#Barnyard
1 messages ยท Page 2 of 1
good thing too, because the way the geometry hashes are behaving in remix means the exports are like this:
that'd be amazing, thank you
though idk how to put it back in remix
i guess we'll figure it out as we go
do we know the the chunk names of the bridge area
the only duplicate?
weird, it's not showing on yours
the hills are duplicated too
but you should stop
the way the captures are right now means that we can't replace objects properly. each object is split in very broken ways
like this
which is disappointing
however, we can replace the textures for now
i deleted everything under the bridge
ah
it might be possible to replace it with the level editor
good point
if i can figure out how to use it
now when i disable volumetric lighting the game crashes
very strange
have you got it disabled in your conf file
i think so
it only crashes when i exit the remix menu
can you send your logs?
the barnyard_d3d9.log is gonna be the most helpful
still crashing
send the log again please?
well turning it off in the menu seems to have fixed it
warn: Size: 2048
warn: Category: 1
warn: Alignment: 256
warn: Mem property flags: 0xb
warn: Mem allocate flags: 0x2
warn: Mem types: 0x1f
warn: Requested memory allocation but failed to find space in preferred heaps, this alloc will be demoted to slower memory segments
warn: Size: 512
warn: Category: 1
warn: Alignment: 256
warn: Mem property flags: 0xb
warn: Mem allocate flags: 0x2
warn: Mem types: 0x1f
this isn't normal though
and i didn't run into that
no idea why that's happening for you suddenly
also just realised that the missing objects seemed to have appeared after sleeping from night to day
@rugged forum turns out that warning in your logs is happening on every game for me
seems to be an issue with the newer CI builds
Just going to upload a quick drag and drop install for this for another server
the game looks beautiful now
"I've set some settings for the volumetric light"
Any specific version of the game needed for this? I wanna see how my 7900xt would fare
don't think so
What settings have you changed?
i am getting this issue again but i seems to be unrelated with the lighting and just opening and closing menus
ok more i've narrowed it down to scrolling with a trackpad then exiting the remix menu
yeah oddly specific issue
the shadow under your character?
i set that as ignored so it shouldn't even be there
yeah and the chicks
yeah, that's supposed to be off
this is part of the problem with geometry hashes i think
so this was what caused the crashing earlier
I think I've managed to merge some terrain models into a single file so there's a chance we'll be able to get rid of the low quality LODs at least in some way
wow, nice
current progress
i assume the purple is a texture issue because it is calling the lod
the purple is just the default colour for when textures havent loaded in / have missing textures
Right now, Remix can only modify mesh / material assets, we can't reliably differentiate between instances across runs, so we don't have a way to manipulate individual instances.
As a possible alternative - you could just add geometry to represent the bottom of the pond? would that block most of the mirrored geometry?
that's a good idea, it should resolve the issue. and adding new geometry like that is possible with Remix?
yep - as long as there's something unique to that area that has a stable mesh hash, you can add other meshes as children of the mesh_HASH prim. Though that may need to wait for us to release the tool, I don't think anyone has actually figured out how to properly format meshes without it
mm annoyingly the game is just broken for me suddenly
Can you think of anything that changed or did it just happen out of nowhere?
I suspect that a Windows update or some other factor I had no control over is the reason Hitman Codename 47 never ran again after my first attempt.
nothing at all changed
no updates either
logs are useless
i'm very annoyed. my PC hadn't even restarted when it stopped working
fresh install of the game doesn't work either
I think it was watbulb that suggested it could possibly be related to your cache in AppData, but I don't think it made any difference for me either.
apparently the newest build of remix is just broken for me suddenly
it had some issues for sure
this started with the latest build
i reverted to one from the day before and now it's working fine
basically if i alt-tabbed at all out of the game window, the visuals would freeze and nothing would happen
i'm glad it was fixed this easily, but i'm worried this issue will persist in new builds
also do you have any idea how i can stop barnyard from opening off-screen?
it's so annoying
do you use it in windowed?
yes
well i had it happen to me once fixed it with swre and hasn't happened again without swre open
interesting
it happens to me every time
but only when i'm using the modified exe with a higher resolution
well
i got something to do something
i can't seem to place disk lights though (which would be great)
@chrome mulch i saw your work on the NFS games (great job btw). i was hoping you could give me some advice on placing lights like that please?
i have a light placed, but i bet i'm doing something wrong, as it's not showing up in-game
i got the emissive map working! @tame flume
i have no idea why it wasn't working before
the only problem is that it ghosts like crazy and is pretty much useless
how did you get it to work?
Yikes, you said this was the latest commit's fault @ashen merlin ?
yeah
there's definitely something wrong with the latest commit
which game is that?
i have no idea. i just did the same thing and it worked this time
When add a light you have to add a reference to the mesh. The reference should be the same mesh which you added the light to
ohhh that makes a lot of sense
It's Brigand, a ridiculous jank game. But this seems to be the result of disabling the shared heap.
if you can, can you please comment on that issue with what you experienced?
Eek, never mind. I think this deserves an issue report on its own.
