#Silent Hill 2 - Scattered Paths
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No, we're nowhere near playable yet
I can not get lights to appear from my mod usda 
Ope. The inputs: strike again
Yeah I can't get it working either
Open up the mod.usda with an editor and replace inputs: with nothing
OV 2023 decided it wanted to add ito everything
Oh wait huh, weeird
Better temps
Pay attention to the light direction by the entrance
If you look at the texture of the fallen door you can make it out
Towards the space?
No like angled down slighlty
Lower angle?
Yea I lit up the ceiling light, but it's still kinda dim.
This is going to be a rough relight. So hard to get that original look
Yeah especially since we don't have the pbr stuff in yet
That'll change the looks a lot
I'd start replacing these two places with new stuff if marks script worked yet
Yeah we determined the scale should be set to 0.78 I believe?
I'd dou le check but on phone atm
Works for me
I'm never quite sure if I have the scale truly right tbh
Well decide on one that works and add to the document
Jame's car appears to be 2.5km long with the default 1.00 ratio
Wait. Maybe let me try a diff approach..
Yea .78 works ๐
Whew, not having the fog be at it's original levels feels wrong 
Ikr? I tried playing with the available fog settings but they're not enough or straight up break the game
I donโt think the game used actual directx fog, looks like itโs just the texture.
I wonder if we can modify the texture to work closer to the original one.
It was custom vertex based fog
But the xbox version got dxfog
Although I don't think that tra lated to the pc version
The EE most likely does a lot to it as well, but those setti gs are not compatible from my testing
You're attempting this again without me? Lol
Damn, I'm offended
kidding, not rlly offended
Is this base game or enhanced edition?
Check the OP, it's EE
Never stopped! Just waiting for the mesh tools
Lol no no we just stopped for a while due to you being busy
Which I have no issue with
I just like being in the mix, that's all
Yeah, ai upscaled textures with correct roughness and normals is ideal, not that textures should be upscaled but that's basically what we want
Hell no, I hate AI garbage, I'm manually rebuilding every texture and model myself from scratch
Yeah exactly, AI textures can look good but they just tend to have that same waffle pattern occasionally
Conclusion: AI loves waffles
Traggey loves human artists
Thats fair heh, but yeah when the mesh tool is out I'm going to go ham on this bitch
Ohh I have something to show you, its an art related thing I was working on recently
I was messing around with a diffuse map
Should I send here or dm? It's not silent hill related
I'm out of town atm so on my phone, can check when I'm back home ^^
Ah okay
I'll wait then haha
There are a few things I'd need to explain about it
And one big block of text wouldn't quite do it justice
Fair fair!
So just lmk when you're back! Hehe
Will do!
It's gonna be great when that releases
Or bad, if its buggy
you can do most of what you were looking into with the map editor c: just no changing non-map geo yet but it's the best we have for now lol
I don't think so, the map editor would still be limited to the original games polygon limits, so doing high resolution pbr assets would be hard
@vagrant hazel You could start with pbr texture swaps
Which are very possible
As you most definitely know
I could but as I've mentioned before I'm going to remake the assets from scratch
If I start making textures now and then implement new models later, those textures will have to be thrown out regardless
So it's just pointless work
thats true
@hexed gyro
What
If there aren't updates in a thread for a lil' bit it will close under the quick access menu
So you have to go to the remix-projects channel to find it again
Yeah I did and tries searching for it directly via the search bar
And it didn't show up
That was weird
Oh, peculiar
Discord sucks
Especially on mobile
Especially on android
Scared the shit out of me with that message XD
Lmaoo sorry
I rlly thought it was gone
I mean, our progress wouldn't be gone if it was, we'd just have to write it again
Settings for people to change and stuff
T's what the google doc is for
Every day i pray for them to bring back dlss 3 support
Well it seems we might be able to switch out models now, so I'm going to slowly get back into it
I believe @gaunt wedgehas been working some magic?
I've been out of town so hard to keep up haha
I've probably only visited the server like 3 times this week lol
yeah. there's a script now that lets you convert the model to a compatible format for Remix. it supports all of the major modelling software now
Fucking sweeeeeeeeet, Kim, you truly are a blessing
you still have to do the mesh replacements, but this makes the mesh compatible in a single easy step
credit to E-man for figuring out how to convert it properly ๐
then i added some additional support for those modelling programs and batch conversion and all that
so hopefully it's easier now
Woohoo blender!!
Heck yeees, alright let's see what we can do
You're gonna get back into it rn?
Well gotta finish my model first ๐
Lol true
I wanna create a new model for the pipe
But make it something completely different
'ave fun!
