#Call of Duty 2
1 messages · Page 10 of 1
yea i hear that, when you need someone to test just give me a holla and i'll be happy to help. I should bundle this mod up at somepoint
Well the Framegen part works on RTX 40 and 50 series is the ironic part, lol
ya we need a new model that’ll fix E’s artifacts along with less blurring/styalization on lower base resolutions
Dang bro has the rain asmr soundscape
grass and fine geometry is preset D's main trouble area
but imo it's overall better in many cases
Yea the grass it trippy as heck
trouser time
make them white or black and it's mall ninja techwear!
👖
finally, man this took ages. Still need to texture it so it's got a decent material like the jacket does but phew. hard parts over
trying out 3d coat, it was all done in there. I like it so far but the UI is mental
i'm going to sculpt the jacket to better match the COD2 armature so it fits better in game as well. Not sure how best to do that as it's already retopped and textured
man i love playing at night against the bots, look how cool this is
all low poly now and alligned to the original characters t pose. still wanna shape the jacket a bit but thats well easy now
i've had the real life guy standing behind me for the last year in this same pose 😛 its so wierd to see it digitally now
sound effect time baby! you can do so much with AI scripting, they change the with skybox, very cool.
hey @static tangle i fixed this thing #1099591203768504421 message its this slider. no idea what it does but yea 🙂 happy days
Hard to see what's changing in the pictures you posted. Is there a bug in the first shot?
it fixes this glowy stuff around the edge of my decals
its got something to do with the fog but setting that slider to 0 fixes it 🙂
ah, it's much easier to see in that shot. It sounds like fog + transparent decal is having problems, and changing the stochastic alpha blending properties avoids whatever the bug is?
Appears to yea. I never did mark these as decal. these meshes are just normal meshes with alpha test and loads of wicked cool displacement. I think they lost shadows when you mark them as actual decals
oh, so the artifacts aren't from decals, but from normal transparent meshes... does that change if they're marked as decals?
POM does work on decals, but the POM self-shadows are still from the underlying mesh (tho I want to change that... eventually...)
Ah yea that was it the brick poked through the damaged version creating this odd layering effect
Well you fix it and you loose the cool layering for decaled terrain with POM
I want to make it so that you can have "thick" and "thin" decals, where the opaque parts of thick decals use their own POM self shadowing and normals, while thin decals use the underlying POM and blend their normals
i.e. the difference between a poster and some spray paint.
Oh yea that's a good idea, looks good with posters on pom brick walls as well
Lol yea like you said
yea so now the big pixels arent bright like in the screenshots above but blurry, any ideas what I can do about it?
less obvious as it only does this in shadow
under direct light my holes are perfect
i invite you to examine my holes
more sound shenanigans, indoor and outdoor rain sounds 🙂
This is with stochastic alpha off (that slider set to 0), right? I believe this blurriness was what stochastic alpha was added to solve for.
Really the proper fix is to figure out why the volumetric fog isn't working correctly when stochastic alpha is on.
ah so i'm just toggling the blur fix on and off 😛 fair enough
hehe
😖
Do you plan on modernizing the sound files?
Yea somewhat, I'm going to replace Edith piaf with Skrillex
It's still cod2 engine and sound effects, I'm just faffing around with Google Gemini and game script really. It's fun
yoooo wild idea time. i can make a mesh rise up and lower when it rains and when it stops. what if i attach a puddle mesh to that anchor?
interesting effect
first lets fix that straight edge, i could warp the mesh but that might give me wiggly reflections, i could warp the ground? thats what would happen in real life
setting the IOR to 1 helps
i've adding a drying speed and a buildup speed and made the drying slower. I need some water drop ripple normal maps now
well this is sick
remix logic, normal maps on translucent objects is 0 unless the rain sky texture is present then its a 2 🙂
So like, how does the weather system work? It just occurs randomly during rounds?
Nope you just pick what weather you want with the f8 and f7 keys. You can cycle through them
and now we got some road wobble wobble
going to put this all over the map now, anywhere that needs a puddle 🙂 really chuffed with how its come out. i'm going to raise it 2cm over 30 minutes with 1cm of drying over 30 minutes
you shooould be able to fade in that new skybox?
its controlled by cod2 script, i think it just appears. its basically spawning aint it
ah okay
i was thinking that you could control the skybox through remix instead. if it's an HDRI attached to a mesh, to just fade out one mesh and have the secondary weather one fade in slightly behind it
got some smoothing issues on the webbing to fix i can see, legs are a big thin perhaps as well. sculpting time baby
he's not very friendly
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hey @radiant belfry before you lose some of your powers can we do anything about the first post?
skinning complete! took ages but we got there 🙂
Asking for potential future projects, would you be interested in sp?
I've had a go at it but there's only so much you can do with GSC script, the way I stabilize the hashes is I fly up high and lock the PVS system but then your rendering EVERYTHING and the sheer amount of characters is blowing over the old engine limits.
I'd love help but it would involve editing the exe or dll files and that goes against the modding rules for the game. its stupid I know, and activision might not care, but i work in the games industry, i cant be getting in trouble with them.
