTQqywo
๐
Gilfoye annoyed by Talking and Hacks into Jian Yang's Smart Fridge (Silicon Valley) ๐ค โโโ
Jian Yang ordered a new Smart Fridge as Erlich's Old Refrigerator is broken.
Dinesh was Excited but Gilfoyle was Annoyed by its Talking, Voice!
As Jian Yang pa...
https://www.artstation.com/artwork/YGPyN3
chuck me a like if you can ๐
Great work Mr. Samwise
Cheers buddy
combined full character for an easier preview
Beautiful work everybody
got me wood looking better
Nice wood bro ๐ณ
my reference though. needs some more tweaks (the green is from his blue light)
yours is too grainy
yea its very easy to go overboard with the details
Looks cool tho
yea but it aint right, cool but wrong
Potatoes potatoes
oh yea i was gonna scan glados wasnt I
Oh yeah'
Should be easy enough.
Just a potato and some electronics modelled on top
yea man will be fun
Wonder if Valve can let you scan one of their trinkets. The exclusive ones they keep in office. (Probably not)
Worth a shot?
https://sketchfab.com/3d-models/potato-glados-from-portal-2-a81175115d544237a19070c582882f02
piece of cake, could make it in a weekend
Small roots, lumpy, simple electronics.
On September 13th, 2012, Valve received another mysterious crate from WETA Workshop. Inside was a full-scale, articulated Portal turret, complete with a motion sensor. Once again, WETA Workshop's gone far, far beyond our expectations to deliver something truly amazing. Thank you, WETA Workshop!
If you can scan this one....
Holy
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
better than yesterday, needs more work though ๐
need the chips in the varnish to break it up a bit, i can take the light spots from the scan as a mask
Do photoscans also generate roughness data from specular highlights in the photos?
The other day I saw someone scanned a victorian dress made out of silk and the results were stunning. I was wondering if it was scanned or manually painted
no you gotta make all that by hand, lots of layers and painting. you can use the diffuse as a base and mask maker though so you get a pretty good head start
yea i saw that, its that gaussian splat stuff
Cool
Aaa true, it was gs indeed. The reflections were quite on point though
yea was sick, for museums its gonna be spot on. got no game use though, its all baked in
I can see that used for data augmentation for photogrammetry though, when you can't take enough pictures and sooper dooper high details aren't necessary
holsters looking good
current state of progress
Those are the wooden dummy hands. It's still raw scan
can you explain did you use just cod2 character model ? you just retexture it?
i'm making a new mesh and binding it to the old bones ๐
huh i cant find a video of this lad running around in my game
I got custom arms and third person characters anyway
custom first person arms. he's got no jacket on yet though
thats also a very custom lee enfield rifle as well
so you made your own model?
yep
zbrush?
photoscans
you sculpt the face in photoscan?
nah just brought that from 3dscanstore
do you think world at war character is good for retexture them or not
thats thieft mate
just for modding bro
crime is crime
there's been a long debate on topic of taking assets from other COD's in here (or on COD4 disscusion), tadpole is pushing the idea of making everything from scratch, as daring to take something from other COD's will be a huge sin for life
i'm exaggerating btw
or a crime to distribute against the terms of service from the game your stealing from putting you in danger of your hobby project being shut down
the fun is in the making, the rest is admin work anyway.
well, the only COD project that's been shut down on my mind were ones that utilized multiplayer
which guess might mean
losing possible players on new COD
only multiplayer works on COD2 RTX though
well, unlike other MP projects, i doubt someone really would take a huge hype to play COD2, i think most of people would play SP, so they would wait until SP would get Remixed
therefore not so huge risk
the fact its working on MP currently is more of a tech thing for now to improve further rather than an intentional purpose to Remix game's multiplayer
is someone working on this other than me?
yes, my ghost
cause i'm just making art for my multiplayer maps over here. got into character stuff over the past 9 months though
Okay, if you really thinking to stay on Multiplayer only side of the game, here is the final logo to use
its not COD2 that's getting remixed, its COD 2 Multiplayer that's getting remixed
same disc aint it?
and they share textures so it all carrys across
you lose a bet or something?
only on consoles, on PC till probably Ghosts/AW its always was seperate application, just in bundle with Singleplayer
nah, just dropping my believe on Yosuke Hanamura from Persona 4 being straight
and its like that almost on all servers i'm in
i have no idea what any of that means. I thought it was some incel thing honestly and didnt wanna mention it
neither i'll try to explain, but the guy on my pfp is exactly Yosuke Hanamura, hence why i'm walking with "Yosuke" nick instead of average "Gector"
i think i need to know what person 4 is first
don't
what about singleplayer?
Hashes aren't stable in single player
Whats the reason?