Man I'd really love to help, but I have so many other projects I'm working on
love what I'm seeing though
Moral support is more than welcome haha X)
Doesn;t appear to be any real improvement from before, I appear to be getting better performance, most likely due to DLSS 3
but other than that, its about the same
I still have the bug that causes the game to crash when entering the inventory and pausing, I made a report a while ago
so yeah, not much else to do with this rn
I can't get very far with that bug
rtx remix has dlss3 now?
The new portal build seems to
holy crap
I found the trex folder in prelude but couldn't find the other files. You know where they are @hexed gyro ?
I think the only other file you need is the d3d9.dll
which will be in that same folder
Oh spot on, thank you
You're welcome
Got me a 4 series, excited to try it out
nice
there are some compatibility regressions with the new build. Skyrim crashes when you load a level now ๐ฆ
the Prelude build is just optimized for Source. it's likely based on the Portal RTX binaries, which are different than the open source release
so when these features come to the open source release, hopefully it'll work
Hype. Getting 100 FPS in prelude on Ulta with a 4070 at 1080
with DLSS 3?
Yea. Had to turn it on in windows first then bam
nice
125 I saw at one point
how about without 3?
i get about 60 FPS on my underclocked 3090 in comparison, using DLSS Balanced from 1440p
Would have been an interesting experiment. Not at my pc but I'll get back to you tomorrow
Back to working on James car
And I'm like...
What the CRIST is this design? It's so goofy
Image the rust that would pile up
Nahhh all cars have detachable roofs
Hard to find a lot of time to work on this atm
Buuut
SHe's slowly coming along
From messing with COD2, it seems like you can get SH like fog but itโll take tweaking with the volumetric fog system. The particle textures for the fog defiantly need tweaked as a replacement to work right.
Iโd think setting the transparency of the replacement texture for the fog to be something like 99.9% opaque would give us what weโre looking for
Yeah I couldn't play much with the fog as those settings break the games rendering for me
Straight up just goes into "VR display" looking mode when tweaked at times
I haven't tested on a new build in a while though
You mean the volumetric fog?
Yeah
Because for me, sometimes it just kept getting thicker and thicker by the second so I'm not sure what would be causing that
Yeah that happens too
I've seen decent fog coming out of first person titles
But when it comes to 3'rd person games it becomes trickier
Because the distance settings are wonky
That's the thing tho, the built in fog is a consistent block of fog
But that's not how it is in a lot of games
And that's not even how it is irl, like it is but it's just different
Like its thicker the further away it is from you, but that's not how it seems to work in remix?
Would you mind guiding me through the steps of setting this up? Trying it myself here - #1096847508002590760 message
And I believe I'm simply failing to understand something important ๐
Yep
Oh
You have to do it to the mesh hash
Try using Emans tooling https://github.com/Ekozmaster/NvidiaOmniverseRTXRemixTools
I have to what ๐
It's makes this 1000 times easier
I don't understand what I'm doing though
Okay so you want to add the lights to mesh_D8DBEE...
I'm guessing the inst_ isn't actually the main hash?
Correct
Right right
So I've got to find mesh_D8DBEE2A2F4A947A_0
Instead of inst_D8DBEE2A2F4A947A_0
Yea
Okay found it, let's give this a whirl
It'll be mesh_D8DBEE..., there's no _0
Way easier with emans tooling ๐
Yeah totally get that! I just want to get a basic understanding of it first
Weird, looks like my USDA didn't save correctly
It's still attached to the inst
Wait huh
You can just delete the inst part of you mod.usda in ov
It, duplicated them instead of moved them? ๐ฎ
Oh they're not needed at all?
That's how it's supposed to be, the inst is an instance of the mesh
Oh, right, fucking, durp XD
No it ends up making it hard to see if you made the changes right
instance stuff gets discarded by remix afaik
What's your layers look like?
Expand mod and capture 
Delete the instance part of mod.usda like before and then see what it looks like
Aaah yeah there we go
I was deleting them out of the stage panel
So this mesh DOES have the lights attached to it in the mod.usda
But nothing appears in the game, am I screwing up my paths or something?
go to where you're expecting to see them in ov
Check under lighting in the rtx menu dev setting that it has the light source count your expecting
In the game itself yeah?
Ye
Roger
It does not, only light is 1 sphere light which is the backup one I've enabled
Enhanced assets enabled?
Aye
I did not! I thought that was just to ensure the mesh still displayed, not the lights?
Nah, ya need it unless you're replacing the mesh
Oooh, hmm okay
I believe, we have, success!
Although it looks EXTREMELY different in game compared to the editor haha
Yeah, it's not a 1:1
Not even remotely close, BUT I'm supposed to be able to edit this in realtime yes?
Yea each time you save mod.usda it'll reload it
Aaah, that's awesome! Thanks a ton Adam, you're a champ
Making some assets for the bathroom!
What's the poly count?
