#Max Payne: Remix

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daring plinth
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i also see that you left some curtains opened to view outside, wonder if we can create the sub urban outside ourselves

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houses are like this

blissful moat
daring plinth
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we tried that with chess titans, a windows 7 game

blissful moat
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@daring plinth is there a way to directly export original models vie using RTX Remix?

daring plinth
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install remix and capture usd

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then view it in omniverse USD composer

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it will import all assets as .usd

daring plinth
radiant iris
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Morning guys

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My ears are yours sir!

daring plinth
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i want to ask whether if UV map is imported correctly

radiant iris
blissful moat
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Am i right that you just put the whole model into the game? Not seperated models like replace th eold chair with new one?

radiant iris
blissful moat
daring plinth
radiant iris
daring plinth
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you can ingest models of your own into USD composer

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its free btw

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and view game captures

radiant iris
radiant iris
daring plinth
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wait

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i thought remix only gets .usd format models

blissful moat
radiant iris
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U can import gtsl or FBX into composer, then export it as usd, then rimport it again and BOOM

rare glade
radiant iris
radiant iris
daring plinth
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Nav mesh is built by Max-Ed I think

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When you make custom maps

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it generates it

rare glade
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think they had an example game level provided with original max-fx tools

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might be useful

daring plinth
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my game came with all the editing tools when I bought it

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I think I got the retail install version, was pretty cool

radiant iris
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There we go 🙂 Now to figure out how to get textures going!

daring plinth
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now don't post this anywhere if you want negative comments, i like that you got the models loaded in prefectly

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btw do stuff around the house interact properly?

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that's one of the key features of max payne

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just press E on every TV, drawer, closet or furniture and its bound to open

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or interact in some way

radiant iris
daring plinth
# radiant iris

just to be sure, are there collisions for extra models 👀

radiant iris
radiant iris
daring plinth
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then we can use it through the toolkit on 22nd

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just a 7 day wait

radiant iris
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True

near shore
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What a creative way to describe the separation between Asset and Instance.

just FYI - that invisible evil twin may have a bunch of separate visible twins, not just one. Changing the invisible twin (i.e. the asset named mesh_HASH) will change all visible siblings (i.e. the instances of that asset, named inst_HASH_#).

The change will happen across the entire game, i.e. if you change the bench asset, all copies of that bench will get the same change.

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I'm not sure what you're asking - that image looks like it's super compressed or something, is that what you're getting in game?

flint ember
near shore
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I'd have to see a video to have any idea regarding broken motion vectors - though the best way to check that is to just turn on the debug mode and swap to that mode.
Max Payne should have stable motion vectors though, as far as I know.

radiant iris
velvet flint
near shore
velvet flint
daring plinth
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The subway train might be unloaded and placed outside the map I suppose that's why we have multiple trains

velvet flint
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I would also like to know the difference between intensity, exposure and "normalize power", because I couldn't find anything clear in usd composer documentation.

near shore
velvet flint
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Well, specifically, I don't use emissive textures anywhere, and I put normal light sources everywhere through mesh modification

radiant iris
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It's because I added a light to a texture on the train that moves by. Naturally it should have a real custom light placed on to it. But I was lazy 😛

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I also beefed up the brightness on that badboy quite high for dramatic effect when the trains drives by.

daring plinth
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The effect is very noticeable

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I consider this as a creative touch

near shore
near shore
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I'd recommend playing around with different ways of acheiving similar lighting, to see how the noise level reacts. I know swapping between different types of lights and adding or removing emissive textures change the noisiness a lot in some Portal levels. I'll ask around to see if anyone ever wrote up a guide for lighting best practices

velvet flint
daring plinth
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this is blowing up

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absolute madman! 👀

cold nacelle
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I hope this shit don't blow up too much... only made that clip for a laugh..

flint ember
daring plinth
cold nacelle
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yeah some funny stuff goes on like that with the mods especially(bare minimum test run with limited tweaks just to get it running with Roscoe demo.)

radiant iris
cold nacelle
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decent stuff though boys. excited to see your progress unfold.

daring plinth
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Toolkit open beta is just in 5 days, hopefully we can sort out a quick demo with updated highpoly models and textures pretty soon

radiant iris
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Yeah, I'm gonna work on textures today. Learn how to make proper specular and metallic maps 😄

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Just gonna sort out the mess on moddb 😑

daring plinth
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What happened

cold nacelle
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Could have sworn that 32 bit depth was always shown as selected in your instructions though...

radiant iris
cold nacelle
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might not be explicitly written but You have it in the screen shot anyway

radiant iris
cold nacelle
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same

radiant iris
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I did however instruct people to quote on quote "put all settings to max except..." But the negliance and inexprience of people should never be underestimated 😅

daring plinth
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@cold nacelle how does lobby shootout look with remix 👀

cold nacelle
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@daring plinth The lobby shootout looks decent really. Considering it's just "as is". the dojo look good as well. the construct.. is.. not fit to look at... I'll have a clip of the lobby in a few minutes.Youtube is slow...

daring plinth
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from enter the matrix port

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i mean from which the map was ripped from

cold nacelle
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I think Chateau is really dark but it runs

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first person works as well. also a pic from the dojo training area from TRWdemo.

radiant iris
radiant iris
cold nacelle
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wait a minute...yep good eye..fog must have been left on from a config when i was checking on another mod forgot to swap them.

radiant iris
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Hihi

daring plinth
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You guys are lucky

flint ember
rare glade
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"This isn't truly a proper ray tracing remaster of Max Payne not like the Quake II RTX Release" Yet it is, work in progress but similar as quake II rtx

radiant iris
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Holy cow, Levelcap covering this? That's grand! Nice find Giygas! 🥰

radiant iris
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As much as I love ray traced pixel accurate self shadowing, Max really should care more for his mouth hygiene! 🫢

daring plinth
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max payne is 😳

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British?

deep hedge
daring plinth
deep hedge
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doesnt gta v has dx9c?

daring plinth
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i heard you can downgrade PS_3.0 to fixed function shaders

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but for that i need to rewrite the game itself

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compile from open source

radiant iris
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I saw someone gotten gta4 too boot with remix, was pretty interesting

daring plinth
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but access to textures and geo gets blocked by shaders

radiant iris
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Dang!

daring plinth
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there's our dead end

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can't do much without fixed function support

deep hedge
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does low end mods can help?

daring plinth
deep hedge
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damn

radiant iris
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And this is my dead end you guys 🥺

daring plinth
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i can see that

radiant iris
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hahaha

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Oopsie!

daring plinth
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honestly not worth it, im trying to fix some of your textures manually

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for now

radiant iris
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No but seriously. I've gotten the house loaded in. If scaled right it can work as a 1-to-1 replacement, with interactive objects like phone, etc.

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It's just the textures I haven't figured out yet

daring plinth
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the problems is that textures are not seperate i think

radiant iris
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Neos house is divided up in subsections, not like how the original house was captured. And Neos house, when converted to .usd, has its textures stored in the .mdl file connected to the usd file.

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It's setup like this:

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Problem is, I don't know what I'm doing. It's Prims here, instances there, references here, material types there, PBR types here and there.

velvet flint
daring plinth
radiant iris
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No help is needed with texture files right now Giygas. I'm aware of the problems they have and they will be fixed. I'm waiting for the toolkit to arrive so we can get my textures into the game properly set up. I have created a set of PBR textures that are ready to go. S0crates, your job is to place lights. If you wanna help with additional stuff please let me know. Then we need Neo's 3D assets to replace the vanilla ones, that will probably be a lot easier with the toolkit once it arrives. Good job guys, and thanks for the contributions!