That seems really odd
yeah just wondering, technically, why sp and mp rendering would differ so much. Its like they implemented different rendering pipelines and trigger one or another depending on the game mode 
different dll's
well as long as your not trying to replace brush models, walls and floors you can do anything you like ๐
any texture replacement would work, you can script new lights and props are still stable
@idsoftware @infinityward please fix
looks amazing man
finally got the wood to read right, bloody thing had me up to the wee hours fixing this
nice one
got me a spade cover for the US solider
a little bit about them and how they are worn
https://youtu.be/4QvVDR5Dzbw?t=817
What did the Band of Brothers wear in Bastogne during the Battle of the Bulge during the winter of 1944?
In this episode of WW2 Wayfinder I take a look at the M43 uniform and some of the equipment used by paratroopers and glider infantrymen of the 101st Airborne during their time on the line at Bastogne durng the Battle of the Bulge.
It won"t...
where we at
kar98 you guys
quick and dirty scan clean up and texture job. I got this processed to game ready asset that looks alright in 2 days. this is great news cause I can scan, process, texture and present MUCH faster than before, months faster. the quick turnaround means I can show these to musuems within the week and share them assets with them in the hopes of scanning more
alright last one, not bad
What are you doing differently?
It's wild, I sacrificed my first born goat to the god of scanning
Ok so I just decimated the high poly scan and baked the high poly onto that skipping the whole retoppology process. Now I can show both guns to the museum and hopefully secure some more scans. Maybe that mg34 or even if I'm good an actual tank
Ah
So it's not game ready
Makes sense
I once stole 100 photos of a tank for a scan at a museum. Memory card got curropted. 
I can't spell that word
You cant animate it but the third person guns don't animate anyway. Gonna pop it in game later today
idk what's happeneing to me
Your qurupted
Yeah, that's a good idea. So I suppose the topo is garbage?
yeah
as always just trying to find an excuse to use logo
this year we pray to santa that infinity ward makes the singleplayer hashes stable
i think its kinda dumb to put the logo on just the guns
since the guns aren't tied to the game in any way
they're (photo)scans of a real life gun
(e.g when tadpole puts it on his artstation portfolio he isn't going to add a cod2 logo) ๐
but np
download? ๐ ๐
Nope, it's half a single map mate. You don't want it

There isn't too much to expect
Works taking up all my time, sorry
No probs bro โค๏ธ ๐
hello ๐ we got skin!
amazing
@dull oar have you run into any checkerboard issues with transformer RR by chance?
Do you have any examples? Not sure what issue looks like
sure
#1347691916799512710 message
look at my thread here
and then this: #1116089843479498782 message
I did have that issue, one sec
so i tried to run latest action builds (bridge-dxvk) but i had a crash
im using latest nv drivers
don't know what exactly is causing this issue
but in cod 1- cod 4 had no issues
and you sure you got both bridge and dxvk?
could you upload all three text files please?
got the eyes looking pretty good as well, using SSS like the skin
"i wanna see gameplay tadpole stop with the glamour shots!"
The sss is a BIT too strong, but looks great.
yea for demo purposes, set to 2x what i think is right
nothing in him but water, he's a water balloon in human form
and as a character (no eyes, mouth and havent rigged his hands)
give him some clothes, man
It's not fair
Also those animations look so goofy lmao
This is shitpost material
mr animator has a week to do em all ๐
bridge is crashing i think that means, maybe try an older one?
Why is he holding no weapons ๐
That's a really good question
yay, RTX skin
give him at least shorts, it looks like a skit from ssakcaJ
Yeeeeea I think I need to do something about it don't i
i wonder how this will look with a mod that adds in the cod ww2 animations for smth more smooth y'know?
still this is just
insane wow
i think subsurface scattering is the moment remix has reached full remaster quality
When the time comes i'll just remake the animations, the worst ones anyway
i tried but no luck
so don't know
I wanna ask where did u get that human model from?
brought it from 3dscanstore, so cant share it without editing it first
Does it come with a subsurface scattering map or did u make it yourself?
the eyes did, i baked the map from substance painter, its just a standard thickness map
@dull oar can you share your rtx.conf?
file
im having some issues with the new runtime, the sky is kinda screw now (used latest dxvk-bridge builds)
I have custom sky's and a rtx.config set up for it. Same goes for player position and stuff. You'd need my everything else as well
Change the first n untextured draw calls. Just keep making it bigger the sky eventually works
@dull oar what was the process of replacing the player model
Did you do it all fully in remix
Or was it you just replaced the model in cod 2
Then added the textures in remix
No ik but like how did u add the updated model, what was the process of it
Cod2 blender tools
So from what I understand you added the model through modding the game itself, then added the textures through remix
Yea for characters that's what I do
Weapons as well
Blender Add-On for Call of Dutyยฎ modding. Contribute to CoDEmanX/blender-cod development by creating an account on GitHub.