Not baked down yet ๐ So we don't talk about the polycounts lol
what's the poly count ๐
Makes sense
Would like to try and get the walls replaced in-game tomorrow, see if I can figure out this mesh replacement
Nice
Wait the hashes are stable?
Indeed!

Check the pinned messages
There's a guide in the google docs on how to get it running properly
Surfaces starting to look like what they should! Heck yeah
(( This is pathtraced but it ain't in remix yet sooo, expecting it to look worse when in game haha ))
James
What sound is he making
Lol
It's mirror time baby
In remix? Or...
Different path tracer, so no! I'm currently working on getting the basemesh of the actual room itself done so that I can try replacing that
But mesh replacements still seem proper spooky XD
Nice!
Completely reworking the urinal meshes from scratch, as the old ones weren't accurate enough, I eyeballed the old ones but with these I had the original meshes as reference
So way more accurate
Not textured or anything yet ofc
Completely new coffee cans too, gotta figure out a better label for them too
The cans are baked, but not the urinals no
They WILL be though hah
Nice
Currently working on the highpoly for the sink, want to do all the lowpolying of them in one go
Been proper busy recently though, just started my new job ^^
But having a blast getting back into this
Cool lol
i wonder if itll be possible to make the enviorments and models look like the fmv models
tbh i would prefer having this style than having the over realistic graphics
I will definitely be taking a lot of inspiration from them for sure! Especially for the character models
I won't be aiming for that exact artstyle but my goal is definitely to get the style and mood of SH2 to an accurate state, I really don't want to reinvent the wheel and go in a different direction like the remake
Would love to hear everyones thoughts on general direction, I think I have a pretty good understanding of where I want to take things, but naturally would love to hear what different aspects ya'll would like to see!
Currently just working on the intro bathroom and trying to get that to a point where I'm really happy with it, hoping that it will function as a baseline for the rest of the project
For me I wanted to see like what if the game looked like their fmv counterparts
Hmmhmnm yeah, I mean it probably could somewhat be captured? But Remix also uses a lot more advanced stuff than the SH2 prerenders did
So there will always be a certain level of not matching entirely
Especially with how little we can actually tweak the rendering of remix
My plan is to remake the FMV's completely too
I'm making sure that I'm setting up all my assets to work with unreal as well as remix
So I'll render all the FMV's in unreal
Just some small comparisons where things are atm
Currently working on the pipe kit, it's not quite rusty enough to match the original very well but it's getting there
Getting all the decals in here will be the key to making it really pop! So excited to get that soon soonish
If it brings any interest some of the source photos of the textures have been found if that helps
Yes definitely interested in taking a peek at that!
I know some of the sources for SH1 were found, but not heard of ones from SH2!
Oooooooh why does this stuff have to hide in a random discord server!
Good stuff!
Won't do a ton for this project since it's PBR and all that, but extremely interesting regardless!
I wonder how tricky it would be to convert the photos to pbr
I thought about messing around with them since I have substance sampler 3d
But that's honestly fine, the texturing part will not be an issue for me at all
It's mostly just about the time investment needed to model everything
Which has a handy delighter
I'm very anal with my details and stuff, I don't much like the idea of auto generated textures from sources
I'm also very much not going to touch anything AI related for the project
Understandable
I was also wondering if you would take some things from the enhance edition team
I'm building the project on top of the enhanced edition!
You sadly have to turn off the graphical fixes they've implemented otherwise remix can't run
But all the other benefits you get from enhanced edition do seem to function just fine in this
Alright it would be cool if you could collab with them
Agreed! I think this project has a lot of work that needs to get done on it before proposing anything like that, there's many issues and incompabilities with it and remix at the moment
But in due time when things get smoothed over, it would indeed be cool!
Is the red rust or paint? ๐
Right now it's mostly rust! I've added some slight red tints here and there though
The original pipe is a little funny that way, the bent parts are SUPER red and rusty, whilst the rest of the pipe looks like a more natural rust
I think the UVs are wonky on the bent bits ๐
So I wanted to keep a bit of that red hint
On mine?
Nah on the original. Yours are looking great ๐
Aaah yeah they're very wonky! A lot of the elements are shared strangely too
Like the original coffee cans seem to use the same red area from the pipes
Y'all still working in the same bathroom ๐ญ๐ญ๐ญ
@vague citrusIt's only me and I only have very little time after work heh
I know i know
But I do aknowledge that I am very detail oriented haha, so things take time
And getting this game to behave with remix in the first place is so hard hah
One day weโll get proper fog support 
I pray ๐ญ
So are going volumetric fog or nah
Since everyone knows the fog was there to cover the draw distance
Or how are you going to handle the dark areas where it's pitch black
Very good question! I honestly don't know, remix support for fog is pretty lacking right now and it doesn't play nice with SH AT ALL
So currently I have no way of doing fog that looks even remotely acceptable
But I think down the line, a healthy mix of both particle fog and volumetrics should be used
Been a lot at work recently so not been able to do much work!