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I was also contacted by another 3D modeler that wanted to help out, a woman who goes by the nick Ruth 🙂 She will cooperate with Neo on that quest!

daring plinth
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without AI assisted tools

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they will look much cleaner

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i saw some streams neo did as well

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his method is very refined

radiant iris
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No, this mod will use vanilla textures upscaled. I retain rather than destroy or replace original detail for the approach I'm using. We can, however make an optional download with replaced non-vanilla textures, for people to choose. But due to the nature of the process of manually changing out original textures, its gonna take longer to complete than using my approach. Thus the optional texture pack will have to be added at a later stage.

daring plinth
radiant iris
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Text and faces, I will use a slightly modified approach to get them clean and nice looking. So don't worry, the textures will look clean and high res!

daring plinth
radiant iris
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I can surely try it out. But I've used stable diffusion variations and derivative before and it hasn't impressed me. Thanks for the link! 🙏

velvet flint
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In general, toolkit promised neurosets for upscale and pbr, so I would wait for the 22nd of the month

radiant iris
daring plinth
radiant iris
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Interesting stuff indeed. I'm exited to see how it does! Perhaps manually remastering textures will be a thing of the past haha

radiant iris
# daring plinth https://replicate.com/batouresearch/high-resolution-controlnet-tile

"ERROR

You have reached the free time limit.

To continue running predictions, you'll need to sign up and enter your credit card."

Welp! That didn't last long lol. Guess batouresearch isn't a viable option, unless someone is willing to pay for it. However, for the few free attempts that I managed to run, results were inferior to my own approach. Good riddance though Giygas!

blissful moat
radiant iris
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Textures are fine, we don't need 4K perfect textures for a 3'rd person shooter. The only textures that look bad right now are characters, text and faces. And those will be fixed. Besides, we don't have the time or manpower to manually replace each texture. There are thousands of textures in this game, and the only viable option is to batch process. @blissful moat You should download the demo yourself and take a look at the textures in person. Even in this early state they look pretty great. And after I've added proper PBR materials to aid these upscaled textures, they're gonna look even better.

blissful moat
# radiant iris Textures are fine, we don't need 4K perfect textures for a 3'rd person shooter. ...

You dont understand me. I already used the same method as you doing with textures, and its wont make it look good as if do it manually. There too much difference between these two methods. With automatic by AI in some textures it can make it looks right, but in other ways its looks too much glossy and non realistic. Yes, its much faster and easier. But this is not what we need, isn't it? Just take a look at generated by AI or other services rough\gloss textures and look at already done in the web sites. There is a big difference.

blissful moat
blissful moat
daring plinth
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ok maybe we can use a hybrid approach here

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Use AI upscalers or PBR where it's easy and the effect doesn't look bad

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And then the rest can be done manually

daring plinth
radiant iris
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Weird, that's not how my game looks. Perhaps you didn't install it correctly? And I know I'm supposed to remove normals for this texture, I just haven't gotten to it yet. Also, all textures that include text will get a second pass of treatment, so that text will appear nicely.

daring plinth
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i think the way normals are generated makes everything look blobby around the corners

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sharp objects get this bubbled effect

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and oh i sent the picture to point out that the word is spelt wrong, probably the doings of AI

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it turned R into A

radiant iris
# blissful moat You dont understand me. I already used the same method as you doing with texture...

I can guarantee you're not using the same method as me when upscaling textures, my methods are unorthodox AF. You don't understand how these textures are made. The "glossiness" you're talking about is due to a roughness setting in Remix, and has nothing to do with AI. Reflective/glossy properties can be disable fully if the user wants to via a simple slider.

The AI simply takes an original diffuse texture and upscales it with minimal loss in original detail. It analyzes the image and "interprets" material type, eg iron, wood, porcelain, cloth, and fills in the micro detail automatically. Of course, it's not as simple as pressing a button and getting a good result. It takes a lot of experience and manual tuning to get it right, there are many sliders, settings and variables to play around with, and I've been doing this for years.

Once again I'm urging you to download the demo, put DLSS to quality, and inspect the textures yourself. You'll notice that they aren't bad.

daring plinth
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We should start working on roughness maps then

It will not look shiny afterwards, only the stuff that's meant to be shiny will respond to light correctly

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Honestly just 3 more days then we'll figure this out more properly and in a more refined way

radiant iris
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@daring plinth Sure we can go through this once again, no problem: The textures will be reworked by me. I will remove the old normals and generate proper PBR materials for the textures. I will use an approach where I subdivide textures depending on which type and material they have, each subdivision will get different settings and materials. Textures that has text included will get a second run of processing to make them look straight, detailed and beautiful. The textures you're looking at now, in the demo Are placeholders for the new set of textures that I will make once the kit arrives. The textures in the demo was something I threw together rather quickly to setup a demo and see how everything works. Kinda like a proof of concept. I made all textures in a single batch, and no extra love was given them. They were generated and processed "as-is" more or less.

daring plinth
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All good brother

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Did you take a look at some tools I sent?

safe pulsar
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i do hope you plan to remake the textures with text on them manually. AI will just never look great on those

radiant iris
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Kim, unless you're using "my" methods 😉 I have second sets of AI that is specialized in text ^^

radiant iris
# daring plinth All good brother

Thanks Giygas. I know people are worried about the textures based on what they saw from the early test demo. But fear not! I have a lot of experience working with textures and I know what must be done. If I didn't believe in the vanilla textures as much as I do, I wouldn't have chosen that approach. But it's not just for the sake of convenience. Using the vanilla textures as a base, will speed up the mod project x10. And wont have to come out next year. Manually selecting, sorting, trying, comparing, adjusting free textures on the web to fit THOUSANDS of textures is a daunting job, and when you don't find a suitable or similar enough looking texture online, you're gonna have to resort to manual texture creation, which adds another layer of time-consuming and experience-demanding tasks that will bog down the project even more.

We don't have the manpower nor the experience to do that in a fast and good enough way, while simultaneously being faithful to the original art. If you could hire Halk Hogan (Texture artist behind The Witcher 3 texture mods) and maybe 2 other guys with similar experience, then we can bring up the discussing again.

forest prism
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i need help cant install the mod.

radiant iris
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@forest prismPM me! 🙂

forest prism
radiant iris
safe pulsar
blissful moat
daring plinth
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amazing

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@blissful moat can i ask how many idividual assets have you created?

radiant iris
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Amazing, except the original door isn't made out of wood. But is metal 😅

daring plinth
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recently watched you model the tutorial level assets so maybe we'll see it in remix as well?

radiant iris
# blissful moat

Great that's one down! Now you only have 3862 textures left to make! 🥵

daring plinth
radiant iris
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I was just joking lol, pulling his leg a little. But at the same time trying to make him understand what kind of an undertaking it is to manually do all textures for this game

blissful moat
daring plinth
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👍

blissful moat
radiant iris
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It's true

radiant iris
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🤐

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Trade secret Kim 😉

daring plinth
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can you show us a snippet of its results?

rare glade
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🙈

daring plinth
radiant iris
radiant iris
blissful moat
daring plinth
radiant iris
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Yes, that's the idea. Thanks to you and ruth. So please work together with her.

lost widget
# radiant iris Trade secret Kim 😉

I just want to give my two cents about this attitude and say that I really dislike when people are so secretive about this stuff. Everyone else in this community will gladly tell you exactly what they did to achieve their results. Did you at least train your own models? If not, you're being secretive for literally no reason. Someone could just run through a folder of random models on the same textures you did and figure out exactly which ones you used.

I just don't think what this community needs is a bunch of people keeping secrets from each other.

safe pulsar
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alright, well i just wanted to make a simple correction and leave it at that

You don't understand how these textures are made. The "glossiness" you're talking about is due to a roughness setting in Remix, and has nothing to do with AI. Reflective/glossy properties can be disable fully if the user wants to via a simple slider.
the roughness layer determines a lot of this, and it's no surprise that AI generated roughness layers (if you even provided one) would be so reflective. you shouldn't be relying on that slider to get good visual results. if you are, you need to modify roughness layers

i'm curious to see where this project goes, but please do be open to constructive criticism on that journey

radiant iris
# lost widget I just want to give my two cents about this attitude and say that I really disli...

Let's just say I have my reasons. To become prominent at remastering textures, takes a lot of time and practice. It's not something as simple as flicking a button, or saying "which model are you using". I'm using a diverse set of software, reverse-engineering the system mechanics to end up with unexpected result, I then take said result and feed it to another AI, and so forth it goes. I've been experimenting with upscaling for many years. For various reasons I can't go into detail on how I work. Sorry about that.

radiant iris
# safe pulsar alright, well i just wanted to make a simple correction and leave it at that > ...

