#Barnyard

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ashen merlin
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The game works with the latest github builds

Follow the pins

If the window is off-screen for you when you start the game, download this utility: https://github.com/dtgDTGdtg/SRWE/releases/tag/SRWE_v236

You can then select the exe and press one of the buttons in the Align Window section
https://cdn.discordapp.com/attachments/1106420949257044061/1480925243194212403/BeamNG.drive_Screenshot_2026.03.10_-_09.47.54.58.png?ex=69c1449c&is=69bff31c&hm=789b7e88543e47e08122da9c40f08ecb9d2f1ca4ed1531444f003b63204b1cad&

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barnyard_d3d9.log is spammed with this:

warn:  ConvertFormat: Unknown format encountered: 65
warn:  ConvertFormat: Unknown format encountered: 65
warn:  ConvertFormat: Unknown format encountered: 65
warn:  ConvertFormat: Unknown format encountered: 65
warn:  ConvertFormat: Unknown format encountered: 65
warn:  ConvertFormat: Unknown format encountered: 65```
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@weak wagon do you have any idea what this is referring to?

weak wagon
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Can you file a bug on GitHub for it please?

ashen merlin
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sure

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i'm trying to record a quick video to demonstrate what's happening. i'll link it in the github post as well

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mm, of course i just figured out what causes Remix to work. it's the sun, weirdly

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as soon as it's in view, Remix works. very strange

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however it doesn't explain the odd geometry rotation. when i enable the debug view you can see it's also flickering rapidly

ashen merlin
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oh, nice

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enabling In View Transform for Fused World-View Mode enables Remix to work consistently

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pre-made conf for anyone who wants to mess around

ashen merlin
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so the terrain rotating is seemingly caused by the clouds in the skybox

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it spins at the exact same rate, and when the clouds aren't moving the terrain is fine

clear silo
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cool to see someone testing out barnyard lol, heres what it looked like for me without changing any settings from my previous testing

harsh bridge
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Wow

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who da cow

leaden ruin
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I'm too dumb for this. Downloaded the files from rtx remix on github but have no clue what to do next. I have the file posted on this page but where and what do i do with it

ashen merlin
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can you share your rtx.conf file please?

ashen merlin
tame flume
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Oh, this game... ๐Ÿ˜ตโ€๐Ÿ’ซ

ashen merlin
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part of the geometry just suddenly stays a solid color, and starts rotating in conjunction with the clouds in the skybox

tame flume
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Basically the geometry hash captures a mesh the same way it captures a texture.

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It reads the information and creates a hash, and it knows "hash_<%%%%%%>" means "material_<%%%%%%>". So if you suddenly changed the texture resolution or texture, I don't think it would be the same hash.

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This is why when you look at, say, Red Faction II, 99% of the time you're looking at static geometry. But if I use a GeoMod weapon and break something, the wall changes hashes because it's now a different mesh from the one that stood there before.

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Meanwhile skeletal meshes explode with color as you see above because they're animated, the problem is here there's some kind of failure to caputre.

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I think it could mean two things, one is potentially aggressive LOD and the other could be either some kind of subdivision or shader effect.

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I do remember this game but... it had a rendering bug where the floors didn't render. So this game might have some kind of funny shader business.

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This problem sounds like it was practically made for me to investigate, solving an ancient mystery of that janky movie tie-in game I vaguely remember ๐Ÿ˜›

ashen merlin
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lol

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it's a surprisingly fun game. i still enjoy it

ashen merlin
tame flume
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Oh yeah, I'll give it that. I still played the heck out of it without floors.

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Some areas got really really difficult to navigate.

ashen merlin
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also of note, when the time of day is changing, the geometry rotation stops. it also stops if you move the camera at all

ashen merlin
tame flume
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It was actually a weird survival experience when I was going around the outer areas because I couldn't tell what was water and what wasn't.

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It took me so many retries to venture out and find the things I needed.

ashen merlin
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it's also one of the most difficult games to get working with emulators. Dolphin and PCSX2 only got it working properly this year

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so it's definitely a bit funky in the way it works

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almost all of the geometry is rendered with shaders

ashen merlin
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but yeah, this game will probably be my own personal remastering project

tame flume
ashen merlin
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ah ๐Ÿ˜ฆ

tame flume
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Heck yeah, if you want I could try to make sure any features you need are covered in the program I'm working on-- textures only for now.

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I want to turn it into a front-end for chaiNNer but for now it lets you read the material list. I'm working on letting it generate metadata for each material so you can assign which are metal, which are mirrors, etc. at a glance.

ashen merlin
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you gonna use chaiNNer's CLI mode?

tame flume
ashen merlin
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ya

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seems very helpful

tame flume
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Ideally once I get there I'll use my metadata to feed it float values to bias roughness maps and skip textures you don't need. For now I just create the textures and ignore the ones I don't use.

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It'll also be good for avoiding textures you don't want to upscale, like the lightmaps in Anachronox that get upscaled to 8K and have to be invisible.

ashen merlin
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lol

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if you force shader model 0 in dxvk (this is plain dxvk, no remix) it looks like this

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i was hoping it'd be an option but clearly not

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in game

ashen merlin
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and that's definitely not right ๐Ÿ˜›

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oh, it just fixed itself after a bit

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that shader problem is really odd

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the noise in this game is so intense compared to others too

tame flume
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If the entire floor is shader based... I guess I finally got closure.

ashen merlin
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vertex capture on

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and off

clear silo
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note that I have been using the barnyard enhanced mod for testing (yes that exists lol) but that shouldnt make a difference

tame flume
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Dang, I can't find this game physically anywhere. ๐Ÿ˜ฆ

ashen merlin
ashen merlin
tame flume
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And apparently THQNordic wants to remake it?!

ashen merlin
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that'd be really weird. i've seen almost no fanfare for this game

tame flume
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But... they got Spongebob so anything is possible I guess.

clear silo
clear silo
ashen merlin
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nice

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i was looking for a place for it

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i had remastered the intro video a long while ago and wanted to share it somewhere

clear silo
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theres people on there that have been speedrunning the game for 5 years and some modders that have made some cool stuff

ashen merlin
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dunno if i still have it

ashen merlin
clear silo
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damn youve had discord for over 5 years but u havent verified ur number yet lol

ashen merlin
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i don't have a phone number ๐Ÿ˜›

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well, not a normal one anyway

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i just use google voice

clear silo
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damn fair enough

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tbf i barely use my phone for anyone other than family

ashen merlin
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yeah, i don't really use my number either

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so if one of those smart hacker modder people can do this, i think this is all that's needed to fix the game: remove the clouds from the skybox entirely

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i had attempted it myself earlier and got basically nowhere

tame flume
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I downloaded the demo off the internet archive so I'll see if I can track it down and give you the mod for it.

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Red Faction II similarly gets weird about skyboxes especially when the sky shares textures with the real map.

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It's going to be surreal seeing what the floor looks like in this game.

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I was playing my games on fixed-function against the developers' wishes before it was cool. ๐Ÿ˜Ž

ashen merlin
ashen merlin
tame flume
# ashen merlin how would i go about doing something like that?

If you do a capture you can pull up the entire captured scene. Sky materials are usually ignored but if you haven't marked the clouds as sky, you'll see them somewhere in the scene and can even search them by texture hash if you have it. Have you already set up a mod.usda?