But I felt like fiddling around with some vegetation stuff, been moddeling some branches today that I can assemble and bake out into texture sheets to use when creating new trees for the observation deck
Nice
very nice. what method are you using?
Thanks! Just sculpting it, baking the texture maps and manually creating the texture maps from my bakes
In fact I just finished another one!
Very basic rust material, no fancy flaking or metal bits in there as I want to paint that stuff separately later
Figured since this is SH I'm going to need lots of different rust after all haha
lol, yeah
Just because I could now that these two are done
Slap'em into quixel mixer aaand
RUSTY GRAVEL!.... Because...
LOGIC!
Lol
nice work bro
atm i'm looking for sources of the original SH2 textures, but I couldn't find it in the marlin studios packages or in jeremy textures, or any other package from this date (90s-2000s)
#1099999195898847363 message
because they look so "generic", I believe they were all made by Team Silent from scratch
Someone posted a link to a bunch of the sources!
Apparently shared in a discord somewhere?
Aye, just peek at my link there ^^
interesting, I've never heard about of these packages, I searched archive.org from end to end xDDD
thank you very much for that info
I've never bothered looking for myself as I prefer to make my own textures, but it's super cool to see these things floating around!
Especially if all one wants to do is an upscale on the original game, rather than a remix version like what I'm doing
Thanks โค๏ธ
these prints are in-game?
They're from my test scene in unreal engine
So it's my in game assets but not actually from the remix engine
I'm still waiting patiently for portal 2 rtx tbh lol
oh nice nice
an interesting thing I found on maps
Oooh interesting!
I have been toying with the idea of replacing the fake windows with actual interiors
Like, basic blockout interiors, with no real detail or good texturing and stuff, just enough so that there's actually STUFF behind the glass
with the parallax thing?
Nah just actually modelling it
oh
Remix doesn't do shaders yet
I think it would do a lot for the game if you could just walk around and see actual depth in the windows
A few props behind the glass etc
yes, its something that would create a much greater immersion
I'm not sure it's even possible, but that would benefit greatly from a 1st person mode
maybe it's possible with the map editor
Camera hack made by https://www.youtube.com/watch?v=aFNYLbbHDMM&ab_channel=RODOLFONUรEZ
I hope you enjoy this video, first of all I'm sorry I had to remove the fog so I could run the emulator, still I had a lot of performance issues which I am very sorry but my pc is not the best.
I was so mesmorized by the drastic change and it felt lik...
There's a mod that does it
I've never touched it because I think the fixed camera angles are super important to the game
Ohh okay, so it's not even a remix thing
I just mean for screenshots and stuff, to look cool
I think it's possible via CE too, on the PC version
Oooh right right, for screenshotting there is the Freecam mode in remix
So we've already got that ^^
Yeah but some people might want a dedicated button for it
If im not mistaken, I saw a cheat table that had this content
Like being able to switch between first and third person
Ah well that'll have to be external mods they can install themselves
Has nothing to do with remix itself
But imagine being able to walk around an empty silent hill and see all the stores interiors and stuff
Maybe someone could make a vr mod (again, I'm nit entirely sure what's possible with modding when it comes to an over 20 year old game)
People have already ported the entire city to VRchat
Well yeah but then you don't get the rtx or the actual gameplay
GOOD LUCK running pathtracing and VR at the same time hahaha
That's not happening for another ten years
xDD
what u can do now is walk around the city with the camera in first person on the RTX Remix mod
Yeah I don't see why that wouldn't work
but I really believe it breaks the nostalgic side of the things xD
Yeah for sure, not to mention that the game is'nt built for 1'st person
THere are no tops of buildings, and giant parts of the environments are missing because the static cameras never look that way anyway
Some gross metal and plastics
These are just made by handpainting some grungy texture maps and using them to mask different pbr values
P simple stuff but very effective
cool, it's very much the "grunge, dirty and rusty" vibe of Silent Hill
are you using megascans btw, or did you source these base textures yourself?
I paint them myself
entirely? nice
i made a few brushes for Mixer and tried this, but the results are a bit too basic looking
I make a bunch of different masks in photoshop
hmmmm. i'll have to give it another shot
Then inside of mixer I create a new blank layer and use these textures to mask it
The masks I create either by photoshopping pictures I take with my extremely shitty phone camera
Or I just paint them myself
The stains, drops and scratches for example are entirely handpainted
Wheras the various grunge textures are just photos of various shit around my apartment that I photoshopped
what's your process in photoshop? i have a few ideas on how to automate it nearly 100%, but i haven't tried them yet
Depends on what I'm doing?