Thanks Kim. But I didn't use any roughness layers for those premature textures. Just diffuse and normal. The glossiness is due to extrapolated levels of the roughness and metallic settings in remix UI. I know I can't rely on those sliders, I need proper roughness maps, which I will include in the PBR materials going forward. Again, the demo was just something I threw together in a haste.

Oh I'm always topen to constructive criticism. It's useful. But there are a few individuals who want me to change the approach for making the textures for this project, something I can't agree on, and reasons being detailed earlier in the chat to why I'm against it. Thanks for sharing your thoughts man, and your interest in this project! 🙂

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@daring plinth Here's some examples of some upscales with additional love towards text 🥰

daring plinth
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that certainly looks upscaled at a glance

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Thanks for showing this

radiant iris
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You obsess over something that won't even be noticeable ingame during gameplay

daring plinth
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I'm thinking maybe there's still some manual work to be done here. This is the painkiller right? someone wrote that in Thai kekw

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eh nvm, the thing is so small anyway

radiant iris
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Well, try to make text out of this. No AI in the world can make out what it says. But the AI at least try to make it 'look like some text' without discerning what exactly. Which I think is good enough. The alternative is to edit out that text and have a plain surface in its place. I can do that too, it just takes more work.

daring plinth
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barely noticeable, better than most models out there

radiant iris
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What? OH!????

daring plinth
radiant iris
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Dear God when this gets gud 🤯

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Thanks for sharing it with me Giygas! Good riddance!

velvet flint
# radiant iris

In general, I see such textures as a great chance to express yourself and write something of your own on them (e.g. something related to Alan Wake)

blissful moat
near shore
daring plinth
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honestly the painkiller is so small hardly anyone will read it

But it can be used to write something funny

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creative liberty

velvet flint
wheat wharf
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remedy universe connections would be great for something small like that👍

teal thorn
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Well I guess I should try this now

radiant iris
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Good riddance @teal thorn Don't forget to adjust roughness and metallic sliders once you get it up and running. Most people don't seem to be a fan of it 🤭 It's a WIP kind of deal.

teal thorn
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To me this is probably one of the best looking projects with the train station and the bathroom Darko showed off, that is what lead me to purchase it as I feel like it would be an enjoyable project to work on

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And have also wanted to try this game out recently

radiant iris
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Thank you for the kind words Cheev. It encourages me to push even harder for visuals! Enjoy the demo sir 🙏

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Haters gonna hate 🙃

daring plinth
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flood in new jersey

rare glade
radiant iris
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Thanks Pulu, I think so too

radiant iris
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Does anyone want a little special assignment? That will help the project move along? We need to convert game meshes to gltf or fbx files 🙏

tulip prawn
radiant iris
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I think once the Toolkit comes out on monday, the Remix team will have solved the culling issues of MP. I think partly thanks to the fact that they personally asked for my mod files to do their own "internal testing" It can only mean that they're taking a specific look at Max Payne to help Remix to become more compatible and usable. Thanks Nvidia! 💚

velvet flint
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Personally, I'm waiting for the rtx remix api to more accurately control the light culling

opal knot
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Just 1 day left

teal thorn
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How do I setup this game? I just get 'jpeg error' when I try to play

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nvm fixed the issue

teal thorn
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My capture textures seem to be somewhat corrupted, When i convert them into png they have a preview but when i open it there is nothing

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an example of such texture

teal thorn
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So it appears that the alpha is just removing the entire texture

teal thorn
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Already got to work on the wall

daring plinth
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Oooooo

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These look nice

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Did you add roughness map?

teal thorn
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yeah

daring plinth
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Maybe adjust the tile surface a bit, way too bumpy with little crevices

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It's supposed to be a dirty but smooth ceramic

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atleast that's how I think it is

daring plinth
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Here are some reference pictures

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Ofc in the game they are moist and well...covered in some sort of gunk in-between

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This is about as close as it can get

radiant iris
radiant iris
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Thanks for those brilliant reference photos Giygas! 👍

daring plinth
radiant iris
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As I've mentioned before, no help is needed with texture work right now. I've got that part covered. But by all means, ya'll are free to experiment on your own. Fiddling with textures is fun. However, later on in the project, I could use a pair of extra hands in making PBR materials for my albedos (roughness, specular/shine, metal, AO and displacement. That's something I think will require a lot of work. Thanks for showing such commitment guys, it warms me heart 😌

daring plinth
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no

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the gltf or fbx files

radiant iris
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Oh

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It seems my brain hasn't woken up just yet. I ran out of coffee and the road to the store has, a kind of snowy situation, right now here in Sweden 🤥

radiant iris
# daring plinth can you elaborate please. I'll be glad to help in this project

Right, so to remaster the original game objects for the game. We need to capture all meshes using Remix. Once captured, they need to be opened in a third party program, Composer might work, if not then Blender will surely work, and then converted into either gltf or fbx. Then Neo and ruth can work on them. Thanks a lot for willing to help out with that, it's a crucial part of the mod. Without it, no remastered models!

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A specialized version of blender is already in the exchange in Omniverse app. But I suppose you already know that

daring plinth
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i mean obviously remix capture seems to be a better choice here but i still have no way to view captures

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without usd composer

radiant iris
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Do you have experience in working with MaxED engine tools? I don't. I'm only forwarding what Neo said we needed. And he's the 3D asset guy among us so, unless your idea is smarter or faster, I'd say we listen to what Neo needs. What do you think?

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Besides, you're gonna need to install Composer sooner or later sir

daring plinth
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i'll work on importing the assets to said format

radiant iris
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Your approach suggests that we remodel and change 3d assets like they used to do back in the day, and not go via Remix to do it 🤔 Hmmm It might be a smart idea

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What do you think @blissful moat ?

daring plinth
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here you go

radiant iris
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Got damn this guy is resourceful and keen!!

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Nice find Giygas!

blissful moat
radiant iris
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@blissful moat No what Giygas suggests is import original 3d assets using the github thingy in the link, and then rework them, then put them back among the game files. Effectively skipping Remix altogether for custom models. The traditional way of modding, you know, before Remix showed up.

blissful moat
radiant iris
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I can provide no advice or help regarding 3d modeling. I have no experience in the field, I have no experience using programs like Maya, 3dsMax or Blender. I barely understand Composer at this point. You Neo, just need to find which approach is most convenient and time efficient for you. You have Ruth to help you out with these discussions and decisions as well

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Is there a problem working with ldb files Neo? I hear you prefer fbx, why?

daring plinth
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it has more data

blissful moat
radiant iris
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I confused ldb with gltf...

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🤦‍♀️

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You better talk with someone else about his Neo, I'm practically clueless 😅

daring plinth
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that's ok, I'll try importing the first few levels into Maya and convert each asset into fbx or gltf if possible

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Seems pretty easy enough

radiant iris
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To fbx or gltf though, that is the question

daring plinth
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ask neo

daring plinth
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shame it's a viewer lol

blissful moat
radiant iris
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It sounds like we have a plan 🙂

daring plinth
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ok I'll try...I got some important stuff coming up in this week hopefully I can setup the plugin tonight

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if it doesn't work then use ninja ripper

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I'm sure y'all know how to use it

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It can capture game assets the same way remix does

daring plinth
daring plinth
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that's plan B

daring plinth
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because the game has a strict check on polygon count

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remix is essential for model replacement

radiant iris
daring plinth
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max payne (his model) for example has roughly ~1000 polygons total

radiant iris
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Interesting, but, youre mentioning hardware limitations, does that also translates to engine limitations too? If no, then in theory the engine could support more?

daring plinth
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engine is also a limitation factor here

#

remix has a clear advantage overall than trying to figure out how to replace it into the game

#

that's not our purpose btw, remix allows to mod games without altering the game files

#

that would go against it wouldn't it 😅

radiant iris
#

True! Thanks for enlighting me Giygas!

#

Talking of lighting, you don't happen to know how to add translucency to textures?