Essentially, trying to load into the game just causes the game to suddenly allocate 14 GB of VRAM. Twice it's exploded, once in between it never went above 40% usage.
interesting
i didn't have it go above my max, but it came VERY close a few times. more than usual
It's not saving my rtx.conf either...
and the warnings in the log aren't good either
i'll reference your issue after you open it i guess
Yeah this game is NOT requesting 14 GB, I can tell you that for free.
Do following steps:
- Select a mesh
- Right click and select Search content in browser
- Right click on the found file and select rename
- Now select the the number in the name and copy it
- Now switch from layer to stage
- Search the number
- Right click on following mesh type: 1234567890 (not 1234567890_0)
- Go on create > Light > The light you want
- Go back to layer
- Select the mesh where the light was added to
- Now select add > reference
- Search the exact same mesh and select it
- Now configure position and everything else
thank you very much for writing that up
why does your 3070 ti have "3gb" of vram
when omniverse is open, it limits Remix to whatever free VRAM is left
ok
i tried to do this with lights in the nightbarn and couldn't get it to work
i ended up with this weirdness. the light is now floating and seemingly attached to the camera/viewpoint
i think it's right?
Yeah so ignore what I was up to. I just happened to stumble on a full-on memory leak.
did you reference the mesh? it doesn't look like it
yeah
hm
You have to zoom out and now select the light, then you can move it. Its a bit complicated but i do it that way
When you moved the right one a bit on the layer menu should be added an instance with the same number as the mesh
oh i'm so stupid. i swear i had moved the light, but i guess i undid it by mistake
When you have moved the light you have to copy the translate data from the light in instance to the light in the proper mesh
Then the light will glow in the exact same position you moved it to
is there an easy way to position the light in the centre of the mesh
Well did not find another method
no matter what i do, it just ends up like this. i thought maybe i referenced the wrong mesh, but i didn't
#1108266959763685458 message
just found @lilac patrol's tutorial for it, will follow that next
Its the same, literally
yeah, i'm going over it just to be sure i did it right
yeah still doesn't work. i guess this is a game issue
Im happy that some of tutorials are useful ๐
Did you got it done Kim?
sadly no. i followed the tutorials and did a lot of my own experimenting, and didn't get anywhere
i'm convinced it's a game issue. i tried it in Skyrim as well and had a totally different issue with the same steps (the mesh turned invisible and no light was being generated)
Thats bad :/
yeah ๐ฆ
i'm very sad. i was looking forward to this part
i appreciate you taking the time to write out the steps and info though, thank you
No problem
Could you send me your mod.usda? i want to work off of this.
thanks
#general-remix message
with Mark's (amazing) response, we may be able to mitigate Barnyard's unstable geometry hashes. i'll mess around with the 3rd option later today, i hope it works out
didn't work (if i used it properly)
and the 2nd method doesn't seem relevant to this game
and no matter what i did, i couldn't force GPU skinning
texture replacement is not going my way
why is it invisible
shows up fine in omniverse
yay
i was stupid. had it in the wrong folder
i have to upscale on my CPU though, lol. i run out of VRAM otherwise
i did a quick upscale + normal map test. i just used a single model, but it works!
this was the script i used to generate the usda file after upscaling the files
it's not generating normals correctly however
now it is
looks a lot better now
@tame flume so texture replacement is issue-free despite unstable geometry hashes. i expected some issues, so this is nice
Oh yeah textures are fine. Geometry is where you'll have problems, usually.
I've found that transparent particles also have issues if they're not tagged with opacity.
I find pbr oven easier to use
I think Kim might have run into some bugs with PBROven the other day, I wish the developer knew what he was doing.
Jokes aside I'll probably try to include some better documentation when I fix the subdirectory issue Kim was having.
Well the powershell script never worked for me
I think the issue isn't hard coding but that if no upscaled textures exists it blocks the system from saving your new directory settings. This was fine UI design for writing one off scripts, but makes absolutely no sense for saved profiles.
Input validation is also still a mess and unfortunately I won't give that one another look until after ChaiNNer integration.
@ashen merlin what upscaling model did you use?
RealisticRescaler
that + the BC3 issue, so that script was just quicker for me
btw you can fix this by disabling "direct lighting" in the Render Settings tab
Thanks, I'll take a look next time I'm in Omniverse.
so hashes are 100% stable in barnyard now with this tweak in rtx.conf:
rtx.geometryGenerationHashRuleString = positions, indices, geometrydescriptor
it sucks that some models are still split up (like the character model). this makes it a pain to replace them
i don't get what i am looking at
this is the debug view showing geometry hashes
solid colors = good
flashing colors = bad
if it's flashing, it means geometry hashes are unstable, causing ghosting and other issues
also an example of the character model being split
this is how it is split in the game files
that's really interesting. from what i've heard, supposedly the way the game stores it isn't supposed to transfer into the captures? but i could have misinterpreted
i don't think i had this happen in my captures
screenshot from 2021 when AdventureT just started reversing the TMDL model format for barnyard
i'm trying to fix the river by adding a normal map + changing the transparency level
apparently it decided to turn into a glowing toxic river instead
i wonder why they're stored like this? what could it achieve
is it something only with the female cow?