For photos I tend to start by greyscaling them, running the shadows/highlight filter and then using the offset filter and clonestamp tool to remove any visible seams
that sounds somewhat like what i had in mind. thank you
Ooh neato! How is it compared to the original?
How does remix handle displacement?
or tesselation?? as some games call it
I assume the original engine wouldnt be able to handle it
Displacement and tesselation are two very different things
Remix doesn't do either
ah
Remix has a ray marched POM solution instead
so you'd have to make do with a new model and normal maps then I assume?
or this? I dont know what that is or how it works though so idk how easy it would be to use
It uses shader trickery to fake depth by using a heightmap input
so its a normal map?
No
so its not faking depth then?
oh so its closer to parallax?
POM = Parallax occlusion mapping
ah
So it shouldn't be used on surfaces that can be seen from extreme angles
However when viewed at decent angles this effect isn't visible
Tadpole is using it a lot in their COD remix, so take a look at that ๐
quick question, has the metal pole weapon been remade yet?
mark fixed that
with a new technique
he added
i forgot what it was
Oh well then! Go crazy I suppose
its quadtree POM
below is the better technique
Good stuff!
The textures are sharper now, more defined, but originally they have many overlays, fake shadows and other things, I had a lot of work to recreate this ๐คฏ
but on the other hand, I managed to improve the seamless appearance (it's not perfect yet) and the fake shadows/lighting ๐
original zoomed
topaz upscale
real texture with adjustments
the topaz upscale are very acceptable for some things we can't find yet
anyway, I believe this mod can be used with RTX Remix because I only changed the game files ๐
Yeah should work fine
There's also real esrgan
https://github.com/xinntao/Real-ESRGAN/releases/tag/v0.3.0 this one, right?
Kindly keep AI stuff out of this thread, I dislike that stuff with a passion. ^^ Thank you
haha me too, but its only for references and placeholders, the final versions will have a lot of manual work ๐ โค๏ธ
Yeah I just don't want to deal with it in here, this thread is my little safe heaven from the AI stuff on the rest of the server X)
we'll go to #offtopic
Was an interesting process making a decent looking wipe/cleaning marks mask
Buuut I think it turned out p a'ight
One of my favourite (not ideal) methods is by mixing textures from different materials for interesting results
I might use a metallic diffuse, but then use a roughness map from a different metallic texture
I have an add on that allows me to more easily layer multiple materials though, so instead I'd just create multiple materials and combine them that way
Yeah no that's how I will work moving forward
Currently I'm creating the base materials from scratch though
As I don't want to rely on something like megascans for example, as I couldn't legally distribute anything made from that
So I'm manually painting different masks that I then use to mask different PBR values
I'd love to make my own textures, it just seems complex
It's just photoshop
Yeah ik, but you still have to know how to do it
And I don't have photoshop lmao
You can most likely do the same in something like Gimp though
Krita is a professional FREE and open source painting program. It is made by artists that want to see affordable art tools for everyone.
Here you go
Just as good
Completely free
Knock yourself out โค๏ธ
Well then you've got what you need ^^
How do the depth maps look after being created in photoshop?
Oh okay
For anything that has actual depth like the gravel or rust I sculpt those
So I have actual 3D geometry to make normals and height from
Okay
For the most part at least
Some I just generate from a painting using Xnormal
I made this ABS plastic one by just handpainting the heightmap in photoshop
Then slapped that into Xnormal and it came out looking great
Made myself a basic tiling concrete material, so decided I may as well recreate some of the tiles from the game
Nice
Open beta for the actual GUI for Remix announced, do you think this will drastically affect the workflow here?
It already has 
sick!!!
and it starts later this month?
Is SH2 Remixable?
it seems like mesh id's are flickering and not stable, isn't it?
As I tried long time ago, I don't remember
but if it is remixable, I want to take participate to remix it ofc
Good to hear, so waiting for OBT of Remix App, yeah?
No I've been early access testing actually, so slowly working away on my end, but silent hill 2 has some interesting issues with scale etc that still need solving from the runtime
Are you running the PC version of SH2 with the discs?
no we are not
Do you mind if i ask what version you're using?