#

To let light through the texture

daring plinth
#

maybe Kamil will help you

#

or not, don't wanna ping people unecessarily

radiant iris
#

Ah, I figured I'd ask in remix-help

daring plinth
daring plinth
#

@radiant iris btw we could utilize sub surface scattering if its lamp you want light to shine through

#

i just don't know how to

#

probably some expert will get on this for assistance

radiant iris
#

That's exactly what I'm looking for! The question is HOW lol! @near shore ? 🥹

near shore
#

I don't know if there's a consolodated guide anywhere

radiant iris
#

Thanks mark! We owe you one. Let's have a look in there Giygas. Didn't know the image came from here. It looked like Nvidia official stuff, the UI in the picture hinted at it.

#

IT. JUST. WORKS nvidia

daring plinth
#

all these icons feel a bit overwhelming

#

ok time to install the plugin

daring plinth
#

i hate maya

#

Error: file: C:/Program Files/Autodesk/Maya2022/scripts/others/pluginWin.mel line 316: ModuleNotFoundError: file C:\Program Files\Autodesk\Maya2022\Python37\lib\site-packages\shiboken2\files.dir\shibokensupport\__feature__.py line 142: No module named 'max_payne_maya' //

velvet flint
# radiant iris

It looks cool. All that's left is to twist the carpet so it's perfectly rough

daring plinth
#

Better off using a new rug model with little folds

#

I see a lot of new potential in remaking assets

#

ugh why isn't the plug in working 😕

#

this was easier said than done

velvet flint
#

I think we'll have a usable interface for mesh replacement tomorrow

radiant iris
# velvet flint It looks cool. All that's left is to twist the carpet so it's perfectly rough

Thanks s0crates. But right now I have bigger problems with the house. I added the living room roof as the "father" mesh for the whole frikking Neo-house. And everythings works fine as long as I'm in the living room. But as soon as I turn my back on it and walk into another room. The whole house disappears. Because the livingroom roof is culled, so is all his childred a.k.a the whole friggin house 🥺

#

And I haven't found a solution for this yet. I tried use UI elements as fathers, I tried using the skybox sphere that wraps around the house as a father. But both were a nogo :/ So I'm running out of ideas. Suggestions are welcome!

daring plinth
#

We'll wait for toolkit then

blissful moat
velvet flint
radiant iris
#

That's not what I've found. It just unloads as its culled. And then reappears again, with or without all attached children

radiant iris
blissful moat
radiant iris
#

I imported your house model as one solid unit, and attached it to a vanilla mesh, then aligned the house to correspond with ingame transforms. It's technically possible to do yes. But then all 3d assets must be split into parts exactly as Remix does with the level. They also must have the same hashes in their file names I think. Maybe It's possible they can have different file names, but I'm not sure at this point

#

This, however, won't solve the culling problem

radiant iris
#

Sorry guys, turned out this "ruth" person only wanted our money 🫠

#

I guess it's all up to you now @blissful moat Neo, to bring us those sweet 3D models 🤷‍♂️

opal knot
#

22 January

radiant iris
#

Subsurface scattering working ingame. Spill that light baby!!

radiant iris
#

Trying out a set of white curtains too 😌

wheat wharf
#

those look great

daring plinth
radiant iris
#

Thanks boys! Yes, thanks to kind sir E-man I learned a thing or two 👒 (where the heck is the male hat emoji?)

daring plinth
#

@radiant iris about the open curtains, me and neo talked about adding in the sub urban streets around the house with proper skybox because the curtains are open

#

but the scene plays after dark so having dimly lit houses and streets would be a great addition

#

Depends on if we can or not

radiant iris
#

I think it's a grand idea sir!

#

The prologue takes place in the summer, and looking at the graphic novel we can see his street. Let's say he finish his job at between 4 and 6 pm. And 30-60 minute commute to get home. We can assume it's anywhere from 4.30 to 7 pm. And during summer at that time the sun is still up 🙃

daring plinth
#

Yeah the scene took place before sunset

radiant iris
#

Man I'm spoiled living in Sweden. In the summer, the sun sets at 11pm LOL. I forgot that. In New York it's probably almost dark at 7? I dont know

daring plinth
#

Yeah I think it's during sunset

#

Therefore we would not have to rely on direct lighting but the HDRi lighting from the SkyDome

radiant iris
#

Yeap, this is further confirmed by the skybox they use for prologue

#

OG skybox

daring plinth
radiant iris
#

Yep, but only barely

#

Slits though curtains, small window upstairs main hall, and bathroom

#

I have the skybox disabled to bring in "distant fallback light" that's why you don't see it in my example photos

daring plinth
#

I think the toolkit released

teal thorn
#

Not yet for me

#

also #general-remix message

rare glade
#

Should be out now 🙂

daring plinth
#

its out

daring plinth
#

@radiant iris

#

toolkit is available for download

valid ice
#

hey sorry man, number 1

#

the subways are well illuminated usually

daring plinth
#

@valid ice can you please take a look at these? #1100576149895131246 message

are these tiles supposed to be reflective?

#

smooth tiles i mean

#

also are these true to the games subway textures as well?

modern star
#

Ok people we got a job to do

#

been out for a while (moved out to another city+ finished my degree) so i'm in again

daring plinth
#

we got a project team now

modern star
#

Coooooool

daring plinth
#

with emphasis on total asset replacements with new and updated models

#

and PBR textures

modern star
#

My time zone is GMT -4 so probably we wont be online at the same time btw

#

Did u guys download the toolkit

#

Ill be at home like in 3 hours

wet tangle
#

It's time

daring plinth
#

We got a proper project team for remix mod

wet tangle
#

I'm going to familiarize with the new tools. Get the hang of it. Post my own updates, and there can be cross collaboration. I wouldn't want to include myself by default 😅

Don't want too many cooks in one kitchen.

daring plinth
#

We got one cook who'll do custom PBR textures and one who remake 3d assets

#

I am pretty hopeful

wet tangle
#

When you say custom PBR? Ie substance or similar? No AI upscaling?

daring plinth
#

there is some form of AI upscaling yeah

#

Better ask pappaSlask

#

Substance is also used

#

Dude who goes by the name of Neo_minigan is reworking all original game's 3d models and adding more mesh details

radiant iris
radiant iris
daring plinth
#

Understandable

radiant iris
daring plinth
#

the original Max Payne enthusiast

radiant iris
#

@wet tangleWould you like to be on the team? Or are you gonna be on the sidelines watching in silence like you used to do? Or do you want to make your own remix mod perhaps? What's your stance sir?

daring plinth
#

Welp time to get the toolkit Pappa. Let's get this show running

#

or are you at work

radiant iris
#

Hold your horses son, where do I start? Where do I go? I just had breakfast! xD

wet tangle
#

I would like to contribute. Let me get my feet wet and see where I stand.

daring plinth
#

I'm sorry if I'm pitching you to do it I'm excited

radiant iris
daring plinth
#

First things first, replace the light sources with the custom ones to make the lighting correct

radiant iris
daring plinth
#

oh ok

#

You got omniverse launcher yeah?

radiant iris
#

Yeap

lost widget
daring plinth
radiant iris
#

" if you are based in the EU, you will need to use a VPN to download the toolkit."

What the? IT'S PAIN!!!!

wet tangle
daring plinth
lost widget
#

I just want to make sure he doesn't offend anybody by accidentally saying the wrong thing

radiant iris
# lost widget Don't take this the wrong way, but is English not your first language? I've seen...

Ha Ha HA! For the last time... I'm SCHWEDISH! xD Jokes aside, I'm schooled in a diverse range of English languages, from US english, to Brittish, to Australian, and Scottish.. So my English is a kind of a frankenstein setup 🙂 Hope it won't bother too many people. The phrace "good riddance" to me means something like "Good job, or good call, or "giddyup son I approve" It's not until now I learned it has a somewhat negative meaning. And for that I'm sorry

radiant iris
radiant iris
#

Can't get the Autodownloader to work, did anyone else have problems with it?

daring plinth
#

Yeah it's down

radiant iris
#

I looked in Look here First, it mentiones that the tool is broken and should be ran from a standalone folder

#

But it just flashes and closes when i try to run it

daring plinth
#

Better off downloading manually

radiant iris
#

So, it says "combined repo" does that mean it includes Bridge and dkvx updates as well?

#

"Combined repo for the RTX-Remix runtime"

daring plinth
#

Get the release 0.4

#

It's the latest

radiant iris
#

Yeah but does it include Bridge and DVKX or whatsitsname?

daring plinth
daring plinth
radiant iris
#

Is it included?

daring plinth
#

Yep it's the complete package

radiant iris
#

Grand!