I'm making scripts to re add culling and lods for characters based on distance which seems to be allowing more characters on screen but nothing to show yet. the d-day level is just so busy
Ah sadge .. but it doesn't require modifications to the actual exe it self. Modifications are done at runtime via files the game loads by it self so no harm there.
If you were to use your logic to the full extent, you couldnt even use remix because it essentially does the same
I know it's stupid but i got this anxiety thing, doesn't let me just relax 😛
i'm happy in my lane anyway 🙂
lol why didnt anyone point this out before. bloody 'uuuge
you want it pinned?
No sorry I wondered if you could edit the message? It just says deleted message
Or maybe rename the thread to tadpoles call of duty 2 so noone swings by and takes over with ai or whatever? Would be a right nightmare
ah no 🙁
you'd have to make a new thread
ykw
i'm gonna make a bunch of blank threads and pin some placeholder messages in them. we can edit them later
Right so I got a rig and I got a character. Let's see about those animations
The bones are in a right odd state, they point up not at the next bone which is going to make retargeting animation fun
I've always wanted to squeeze my fat ass into a rokoko suit though...
Do they come in thicc?
Let's test the process first with some temp animations, then we can worry about what they look like
holster time baby. need to put a gun in it and close the flap
no polycount on remix mesh replacements
i got spades, medic pouches, canteens to add next 🙂 just need to record something cool today
i got 4 attachment points on the belt
yooooooo now we're cookin check that out. love it
this sounds sarcastic as heck but i used the bend modifier in max 😛
tweaked it a bit with soft selection after
lol nice
i love how it catches the light, my real one is just as shiny
should prob throw a little bit of dirt on it
just cuz of the environment it's in lol
oh my real one 😮
its survived 80 years but kim comes along like spiderman throwing dirt around
So good
i love the work ur doing with caratan
Whats the latest update?
Nothing much in the level beyond the terrain, trees, plants, water and recent weather effects. Most of the work is on the bots and characters now
oh wow i'm using the same technique to make characters as dice does
https://www.artstation.com/artwork/6LJyGN
come on man this rocks
Cheers buddy, I'm trying 😁
oh look a lovely new rabbit hole. lets go down the animation hole together. I've set up rigify to control the cod2 rig so in theory i can apply motion capture. in practice my arms twist up...might need to envoke @gaunt agate for some help at some point
That point is now because you pinged me. What's wrong?
mate i cant get motion capture to work properly on my rigify rig, you got an example animation i can borrow? do you use rigify?
also if i dont do this when i export this spine twists up in game, need a way to toggle this rotational data on the spine joint at the point of export, any ideas?
Why don't you use the original game rig? Surely it's not that basic and you can easily attach controllers to it.
you can see the messed up bones in that screenshot, i change them at all i mess up the rotational data.
totally unusable, so i linked a rigify rig to it with constraints and thats worked perfectly, i got a useable rig.
this spine issue is with cod being Y up and blender being Z up
Post the model. Non-rigify. I'll look at it later.
appreciate ya taking the time
i've previously tried connecting the bones head to tail but the rotational angle changed and the whole thing broke in game
so the plan became to drive it with rigify and its lovely controllers, bake animation on the one rig, apply some sort of animation layer to spine1 with the counter rotations, export and profit
this looks so sharp
Do you have an animation you want to try?
I tried a rokoko example but the arms folded in on them self.
https://www.rokoko.com/products/motion-library
got it from here
that was on the rigify rig. apparently its a problem with A posed characters
I have some ideas. Will report back when I do it.
its nearly 1am and i've been at this all day, its bedtime
5 am for me
right i'm done, we got a slouch hat. its the same type as the one my great uncle wore in burma
8 PM for me
Where's the guy?? 😭
my 8196px raw bakes might not equal a nice download so I removed him
post him
its so wierd to see him moving like this, the real ones in a t pose behind me
i aint turning around i know he's back there
He's flipping you off right now and you don't know it
the real ww2 uniform could be possessed for all i know
It's like those guys from toy story
He's acting
seriously though this is amazing, the quality your getting after an hour of faffing with it is insane
mhm. I like this software
yea I've gotta give this a go
i audibly say this at least once a week
its so good
There we go, one slouch hat. need to clean up the albedo map and make the material yet.
steamed it myself over my kettle 🙂
The latest Remix build has some fixes for alpha-blend/sky composition of fog. Maybe it fixed this issue too
(The commit is Fix overly bright sky / alpha-blended geometry.)
Also, Max Blend Opacity = 0.0 should be the ame as Stochastic Alpha Blend OFF, I think..
Brilliant cheers mate, I'll give it a go once I get a chance to play with remix again 🙂
i don't know man. i got so many issues with these alpha'd meshes on latest.
(first screenshot) This fog issue is there if I set Max Blend Opacity = 0.95 and stochastic Alpha Blend ON.
(second screenshot) Flipping Max Blend Opacity = 0 and stochastic Alpha Blend OFF as you suggest "fixes" the fog issue.