And I assume the light has been fixed?
Wow, a stable dynamic mesh???
is it dynamic? do you mean the main character?
Yeah, I've never once seen a stable skeletal mesh in Remix. That's a pretty big deal for replacements.
wow
even better then ๐
i'm really excited
i would refer to Mark's explanation of how it works if you want to try it yourself: #1097563444137427056 message
okay
so for Barnyard, removing only vertexshader from rtx.geometryAssetHashRuleString was necessary to make hashes stable
Cool, I'll try this with a few games I've been testing and see what happens. Who knows, maybe I won't have to re-brush Anachronox... ๐ถ
ping me when you try it ๐
seems to work but now there is another sun
could you send it?
looking for it
@rugged forum
had to make it again
put this in your mods\gameReadyAssets folder, next to mod.usda
thanks
doesn't seem to be working i'm reading the mod .usda and even adding _emissive isn't working
should be like this
i'll test it now. i had to back up my upscales first
yeah, isn't working
i'll fix it
@rugged forum
thanks works good now but is there a way to only get it to work at night?
afaik no ๐ฆ
something broke for me in the last 6 hours again too. barnyard is crashing + the weird motion blur issues on foliage returned despite the fix working before
seems like the bridge is crashing
game seems to be working fine for me though i haven't updated anything in a week
yeah, i'm not sure why it's even breaking for me. it works then suddenly it doesn't
logs aren't helpful at all other than knowing the bridge is crashing
did you update the bridge recently?
if i alt tab for more than 2-3 seconds, it breaks. and i need to to reposition the window
no, it hasn't had an update for a week now
what about the runtime?
yes, but this crashing happened before for a while too, then suddenly fixed itself
i have no idea what's causing it
even using old builds doesn't fix it
no actually. it just crashes if i alt tab
weird, would it be possible to make the dance floor emissive the same way the light is?
it should be, yes
can you share your save file please?
i don't have time to play through the game to get there
also when playing pool the arrow has a ghost that stays there until you move it again but i'm not sure if that can be fixed
@rugged forum can you try this for the lamps indoors please?
the game crashes so much now that i can't
though there is that glow that could be fixed
on the lamps?
yeah
the intensity is a bit high
you can lower it to 15 in the usda file
oh, i also possibly marked the entire inside of the lamp as the emissive part
that is what i was thinking because it seems to happen at any value
have you done any changes to the games room lights?
not yet
i think there's one of these lamps down there though
working on the dance floor right now
there's like 30 textures it seems to switch between ๐ฆ
i see the lightbulb in the lamp going emmisive but it doesn't seem to fix the darkness down there
if the lamp is off-screen, it won't work at all
it's an unfortunate issue right now
actually nvm it does
but isn't that the issue rt solves?
yeah, but the way emissive textures work kind of work around it unintentionally
with normal light sources this wouldn't happen from my understanding
also, the game is still culling geometry. this will cause light sources to basically be hidden, and remix can't emit light anymore
does make a nice difference but it needs the other lights
ya
unfortunate because pool just doesn't look right without the light above the table
i'm trying to get a script to automatically generate emissive maps for the dance floor textures
isn't it just one texture?
pool hits different in the dark
wow, nice
the script just... worked
and in grayscale
nice
i'll set this up and give it to ya
@rugged forum
now i'll start on the pool area
i'll see how it turns out
and i need to re upscale my textures they all seem too pixelated for their resolution
maybe these files can fix your issue but i'm not too sure also the rtx conf in it will need to be updated
sadly no. like i said, even old builds are broken. i think it's something with my Windows install ๐ฆ
this isn't good btw
the texture for the lightbulbs shares the same exact texture for the outside of the lamp
and since it's all one mesh, i can't separate it
setting intensity to 1 seems to be the best as it is more natural to the original look
ya, makes sense
i usually use higher intensities for testing
but that's looking good
after we get this working right with the dance floor, we should post in #showcase
yeah,
i'm not sure how this area is going to work though the lighting is really odd here
and unfortunately the pool table will have to wait until we get normal lights working i think
once we have the ability to add meshes, we can add some additional lamps in the stairwell
turning the intensity down on the dance floor seems to go closer to the original colour
at intensity 1
not sure if anything happened
can you tilt the camera up to look in the lamp?
๐ฆ
guess i'll just work on the other lamps down there
btw try this instead for the dance floor
seems to be the same
dang
oops
ugh
that should enable the other lights to work
with the intensities set to 1 like you suggestted
actually the dance floor seems to be working better now
oo, good
yeah, that's what i thought was gonna happen ๐ฆ
looks funny though
those larger lamps should be working now btw
these
they emit some light
still even after turning the intensity up
mm
it's because the light surface inside is so small
i ran into this issue with the original outside lamps
gonna try something
mm nope, didn't work
what intensity is that btw?
15
as for this, i think the issue is the emissive color. i don't think i can pass through the original color to light it up, instead i have to specify one?
so it's causing it to look that way
this one may work better
i may be able to specify a color map
ugh
i think i got it
@rugged forum
this should fix the dance floor
or if it doesn't, we have a way to now
emissive color maps!