#

I mean, DXVK is updated like every few days or something. Is the main Remix download also updated automatically then?

daring plinth
#

I think it's not updated manually, you'll still have to rely on the auto downloader once it's fixed. Since this was released just a few hours ago, it's the current latest build

#

Just plug it in brother sc_peeponodders

#

Toolkit also provides rtx remix runtime download as well

#

I think

radiant iris
#

That's the thing, I had the gutfeeling that, the main Remix file isn't updates as soon as there's a new small update to Bridge or DXVK, that's what we need the Autoupdater for

#

I'll just download all three of them this time, until the updater is fixed

#

Jeebus, it's updates like a hungry Pike!

daring plinth
#

ah

#

You probably need that new feature

radiant iris
#

Yeah, everything that has the word "fix" innit sounds gud to me 🙂

#

Hm.. Do we need to update DLSS manually for Remix? Or is the latest version included?

#

I learned in the stream that if you're having problems with ghosting, then using DLSS v2.5.0 = no ghosting

opal knot
daring plinth
#

Ghosting gone

radiant iris
#

Good call Giygas!

#

So I made a combined folder with all the latest update files from Remix, Bridge and DXVK. All in one. If you haven't updated it yet, feel free to download this and drop into your main game folder.

daring plinth
#

@radiant iris did you download toolkit or is it still downloading?

#

You can just import your first capture if so

#

I heard replacing lights is very easy

radiant iris
daring plinth
#

It's pizza time

radiant iris
#

How do you guys even have time to eat now

#

I'm knee deep in this boys!

daring plinth
#

I live in a very different time zone

#

The one where I should be sleeping now

radiant iris
#

Uh oh! 🥺

opal knot
radiant iris
#

Oooooo, Nvidia super AI 🤤

rare glade
#

10.34pm here, evening is young

radiant iris
opal knot
#

woops

radiant iris
#

Uh oh

#

Gonna take a look at the others, perhaps its better on bricks n shit

daring plinth
# radiant iris

Btw the real life counter part uses collage work with tinted mirrors

teal thorn
daring plinth
#

What does Slask AB mean

radiant iris
#

Dear god 😬

daring plinth
#

It's good for PBR I guess

radiant iris
# daring plinth What does Slask AB mean

Aktiebolag är en ursprungligen engelsk bolagsform som kännetecknas av att delägare kan köpa och sälja andelar i bolaget, och således inte personligen behöver vara aktiva i bolaget, samt att det krävs ett signifikant insatskapital, så kallat aktiekapital. Varje aktieägare äger en andel av bolaget, av vilket kvantiteten klarläggs i ett aktiebevis....

opal knot
# radiant iris

can you give me Original Texture? i want to look how Gigapixel will upscale it

radiant iris
teal thorn
#

Guess is just really bad with text

opal knot
#

Standard Preset

#

damn, even Gigapixel upscales better

radiant iris
#

Damn, what a shame Nvidia :/

#

Yeah it's not even any better on tiles or bricks w/e

opal knot
#

yeah....let's just stick to our Upscalers

radiant iris
#

Maybe they will update it in the future? I mean it's still just beta. And Ray Reconstruction didn't make into this release either

#

So I guess there's more to come?

daring plinth
#

Nah I guess that's it

#

How's the PBR though

radiant iris
#

This one was a kick in the groin Nvidia!

radiant iris
opal knot
radiant iris
#

Brautiful Nathan, but it should be weathered and old looking no?

opal knot
#

it should be, but just imagine it clean for now

#

besides, its not like i can redo damge look

radiant iris
#

Its stunning my man. It's always fun to nerd down into a single texture. But it's easy to forget that it's one of several thousands

daring plinth
radiant iris
#

Depends on your definition of getting kicked in the stomach, is it something good or bad? 🥹

#

Wait groin aint the stomach!

daring plinth
#

I mean is the Nvidia PBR better or worse ?

daring plinth
radiant iris
#

Thanks

daring plinth
#

Kicking in em nads!

radiant iris
daring plinth
#

Also why is the normal map blue

#

It should be muddy green

radiant iris
#

~~ Nah fam, it's Octrahedral, it's supposed to look like that ~~

daring plinth
#

It should look red-green

radiant iris
#

Damn son, you're right!

#

Good eye, nice catch. I won'der why it's like that

daring plinth
#

There's some detailed technical information on it but I'm not gonna go over it

#

But yeah that's the one

#

Just need to figure out how to make the tiles booth smooth/shiny and dirty

#

using correct roughness map values

radiant iris
#

I'm on it chief!

#

I'm gonna read some documentations now, and then make my first full PBR texture. Wish me luck ^_^

daring plinth
#

May the force be with you

valid ice
#

some of them are honed down and real rough now

#

they're super filthy, too

#

in most stations

daring plinth
#

Thank you for the confirmation my friend

daring plinth
valid ice
#

mosaic

#

like roman mosaic

#

its a ceramic, too

#

but the letters i think are honed so its less reflective

radiant iris
#

@daring plinthThe Roscoe sign could be your little pet project if you want sir? I give you free hands on manually making that texture how you see fit. It will be one of few exceptions we make striving away from vanilla. But just because it's you! You have my blessing! 😊

valid ice
#

Making some bannerlord assets right now but a bit later on I could help with some things here and there

#

do you have substance painter material outputs?

velvet flint
teal thorn
#

Oh wait maybe not, I'm thinking of a different texture

radiant iris
valid ice
#

Just do a lot of texturing in substance painter, unsure what the general formats with regards to texture files remix uses atm

#

Substance painter can export to preset formats basically

velvet flint
#

@radiant iris As I understand it, the upscaler from nvidia sucks. What about the pbr generator?

radiant iris
# valid ice Just do a lot of texturing in substance painter, unsure what the general formats...

I'm not painting textures, I remaster the vanilla ones. I have no experience with substance painter so you're asking the wrong guy. Remix reads regular .dds files. But you need composer to replace them, and the mod.usda file is the key. You can use tools like autopbr to automate texture replacements using a sublayer in remix, and a reference to include that sublayer in your mod file. When it comes to PBR textures, its a bit more complicated.

radiant iris
# velvet flint <@190211679353700352> As I understand it, the upscaler from nvidia sucks. What a...

Yeah, I'm afraid so man. Nothing ive tried of the upscalers out there surpasses what I'm already using. So I'll go keep going with what I have. What pbr generator are you referring to more specifically? I'm using Materializer for my PBR materials with my albedos as base, then a .mdl opacity material has to be created and set up for every texture. I'll automate the process in my mod layer with the help of AI, for speed and convenience

tacit marsh
#

The remix tools can generate PBR materials from textures

radiant iris
#

It only generates normals and roughness. And there's no way to adjust them to your liking, and the automated ones are a tad subtle to be honest. I need software that can create displacement, metal, ao and edge maps as well, or we won't have a proper PBR setup.

teal thorn
#

What are the roughness results like?

radiant iris
#

Not sure yet, haven't gotten that far. I was gonna setup my first texture with PBR materials in Tookit, only to be stopped by some "ingest" requirement nonsense. So I had to stop and read walls of text in the documentation files 🤥

#

The nice thing about materializer is that you get a live preview of your materials as you make adjustments to them. So artists can get a real representation on how the texture is gonna appear once ingame 🥲

radiant iris
#

Welp! Displacement maps are certainly working now 😅

radiant iris
#

Slowly getting my shit together. I know you boys will hate it. At least I have Max's face of approval 🫠

#

Good, bad, ugly? Hit or miss? Hiss eller diss? Good or anus?

daring plinth
#

Coming along nicely Slask!

daring plinth
radiant iris
#

Very tank you mister

#

sigh 3070 vram limitations is really starting to get to me 😖

tacit marsh
#

It should probably be about half that value at least

radiant iris
#

Good thing I stopped taking feedback from you then 😌

tacit marsh
#

Have you ever seen a tile dude?

#

This is like a stone wall lmao

radiant iris
#

Toxic person blocked 😌

#

This is Remix "ai tools" generated PBR's in comparison

daring plinth
#

@radiant iris do you have blender?