Well, I can't speak for Traggey, I don't recall him ever mentioning it
Ahh thats fair, i was just wondering if im gonna have to go through my boxes to find it lol
Well, since its basically abandonware on pc then its either a download, or your physical copy
I assume you can use any version though
since "abandonware" isn't a legal term and downloading such games (in the US) is still illegal, please don't discuss it
is it okay if i ask if the website is safe?
there isnt a legal way to play the game on pc unless you manage to find a physical copy, so im sorry but there isnt really a way around it
that method is going to be brought up at some point
that's how 80% of the games are that we talk about here, yet it's still against the rules
it's for the safety of the server
it's just not safe to discuss
it could cause it to be taken down, wouldnt want that
the remix version cant be taken down since the files dont involve the original assets
afaik, it only includes the "new" versions that people will replace original assets with
just please follow the rules of the server
look, you dont need to repeat yourself
Its 80% a discord thing
very true
i wasn't sure if you understood or agreed, you didn't reply with an "okay" ๐
ive been in plenty in servers thatve been shut down due to the mention of it
my hope is they re-release the original akin to something like the mgs collection
that would be insane
it would likely be in its original unfixed state, so there would be mods needed to make it better (like the one thats currently out)
but it would give people an easier way to pick up a copy
they should release the original SH2 alongside the remake to see which one people prefer haha
i mean they've already released sh4 on pc
for honestly no reason
they sould be able to at least do SH2/3
not on steam, afaik
very sadly yeah, but GOG isnt too too bad,
oh yeah, and thats literally unplayable without modding it
lol
GOG > Steam anyway ๐
DRM free!
unless you're CDPR
all their games release on steam without drm anyway
whether you use their store or not
I'm running the game using the community mod pack called enhanced edition
Please look at the pinned message, there's a link to a document with information on all the settings you need to change for best compatability with remix
And the reason they ported sh4 to pc is that they still have the source code to that one
The first three games sorce code is lost from my understanding
I know sh1 and 2 are at least
Oh shit if thats the case then that's really sad but understandable
I kinda expected that though, but i thought they would have sh3 though
It's sadly the case with a lot of the japanese games industry during that time
They just weren't keeping backups of things
Finally got off my ass and spent my lunchbreak at work submitting bug reports of the current known issues to the github
Also did some rewrites on our documentation page - https://docs.google.com/document/d/1hayGXNlAJZWOp2ivV8otdSMP23pbXk7DL-pfLq5ZJjU/edit
Added new segments, updated the currently known issues etc etc
Hey did you want to make a to-do list of textures and assets to work on and we can maybe collaborate as a group? I've also got photoshop and designer/painter. If that's the standard let's just keep that.
As of right now the game has far too many compability to issues for me to even begin writing these kinds of lists and doing that sort of planning.
My current idea is to recreate the opening bathroom and Observation deck to a satisfactory level of visual quality in order to establish a benchmark for what the rest of the project will be like.
I'm not sure about starting a team for the project yet, or even if I wish to at all, I'm VERY anal about things and I absolutely loathe AI generative tools etc etc so I feel like I would personally be a huge hinderance towards people actually contributing haha
The reason I pitched it, is it seems like our standards align. I'm very anti AI texture authoring purely on an aesthetic level.
I get you though.
If I was to start a team for the project, I'd want to vet everyone on said team very heavily, but I'm definitely not against the idea!
If anyone out there does feel like joining up then do come talk to me and show what you can do ^^
I'll send you some textures when I get a free moment.
Cool, looking forward to peeking ^^
Currently doing my best to figure out what exactly is featured in these heaven's night posters
It's Maria obviously, but I can't quite figure out the background
It looks like she might be sitting in a white chair?
With perhaps a forest sky as the background?
THought it might be the chair from the Labyrinth cutscene
But it doesn't quite match
She also appears to be wearing the beta version of her outfit -
Gotta remix that
lol
I played with latest version of remix and what I understood is SH3 is more stable then SH2 in remixing)
Oh? That's good news! What parts are more stable?
SH2 cutscenes are broken, textures gone in engine cutscenes, no light sources(i think it's because of how SH games are working, I think there's no light sources ingame, instead of this, game creating fake shadows and imitate of GI, I just think how it's works, we need pickup flashlight to be sure on 100%)
CUtscenes work perfectly fine for me
But yes the materials seem to stop rendering during in engine cutscenes, I reported this issue the other day, it's a weird one
and when changing level, materials are also disappear
And no the lights do not work at all
I've confirmed that the flashlight is non-functional
Did you follow my guide on the set up?
Is there something special?
There's a lot yes
I just disabled all fixes and graphic features
Schizophrenia mod
SH2 uses stencil shadows, which are basically created through geometry
So unless you disable that you'll get very odd skirts around objects when the flashlight is on
And james will ahve a weird ghost like shadow on the ground under himself
is it possible to attach a light to the flashlight yet?
or at least swap out the textures to create an emission texture?
That won't solve the issue
Because turning the flashlight on and off has gameplay effects
Not possible to attach emmissive material to James, unstable geometry hash on him
Oh? I'm getting stable hashes on james
thats why you attach it to the flashlight
im pretty sure I did too, when I tried
Again, won't work because the flashlight is on the character model wether it's turned on or off
GHoST
Curious, the game looks much less stable for you than it is for me
I have a section on known issues at the bottom of the document
What the hell, now I can't exit from WC
Where even is that?