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If you wanted to, you could even make this a separate USDA called cloudfix.usda and load it as a sublayer.

ashen merlin
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but i'll give that a try (if i can figure it out)

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i haven't messed with USDA files yet

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i'd rather do it without omniverse. i believe that's possible?

tame flume
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If you know the specific, yes. Once I'm off work I can send you my template for light and texture mods, and I'll dig up my old Omniverse RF2 mod to get you the commands for ignoring meshes.

ashen merlin
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that'd be great, thank you

tame flume
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So as far as meshes go, the data appears to be stored in binary. I've never modded a mesh outside of Omniverse and I'll have to do more research to figure out the finer details of it. Unfortunately I discovered tonight that the changes I made in my RF2 mod did absolutely nothing in-game.

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I think the only way to get those clouds out of the game is to find out what material it's being hashed as and ignore the material itself.

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Once you know what material you're actually looking for, you can write this (but for the material of the cloud itself:

        over "mat_8FEC360EB6B58CAC"
        {
            over "Shader"
            {
                bool inputs:ignore_material = 0
            }
        }
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Obviously mat will be replaced with whatever hash the material is. This will be identical to the texture it shares, unfortunately if Remix doesn't capture the texture due to the object being shader based I think Omniverse is your only option.

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If you're willing to send me the capture(s) I may be able to take a look and see if I can pull the cloud meshes out. Otherwise I think I was able to get a demo of the game so I'll try to handle it there.

ashen merlin
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i have the texture hash thankfully, it shows up in the overlay

tame flume
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Oh perfect!

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In that case can you just give me the texture hash? I left out the header and footer in that one.

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I'll send you the one I just made to hide that floor in Anachronox.

ashen merlin
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sure

tame flume
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#usda 1.0

over "RootNode"
{
    over "Looks"
    {
        over "mat_8FEC360EB6B58CAC"
        {
            over "Shader"
            {
                bool inputs:ignore_material = 0
            }
        }
    }
}
ashen merlin
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mmm i'm not sure how to get the text from that

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guess i just have to type it?

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0x3ff9df087bac114d

tame flume
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3ff9df087bac114d

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Formatting in the USDA should always be all caps and omitting the 0x. One sec, file incoming.

ashen merlin
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thanks

tame flume
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Drop those two in rtx-remix/mods/gameReadyAssets and Remix will load them on startup.

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You can then use that mod layer and add layers on top of that-- if you did it like this for instance:

  subLayers = [
    @./invisfloorstest.usda@,
    @./lightexplosionsfix.usda@,
    @./cloudsfix.usda@
    ]

You would load cloudsfix, then lightexplosionsfix, then invisfloorstest. Whichever loads last usually gets priority on what renders, so I like to use the bottom layer as my AI upscaled first pass and do more manual changes on top of that.

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Anyway if setting your clouds to the sky or ignore texture didn't do the trick this should definitely solve your problem.

ashen merlin
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these also apparently

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i'll try to add them in myself and see if i do it right

ashen merlin
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i did load these in. it's reporting Status: Layer Data Missing in the bottom left however. is that normal?

tame flume
ashen merlin
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ahhh okay. that makes sense. i thought it meant that the feature itself wasn't production ready, lol

tame flume
# ashen merlin thank you very much for the info

Of course, it's pretty straightforward once you have the actual formatting info in front of you. Once I have more time I want to put together a straightforward collection of that info because I had to mess with Omniverse and dig up my first few mods just to get all that info in one place.

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I also cut out all the autogenerated Omniverse stuff ๐Ÿ˜›

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I just opened the demo and... well, it's just a few minigames, but this feels like a fever dream.

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I don't even recognize it honestly, not without the blue ground.

ashen merlin
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seems i didn't do the formatting right

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i bet it's so bad that it'll look funny ๐Ÿ˜›

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over "RootNode"
{
    over "Looks"
    {
        over "mat_3FF9DF087BAC114D"
        {
            over "Shader"
            {
                bool inputs:ignore_material = 1
            }
        }
                over "mat_3538E9A8347C0D56"
        {
            over "Shader"
            {
                bool inputs:ignore_material = 1
            }
        }
                over "mat_AA70849412C7BE55"
        {
            over "Shader"
            {
                bool inputs:ignore_material = 1
            }
        }
    }
}

tame flume
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No that should be right, let me put it back into Anox and see what I did wrong...

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I wonder, was it supposed to be 0 for ignore_material?

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This naming scheme can be a nightmare sometimes.

ashen merlin
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weirdly the rotating isn't happening as often with this mod file

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the clouds in the daytime are totally gone now, and it's still occuring

tame flume
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Mods do seem to change how the renderer works. In Anachronox it causes purple lights to stream in from every direction because it's trying to read light from a fancy menu graphic.

ashen merlin
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the fake reflections are still here, lol. duplicated geometry trick i think

night folio
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lol, barnyard ๐Ÿคฃ

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this looks like a good combo with remix

tame flume
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Darn, I wonder how well documented the game's tech is. A game-side mod could be possible.

ashen merlin
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i saw some interesting mods on that server that was linked. it seems like it might be possible

night folio
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lets see....i know this is irrelevant but i have a itch for those madagascar games, maybe someone tried that?

tame flume
ashen merlin
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there's also a decompilation project for this engine, however it's nowhere near complete

ashen merlin
tame flume
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I originally made the ground floor in mirrored rooms transparent to allow the effect, eventually I found it wasn't worth the trouble and you're better off giving it a roughness of 0.0.

night folio
ashen merlin
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water looks ultra broken. i need to figure out how to set texture formats properly

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the water selection in the remix overlay isn't doing anything. didn't work in Morrowind either (even when following the tooltip instructions)

night folio
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that water has two layers

ashen merlin
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yeah, that's intentional for the area

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the rest is single

tame flume
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There was a sand area? ๐Ÿคฏ

ashen merlin
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yeah, and a mountain, and a cabbage patch area. also a nightclub basically, lol

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it's a really fun game

tame flume
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I remember the club and the mountain, cabbage did render.

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I guessed it was a mountain, anyway.

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Wasn't there a pool game or something too in the club area?

ashen merlin
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yeah

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my favorite minigame

tame flume
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Yeah this one was a weird game.

night folio
tame flume
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Ahhh Renderware.

night folio
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anyways....are y'all doing replacement textures?

tame flume
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I wish it was open sourced the way BRender was, but that's unlikely to ever happen.

ashen merlin
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weird

night folio
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imagine how advanced it would be if EA didn't purchase its rights

tame flume
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Oh, officially? Nice!

night folio
ashen merlin
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i've noticed a lot of distant scenery doesn't load either

night folio
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there's...also no sky

ashen merlin
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in this case by "dumped" you mean "got rid of", right?

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not released

tame flume
ashen merlin
night folio
tame flume
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Oh. Yeah that's rough.

tame flume
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I thought you meant dumped as in thrown online.

night folio
ashen merlin
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i'm gonna share a video

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the rotation is really weird. it only happens with some camera areas and not others

tame flume
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Yeah it's going to be hard to tell that exactly is happening without some investigation but I've seen very similar glitches trying to get Half-Life 2 and Lost Coast running.