#

There's a way to modify a mesh using displacement map modifier

#

That way it could generate an actual mesh with tiles popping out (slightly)

radiant iris
#

Interesting! Yeah because the tiles won't get fully straight without an Edge map. I have a lot of control over the displacement map, but it's hard to get just right

daring plinth
#

Idk if that could help or not

#

Quick tutorial shows Blender convert displacement map to mesh with adding displace modifier and image texture. In this Blender tutorial, we will show the steps to add displace modifier, to add image texture of displacement map, and to apply modifier to 3D geometry. If you are facing blender displace modifier not working, we can go through the st...

▶ Play video
#

This could solve it

radiant iris
#

Giygas. You have to remember the scope of this project. There are literally thousands of textures. We can't put too much effort into each texture even if we want to. We need to find an approach that is effective and time efficient while still looking good

daring plinth
#

oh yeah yeah I get it

#

👍

radiant iris
#

There are already quite a lot of steps to take for the textures, doing additional stuff will bog down development as you know

#

But we could do a couple of exceptions, especially in the early couple of levels where people will study and marvel at the visuals the most 🤭

#

Prologue will be my little pet project. I will pour so much frikking love in that level 😄

daring plinth
#

I want to learn how to make the collage logo first

radiant iris
#

Damn, you know what! I wonder if it's possible to change the UI textures. I want the Xbox version of the main menu background. It looks so freaking awesome!

rich rover
#

I hope they bring it back in the remake

teal thorn
radiant iris
#

Both are Remix, above them are my WIP PBR's

opal knot
# radiant iris

considering there is mod which has menu screen replacement, it can be possible

teal thorn
daring plinth
#

Wish we could tone down the strength of normal

#

It's too hard around the edges

rare glade
# radiant iris

like how the tile surface and edges look just add proper shine to this tile look and dirtyness then it would be golden based on reference images and how they look og

teal thorn
#

It looks blockier than before but it do prefer it

daring plinth
#

how does it look without

#

it

teal thorn
#

What annoys me most is the lights

daring plinth
#

yeah displacement maps seems better, just needs to be very low

#

the offset value of it ofc

daring plinth
shrewd kernel
shrewd kernel
near shore
#

but if you shine a sun directly on it it'd probably look wrong.

shrewd kernel
near shore
near shore
#

Also, the actual performance benefit is questionable - SSS calculations aren't very expensive even in scenes with lots of SSS going on

velvet flint
shrewd kernel
radiant iris
radiant iris
# teal thorn

Nice stuff son, but it's too clean and too rough. Keep it up!

opal knot
radiant iris
radiant iris
#

Stellar work Yosuke 🫶

opal knot
#

You can use it as your desktop wallpaper if you want 😅

radiant iris
#

Then I'll grow tired of it already by the time this mod is complete 🤪

radiant iris
rare glade
radiant iris
#

Yeah Pulu, I agree. The displacement map needs to be reworked. Thanks

rare glade
#

On additional note I think from Cheev's images where he didn't have the displacement map, looked pretty good too

radiant iris
#

Experimenting, learning, experimenting, learning. And so it goes on and on 🙂

wheat wharf
#

the tiles are looking killer now

rare glade
#

Yup, that looks perfect now

radiant iris
#

Thanks guys, yeah we're getting there. I've found a badass way to manipulate normals to get that "partially shiny grimy-gritty" look 🙂

daring plinth
#

Can you give me your displacement map for tiles

radiant iris
daring plinth
#

Thanks

radiant iris
#

Sure Giygas. I found a way to repair it in photoshop. Now the tiles are straight and beautiful

#

@ Inwards displacement=0.018

radiant iris
#

I know people are excited for the Toolkit and all. But after having used it for quite a bit, my verdict is that it's in a pretty terrible state. I don't think people really realize how bad it is right now. And when it comes to Remixing Max Payne, I believe it's still much easier to do so traditionally using Composer and manually editing mod.usda files. I haven't had time to look at light placements yet, if it's indeed any "easier" to add custom light to games now using the toolkit compared to before. I asked our light-placing guy s0crates for his opinion but he haven't had time test it yet. BUT, when it comes to replacing textures, the toolkit is much worse. I don't know if the toolkit has resolved culling issues? That needs to be investigated.

#

Right now we need Toolkit testing, particularily culling, light placing and perhaps also 3d asset replacing. Aside from that, we still need to figure out the right approach for remastering 3d assets for the mod project. And although it's nice to see the interest and involvement from people regarding TEXTURES, but that's not where the focus should lie right now. So please don't worry about the PBR textures, leave it to me guys. And instead focus on the more pressing matters as described above. Thank you! ❤️

daring plinth
#

I think placing lights in their appropriate places would be easier

radiant iris
#

Yeah I worked up a technique that is quite straight forward and not too cumbersome. I posted a video tutorial for it in the community contribution sector. s0crates is working on it, he's doing gods work!

#

Did anyone have time to check the video tutorials for Remix that was released today? Was there anything on 3d asset replacements at all?

daring plinth
daring plinth
#

I'll link it here

radiant iris
#

It's a grand idea. Are you listening in @velvet flint I think emissive maps is only needed in some cases. As for translucency, it might or might not be needed for certain lights. But it sure is needed for curtains! But I don't know of any other places than Max's house that needs em

daring plinth
#

so the lights on the subway trains need to be modelled first, then we can apply lighting

I'll look for reference photos for these as well

#

Seems like they are fluorescent light rods enclosed in a metal housing

radiant iris
daring plinth
#

that's

#

I think you have to replace one by one

radiant iris
#

I'm not even sure in what capacity we should remaster 3d assets for this projects. It all depends on how fast and effective Neo is.

velvet flint
teal thorn
radiant iris
teal thorn
#

Has that been updated recently

radiant iris
#

Nope, but it still works a treat

#

However, we need to move away from that and use Apeture_Opacity materials. So perhaps we need a new approach

daring plinth
#

But I don't think there's going to be an easier way to replace assets than the provided toolkit. Not even in batch because you need to configure it's placement in world space as well

#

Model replacement will not be a one click solution

blissful moat
daring plinth
#

My mp1 script isnt working for some reason in Maya 2022

#

do you have latest version of Autodesk Maya?

#

Just need to drop the .ldb file and it opens up the map

#

That's for KFS files

velvet flint
daring plinth
#

ugh....this mfing Maya man

#

doesn't work with certain plugins

radiant iris
# daring plinth But I don't think there's going to be an easier way to replace assets than the p...

Not at all. When you replace an asset, the new asset will take the old assets transforms. If you look at the code in mod.usda, it says hash_blablabla1234 "over" "hash_blablabla123" and so on. We just need to figure out a way to automate all asset replacements. Here's how the autopbr sublayer looks:

{
    over "Looks"
    {
        over "mat_0576B610B238E914"
        {
            over "Shader"
            {
                asset inputs:diffuse_texture = @./tex/0576B610B238E914_diffuse.dds@
            }
        }

        over "mat_0856F8A807FB29FC"
        {
            over "Shader"
            {
                asset inputs:diffuse_texture = @./tex/0856F8A807FB29FC_diffuse.dds@
                asset inputs:normalmap_texture = @./tex/0856F8A807FB29FC_normal.dds@
            }
        }

        over "mat_0AE7916B8BDA2B27"
        {
            over "Shader"
            {
                asset inputs:diffuse_texture = @./tex/0AE7916B8BDA2B27_diffuse.dds@
                asset inputs:normalmap_texture = @./tex/0AE7916B8BDA2B27_normal.dds@
            }
        }

        over "mat_0C7AF015CB264EB8"
        {
            over "Shader"
            {
                asset inputs:diffuse_texture = @./tex/0C7AF015CB264EB8_diffuse.dds@
                asset inputs:normalmap_texture = @./tex/0C7AF015CB264EB8_normal.dds@
            }
        }

        over "mat_0D9C630BDB6AA6CE"
        {
            over "Shader"
            {
                asset inputs:diffuse_texture = @./tex/0D9C630BDB6AA6CE_diffuse.dds@
                asset inputs:normalmap_texture = @./tex/0D9C630BDB6AA6CE_normal.dds@
            }
        }``` 
Etc...
radiant iris
radiant iris
daring plinth
#

There is a solution and now it won't work

radiant iris
#

Anywho

#

I say we start with something small, then we remaster the crap out of that segment, so we learn all the viable approaches and techniques. Let's start with Max's house! The prologue.