Yeah I hit this problem with Anachronox too, it made every single color white. I've been wondering if there's a sneaky way to convert the primary color of the emissive map into a Vector3 and pass it to the USDA... ๐ค
the color map may work for you as well
seems the same
i just did this in my usda file:
colorSpace = "auto"
customData = {
asset default = @@
}
displayGroup = "Emissive"
displayName = "Emissive Mask Map"
doc = "The texture masking the emissive color"
hidden = false
)
asset inputs:emissive_color_texture = @./5A495C9D9F21C12F.dds@ (
colorSpace = "auto"
customData = {
asset default = @@
}
displayGroup = "Emissive"
displayName = "Emissive Color Map"
doc = "The texture marking the emissive color"
hidden = false
)```
i think i probably need to encode the image differently then
I had no idea emissive_color_texture was even a thing.
Yep, that changes everything. ๐
it doesn't show up in omniverse until you add that to the mod.usda
Wow.
When i change the texture do i need to restart the game?
no, just toggle the enhanced assets thing, then do a 360 spin with the camera
I was about to say, is this the point where I'm just gaslit over a texture that existed all along? But no, it wasn't there, I'm not crazy. ๐
It's worth a try
oh, i'm stupid
i set the wrong directory for the color map
no wonder it didn't work
could you send the fixed version?
it's still broken, tested myself
basically just copy 5A495C9D9F21C12F.dds into the gamereadyassets folder
you got your game to work?
could it be your game install?
shouldn't be, but i'll try a fresh one i guess
yep, not that
gonna try a gpu driver update
Yeah realisticResaler seems to be doing a real good job compared to the other one i was using
what were you using before?
Volart
ah yeah, i made that model. it wouldn't work well at all for barnyard
Oh yeah it looks wayy better now
i switch between that model, swinir-large, and ultrasharp/ultramix most of the time
i have to say the salt lick machine's text is way more readable
though there are some areas volart did better there was more detail in the bridge
yeah, you need to be selective with which model to use
i switch between the two iterators depending on which type i'm doing (upscaling base textures or generating normal maps)
ugh i'm so frustrated
why is it suddenly broken? driver update didn't fix it either
oh so this just upscales the normal
i've been using this which generates all the maps
no
it has two iterators. one is an upscaler, meant for the dumped/captured textures. the other generates normal maps from the upscaled textures
that's one complex chain, lol
Well i just grabbed it from anchorlight
ya
i'm confused still
how
the reason this isn't working is likely because of MDL stuff. apparently emissive_color_texture belongs to omniverse's materials, which Remix doesn't support
however the rest of the emissive settings are as well, so i'm confused as to why they work
well that sucks
i just looked in the MDL files that come with remix. they don't support it
@trim pond (i'm really sorry for pinging you so often)
is what i said above correct? we were really hoping to use emissive_color_texture to light up a dance floor (which relies on an animated texture cycle), and it seems the only way to do this is with that function. if this indeed isn't supported, is there any potential of it being added?
this is how it looks currently. we can only use a single emissive color, and it ruins the effect
This would help a lot
and i assume this would also help with the other party lights around
emissive_mask_texture is a full color texture, just like the diffuse_texture property. and it supports spritesheet animation, same as the other textures
we do computer monitors and TV's in portal using sprite sheets and the emissive_mask_texture, so I'm sure it'd work for that dance floor
oh, wow. that makes sense then. omniverse's documentation had it as black/white + it has been that way when i've used it elsewhere, so i assumed it was the same here. i never even considered trying a full color texture, lol
thank you
in this case, you can just copy the original texture over to the gameReadyAssets folder
yup, works
@tame flume look at Mark's reply above
Have you got the patch?
my file is a bit messed up right now
for emissive_mask_texture under over "mat_5A495C9D9F21C12F", just replace ./5A495C9D9F21C12F_emissive.dds with ./5A495C9D9F21C12F.dds, and copy the texture from the captures folder over to gameReadyAssets
Wow it was really that easy
yup, lol
though it still isn't perfect
yeah
now time to do it for those other party lights
yeah
okay
i'll give you the dds file in a second
now we went back to the _emissive name (sorry)
just send me your mod.usda and i'll fix it
still could be darker but good enough
i made it even darker than this one actually, lol
i'll make it even darker
maybe too dark now
well turning the materials on and off again didn't seem to do anything but restarting did
not sure if there is a difference
it's really weird that it's not changing. it's 100% supposed to, and i've done it myself
it does look the same
did you get your game working?
no ๐ฆ
lol
But now I am tempted to do those Christmas looking lights
i think i can get them working. i reverted back to a bridge build from 2 weeks ago and it's no longer crashing
i'll ping you with the files when it's ready so you'll see them tomorrow
this is starting to look so good though
This is turning out how I'd imagine it when everything was released
aw man, it's crashing again
๐
@rugged forum
Omg that looks amazing
now time to fix the lamp
until we have proper lights working, imo we should keep it this way. it's providing nice stable lighting for the main room, unlike downstairs
the only problem rn that can be fixed is i think a yellow light would give it a more natural feel to the original
hm, will try
@rugged forum
the lamps themselves don't look more yellow unfortunately
but the light is
well all i'm going to say is good progress has been made today
lol, yeah
i'm happy with it. with proper lights in the future, this will look even better
anyway, goodnight
gn
This looks pretty incredible.