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Definitely something to do with shader capture, I'd imagine. It might also be possible to hide meshes if I look harder for it.

night folio
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where's the video, i swear i saw it

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then it disappeared

ashen merlin
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mistakenly left personal info in

tame flume
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Sometimes it's also down to UI, Anachronox takes in light on its world space UI during ATB combat and if you mark it as HUD all enemies become rasterized.

ashen merlin
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you can see later in the video that it stops spinning at a specific angle

tame flume
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Honestly after finding out that the UI not being marked was the cause of blinding purple lights appearing constantly all bets are off for me.

ashen merlin
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it's like something in that distance triggers the effect

night folio
ashen merlin
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another game i was testing had a similar issue with UI, except that it was constantly glitching into the 3d view rather than being flat

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very strange

tame flume
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The funniest one I remember was when I was testing Hitman 2 on day one. I'll see if I can find it.

night folio
ashen merlin
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sometimes it'll spin around all the way

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other times it'll have a long stutter (about 2-3 seconds long), then reset the position and start over

night folio
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interesting

tame flume
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Found it:

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But I think you're absolutely right about it being related to the skybox, the only question is if it can be disabled.

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And there is a chance this may need to be on the game side instead.

night folio
ashen merlin
# tame flume No that should be right, let me put it back into Anox and see what I did wrong.....

did ya get this figured out btw? i messed up the formatting, but it's still not working when it's corrected:


over "RootNode"
{
    over "Looks"
    {
        over "mat_3FF9DF087BAC114D"
        {
            over "Shader"
            {
                bool inputs:ignore_material = 1
            }
        }
        over "mat_3538E9A8347C0D56"
        {
            over "Shader"
            {
                bool inputs:ignore_material = 1
            }
        }
        over "mat_AA70849412C7BE55"
        {
            over "Shader"
            {
                bool inputs:ignore_material = 1
            }
        over "mat_73E3D24785C55E32"
        {
            over "Shader"
            {
                bool inputs:ignore_material = 1
            }
        }
    }
}
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also, the distant stuff loads at certain angles. it appears to just be an image wrapped in the skybox? or the edge of the map

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but moving just a bit hides it

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also of note, the stars also begin to rotate with the terrain despite normally being stationary

rugged forum
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is it just my pc but the fps seems to be way worse than other other remix game

tame flume
clear silo
tame flume
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Oh nice, I just got the demo to reproduce the bug you're seeing.

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I'm pulling this up in Omniverse in a second.

clear silo
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and yeah the game also pretty much loads in chunks, i dont think anyone has yet found a way to load the entire map in at once

tame flume
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I wish we had other games on the engine to compare, but de Blob never got ported (the release we have is DX11) and I can tell you with absolute certainty that you'll never find a retail DVD for Jurassic Park Operation Genesis.

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The demo isn't making any config files so I can't really do much to the registry either.

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Unfortunately it looks like USD capture is crashing the game.

rugged forum
tame flume
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Awesome, I'll take a look. It does seem like the behavior stems from the clouds simply existing as a shader based object without a texture, so ignoring it does nothing.

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I wonder what would happen if I replaced the texture?

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That doesn't seem to have done anything. ๐Ÿ˜”

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I can't really test the night area with this demo, the only thing I really have access to is mud jumpers and the mailman one I think.

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Either way I can see the sky shader that's breaking it but nothing I'm doing is working, the only way I see this getting fixed is modding the shader itself.

rugged forum
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why only the demo?

tame flume
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I don't have the actual game, plus it has the same bug so it gets the job done.

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Either way this is some kind of bug related to vertex capture for the sky which is rotating, and most likely rotating some kind of light source or shadow map texture in a way that effects geometry and the player but not NPCs.

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I think figuring out where this shader is and modifying the offending functionality is going to be the only way to handle it.

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I'm willing to bet it could be related to Data\MiscTextures\skinlighting.trb.

edgy shard
edgy shard
tame flume
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It may also be possible to supplement any water mesh with ground meshes underneath the surface.

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I feel like there has to be a way to remove meshes but I just don't understand the mesh tools at all in RTX Remix and documentation isn't really there.

ashen merlin
ashen merlin
edgy shard
ashen merlin
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then what i'm experiencing is particularly strange

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๐Ÿ˜ฆ

edgy shard
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it looks like they don't even have an internal Toshi class for the sky shader in the build of Toshi for Barnyard so it might be a little bit complex to prevent the sky mesh from rendering through modding the exe file (quick explanation: the engine has a system for runtime class detection which is pretty much the same as RTTI)

tame flume
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Is there anything connected to the player character or environment as far as shading is concerned that would gradually increase a value?

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It seems like any character that could take in shadows from the environment as opposed to generic blob shadows is affected, and I'd assume it's from RTX remix reading the wrong data but it'll be hard to tell without looking more into Remix's vertex capture.

ashen merlin
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afaik they all use generic blob shadows

edgy shard
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okay, I found a way to disable the sky shader and mesh and it seems to work fine!

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I'll upload patched exe file as soon as I finish it

tame flume
#

That was fast ๐Ÿ˜ Awesome work

night folio
edgy shard
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at offset 0x005f0670 of the exe file there's a function which renders the skybox so if you set there a return command it won't execute

night folio
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Oh

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That's nice to know about

edgy shard
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the only problem now is that there's no any textures for the skybox and everything is black now

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is there any fix for this?

tame flume
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I remember seeing that the lighting improved a lot when you set the untextured draw calls to 1 or higher in the skybox.

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It's also possible that you could find a way to insert some kind of texture, sphere or box somewhere in the level with a texture assigned, and assign that as the sky.

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I'll try to patch the demo and see what happens.

edgy shard
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I'll see if I can find it for the demo

tame flume
edgy shard
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I think by default it should be equal to this but in reverse order (0x8B30EC83)

tame flume
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I think I found it but I'm pretty new to binary mods, just need to figure out how to actually add a return. I got a match at 0018:F440.

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0x18F440

edgy shard
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check 005ef380

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it should be there

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just found it in the demo build

tame flume
#

That'd probably be for the best anyway if I'm actually going to be helpful modding it.

night folio
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@edgy shard can you help us with nfs underground 2, we're kinda stuck with game not launching ๐Ÿ˜…

edgy shard
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I don't think I can do much for it since I've spent about a year reverse engineering Barnyard and it's engine lol

tame flume
#

I'll look into the skybox problem on the full game later because I'm pretty much out of time for now but I'm genuinely amazed that you got this issue resolved so fast.

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I feel like there's probably going to be one way or another we can hack a skybox into the game, even if it looks horrible in the normal renderer.

night folio
edgy shard
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here's a patched exe for the demo

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but I haven't tested it because I don't have the assets for it

tame flume
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It does work. The skybox does have some very weird behaviors but setting a sign in the background to the sky immediately restored a blue-ish color. I think this hack is more than usable if we can figure out a cheap replacement sky.