Ah ok, do u know why u couldnโt do it through remix?
Forgot why
Do the remix devs plan on fixing it?
๐
What about gpu skinned geometry
what about it
You can capture the rig and mesh and do a replacement but it's just half life that supports it
the skinned_buffer is a ring buffer (reused), maybe u can increase that buffer to make so that all characters rendered always are in memory ๐
nvm that wouldnt work
Currently retopologizing my character to better fit the limits ๐
I was going waaaay to high poly
Do u know why it canโt be done? Ik itโs prob a very easy answer but I still wanna know
The gme ain't made this way is all
Iโm gonna ask one more questions and thatโs whatโs a gme
Donโt worry no more questions
Also seeing the way his stomach folds while walking and the shadow interacting accurately, ugh looks amazing
Man I wish the tangents updated though
What are you running?
custom pathtracer im working on loading carentan map
WebGPU?
Doesn't look like it
Wow that's amazing!
WebGL
Looks incredible mate, awesome stuff really
low polygon...enough for cod2 to handle
with clothes I'm expecting him to land around 30,000. I'll hide what you cant see under jackets and trousers
lamps looking well good with some dust and a touch of volumetrics
they're all looking great. perf on latest is awesome as well
using 40% gpu memory when i'm normally much much higher
its perfect, remix cod2 baby
oh yeah
Directed by Hideo Kojima
new better guy with SSS and all the trimmings. plus he's nearly headless which is fiiiiiiiiiiiiine for now
completly custom, a combination of modding and remix
Now port to the Switch 2 
Iโll make Activation get on their knees if I have to
working out the rigging still but his head fits on his body now
the eyes are a 2 layered meshes with paralax occlusion mapping and a refracting wetness piece as well
can you mod the base game to improve the NPC-ish animations? Bro be like

Yep once I get the rigging done right that's next in the to do list. I should have everything I need to make complete custom animations but I've not tried it yet
Oh and clothes, definitely needs clothes
Who wants to retop a massive jacket?
faffing around with hair
he reminds me of MW3 Makarov
(not MW III)
Sub surface too strong, light values all wrong, hair has no anisotropic spec, weird neck line ..,Lots to do lots to do
Better than balding at the tender age of 25
now we're talking lets gooooooo
Mads Mikkelsen 1944
The last face you see before getting t-bagged
he's wearing a g-string you see a lot more
Better add these as a secret code in the dev menu

arms! sleeves! we're getting closer to covering his naked self up
aaaaaaaaaaand its in game. needs loads of work but yay!
original for reference
and remember this jacket is a real ww2 jacket apparently worn during the battle of the bulge
Wonderful. And we should start from the sleeves cz games make a lot of sense
lets fix this nakedness issue
start from the boots. Make him run around like sonic 
nice models btw ๐
there we go textures sorted ๐
Me and the bros out on the town
that solider chap is copyrighted. my topology, base scan is owned. i'm working on it
Thats.... Something else

nearly got a jacket, next few days and i'm well over excited
made it more cod2 ready, just gotta do the webbing and then its texture time
looking like its going to end up around 50k tris. ths jacket is 20k
he's working it
memes aside can you see the water pooling around his eye lid? thats a 3d shape and the translucent material. the eye has an outter and inner model as well
hair has SSS
Damn. That is so reallistic that seeying his neck cut open like that gives me chills
cadaveric
really impressive though
i dont know how to fix that ๐
i'll be honest i didn't notice
and he still looks dead inside/lifeless
but some people irl do look like that too
so ๐คทโโ๏ธ
i mean
it's a modern model with modern rendering with animations from 2003
so it's gonna look rough in that way
im not saying it doesn't look great, just commenting on that specific thing
I got work tomorrow if you wanna see someone who's dead inside
that's the spirit
i was just talking earlier about i'm just a shell of a human being with no life inside
i joke on here but irl i'm dead ๐
geting to the point where i might not work
the animations don't matter that much tbh
i just obsessed with realistic faces for a bit
the data is all scan based and bang on, i think its the rig pushing it around into slightly off poses
i feel like the skin might need a bit more red ish
if i can work out why he looks down and to the left in single player he should speak
but thats just my opinion
also could be
when i was testing with it, maybe a different SSS/fake shader could work
kind of like a wax like visual
oh and no eye lashes or brows on my guy
Can't you copy the weights vertex by vertex?
its in two different files, i dont know how
they should line up if i can line them up but thats by eye as well
maybe but im nitpicking a bit ofc, it's already a big step up from what the original models were so