I think this is where the level editor is really going to shine, it would probably be possible to add some new colored spot lights to the rafters and change the hue of the room lighting.
i think we might be able to do that with omniverse too? i hope so at least
and ya, this looks great. i'm very happy, lol
nothing new
nope, remix is still broken for me so i haven't worked on it today
is it your registry?
i don't see why it would be. i was gonna do a fresh Windows install anyway coming up though, so we'll see i guess
how did you break it?
i didn't
it just started suddenly
this explains it
i did nothing to bring this on, makes no sense at all
Reinstalling windoes to fix barnyard that sounds like another level haveyou got another computer you can test the files on?
sadly none that have a capable GPU
oh, also
it's not just Barnyard now. the issue has spread to other Remix games too
awesome progress as always!
btw is there a way to fix the low-poly look (without replacing the meshes), or is that not really possible with ray tracing
afaik we need to replace the meshes
i know SSRTGI (for Reshade) has something called "smooth normals", however i'm not sure if that applies here in any way. i doubt it does
that'd definitely be something worth asking about though
i've bothered the nice Nvidia people far too much recently however, lol
haha yeah
btw #general-remix message
drastic improvements with our emissive lights with the newest remix build
Where Is the option?
yeah this looks great especially the jukebox
is it possible to replace ui assets with remix?
afaik no, since it's passing it through
what is in it?
all of the current textures + the mod.usda file
i updated a few of them to fix issues
any specific issues that were fixed
the larger lamp having odd lighting issues on the outside mostly
i also added a light source to the bull ride. the red glowing part on the bottom. it's very minimal
i also made the floating star mission things glow a bit. just enough to stand out
i've noticed that the outside ones seem to look different when the moon is in view
yeah
the raster version from the original game is still being passed through at certain angles and distances
it also happens with the windows on the outside of the barn and the farmer's house
sometimes the old player blob shadow shows up too
also this machine seems to have something weird with lighting
it's just the ultra low polygon model i think
it looks almost cartoonish because of it
i'm going to experiment with mesh replacement tomorrow
pig looks like he's made of glass, lol
did you adjust the roughness settings in Remix? that'd explain why everything's so shiny
don't think so
it looks a lot different than mine
i don't have shiny floor reflections
maybe it's your texture replacements?
it'd be because of the chainner script generating roughness maps and that
something is definitely a bit off with the lighting from it
i was going to generate roughness maps alongside the normal maps, but then Remix started crashing. when it works long enough, i'll do that and try to see what's going on
i also need to fix the no textures on buildings
that's still an issue i don't have. maybe it's an issue with that mod you're using?
either that or an improperly marked texture in your rtx.conf file
it only seems to be an issue when i have enhanced assets
without
it'd be in here
i removed one unnecessary thing (at the very end). won't fix this issue though
i'll have to open it in omniverse
i also increased the intensity of the large lamps. they provide sufficient light for downstairs now
Why is you bull ride untextured?
InfiniteC0re's captures have looked like this what could it be?
also can we fix the bike lights? @ashen merlin
@edgy shard you need to change to the perspective camera in the top left menu
i'll look into it
Wish i had someone like you to help me attempt to get sid meier's railroads working it is kind of doing a portal 2 if that ever got fixed
they'll be lit up all the time i think. i don't know how we can prevent that
is it really noticeable in the day
they'll be lit up all the time i think. i don't know how we can prevent that
Ok
Ok
Seems like some weird discord issue rn so probably will double send
Seems like some weird discord issue rn so probably will double send
regarding this, does it also support transparency? i need specific parts of some objects to glow, while leaving the rest the way it is
I'm not entirely sure how everything interacts, particularly when you have both an albedo map and an emissive map. I do know that we did flames as just an emissive map including alpha for transparency
okay, thank you
@rugged forum i can't get emissives to only work on certain parts of a model, so we'll have to wait for proper lights to work
@fresh quartz
first image is with enhanced assets off, second is transparent texture, third is black texture
Thanks. I'll write up a bug when I'm finished with my work call
actually those textures are derived from ones from the real game. not sure if you should post them
i can make some separate test ones instead
getting new pics
new textures
1st - original
2nd - emissive2 (black)
3rd - emissive (transparent)
ok writing bug report now
What branch and commit for dxvk and bridge?
very latest for both
I need numbers
also, they want these logs:
- NvRemixBridge.log
- d3d9.log
- The game specific log will be named gamename_d3d9.log
remix: 62b0956
bridge: 4d6dc56
TY
there's nothing in them related to this, you can safely skip that
my logs are all kinds of screwed up due to other things right now
k
What's your GPU? I mean this has been confirmed on multiple people's systems and in multiple games, but still
k. but we've observed this in other games too right?