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I'm also seeing some kind of bizarre debug input on the demo's main menu where the world's position is bound to the mouse cursor and only visible in geometry hash:

ashen merlin
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the mod did indeed fix the rotation, which is great! buuut the terrain vanishes during time of day transitions still

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which is interesting

tame flume
#

Nostalgic vibes ๐Ÿ˜

ashen merlin
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but it's a definite improvement

tame flume
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Yeah this is pretty much how I experienced the game now. ๐Ÿ˜‚

ashen merlin
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lol

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also we now have a persistent floating moon on the left side of the sky ๐Ÿ˜›

ashen merlin
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just put that in the game folder

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basically all i did was use the save icon texture as the sky. for some reason it works

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in the future we definitely need to find a way to replace the skybox though

edgy shard
tame flume
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It seems to need something, I did the same in the main menu by grabbing the sign.

ashen merlin
tame flume
#

Remix is very generous with skyboxes so I think this is more than fixable, I'll probably pick up more on this tonight while I'm working on my own stuff.

edgy shard
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I just remembered that the game doesn't have any normals for the terrain models and it can be a reason of some glitches

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all the instances and probably characters have normals

ashen merlin
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i was wondering about that, good to know

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might also explain why the game is so noisy with Remix compared to others?

edgy shard
#

ยฏ_(ใƒ„)_/ยฏ

ashen merlin
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@edgy shard i unfortunately have to ask you to take down the exes you posted. it's a little too risky for us to have posted here. if you can, could you please provide a patch for it instead?

ashen merlin
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a way to apply the mod to the exe without distributing the exe. i'm not sure how exactly to do this. i'll look into it i guess

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i appreciate you fixing it to begin with though. sorry it has to be like this

rugged forum
edgy shard
edgy shard
ashen merlin
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thank you

rugged forum
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Only using omniverse to create pbr textures in some areas in the barn it seems to have fixed the issue but when i go outside the barn where i haven't modified the issue reoccurs

rugged forum
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After running around for a while it seems rather than just disappearing it just shakes a lot and looking at a specific angle will move your character in the air or under the ground

tame flume
#

I wonder if this is finally an answer to what's been going wrong with Giants.

ashen merlin
#

i didn't observe that issue with coordinates in Barnyard. it just behaves the same no matter where i am on the map, it only matters which direction i'm looking in or what i'm looking at

#

it's strange

ashen merlin
#

hgmm

#

the game itself just looks better with the latest remix build from github

#

sadly it didn't fix the rotation issue though

#

at least, i think it looks better?

ashen merlin
#

also: in the main menu with the "no sky" patch applied, the rotating geometry actually follows the mouse cursor. this is very strange

ashen merlin
ashen merlin
#

oh, lol. should have realized

#

works nicely though

rugged forum
rugged forum
ashen merlin
#

latest on there

ashen merlin
rugged forum
#

but at the same time my spinning world issue seems to have been resolved

rugged forum
#

Has it been tried with the new build today

ashen merlin
ashen merlin
rugged forum
#

So even with the sky patch you are getting rotating geometry. And what assets have you modified so far

ashen merlin
#

well, i've been trying to exclude the clouds from Remix with a usda file. however i can only get one of them removed, the others are still there. i must be setting it up incorrectly

ashen merlin
#

so good news!

#

the newest builds fixed the rotation issues entirely (even with the skybox)

rugged forum
#

So now that we have sky the green is fixed?

#

And has the noise been fixed in the other build

ashen merlin
#

noise is still anissuue

#

and the green sky issue was only from having to deal with the "no sky" mod. it works fine now

tame flume
# ashen merlin

Oh nice! I wonder if this'll also fix some of the weird issues I've seen with Hitman Contracts where bodies randomly move around with the mouse.

#

(Protip: find a better google search than "hitman contracts moving bodies")

rugged forum
#

So can this be moved to the playable category now?

ashen merlin
rugged forum
ashen merlin
#

what GPU do you have?

rugged forum
#

laptop 3060

#

Performance was mostly fine with other games until 0.2.0

ashen merlin
#

okay i'm very confused

#

@tame flume sorry to bug ya, but any idea what the hell is going on here? lol

ashen merlin
ashen merlin
#

all the geometry is upside down. gonna take me a while to learn how to use this

rugged forum
ashen merlin
#

hm

#

unfortunately i'm not really cut out for omniverse. i do want to remaster barnyard but i'm gonna have to wait until the proper tools come out for Remix

rugged forum
#

well if you are replacing textures you don't really need to use omniverse

ashen merlin
#

nah, i wanted to get the lighting working better and try to fix some materials

tame flume
#

But I'm assuming that the map is loading in sideways, the sky is there when it shouldn't be (normally sky textures get left out of Omni), and the scale is off-- you can tweak these in Parameter Tuning.

#

I think that small space in the middle might be your game map in mini-scale-- a lot of games, I find, should have scene unit scale set to 1000 so that 1 game unit = 1mm instead of 1 game unit = 1m.

#

Also, the Camera Light under your RTX renderer options is very useful, though it is way too bright for its own good.

ashen merlin
tame flume
#

The main point of PBROven was to avoid using Omniverse outside of feature implementation so that all my captures and modifications can be done outside of it. ๐Ÿ˜‚

ashen merlin
#

yeah. i'm looking forward to your updates

tame flume
#

Me too. Wish he'd hurry up, honestly.

ashen merlin
# ashen merlin

the really weird thing is that i followed mark's instructions before and it worked. everything was properly placed

#

then i followed them again and it's upside down again ๐Ÿ˜›

tame flume
#

I mean, it's quite possible something changed. We're having the same problem in Fallout 3 and New Vegas.

ashen merlin
#

it's the same exact usda file, so it shouldn't have

tame flume
#

I've also found that in Anachronox my captures were usually crooked, as if the horizon was the camera's perspective instead of having a camera inside a world if that makes sense.

tame flume
#

I know Omniverse has some ability to change axis but I haven't messed with the tool outside of basic switch-flipping and slider-sliding in a long time.

ashen merlin
tame flume
#

Now, WeRideForCoffee managed to actually make a USD capture reader and a mesh reader in GODOT so I don't think a capture/mesh editor outside of Omniverse is impossible. Just gotta figure out what's needed and where, after the current backlog of tasks anyway.

ashen merlin
#

really need to figure out how to disable culling

tame flume
#

I wish you had full six axis upward controls but Omniverse only gives you so much to work with.

ashen merlin
#

huh

#

omniverse doesn't like dxt3 either

tame flume
# ashen merlin omniverse doesn't like dxt3 either

Most tools seem to have issues with it. The textures Remix capture usually won't even load thumbnails with Photoshop's Nvidia DDS plugin set up as default, meanwhile my tex folders appear just fine.

ashen merlin
#

well, changing the scale didn't fix anything sadly

tame flume
#

I should note that changing the scale only affects future USDAs, the scale on your current scene would have to be changed in Omniverse.

ashen merlin
#

adjusting this?

tame flume
#

I think that would be it, yeah.

rugged forum
#

first thing i'm trying to do with lighting rn is fix these awful lights

tame flume
#

Honestly I'm still experimenting with what to do about coronas and those old geometric light volumes.

#

I feel like maybe the way to go about it is to either ignore the volume altogether as an ignored material or reduce its opacity and use it as an emissive.

#

Either would just be a stopgap so that we can add a real spot light to the mesh, of course.

ashen merlin
#

right now i'm just trying to mark those as light sources

#

annoyingly the lamp is just a singular texture, with the bulb inside being part of it. so it looks off

tame flume
ashen merlin
#

marking it as a light source doesn't work at all right now

#

i don't know if setting that would fix that or not

#

a proper spotlight on it would be nice

tame flume
#

Yeah it's not working in Anachronox either. My solution as a temporary measure was to mark lights anyway, then use that in PBROven as a way to quickly mark emissives.

ashen merlin
#

i can't even find the way to change the material. i suck with programs like this ๐Ÿ˜ฆ

tame flume
#

I just ran the whole chain so that every single texture has a B&W high contrast texture as its emissive.