(third screenshot) Turning around and changing time of day to something with a bright light I get this effect when an objects under shadow.
(forth screenshot) Setting max opacity blend to 0.985 fixes the issue shown in the third screenshot but then the fog issue comes back from the first screenshot and we're back at square 1
going to end up putting these settings into the .config file for the rain effect 😛 that'll hide the issue but it'll remain for everyone else
lol that works, god bless remix logic
one finished hat 🙂 it even folds up
Ok, got it, then it's a separate issue.
I guess to reproduce:
- latest Remix
- the draw call is marked as decal
- try the heavy fog on, no sun
- try no fog, bright sun, geometry in shadow
Correct?
--
(And sry, I didn't mean that "Max Blend Opacity=0, Stochastic=OFF" is a solution. I put that message strangely, I tried to say that setting "Max Blend Opacity=0" is semantically equal to "Stochastic=OFF" 😅 )
its just needs to work work work work work
latest Remix
the draw call isnt marked as decal, it's just a mesh with alpha
try the heavy fog on, no sun
try light or no fog, bright sun, geometry in shadow
feet planted, animation baked, spine working. we cooking now
i wonder if i can make a plugin with my new AI friend to automate all this stuff
yay, works perfectly! i can animate in cascadeur now and only use blender to export with 3 button presses. piece of cake
Ohh it worked perfectly!
Did you have to do anything funky with it?
No not really but i do have some issues with the fingers bending backwards at the tips. The toes do the same. It's the end bones that are the problem. My joints point in very strange ways don't they
they do
I'm wondering if I can just add another dummy bone at the end
That plug-in is sick to. I locate my fbx, press import, it findsthe bones, I press bake and it does the 3 hacks I had to do to get it to work in game, then I press export and it loads codemans exporter and asks me where I want to put it. So fast
Today's job is to figure out guns, fingers and toes
we're cooking on gas today
moonlight sonata
Youre redoing animations? Incredible
cc0 moonlight sonata 😛
attached to a dummy model with 3d sound with a mesh replacement of a cc0 grammaphone i found on sketchfab
yea man trying, kim and burrito pointed it out and i couldnt unsee it 😛
Lol
we got wee lil floor splishes now
there we go, that'll do it i think. just need to populate it around the map 🙂
now THIS is a clean scan. 1000 photos taken over 14 hours with my cross polarized capture set up. The subject is a genuine WW2 British uniform and webbing ready to be retopologized, baked and put in game as a new uniform.
New uniform day!
But who wore this ww2 Burma and Africa uniform? Only captain ruddy price
Quick question how are you handling dynamic weather, PJKK also has some dynamic weather effects just curious how you handle that? Remix logic or?
Game script, I spawn different dome meshes I modded into the game and attach lights to those domes. I can spin the dome, swap it for another. I use a little remix logic for the lightning and post processing depending on the texture hash of that dome being present
Oh wow awesome
bred
burnt
toast?
my uncle made me a sour dough loaf so i scanned it before eating it. yum. thinking of making one of the buildings a bakery
looks wierd when blue
It deserves a spot right next to https://discord.com/channels/1028444667789967381/1184553765785845880
My scan was awful and rushed because I was hungry and it was getting cold
oh yea i forgot about that lol. just need to scan a cola and you got a meal
think im gonna make it a projectile
Lol, "Pause for instagram Story" "Pause for photogrametry scan" 
As usual, great stuff mate 
i'm thinking the gun from unreal but it fires loafs
there we go low polygon bred
Where is bread topo 👀 ?
im glad you’re slowly going through filling the houses and not making it feel empty
i need to work out what each building is and what the germans did to it for defence as well
we need a bakery, we got a town hall full of crates already, maybe a chemist?
could do a florist but i hate making plants
actual passion project wow
added puddles for the whole map. they get more full as it rains taking 5 minutes to fill up and 10 minutes to dry empty
FINALLY finished repairing these jump boots ready to scan tomorrow
Hands are so cut up from the needles, the leathers so thick and the years have made it hard so your needle gets stuck
But now I can saddle stitch so there's that
some fresh timbs
Too small for me otherwise I totally would wear them. They're pretty cool
Honestly it's all well to small for me. People back then were tiny and I'm 6 foot 3.
Nah, nah you're a tad overgrown
I'm like 5f 10
Oh you'd have no problem sporting this ww2 stuff then. These boots are size 9s and I'm an 11. Still gonna try though after the scan
“People back then were tiny”
cries in 5’4
Eat your vegetables
You just bang your head on stuff when your tall anyway
Too late for that 
Better than not being able to reach shelves

Laughs in 6'2 /s
Looks like someone eat they veggies
Yeahg
one bootie is captured!
Flip it and you're good to go
Around 6'2" and no veggies. Unless you count potatoes xD
yo buddy, any news from the best RTX modder ever? 😉 show us some new screens @dull oar ! 😄
Nothing to show off mate, Works kicking my butt
NVIDIA, give this man a job doing Remix

cool