I should throw together an emissive map for the NPC cars in NFSU2 just for kicks and to add to the data
i've only tested it here. i don't know if anyone else has run into this. i did mean to test in other games, but Remix is horribly unstable for me right now and it took a long time to even test this
No worries. I'll just state for barnyard for now and if I can reproduce in NFSU2 I'll add it to the bug report
it might help them reproduce if you can share the gameReadyAssets
or at least the mod.usda
I have the same issue in Iron Storm as well
the other assets don't connect at all, shouldn't be necessary. there's more proprietary stuff in there so i don't wanna share all of it
that's good to know
thanks
๐
what is the issue?
emissive maps (typically) are grayscale. white = glow, black = transparent
the way they have them implemented here is full color, so when you want something to glow, you just use the color you want for it. from my understanding, normally this is done through a separate emissive map called an "emissive color map" that's used in conjunction with the original map.
so the side effect of using full color for it is that solid black is also counted, which means that there's (seemingly) no way to only make part of the model emissive, and leave the other part alone
ok i see then
what we're asking for is that parts of the emissive map set to solid black to make it normal again
we can light up the bike and many other things with that ๐
Saw this on github
Emissive textures should already work like this (as in they should only add light on top of the original material's colors). By the looks of it your mod USD file does not have an albedo texture set for any of the materials in there. When you replace a material like this it will override most things from the original game (other than a few things which are carried over like alpha state in some cases, vertex color, etc), so in this case the lack of the albedo texture in the USD is causing there not to be one when the material is replaced.
Easy fix for that should just be to set it to the original albedo texture the exporter exported along with the capture (this is how it usually exports by default if I am not mistaken).
yeah
Ok so take the original diffuse map and stick it in the mod directory and test again
that's strange. omniverse says i have one set already?
i'll redo it anyway and see
i need to get a new capture, hang on
yes, i have one set
sorry i somehow totally misunderstood. i thought Count wrote this, lol
so for every single object i modify, i need to also copy the original texture? if so, that really sucks
Correct
so much for making a remix mod pack without any proprietary stuff
yeah that's my main worry about this. I'll bring it up in the bug report.
yup, that method works
i really hope they can implement a workaround for this
thanks for maintaining the bug report btw. i have like 10 open already, lol
bike time?
I'm guessing the intent is that we're going to be upscaling and replacing default textures with hi-res ones anyways (eventually?)
i'll try
i don't think anyone can really remaster a game with this without distributing stuff from the original
so it may just be expected
well it means that every last texture in the game has to be run through an AI upscaler or something so that you're replacing it with something new or at least transformative. That seems to keep people on the samfe side of copyright law elsewhere so far
also i was playing on a new save today and after talking to a couple characters there seems to be an exclamation mark in front of your camera that follows you kind of hard to explain
yeah. while it's disappointing that it works this way, i'm also just glad we have a solution for emissives
that's very strange
i haven't done any of that yet and i still have the stability issues, so i can't test it out ๐ฆ
I'm guessing that this would apply to specular maps and stuff too though. So while not everything needs an emissive map, if we're doing PBR for any mesh it needs a new diffuse map.
that doesn't appear to be the case, which is interesting
really?
oh never mind
i just realized i upscaled and also replaced the original files
so it does work that way most likely
yep makes sense
it at least makes sense. And in most cases we won't want to use the low-res original diffuse map anyways.
this is how the current bike attempt looks, lol
We could potentially add a mode though in the material to indicate that the original game's color texture should be inherited as the albedo (similar to how you can conditionally override the alpha state from the game in the material).
(from the bug report)
in response to my comment about copyright issues
that would be great
yeah that's what I said
so at least they're aware of the potential issue and might throw us a bone here.
by the way, i used the wrong emissive here anyway. lol it's almost done though
i hope it works out
huzzah! It works!
ya ๐
the only issue is that it's emissive when you're not on the bike too. normally the game just generates a persistent particle effect on the lights when you get on it
this looks great would it be possible to fix the sky in golf currently?
small price to pay for much better lighting effect
there's nothing wrong with it for me
in the back 9 ?
you're gonna need to get pics. it keeps crashing
but it looks like the left pic
i think that's just how it looks there. there's no clouds in the skybox, so the game is just coloring the area based on the color of the sky
if we can somehow get rid of culling entirely, we can fix this by using the sun as a light source
in underdground i added those to worldspaceui then adjusted emesive dosent take that much brightness and tailight have 3 textures to corectly work
bloom affects all the lights and emmesive lights default bloom intensity is very high dosent look good so thats the setting u can use with evry game or aljust a little bit
increase the sigma will look more better
it fits with how i want the game to look actually
thank you though, i'll keep it in mind for other things
i dunno if you saw, but this issue is resolved
@weary yoke regarding your point about auto exposure/eye adaptation, this is without it at all. way too dark, right?
Is there any light sources in that picture?
I think there probably could be some more light added.
What you wanna do is pick an exposure setting and then work around that. So if you set it to say 3-20, adjust everything to look correct with those settings.
ah right, i keep forgetting about exposure settings
i just change the intensity, lol
what do you usually keep the intensity at then?
oh, oops. i got mixed up. exposure is only for added lights, right? not emissive. right now we can only use emissive
You can adjust the emissive amounts to look correct in your chosen ev settings.
the main reason i'm asking is because things are extremely noisy right now
so i was hoping to increase the intensity i guess?