#

Then most of the emissives I generated get ignored unless the texture is actually marked as Add Light to Texture.

#

It's adding a ton of light to otherwise completely dark scenes and getting the job done, but Anachronox is also a game with a lot of neon surfaces where that makes sense.

#

For now I'd say you probably need your lamp to have a 99% black texture with the light painted over in white, and you need to use that as your emissive map.

#

Then you can actually enable emisison, use the map, and set color/intensity until you're happy with it-- and with any luck it'll cover all lamps in the area.

#

As for the yellow light volume geo, once you have actual light emissions you can usually just ignore/hide those.

ashen merlin
#

i'll give it a shot

rugged forum
#

next thing i also want to do is make the dance floor illuminate light

#

my problem is i've got no clue what determines where on the dance floor is lit up

tame flume
#

Anachronox has a dance floor of its own towards the beginning of the game, and it's an animated texture that writes to the same hash. Replacing it broke the animation, and you'll have to use the spritesheet feature to restore animation to it.

Other animated textures, like certain light patterns in Anachronox or water textures in Red Faction II, are actually a single mesh cycling to different texture hashes every frame. In these cases if you can't disable the animation, you have to capture each one.

Once you have your frames ready though, it's as simple as enabling emission and applying an emission map.

#

I'll admit I haven't really looked at the game yet but I'll try to do more research within the week so I can give more useful advice here.

ashen merlin
#

so, i got it set to emissive and made a map for it. works right

#

however it's not actually illuminating the scene

tame flume
#

What's your color and intensity set to?

ashen merlin
#

intensity is a default of 40

#

so i naturally set it to 40,000 ๐Ÿ˜›

#

still nothing

tame flume
#

Hm. In that case can you verify that the game itself is displaying your replaced material?

ashen merlin
tame flume
#

What does your emissive map look like?

ashen merlin
#

just changed it to this

tame flume
#

Okay, I think I'll really just need to actually look at the game to be of any use here. ๐Ÿ˜”

ashen merlin
#

the game also isn't updating from mod.usda

tame flume
#

Oh, in that case it may be an issue with mod.usda itself.

#

Typically it handles errors by exploding, inconsistently loading materials at random and ignoring the rest.

ashen merlin
#

it just says no enhancements detected

#

i believe it's in the proper location?

tame flume
#

Yep, definitely a mod.usda issue.

ashen merlin
#

..\rtx-remix\gameReadyAssets\mod.usda

tame flume
#

mods/gameReadyAssets/mod.usda.

ashen merlin
#

ah

tame flume
#

It's always the small things ๐Ÿฅน

#

I think at some point the path changed, back with the lss structure it was just gameReadyAssets.

ashen merlin
#

ugh the game always opening off screen is so annoying

#

wish i could force it to 0,0 on my main monitor upon launch

tame flume
#

//todo

ashen merlin
#

isn't doing anything

tame flume
#

I'll give it a go tomorrow and see what's happening, it could point to a larger problem with how the game handles replacements.

#

Only one way to find out I guess.

ashen merlin
#

hm

tame flume
#

Sorry I haven't been much use here, I'm honestly stumped

ashen merlin
#

i can see a veeeerrry vague amount of light

tame flume
#

Oh?

ashen merlin
#

but it's stuck in the lamp itself?

tame flume
#

Yeah that sounds right.

#

Does it get brighter if you look at it?

ashen merlin
#

it's just that

#

the ring under it is the disabled fake light btw

tame flume
#

Honestly I've got no clue, I feel like I'm just leading you in circles ๐Ÿ˜ตโ€๐Ÿ’ซ

#

I'll try to take a look as soon as I can, hopefully some time tomorrow, to see what's going on with it.

ashen merlin
#

it's okay

#

and thank you

rugged forum
#

Every time i try to take a new capture now there doesn't seem to be anything inside of it

rugged forum
#

@ashen merlin have you done any captures with the new build?

ashen merlin
#

it worked fine for me

#

well, "fine"

#

it was upside down, but it captured

rugged forum
#

my last 2 captures seem to have done nothing but the first one i did worked as it should

edgy shard
#

is there an any way to fix it or to bypass this download?

rugged forum
#

you may need to use a vpn

edgy shard
#

the thing is that I can't use VPN in Russia, they have blocked almost every service and the only option is to host own server somewhere outside the country or to bypass the block of Cloudflare's 1.1.1.1 VPN to use some other VPN through a browser extension alongside with the Cloudflare's one lol

rugged forum
#

It seems like the textures of the barn aren't being captured after trying a few times
it looks like this
when it should look like this

ashen merlin
#

weird

#

i didn't have any issues with that

rugged forum
#

it also seems to be happening in other places

edgy shard
#

I think you have some different version of the game, I just noticed you have an old version of the message icon and some weird sound for it in the video you've sent. it might be a reason of the bug

rugged forum
edgy shard
rugged forum
#

i'm using my retail version

ashen merlin
#

i have 1.0.0.1 of the game

rugged forum
edgy shard
#

yeah for some reason PlayTHQ released an early version of the game in a pink box

#

how many folders do you have in the Barnyard\Data\Terrain directory?

ashen merlin
#

59

edgy shard
#

there should be 59 for the final version and few folders more for the early one

rugged forum
#

66

ashen merlin
#

interesting

#

what does the earlier one have left over?

edgy shard
#

there are some unused levels like EnvFarmerInt, EnvBensHill and some more

rugged forum
ashen merlin
#

has anyone tried loading them?

edgy shard
#

yes, they can be loaded

rugged forum
edgy shard
#

hmm

ashen merlin
#

i'm surprised an earlier version would be labeled with the same version number

edgy shard
edgy shard
#

they had a lot of release date delays so it might be a reason

rugged forum
edgy shard
#

yep, just the names of folders

#

you can list the folders with dir command in cmd

ashen merlin
#

or do that

rugged forum
ashen merlin
edgy shard
#

ah I see, you use it with the Enhanced mod

#

it's pretty much the same as the found version

ashen merlin
#

that's pretty cool

ashen merlin
#

i never knew about any of the cut content

edgy shard
ashen merlin
#

i do recall an early trailer showing some cut stuff though?

#

i could never find it again

edgy shard
#

probably this one

#

this one is still partially lost because we only found it on the only website and it seems to be cut

ashen merlin
#

it was different than these

#

i spent a while looking for it with no luck

edgy shard
#

what do you remember from the trailer?

ashen merlin
#

the end scene of the movie. i believe a level for that that was in the trailer? it looks like part of the area on that ben's hill map you shared

#

and there were just a lot of general differences with locations

edgy shard
#

the end scene?

ashen merlin
#

fight scene, sorry

#

can't remember the name of the location

edgy shard
#

the junkyard

ashen merlin
#

yeah, that

ashen merlin
#

that looks a lot like it, nice

#

that's probably it

edgy shard
#

I have some parts of the old map so I think it could be restored in some way..