#

We need to either use the existing model Neo made, and rescale it so that it follows the original house one-to one. Or make new a new model of the house from scratch. I will work on the textures. s0crates on the lights. And when we're all done, we merge it all up into one mod.usda file that we put on a private Github repository. After that, we continue on to the next level. Then we do level by level until the mod is complete.

daring plinth
#

you can ingest them first and replace one of them to see if it works

#

I like the approach you're taking, smaller steps to success

radiant iris
#

HAH! "ingest" it's the dumbest thing since cutting cheese with knives (Sorry my french fans)

radiant iris
# daring plinth I like the approach you're taking, smaller steps to success

Yeap, great minds think alike. But the first step is to get the 3d assets ready. I can't start my texture work without it. s0crates can probably start skissing on light setups already. But I want to have a tilted afternoon sun shining in though the windows in the living room, with nice subsurface scattering on the materials! The room will be lit indirectly by the fireplace and the sun shining through red curtains. I want two sets of curtains, one white and one red. Then I'll mix them smoothly 😌

velvet flint
#

@radiant iris Can you open the old mod.usda in rtx remix toolkit?

radiant iris
velvet flint
radiant iris
#

You're asking the wrong person. I didn't fiddle much with that part of Toolkit. I mostly looked at material replacing and the AI tools

#

But you can load old mod.usda's and capture layers and fiddle around. I did. You must first make a new project, then import the old files. I think it's the Open exisiting mod, or Edit mod....

velvet flint
radiant iris
#

Pretty much yeah. We need to work on one mod.usda file each, then merge our works to one "master" mod.usda. Or else this isn't gonna work. We could also work under one master, make edits to it, upload it to Github. Yeah I think that's the best approach

blissful moat
blissful moat
radiant iris
#

One way to do it is to record all meshes in a level, then export them using Composer. I think it's possible. It's a slower and less convenient way of course. But with an autohotkey script, god mode, and running through the entire level WILL capture everything!

teal thorn
#

Is there a way to remove the lights from the train?

radiant iris
#

@teal thorn Are you working on your own behalf? Experimenting and such? Or do you want to help us out?

teal thorn
#

I'm working on my behalf. But I'd be happy to help out

daring plinth
#

that could help us capture original assets as well

radiant iris
radiant iris
daring plinth
#

I'll try it with your mod on ModDB

#

maybe it has each individual asset as USD.

#

I'll just batch convert it when I'm home to .fbx or any format you like

radiant iris
#

Giygas. When you capture original assets, you don't need no mod. Besides, we are working on the House now. So that's what needs capturing

teal thorn
radiant iris
#

Also, there's a check to capture only assets, that way you don't capture the level layout. Only 3D meshes and textures 😉 @daring plinth

radiant iris
teal thorn
#

I'm only using your rtx.conf which should contain it

#

Although I think I selected the entire front of the train which would be the wrong one

radiant iris
#

Man the Toolkit is tearing me a new A-hole. 👿 These MF'ing SNAKES in this MF'g code! I'm about to open some windows /Jokes aside I love you Remix team! ❤️

#

Rune told me the solution is to restart PC. So I'll restart PC 🫠

daring plinth
teal thorn
#

Integrated graphics?

daring plinth
#

I would've teared the game open if I had the opportunity

daring plinth
#

but it lets me do the basic stuff so idc

#

Fyi I have a i5-10400, waiting for a 3070 ti because Path tracing is ok on it

#

to mess around with I suppose

radiant iris
teal thorn
teal thorn
#

Surprisingly I'm able to run the toolkit and max payne without issues

daring plinth
teal thorn
#

Yeah

radiant iris
#

Bollox

#

Pic or didn't happen 🧐

teal thorn
#

Max payne is rather low on vram usage compared to every other remix game I've tried

daring plinth
#

I think the renderer pauses when you minimize

#

So there's that

radiant iris
teal thorn
#

It only uses 1.5g iirc

#

With remix

daring plinth
#

Remix actually works better with more lights

#

Cause of reSTIR

teal thorn
#

Although now I think about the game is probably rendering at 360p

radiant iris
#

It's so dumb. Just windows alone eats up like 2-3 GB vram ... For the folders and all the UI.. It goes by the name dwm.exe... And if that wasn't enough Discord itself eats nearly half a GIG vram 😩

daring plinth
#

Chrome takes easy 5gb alone Her_POV

#

Ngl I'm starting to feel 16gb is outdated

radiant iris
#

Blyatiful! 😍

#

Now if you can change the Max Payne logo into Max Payne Remixed. You'd get 11/10 sir!

opal knot
#

thats....what i actually did

radiant iris
#

But the 'Remixed' part can't be green. It has to follow the overal color scheme of the background image. I'd say Wine red, Maroon, or some form of Purple perhaps? Brown maybe? You know what!? Try White as well!

#

Wait.. wait... Try Gold too, it might blend in nicely with the red!

radiant iris
#

Clear improvement

red charm
#

MAX PAYNE RTX (RTX must be green)

radiant iris
#

In off to bed. See U all in 9 hours 👋

velvet flint
muted tinsel
velvet flint
muted tinsel
opal knot
#

if you have high-res, drop it from first second

#

not later

muted tinsel
#

I can send it in any res

#

I will send some alts

velvet flint
muted tinsel
muted tinsel
#

yeah I will just drop it here

red charm
#

@muted tinsel This is the best

opal knot
#

Hooray, i can retire and leave this project for good

daring plinth
radiant iris
#

@muted tinselNice graphics 345 But we're not changing the name of the project. I commend your enthusiasm though 🙂 👍

velvet flint
#

Tried the toolkit. Well, the Z axis is still broken, the old mod.usda, made still through usd composer, won't open. Not much desire to do anything about it yet, to be honest

velvet flint
#

Or maybe it's just that I'm addicted to map sweeping in assassin's creed

radiant iris
#

s0crates, thanks for trying your best. But as I've already stated. Tookit is in a very bad shape right now. It's not even worth bothering IMO. Let's just use Composer until Toolkit has become somewhat refined @velvet flint

radiant iris
#

I'm painstakinly forcing myself to use Kit and learn its ins and outs. I think it might be a must going forward with this project

#

It took me a good 2 hours just to load my old capture files and mod.usda's into the thing properly 🥵

radiant iris
#

Ok boys, I think we have quite a sour situation here!! 😬

#

(also notice how the two carpets in front of the fireplace is missing) This lemon basically replaced them in one single sweep

#
{
    over "meshes"
    {
        over "mesh_3DFF67DDA156F0CB" (
            references = None
        )
        {
        }

        over "mesh_47C6D20AC4C05CE4" (
            references = None
        )
        {
            def Xform "ref_08bc4c156ed14db6aa0330d5d3fca904" (
                prepend references = @./deps/Custom Assets/Lemon_02.usd@
            )
            {
                custom bool IsRemixRef = 1
                double3 xformOp:rotateZYX = (-0, 0, -0)
                double3 xformOp:scale = (1, 1, 1)
                double3 xformOp:translate = (0, 0, 0)
                uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateZYX", "xformOp:scale"]
            }
        }
    }```
#

And this is basically how the structure looks. Now we just need to find, or build a tool that can automate this process of replacing EVERY mesh_hashhashhashhash in the level with our new .usd mesh. And we can put them all in a separate folder. Because the code links to a folder of our choice!

#

We could ask ChatGPT to do it for us. First we give him a list of all the recorded vanilla meshes. Then we tell him to put our code together with the corresponding "new" meshes of our choice. The only problem is that ChatGPT has a limit to how much code he can write in one go. It's possible to give him big missions but that has to be split up in batches. Perhaps ChatGPT 4+ as a paying subscriber DOESN't have such limitation? Ideas or suggestions are welcome!