1st location
oh
It's the start of the game
Yes
Ye this hell game is unstable for me
have you tried replace meshes?
I saw you remastered james car
Yes I have working mesh replacements
The texture settings are a little funky right now and light replacements aren't working great
But these are some of my new models and textures in game
I see
That mirror is a new properly path traced mirror for example
Bottles and pipe
Not the fake hole
the sink stands out to me so much
Weall yeah it's not done yet obviously
theres some light bouncing against the bottom edge though
This is just a test to see if the mesh replacements even function
anyway, that's cool
so it looks a lot better than the original sink already
Currently a lot of issues to solve with the mesh and texture importing part, and as I said new lights a kinda fucked up
But it's getting somewhere
I wish it was easier to replace meshes
i've tried, but it always seems so confusing lol
maybe im just stupid
im not saying it should be a 1 button replacement or anything
I can't wait Remix tool, because USD Composer require too many steps to manipulate with captures
I obviously can't say anything about it, but early access has been cool
Enjoying it
Although there are still so many issues with SH2 that needs resolving before I can really power ahead with remastering everything
Buuut it's slowly moving forward
I feel confident that a single artist is eventually going to be able to do all this themselves
as opposed to a few people per project
I am already a single artist ๐
yes but you're not the only person working on this, afaik
I think we'll get Remake in Autumn 2024, so hope Konami won't shit yourself again
Oh? I didn't know anyone else was doing SH2 stuff? Would love to see what they're up to!
plus, you cant do everything due to the program being in roughly early development
all I remember is some people wanting to get into it? I cant say for sure that they're actually doing anything
that because people need to collaborate
very true
Yes there has been mentions of it but I haven't seen anything
which guy?
because I havent been spending tons of time here, i just assumed people were collaborating and I just didnt see any of it
Aaah okay, no it's just me so far
Discord Link - https://discord.gg/THDjYJ8wy3
Just a final update.
00:00 - Don't worry... it's just a dream, remember?
ah okay
I remember I was helping too
but you know
im not good enough at creating final products as of rn
so i just kinda stopped lol
I mean it's not like I have some kind of monopoly on remixing SH2 ^^
I'd find it super interesting to see what others are doing
true
this is unrelated but, im playing roblox rn and cant tell if this is a bump/normal map or just roughness
roughness map
Oh? That's awesome, do you have any references of the real model?
the alt name is too much for me
I'm trying to decipher the smaller writings to recreate some parts of it xD
likely something like this
Aah yes, this'd be the one wouldn't it
That's really cool knowledge, thank you for sharing! ^^
yes, of course, but maybe they changed it a little so as not to take copyright ๐
presumably, unless there was a very similar looking model by the same company
Yeah no for sure, I'd be trying to make the one from the game naturally, and not its real life counterpart
Same approach I'm taking with James's car
If we know for a fact that the game calls it Speed King then I'll stick to that for sure
okay
It's not perfect, but I'm trying to get as close as possible to the game's original model ๐ maybe these references can be useful to recreate the assets
any news I will post here ๐
just for reference, incase you needed to put this much detail in lol
Looking like a very solid start! Good stuff mate
If you can get any photos of this part it would be very useful too, because in the game it just looks like a ....... nothing - the texture in the case ๐
yep, found one
I think it's the part where you deposit the coins
Can this part ever actually be properly seen in game though?
Because details are cool and all, but let's not waste insane amounts of time modeling details that aren't actually visible haha
can you show us all of the different angles you would naturally see the washer in?
for example traggey probably isnt gonna detail the bottom, or any of the sides that are flush with the wall
This is just the washer from the juice drop room isn't it?
I believe it's more or less at this angle, but there are several of these machines in the first 2 buildings
sorry for the long FOV
because presumably we would be able to get the flashlight working at some point
I don't actually know where exactly it shows up though so shrug
haha
Yeyeye so it's just the trash chute room
๐
yeah, so we would very likely see that in the game
Yeah in that case the camera angle is from high above
I think the angle is also from the other side of the room
So not sure if you ever actually see the fronts
BUT, that doesn't matter, the stuff should be there regardless
if the camera can see into it, then it should be there
but theres probably no need to detail the bottom
unless they reuse the same asset elsewhere and you see the bottom
It's not something we should spend a lot of time inserting details, but it's funny to recreate the tags/prints of this washer ๐
hahaha
well idk, people will very likely see more of the details here than in the original
that 144p texts
I absolutely LOVE those kinds of details ngl
I'm all in favour of going crazy with it ๐
same, if I was skilled enough I would absolutely create those details on my models
Roberte's doing soem cool stuff there though!