#

the found levels are:
envherding4 (0:29 in the IGN's video)
envherding2
three or two versions of the main farm
the first version of the junkyard (the one shown in the IGN's video)
the second version of the ben's hill
the beady's farm
a little part of the dankweed pond

#

Grizzly Gulch wasn't in the game at all so I doubt it has some early version

rugged forum
#

while you are here do you know how the dance floor lights change?

edgy shard
#

iirc there's a texture with the colors and the UVs for the dance floor are changing over time by some pattern

#

here it is

rugged forum
edgy shard
#

for some reason this texture is included in some of the matlibs files which are loaded by default but I think the textures should have the same hash

#

yes, there are different scenes for the main menu and for the game hub world

#

but I think I could not replace the barn texture with HQ one for the frontend world (the one used for the main menu) in the Enhanced mod and if so they have different hashes

rugged forum
#

Here is an rtx conf file to make golf playable same conf as Kim's with the ui exception added

#

and does all text in the game have a font texture file?

edgy shard
#

all of the text in the game is rendered using these two textures

#

the font's name is CC That's All Folks even though in the files it's called Rekord

rugged forum
#

i've just noticed i'm missing a lot of objects because i know it isn't supposed to look like this

#

seem to be missing crates and barrels

#

without remix there is a prompt to press enter to break the crate but with remix it never comes up but the hitbox is still there

clear silo
#

wow, you guys are making a lot of progress, I wish I wasnt so busy rn so I could help

ashen merlin
rugged forum
ashen merlin
#

weird

#

i dunno why they'd be missing

rugged forum
ashen merlin
#

i'll check

#

interesting. missing for me too

#

although when using remix at all (even with RT disabled), it's missing

#

this may be a DXVK issue?

ashen merlin
#

ugh

#

this is the motion vector debug view. i think the unstable geometry hashes are causing this?

#

this causes a "motion blur" effect on the flickering areas. it's very distracting

tame flume
#

It's the unstable hashes, you'll see the same behavior in Anachronox.

ashen merlin
#

@edgy shard do you have any ideas on how we can prevent culling? or if that's even possible

edgy shard
#

ยฏ_(ใƒ„)_/ยฏ

#

completely no idea

edgy shard
ashen merlin
#

the collisions are still there for the objects. is that expected behavior for that?

#

i'll make a new save though

edgy shard
#

this game is just full of "technical secrets"

ashen merlin
#

lol, nice way to put it

#

i recall those objects being there earlier on though, so that's why this is particularly weird. i'll launch it without remix at all to verify

#

yeah, same save and it's there without Remix

#

so it's a Remix bug

ashen merlin
#

huh

#

anti-culling is kind of working in barnyard now

#

well, it's just causing less issues

#

it's not preventing culling really

#

also is it just me, or does the terrain look better?

#

this is the very latest build of Remix

rugged forum
#

Yeah I think the sky is looking better

ashen merlin
#

i disabled the "force HDR sky" because it looks okay-ish now without it

#

this should be right

rugged forum
#

has the newer build been tried?

severe turret
#

Dam

ashen merlin
ashen merlin
#

guys!

#

i fixed the weird look on the geometry

#

it was this

#

this also fixes the intense noise issues

rugged forum
ashen merlin
#

like this, on the ground

rugged forum
#

oh that

ashen merlin
#

that's totally gone now

#

along with the noise

rugged forum
#

i thought that was just how remix handled the geometry because of the lighting

ashen merlin
#

ah, no

#

it was a definite bug

rugged forum
#

so have the missing objects got a workaround?

ashen merlin
#

i think it fixed that too, actually

rugged forum
ashen merlin
#

i'm so happy

#

it's actually playable now

rugged forum
#

also was there ever an issue with lod?

ashen merlin
#

yeah

#

that + culling

#

it's still there unfortunately, and i've yet to find a workaround

rugged forum
ashen merlin
#

oh also, with this performance improved significantly

#

for me at least

#

a lot less lag spikes and higher overall performance

rugged forum
#

so what was the fix a new build or just an option in the runtime?

ashen merlin
#

it may have been both

#

i turned off that setting before and didn't see a difference

#

i'm on the latest build now of both the runtime and the bridge and it works now

#

nighttime is actually playable now. it's not horribly smeary and gross looking, and HDR sky isn't necessary anymore to see things

rugged forum
#

is the lighting in the nightbarn still broken?

ashen merlin
ashen merlin
rugged forum
ashen merlin
#

yeah

rugged forum
#

now everything looks too low poly

ashen merlin
#

you know what?

#

i don't think it's actually culling that's an issue

#

the skybox seems to follow the character, and it's clipping through distant geometry

#

well, partially. culling still happens, but the skybox is partially to blame

tame flume
#

Is there any way we can increase the scale of the sky through mods?

ashen merlin
#

maybe. i hope so

#

i'm sure there's a way to force LOD off, that'd help a ton

rugged forum
#

also how does the water look?

ashen merlin
#

very bad

#

that'll need some work in omniverse to fix

tame flume
#

Is it broken or just flat?

rugged forum
#

flat

tame flume
#

Ah, in that case... I just wish I knew how to make tileable water, but I got Red Faction II's looking alright with some work.

rugged forum
ashen merlin
#

LOD*

#

if you want the original render view (mostly complete), just disable this checkbox here

#

it's not intended to work this way, but it helps when identifying issues

#

this is how the water looks from another angle

#

it's just a transparent layer

tame flume
#

Ah yeah in that case any material replacement will immediately fix it.

clear silo
#

wait how did u even get the camera up there

tame flume
#

I don't have the game set up yet but if you send me the mathash I can write a USDA for it real quick.

ashen merlin
clear silo
#

aah ok

ashen merlin
#

it was added to the release builds recently

tame flume
#

You can also force the free camera to perform certain motions like turning or oscillating and it's a great way to make things break.

clear silo
#

great progress btw, theres almost no issues now!

tame flume
#

Perfect for debugging motion while you're in a menu that blocks input ๐Ÿ˜…

ashen merlin
#

the last major thing to fix is the LOD stuff

#

if you have any tips for going about that it'd be greatly appreciated btw

tame flume
#

So here's what I'm thinking:

  • Picture of sand
  • Color blue
  • Generate normal
  • Make roughness and turn down the brightness all the way
#

You'll get a mirror-ish image out of it, and if you turn up anisotropy a bit it'll even be a blurred reflection.

ashen merlin
#

i'm gonna have to open this in omniverse

tame flume
#

For now, I'd just use the same texture from captures.

ashen merlin
#

yeah, makes sense

tame flume
#

I can also try to make something in Substance but I'm fairly amateurish at it.

ashen merlin
#

it is an animated texture, so i'm wondering if it's a shader that's being passed through?

#

i can't find it in the remix overlay

tame flume
#

It's possible but it may also have a texture it relies on.