#

Damn, by the way, how do we extract the original xformOp from meshes to apply to our code? So that our replacement assets end up where they are supposed? That's something that also needs investigating!

teal thorn
radiant iris
#

Dude, don't even get me started on Ingestion. It's the dumbest thing since SPAM in a can, plus is bugged as all hell

daring plinth
#

Seems like it's converting said models and textures so that they can be used as instances or as common .USD assets

daring plinth
wheat wharf
daring plinth
#

Just said the same thing in #general-remix

radiant iris
#

Gonna talk with E-man about it too

opal knot
radiant iris
#

So I had a talk with the lead designer of the Kit. About bulk 3d asset replacement. We came up with an idea of how to get that implemented into the Kit app. But alas, it's a big task to add and it will probably take quite some time until it's a feature. However, in the meantime he helped us to slim the code down for bulk 3d asset replacements. So now it's simply:

#
                prepend references = @./deps/Custom Assets/Lemon_02.usd@
            )
            {
            }
#

And we don't have to worry about xformOp's anymore. Because of some father and child relationship that I didn't clearly understood

daring plinth
#

Bitter Symphony

velvet flint
# radiant iris s0crates, thanks for trying your best. But as I've already stated. Tookit is in ...

If we want a simple toolkit for swapping meshes, then we have to use the toolkit. It is better to use the toolkit for light too (Z-axis is broken anyway, but I need to do less actions anyway). Regarding texture replacement, I didn't find the documentation (https://docs.omniverse.nvidia.com/kit/docs/rtx_remix/latest/docs/howto/learning-assets.html#ingesting-asset-textures) and the tutorial video (https://youtu.be/7ay5V8axQkQ?si=Aq9H5E_DecIL-bV2) complicated, maybe it's just a matter of getting used to it

To replace textures, you first have to import the new files you intend to add to your mod. This import step is referred to as “Ingestion”, as it automatically converts your textures to the right formats for RTX Remix. This video shows you how to ingest textures in RTX Remix.

Eager for your next lesson? Checkout the RTX Remix Tutorial Playlist a...

▶ Play video
radiant iris
#

@velvet flint we don't need no toolkit! We can set up everything in Composer and via mod.usda! It's all code anyway

#

Adding lights in Composer is easy now, since I taught you my point and click approach! Adding emission to textures is also an easy thing to do. So no worries! 🙂

#

Damien said it himself, Toolkit is for Single Asset Replacement. What we need, is a bulk approach!

daring plinth
#

Strange times, composer easier than c-toolkit kekw

radiant iris
#

Besides, I can't stand the constant crashes and slowdowns of Kit. And not having DLSS, or even a simple Camera light working

radiant iris
#

I import a custom 3D asset:

#

And out it shiets 3 additional unwanted siblings 😩

daring plinth
#

It is open beta afterall

#

They are looking for feedback

radiant iris
#

Yeah, I know. I'm being too harsh. Thanks for bringing me back down kekma

radiant iris
#

There we go, I should sit and complain while doing nothing. Now I've done my part as a good Toolkit citizen 🫡

teal thorn
#

Is there an easy way to position lights in the toolkit?

radiant iris
teal thorn
#

Is there a way to fix the lights reappearing in different parts of the train station?

daring plinth
#

ReMax Payne kekw

#

Though it would probably mean we reverse engineered the game

radiant iris
#

I kinda like this idea, but also kinda dont

#

I dunno 🤷‍♂️

#

😆

#

Where the heck is Giygas xD Starting to miss the man

daring plinth
radiant iris
#

What

daring plinth
#

my name changes every few months

daring plinth
#

I go by many

#

many names

radiant iris
#

Like the old Swedish saying goes: Beloved child goes by many name ^^

daring plinth
#

So we got 4 guys I guess that are currently contributing to the project

S0crates - light placement
PappaSlask - AI texture authoring, Project lead 👑
Ruth - 3d modelling (?) ✏️
Neo_minigan - 3d assets and substance designing
Yosuke - Graphics-VFX designer/artist

radiant iris
#

Oh dear

daring plinth
#

Is this the current team yea?

radiant iris
#

Not quite, you can scratch Ruth from the list. She only wanted our money lol

daring plinth
#

good enough?

radiant iris
#

Yeap, except my name should come up on top. Because I'm project head

daring plinth
#

ah yes

radiant iris
#

Don't get me wrong though, everyone is equally important to the project

#

You should also add Yosuke to the list. He/she is our Graphics/VFX designer

daring plinth
#

4 people

radiant iris
#

You should add yourself to the list while you're at it. As our advisor/researcher

#

You have been a staple to this team for quite some time

daring plinth
#

I just yell around (lurking mostly) when I feel like it

radiant iris
#

🤓

daring plinth
#

This game holds a very special place in my heart

#

That's why

radiant iris
#

Lemme guess, you're Finnish? 😌

daring plinth
#

ConnoisseurWali no but I consider myself a Payne connoisseur

radiant iris
#

Lovely!

#

Ok, I now know how we're gonna do this. We capture every mesh in the house. Then we send them to Neo. Once hes done remastering them. He send them back. We put them in a folder, then we set up a very simple script using ChatGPT. We give ChatGPT a list of the mesh names with their hashes. Then we append the remastered meshes with a _R (R for remastered duhh) Then we ask ChatGPT to complete a list with the code snippet, where he includes all the original mesh filenames with the new ones into, complete with reference links and all, as many code snippets it takes. And then we will have our fully 3D asset remastered level!

teal thorn
#

Meanwhile

Before and After

daring plinth
#

Reflective?

radiant iris
#

What is thos sorcery? 😮

teal thorn
teal thorn
#

I just realised a lot of maps aren't assigned in the after pic mainly with the tiles

#

My usda file that assigns them is only working for the albedo, I've got no clue why that is everything looks fine to me

velvet flint
teal thorn
#

refraction

velvet flint
#

Wow

daring plinth
#

looks like it has some sort of noise normal applied over it

#

giving it a frosted look

teal thorn
daring plinth
#

but can we see semi reflective image of max in it?

teal thorn
#

Barely

opal knot
#

i dunno, because its stupid?

daring plinth
velvet flint
# daring plinth

Not necessarily, there are plenty of booths with embossed glass so you can't see who's in it

daring plinth
teal thorn
opal knot
radiant iris
opal knot
radiant iris
#

kek, did you have any luck with Maya? Or do we have to resort to Remix asset capturing?

opal knot
#

if its question to me, then my answer is huge NO

radiant iris
#

No it was for kek 😛 Get used to his new nick

opal knot
#

okay

radiant iris
#

I think this looks frikking dope Chevv!

radiant iris
#

Did you ask chatgpt for help?

daring plinth
#

No I didn't

#

I'm not that good with python btw

#

😅

radiant iris
#

Thing is, he can detect faulty code, then repair it, then give you the new repaired code. All u need is to make him understand what you want to achieve. And how to copy pasta

daring plinth
#

I'll try

#

Thanks

radiant iris
#

Good, hope it'll be fruitful. If you don't succeed, it will mean we'll have to resort to manual asset capping. Which is approachable but much less convenient.

daring plinth
#

@radiant iris looks like the version of python i have (built in AutoDesk Maya 2022) is not up to date

#

The error message indicates a TypeError related to subscripting on the return type hint in your method signature. The issue here is that Python 3.9 introduced the ability to use subscript notation in type hints, but it seems like the version of Python used by Maya 2022 may not support this feature.

#

the error

radiant iris
#

Does Maya come for free?

daring plinth
#

no its paid

#

time to update Maya i guess

radiant iris
#

I believe in you!

daring plinth
#

just checked, subscripting came in around Python 3.9 but the version of maya im using only has 3.7.7

#

its not the script that's broken

#

its my outdated software

#

ok well...i'll try this again tmrw with a newer version

#

its past my bed time

radiant iris
#

Thank you best sir 🙂

opal knot
#

Nah

#

i really don't understand why there is a throw logo contest, even though we already have a good one

rare glade
#

that logo is trash

opal knot
#

The one you throw?

rare glade
#

mine not the best not the worst either but the one you linked, remixed text too big, too dominant compared to max payne and color too bright. maybe smaller in size and dif color (less brrright)

opal knot
#

Dominant? I hope you joking

#

Its not

#

Its smaller

rare glade
#

more simple the better