Intensity will fix the noise yea. You prob wanna add a light to just get some rays in there though. Emissive surfaces will struggle to illuminate the scene without a big intensity.
we can't ๐ฆ
it has the same bug as NV does
Aw :/
floating omnious lights that follow you
yeah ๐ฆ
lighting up a room with only emissives is surprisingly difficult
sadly making these adjustments ends up with the image looking very washed out and unevenly lit
so i'm going to revert it
Aw ๐ฆ Hopefully you can find the right balance one day.
actually:
i think this is pretty good. it's also much less noisy than before
also you can actually see in this area, lol
@rugged forum i have some stuff for you to try
https://cdn.discordapp.com/attachments/1106420949257044061/1115446053156704407/rtx.conf
new light settings for emissives + adjusted eye adaptation stuff
this also contains a fix for the "milk bar" minigame
but ghosting outside at night should be like 100x less
(also, my crashing issue is fixed)
I'll try it when I get home from school so probably in 6 hours
not quite sure how to get the color back
to be honest i like the new colors a bit more, but they are a tad too dull
You might be able to mess with the color grading a bit in post-processing.
in tonemapping?
i was trying, but i don't really see anything color related
then other times of day look like this
so i think it's just how it's gonna have to be
i can't really fix one without ruining the other
getting fairly annoyed with the emissive light limitation though. i think i really just have to wait until lights work properly to do anything more
I'm feeling this with Anachronox as well, looks great in stills but the amount of ghosting in motion gets ridiculous. Unfortunately Anachronox can't use any real lighting because of a bug that seems to get worse with every update, where a 8M intensity purple or red light is created behind the camera.
ouch
yeah, the lighting bugs are really really frustrating
these games are so close to being "remasterable"
but that single thing is holding them back
Thatโs why Iโm on the search for another unicorn game, something with NFSU2 levels of compatibility.
there's 4 that i know of
Oddworld Munch's Oddysee (it's basically perfect)
Tony Hawk Pro Skater 2
The Incredibles
Madagascar
The quest continues
What's sad is that I honestly believe Xuan-Yuan Sword: The Cloud of Han is that game. It has a few weird bugs-- the black background doesn't work on indoor environments revealing the skybox, and in combat certain particles don't despawn-- but otherwise compatibility is incredibly strong. But, no English translation. ๐ซ
how did you fix it?
#1114261497187667978 message
went back a bridge version. for some reason it worked this time
has the new build got anything interesting?
multithreading fixes, but the implementation seems to break a lot of things
this could possilby fix another game i want to try
but what is the hash name for the cow model?
this has the newest remix runtime version but with the previous bridge
i dunno ๐
well i put the log files for the game in #game-compatibility
i really don't wanna re-open omniverse
4A2484DC29713D97
thanks
What is different with the files from earlier
Also when I was viewing the player model in blender it isn't as low poly as it is in game
Is the bucking bull supposed to be red?
Have you tried it yet?
no, it's missing a texture somehow
it shouldn't be though
the zip file i sent contains everything for it to work
not yet
Could be the same issue I have with the buildings
looks good, now i want to get into replacing meshes. also what was stopping us from adding lights sources?
pool is still dark
as a temporary fix to pool is it possible to make the arrow emmisive? @ashen merlin
actually marking it as a ui texture seems to work nvm
and next thing to do with emissive textures is joyriding.
Oof, this bloom looks so learnopengl.com with that abrupt outline and tiny falloff
so i've been experimenting with manually doing the pbr maps with textures and so far i've only done the bridge so far has turned out a lot better than chainner but it doesn't seem to be there in game
also is there supposed to be a height map in omniverse for materials
can you show me your mod.usda layout in omniverse?
yes
it doesn't stay in place. follows the player
wasn't that because of unstable hashes
sadly no
this issue also exists in Skyrim and Fallout NV
afaik there's no solution for it right now
Maybe when I wake up
also please provide an example of this when you can
I'll provide one later but now I think about it, it could probably be the way blender was rendering it
i'll get around to those files later tonight, i'm pretty busy. sorry
yeah I'd assume it would be because of smooth shading enabled in blender but I could be wrong
new save file with everything in the nightbarn unlocked including some more lights
this looks like a spotlight with offset
also worked on puddles but they don't look quite right
and also have worked on this tyremark texture
@ashen merlin do you want to work on these stage lights?
sure
aw. unfortunately i can't do anything about those right now
i'd need to replace the meshes with a small disc, and set that to emissive
replacing meshes looks extremely complex
did you set this up btw? or is it just working by itself
before and after
how that
notepad++ did something stupid, then i compounded it with more stupidity
i think i can recreate the original settings properly, it'll just take a while
had the problem with vscode. i just had to add this: } in the proper lines. That fixed my mod.usda
the good thing: vscode shows you where the missing thing should be xD
do you still have the old mod.usda?
oh, thats bad then
No I never touched that and the neon next to the bar seems to light up as well
well, that's pretty cool
i didn't know emissives could just... work like that
i know light sources can, but not emissives
It might share a texture with an emmisive you've already done
It sometimes happens on things like gloss or light maps in the Hitman games, which makes me think it's interpreting fullbright colors as a light emissive.