#

Otherwise it's possible that you can find the mesh plane and replace it but I don't know much about mesh replacements.

ashen merlin
#

it's not there at all

tame flume
#

Yeah it may be a shader after all... hopefully there's other explanations.

ashen merlin
#

okay yeah, it's definitely being passed through

#

i think

#

lol

#

turning this off hides the water

#

this also hides some other elements of the game that are being passed through

tame flume
#

So is it possible that alpha blending is handled through shaders most of the time?

ashen merlin
#

also regarding the water, i have to delete the duplicate fake reflections

tame flume
#

The checkbox itself doesn't mean the game is a hopeless case, if you disable that in Red Faction II you lose the entire output since everything in GeoMod has to possibly account for transparency.

clear silo
# ashen merlin if you have any tips for going about that it'd be greatly appreciated btw

idk how functional the replacement with remix is yet but that might be the best way to fix it since the different LODs are in completely different models (therefore there is no way to load the entire map in at once in the base game as there is no single model and id assume they would overlap even if they could all be enabled at once)
also infinitecore said there is a limit on the size of models so unless that can be changed, it might have to be done using remix

#

im actually curious how the map looks in omniverse because of the LODs

ashen merlin
ashen merlin
ashen merlin
ashen merlin
clear silo
ashen merlin
#

hm, that'd be an interesting solution

tame flume
#

I'm still laughing about the culling fix for Fallout NV they put through.

clear silo
#

its a weird solution but it could work

ashen merlin
#

it'd be great if it did

tame flume
ashen merlin
#

i'm too noob to understand that code, lol

tame flume
#

Every single check in the game is just hardcoded to return true;

ashen merlin
#

ah, lmao

#

whatever works i guess

#

this is the skybox btw

#

you can see some geometry is definitely outside of it

#

crap. the mirrored bridge is a shared object

#

@tame flume when i'm ignoring a material, that applies to all materials, right? how am i supposed to hide an object that has a shared hash with other ones i want to keep?

#

i'm a bit confused

tame flume
ashen merlin
#

like this mirrored tree here. i want that gone, but i don't know how to do it without removing all trees

ashen merlin
#

i was selecting the material

tame flume
#

I would assume there's a way to disable that in the engine as it's probably some kind of function to mirror geometry, or placed by hand.

ashen merlin
#

it's manually placed geometry

#

the bridge object is actually a solid object, not two separate bridges

tame flume
#

Red Faction II had lots of these but it was toggleable.

#

It'll be hard to say until I'm actually messing around with the game locally, that's the main thing stopping me from really getting into the New Vegas mods too.

ashen merlin
#

Mark said that modified instances don't show in-game, only in omniverse? the mesh is within an instance, so i thought i wasn't supposed to modify that

tame flume
#

If you search for a mesh of the same hash I think you may see it.

ashen merlin
tame flume
#

This is genuinely the most interesting thing in my week. ๐Ÿ˜‚

#

I just wish I were more useful.

ashen merlin
ashen merlin
#

i may just have to ping an Nvidia person about this

#

probably Mark

#

i read through his whole post about remastering assets and didn't find an answer for this

tame flume
#

Honestly what I'm finding especially with Anachronox is that sometimes the best route is to change the game.

#

There's a number of textures in Anachronox where I'm probably going to need to change the original materials instead of remixing because they use procedural animations that break if you replace them.

ashen merlin
#

so @trim pond, sorry to bug you, but i'm struggling a lot here.

i'm trying to learn how to remove specific objects through Remix without removing all of the instances of it. there's mirrored objects under a river in this game, and i'd like to remove them. the problem is i don't know how to do this without removing them from the rest of the game as well:

ashen merlin
ashen merlin
#

@clear silo is there any kind of level editor for Barnyard?

rugged forum
#

yeah i know @edgy shard made one but you need to build it

ashen merlin
#

oh nice. i really didn't expect one to exist

#

that'll make this a loooot easier

rugged forum
ashen merlin
#

ah yeah. i recall coming across that. i tried to build it but failed

#

i'll trry again

rugged forum
#

When i last tried building i needed to install cmake and then have to create a build of assimp

#

i gave up

ashen merlin
#

assimp was the thing i kept getting stuck on

#

2>LINK : fatal error LNK1181: cannot open input file 'E:\ToshiLevelEditor\assimp\lib\Release\assimp-vc143-mt.lib'

rugged forum
#

just trying the new build new the performance seems to be the same for me

#

and objects still appear to be missing

#

but i can say the game looks way better

#

the night barn still seems to have no lighting

rugged forum
ashen merlin
#

that'll work for the bridge (as it's a single asset used in only one location)

#

but not really the rest afaik

ashen merlin
#

setting objects as light sources just doesn't do anything

#

i'm not sure why

rugged forum
rugged forum
ashen merlin
#

some hills are duplicated, along with some other smaller things

#

if i can get the level editor built, it won't be an issue

#

ugh

#

assimp was modified to be x86, but cmake is only building the x64 version

#

ah i got it

rugged forum
#

what part?

ashen merlin
#

building assimp

#

never mind

#

it's x64 again

#

got it!

#

i'll give you the steps soon

rugged forum
#

ok

ashen merlin
#

git clone the repository
go into .\assimp
Delete CMakeCache.txt
Run this in terminal from the assimp directory: cmake -G "Visual Studio 17 2022" -A Win32 -S .\ -B "build32"
Navigate to the build32 folder
Open the Assimp.sln file in Visual Studio 2022
Build the solution as "Win32" in the Release configuration
move lib from the build32 folder into the main assimp directory
go back to the main level editor folder and open the ToshiLevelEditor.sln file there
build the solution as "Win32" as Release

#

virustotal doesn't really like the output exe

#

mm fun

#

weird because there were no errors

rugged forum
#

is any part of it working?

ashen merlin
#

no

#

working on it still

ashen merlin
#

i found the generated dll

#

so even if you get this built, it just crashes on launch

ashen merlin
rugged forum
#

oh i've already got that from the last time

ashen merlin
#

oh i'm stupid

#

i was running it as an exe and not providing a level

#

hang on

#

well now i need to know which files to load...

ashen merlin
#
  1. Clone the repository using git clone https://github.com/InfiniteC0re/ToshiLevelEditor.
  2. Navigate to the assimp directory.
  3. Delete the CMakeCache.txt file.
  4. Run cmake -G "Visual Studio 17 2022" -A Win32 -S .\ -B "build" in the terminal from the assimp directory.
  5. Navigate to the build folder.
  6. Open the Assimp.sln file in Visual Studio 2022.
  7. Build the solution as "Win32" in the Release configuration.
  8. Move the lib folder from the build folder into the main assimp directory.
  9. Go back to the main level editor folder and open the ToshiLevelEditor.sln file there.
  10. Build the solution as "Win32" in the Release configuration.
  11. Copy assimp-vc143-mt.dll from ToshiLevelEditor\assimp\build\bin\Release to ToshiLevelEditor\Release
rugged forum
#

well i've got the dll file now

#

and now visual don't like it

#

oh wait nvm

#

i built as debug not release

ashen merlin
#

this is just broken

#

it wants the generated models folder to be in the Release folder, but for some reason it was a directory above it?

#

when it's placed in there, it just crashes on launch

#

this time with no indication of what's going wrong

#

it's not crashing

rugged forum
#

i'm still trying to build the level editor

ashen merlin
#

it just opens a file, modifies it, then saves it?

    file.Save("Barn_L0Mod0.trb");
}```
#

then that's it, and it closes

#

does this tool even do anything? lol

rugged forum
ashen merlin
#

?