I saw you were also looking for the Heaven's Night poster in the observatory bathroom
I like the approach of making sure that all the letter is on point
When recreating posters and other things like this for the game I don't want the new high res text to look like it's completely different text
Yes! So I've been working on making a higher res version of it with a shitty overpaint I did
Just kinda trying to figure out the actual looks
I think the same way
I am naturally working on higher res remade models for all the characters, so I can just render out Maria
However, I can't really figure out what the background is
It looks like a white chair and some trees or something
Perhaps a ruined drape of some kind?
This is also one of the things I was trying to decipher a few days ago
I checked render96 for video game texture matches and didnt find silent hill 2 in there
I did this mockup
Of course, not what I'm actually going to use! Just, trying to figure out what I'm actually looking at
I thought about downloading the HD Collection version to see if they changed anything in the textures (to be able to see these lost details, texts, etc... - as a more reliable source of data), but apparently it was just a low-budget upscale and really lame manual adjustments.
The bottom text just looks like "GU" to me haha
You could still use it though, as a stand in for the original
unless you'd rather keep it original until the final version is created
Not only is it an upscale, they DID replace some text actually
ANd it's quite infamous for being really badly done
I think you captured the point perfectly
omg NO
oh that reminds me
I ordered this freddie mercury statue
from the official queen store
and
See, this is what my mind thinks it looks like
But at the same time
This poster makes no sense for a bar? XD
Why would she be in front of a bunch of trees
this officially licenced statue of Freddie
from their store
look at the plaque
Actually I thought they could have used some of the original texture files, but apparently they replaced them with others...
...not to mention these Comic Sans haha
Yeah the HD collection is infamous for being a really bad job
The HD collection also worked from an earlier code base because the source code to the final release was lost
comic sans everywhere ๐
ikr
So it has a ton of more bugs and errors that the original release didn't have
it doesnt bother me much with the statue though because the statue itself is fine
It's really a shame that the source code was lost, I also heard that this happened with several other games from that time, due to the habit of not storing backups - in addition to having lost parts of the game during development (SH1 and SH2), and having to start from the scratch some parts
Saints Row 2 aswell
SH2 and SR2 lol
Yeah, it's extremely common on the japanese side of games development from that time
a man without a backup is not a complete man
They were really bad at keeping backups
Also another interesting point of the Maria poster
It's pretty clear to me now that she's sitting in a white chair
Why would she be doing that in a forrest
Makes me think the background really must be drapes or something
they definitely just edited it in
Could be worth looking around the bar itself to see if we can find something that would kinda match
If they even are trees
true
At first glance, when I played Maria's story for the first time, I thought the poster referred to that small room where we started in her game.
But I don't know for sure
Given that Marias story was developed later that's probably not the case
But it's definitely a good place to look through
Yeah doesn't look like it matches, although if we can't find a better match that might still be a good point of reference
but it's really VERY difficult to understand the background of the image
is there a way to save an image file on a website if I cant just "save" it
Just click print screen
Maria looking at us
I'm being judged
HAH
Let's be real
They probably plagiarised the hell out of that
A lot of the textures for Silent Hill 1 are infamously just screengrabs from the movie "Kindergarten Cop"
exactly haha, I'm looking for these sources to recreate some paintings xD
you could use a screengrab from a film and it would look just fine as a texture
Siiick! Keep us updated ^^
I've been working on that too
upscale
my version
I looked for about 3 hours until I found the photo with the perfect angle
thats so much better
i mentioned that I found a pic
but I got side tracked
its not the best
Oh that's brilliant!
Anyway, late over here, I gotta hit the sack, talk to ya'll later!
Have a good rest my friend!
๐
perfect!!! thxxx
quick question, are you a 3d artist? or just 2d
with this image I can already get an idea of the measurements, colors, etc.
I'm learning a little about 3D, I found it very interesting, but currently I only work with 2D things ;-;
ah okay
im still trying to find the rough year of that washing machine
to find more images that could be useful
I tried "early 2000's" with only a few
i also tried "90's"
and it was the same brand, but completely different design
Yes, exactly!
its crazy how their designs varied so much
There are some groups dedicated to looking for the source textures of some games, I found some people who found a lot of content on old CDs
used on SH2
yeah I checked render 96 but SH2 wasnt even on there
I also found this photo
which is a bit more of a closeup
@gabishy and @mehanic were vital pieces in finding different sources of the textures ๐ฅ
the thing is, very slightly different on the coin operated part?
nicee
I used this photo to base the "permanent press" text ๐
Yes, I think it's an adaptation for coins from other countries, but that bottom part where there's a "lock" already gives me a good idea of what to put in the new texture ๐
oh yes, I have this texture, but it is impossible to understand a single word that is written on it ๐ ๐ ๐
you've already done a deform on it?
the real size ;-;
oh yes, I have the files here hehehehehe ๐
but its tooooooooooooooo low quality
the paper wear is very similar