It's pretty inconsistent.
@rugged forum do you mean an adobe app that'd be helpful for remastering the videos?
yeah
not really unfortunately. most of this lies in the upscaling process, then converting it back to bink. afaik adobe tools can't do either of those well
i can just use rad video tools for the bink conversion
yeah, that's best ffor it
there seems to be a premiere pro plugin that can do decent upscales
although there is a cost
i forgot to mention
i use an old version of VEAI that lets me use the trial without a watermark
i'll upload an output upscale from it. it's processing right now
how old is it?
year and a half. thing is, they've only made it worse in that time
there's almsot no actual improvements in the newer versions
what version is it?
2.3.0
someone told me the trial activation doesn't work anymore, but worth a try
if you need the mac version, i can get the link
nah i'm on my laptop (not macbook) rn the only time i use my mac now is in bed
since i found it already
this upscale turned out pretty well. there's some small issues, but it's still a big improvement imo
i think i ended up giving up on the upscale it was doing it was taking 30 seconds to do a frame and it was a rather low resolution
that was with VEAI?
even my old integrated graphics did better than that, wow
it was like 3 seconds per frame
well it has an i5 6267u and whatever integrated graphics that came with
ah, that explains it
i thought it was a newer mac for some reason
vid is uploading right now
ugh this keyboard
well it is kind of dead now it hit 1000 power cycles recently
the aliasing persisted pretty heavily. i can probably process it with an ESRGAN model first to fix that though
this looks a lot better than where chainner was going
yeah, models that chaiNNer is compatible with usually don't work well for this kind of stuff
that took ~7 minutes to upscale
it'd be pretty quick to do the whole game
there isn't really much cinematics in the game
most of it is just animations that will go through remix
yeah
this looks a lot better than my previous one too
i've learned a lot since then
that was nearly 3 years ago, i think
i've got a 240 fps version of the intro which turned out rather well on my desktop
though when i put it into barnyard it was stuttering so not sure what happened
and i want to start working on the incredibles with remix but i need to figure out how to get the game off the disc with the drm not being an issue
i'd be surprised if it was even playing the video at the full frame rate
given the quality of these, 60 FPS should be doable. i wouldn't really go above that though
dw i won't stop working on barnyard i just want to work on it while the issues with barnyard still persist
ya, i understand
if my vpn wasn't so slow i'd interpolate them now
i've got it going right now actually
ah
goes fast
oops
it has lots of artifacts
hard to avoid with the way the grass looks
what model are you using?
that was CAIN, CVP 6.0 apparently
i'm not too familiar with interpolation models
going to try RIFE 4,6 now
idk much to i just use whatever is in flowframes
sadly rife was worse
imo interpolation isn't really worth it with how many artifacts it tends to introduce
fun to mess around with though
it doesn't really matter to me much because you skip these most of the time anyway
have you had a chance to do a small playthough testing remix yet?
and have you looked into doing the lights in the joyride?
How have you been able to use the trial for so long
for some reason, it kept letting me for a long time
the trial just renewed over and over, lol
I'll see if it has the same thing with gigapixel
yeah it is prompting me to log in and not working
could you send me your reg files for it?
unfortunately if it's not letting you in, then it just won't work anymore ๐ฆ
and that's really BS too. lots of people actually permanently own that version
if they can't sign into it, then what?
well what is weird is that it is prompting me to update to 2.4.0 which isn't the laatest
yeah, it'll prompt for the next version up
sadly anything past 2.3.1 has the watermark
and i'm very annoyed it isn't working for you ๐ฆ
sorry about that
well i was looking through the reg files and have no clue how it knows you are signed even if you are offline
Also I just tried substance sampler and it seems to work much better as it ca be Ai powered which does a rather good job and you can choose the maps to export
Also why do the texture have no depth in the game but do in omniverse
that's pretty cool
i'm not sure. i noticed it wasn't too strong also
But by the time it gets in game it doesn't really look any different
here is that 240fps version i had
which turned out good
could you please upscale @ashen merlin ๐ฅบ
yeah did pretty good for only taking a couple seconds
do you need some grass @ashen merlin ?
pictures show with parallax and without parallax
that looks great!
can that even work in Remix though?
Well, the first one not, but the second one yes
Remix has no parallax support for now
But you could adjust the nomal map power with remix pbr settings
If you could send me your grass texture i could create the maps for you
this is the current texture. the way it looks in-game is odd, it's basically layered on itself like 5 times
you can see it here
there are 3 different textures, one for each layer
i don't think that's working correctly in Remix then
i've looked closely at it, and it's just the single texture being repeated
I can see on the screenshot that they are different
oops, i must have missed that then. i'll see if i can find the other ones in the dumps. i don't know the hash associated with them because Remix's UI doesn't highlight the others in-game
the grass blades are getting thinner with each next layer, the color is also getting brighter