#

that was an error

ashen merlin
rugged forum
# ashen merlin mm fun

i'm getting the same error now i've got the file it references but not sure where it needs to

#

nvm

ashen merlin
#

okay

rugged forum
#

i'm still getting the error

ashen merlin
#

did you do this?
Copy assimp-vc143-mt.dll from ToshiLevelEditor\assimp\build\bin\Release to ToshiLevelEditor\Release

rugged forum
#

Well i did forget to create the release folder but i am still getting the error

ashen merlin
#

you don't make the release folder

#

when you build the program it makes it

rugged forum
#

well i already have it in there i thought i saw barnyard like it was meant ot be in the barnyard folder

ashen merlin
#

ah, no

#

sorry

#

that was just my working directory

rugged forum
#

but i think i might have figured it out

#

yeah

#

except it just opened up cmd and didn't seem to do anything

ashen merlin
#

and it's stuck there?

#

or did it close itself after

rugged forum
#

it just closes

ashen merlin
#

well, that's all it does

#

if it worked, you should see a Barn_L0Mod0.trb file in the folder

#

all of the edits have to be done in visual studio in raw text i think

rugged forum
#

i'm quite sure there was a full ui with it

ashen merlin
#

i looked back at the chat where he discussed it, and he just had visual studio open with barnyard on top

rugged forum
#

going off what i remember is in the barnyard discord

ashen merlin
#

#588546848105693184 message

#

this makes sense given how early in development the tool is, but it renders it almost useless for me unfortunately

rugged forum
#

seems to be something here
#465283268477190154 message

#

nevermind just a world viewer

ashen merlin
#

yeah

#

#465283268477190154 message

#

sadly that's it

#

i guess i'll have to just do what i can in omniverse for now

#

at least i know how to build it now if he updates it again

rugged forum
#

well you'd probably have to request it

ashen merlin
#

yeah, i just don't wanna bug people i guess

#

plus developing a GUI for a level editor is pretty complex afaik, so it'd be a lot of work

rugged forum
#

yeah i'd say it'd be best done if it was combined with the world viewer

ashen merlin
#

ya

#

seemed to be his intention too

rugged forum
#

unless a blender plugin can be made

ashen merlin
#

oh, that too. good idea

#

also, i discovered a setting that gives barnyard back a lot of the original look

#

i'll show it in a second

#

before

#

this is volumetric fog, but it tries to simulate the same fog the original game had

#

it makes it feel a lot better weirdly

rugged forum
#

it is better with the fog

ashen merlin
#

then there's the classic old fog too

rugged forum
ashen merlin
#

lol

ashen merlin
#

if so, maybe something isn't being rendered properly by Remix

#

enabling volumetric fog causes it to go nearly pure white

rugged forum
ashen merlin
#

that's what that is

#

yeah

#

so using the old fog actually restores the sky fully. weird

rugged forum
#

where is the setting?

ashen merlin
#

just toggle Enable Volumetric Lighting

#

when it's off, it sets the "classic fog"

#

Enable Legacy Fog Remapping is necessary to have any fog with the volumetric setting enabled

rugged forum
#

ok

ashen merlin
#

ah okay, i messed up

#

my bad

#

i also had Enable Fog Max Distance Remapping which is what causes the issue

rugged forum
#

definitely makes the lod less noticable

#

I also want to see how rain will look

ashen merlin
#

yeah, me too

#

honestly i forgot the game had weather

#

also this looks so much better with the fog

rugged forum
#

but the game looks amazing now

ashen merlin
#

yeah

#

now all we need is higher quality models and textures

rugged forum
#

well i've done a few textures already

#

but they definitely could be better

ashen merlin
#

i've done a few upscale/remaster packs now. i can probably get it done within a couple days

#

the only problem is figuring out how to tie it into Remix easily. still need to learn that part

#

did you do that yet?

rugged forum
#

yeah

#

pbroven pretty much does most of it

#

all you got to do is put the generated file in the mod.usda

#

there is a fair improvement

ashen merlin
#

nice

#

those are decent upscales too

rugged forum
#

i need to find out how to upscale the ui because it is in need of it

ashen merlin
#

the UI is likely gonna need a lot of manual work

#

upscaling text is never great

rugged forum
#

Well we know what font it is so i imagine it shouldn't be too hard with that

ashen merlin
#

oh, nice

#

the icons and the rest should be fairly easy

rugged forum
#

the hardest thing is going to be the models i've got no clue how to do modelling

ashen merlin
#

honestly with the style of these models, just smoothing them might be enough

#

they're meant to be cartoony

rugged forum
#

yeah i guess it wouldn't be as bad as mafia

ashen merlin
#

man this looks great at 1440p

rugged forum
#

stuck on 1080p :(

ashen merlin
#

the only mod.usda file i had was one from anchorlight, and it proved unnecessary in the end

#

did you make one?

rugged forum
ashen merlin
#

if you shared it i must have missed it

rugged forum
#

no i created it and never shared it

ashen merlin
#

oh

rugged forum
#

mud jumpers is looking green and i'm quite sure the puddle has a reflection

#

yeah normal looks way 'better'

ashen merlin
#

what does your usda file do?

rugged forum
#

i think it just has the pbrovern file inserted in it and some attempts to get lights

ashen merlin
rugged forum
#

there is a free cam?

ashen merlin
#

yeah

#

in the latest builds

edgy shard
#

The tool is very wip

ashen merlin
#

yeah, that's what i figured out toward the end

#

i didn't mean that comment in a negative way btw, i was just very confused

#

i'm glad it exists, it just wasn't quite what i expected

edgy shard
#

Lately I've been trying to remove LODs but for some reason the game just crashes if I replace them with some of the original models

ashen merlin
#

aw, that sucks

#

could it maybe be a memory limitation?

#

the main reason i was trying to get the level editor working was to remove duplicate geometry like this

rugged forum
#

why does it need to be removed?

ashen merlin
#

it interferes with actual reflections in Remix

rugged forum
#

ok

ashen merlin
#

sadly i can't do anything to fix the green minigame. at least not right now. i'd need to place a fake spotlight above it i think

rugged forum
#

is it known how to replace models through omniverse yet?

ashen merlin
#

yeah

#

#1096847508002590760 message

rugged forum
#

does it require a unique format?

edgy shard
ashen merlin
rugged forum
#

@edgy shard is there a tool that extracts trb models?

edgy shard
#

the model viewer allows to extract them

ashen merlin
#

this?

edgy shard
#

but I don't remember if it supports BTEC compressed files tho

#

all the levels are compressed with BTEC

rugged forum
edgy shard
#

just checked and it doesn't support BTEC

edgy shard
rugged forum
#

ok

edgy shard
#

I think I have the whole map extracted and converted into obj models

#

I'll look for it

rugged forum
#

also would you make a blender plugin for it?

edgy shard
#

I'm not really into a blender scripting api

ashen merlin
edgy shard
#

I think Break had some plugin for Blender which imports the instances, not sure if it could reimport them back to the game..

rugged forum
#

also how do i use the model viewer it opens a window and closes a second later

#

is it supposed to be in the game folder?

edgy shard
#

seems like an issue with Noesis itself, it shouldn't close like this no matter where the exe is located

rugged forum
#

got it to work but the world is upsidedown

edgy shard
rugged forum
#

oh noesis

#

i was using 8engine

ashen merlin
edgy shard
#

here are the obj models for the hub world

ashen merlin
#

nice

#

doing it that way will be a lot easier than a ton of captures

rugged forum
#

with these models i should be able to remove the duplicate geometry with blender and put it back in with remix