#Barnyard
1 messages Β· Page 3 of 1
if I recall correctly there are 3 layers in the Gamecube and Wii build
i'll boot up my PS2 copy really quick, i'm curious. i did recall it being different
it's what i grew up playing
also there's a similar layer effect on the bushes on some of the platforms
yeah, that looks quite a bit nicer than on PC
i'll definitely try to replicate this, but it won't have the nice animations that the PS2 version does
the high quality grass setting might change something
it just completely disables the shader if the option is turned off (it's on by default)
1 fps on AMD
π but it finally works again
wow, even better than cinematic π
glad you got it working
latest dxvk build fixed it
short video of the PS2 copy for future reference
yeah getting 15 fps it looks like this
though i was probably getting 20 fps rendering at 200p when doing a playthough of portal rtx
i can make you a custom file rtx.conf that should reduce a lot of the load
ideally you should send yours so i can adjust it
this is severely reduced in settings, but it doesn't look drastically worse
i gained ~25 FPS with this
also this really shows the issues with TAAU
i think nis looked better anyway
i'm gonna open an issue for TAAU. the behavior definitely isn't normal
lemme know if it needs adjustment
Well NIS looks way better with this but the fps gain seems minmal with how i am running it i can't actually have an fps counter
if you enable dxvk's hud, it'll show FPS
and that's a shame. i guess it makes sense, with the performance bottleneck being AMD's poor ray tracing performance
some of the settings i reduced should have helped, but i guess not enough
i'll tweak it some more
usually amd rt isn't actually too bad it can do pretty good in cyberpunk with fsr but the utilization seems to be pretty low in anything path traced like quake, minecraft and cyberpunk path tracing
yeah π¦
now i can adjust the conf a bit more
@rugged forum
best i can get
or this, rather
running NIS instead
i get 80 FPS with that at 1080p, vs 40 when i started
yeah pretty much the same
i wish the game would work with streaming through steam the input works but the display doesn't come over
seems like an issue with Remix unfortunately. i think it's for the same reason that most overlays don't work
if you launch a normal desktop program with Steam, then launch a game that uses Remix through the desktop, it should work
also is there a tutorial anywhere on how to replace meshes
sadly no, not that i know of. Mark went over it, but it's pretty complex
#1096847508002590760 message
Sry, was sleepin. I will see in 30 minutes what i can do with the texture you uploaded
i've done something to my floor
damn, what is this, wax-house?
what i would do is getting rid of the Roughness map because its causing this wax floor
4k and standart
i'll try redoing it with substance samplre
can you send me the texture?
thx
ok that is better
still doesnt look like wood should like
here are the grass textures in 4K with proper 4K maps
This would be good to have pbr for
what you mean fix
Oh that looks great
Yeah that is how it should look
i`ll extract the maps and send them. i also upscaled the diffuse
does substance sampler do any upscaling?
Thank you very much
no problem, if there are any problems with these let me know
can you show how it looks?
they are looking better than yours, but still not good. Seems to be a mesh problem i think
also how it looks upstairs
turning the intensity down on the lights makes the scene look better
yeah defenetly, so my textures work fine right?
yeah they seem to be the best so far
@ashen merlin would it be possible to do anything here?
this looks like one of those 4k minecraft texture packs at this point
yeah
this is rather low res to
I wish we had parallax mapping supportπ
yeah, would look like this then
i need to buy myself substance sampler only running off the trial rn
i hate how this bridge looks without the depth in the bricks
i use materialize lol
and that tool is completly free
i have used it but it's results haven't been as good as substance sampler though i actually need to know what i expect my maps to look like
hence the wax floor
so what are you using to upscale?
my experience with gigapixel didn't work with game textures it always smudged it too much
only if u use the ai feature. I change my settings myself to get rid of smearing and blur
@rugged forum here are your new trees
π€£ you pay?
xD
what is with them?
the meshes... they get streched thats why the look a bit weird
the roughness doesn't seem right
try only albedo and normal
sometimes r maps fuck them up in remix
for those i would not use gigapixel
real ersgan upscale
your bridge
you need to download the broadcast sdk. its also metioned there
yeah it does, your gpu is fine but without sdk you cant use rtx super resolution. everything else will still work
but i have to say that RTX Super Res is absolute bullshit...
The normals doesn't seem powerful enough tho
i made a smooth normal map, there are no sharp edges on bridges
why are my results looking like this
wait, ill show you my settings
and these are the settings under home
dont touch these
here the correct engine settings (RealSR-NCNN-Vulkan)
still looking like this
first is 4096x4096 with realsr-ncnn-vulkan and second one is 2000x2000
looks like you used rtx super res
oh
how did you get it to 300
its the stadart value
it is 256 for me
then you are at the wrong setting again
still can't get it to work i will just stick with chainner
yeah, waifu 2x is a bit complicated, but one you get it working properly its doing really great
the bridge is looking pretty good now
though i think the normal map could be better
that looks like it would work
i think you can use nvidia texture tools for it
yeah this seems to work better
great
my main issue with the trees was the diffuse map was too dark
ah ok, r and n map works fine?
now i just need to redo these awful puddles
yeah they are fine
the textures look oddly noisy, but definitely a good improvement
striking a balance between the original game and the new look is gonna be hard
that is the problem i was having with the trees i needed the colour and shape to be the same so i mixed my maps with Hellraven's to get where we are
realisticrescaler generally does better imo, try it out if you haven't: https://openmodeldb.info/models/4x-RealisticRescaler
a lot less distortion, adds more detail
Ill try
i can probably do something with those lights, yeah
where you using my conf with the custom eye adaptation settings? that's why it's so bright, to reduce noise in the scene
yeah think i was
the conf should have made it look normal, just like before
i didn't include it in the low performance conf i made yesterday though, forgot
idek when i downloaded it
why is chainner such a diva...
seems like your image is corrupted
sometimes it works, sometimes not
this is my conf with the EV stuff
I'm trying to work on putting some of these images into the smaller ones
i have to start unifying this stuff somewhere. it's a mess right now
the second one there needs some work first
can you send the original?
also we really need to make sure we don't bloat the texture sizes beyond what they need to be. 4k textures for this game are a bit nuts
you guys did good work, that's just a concern i have
Trees are 2048x2048
lmao. lost my touch a bit
ya, that's good
i just saw the discussion in #offtopic-game-discussion before
can we change those eyes
tbf i think the upscale did a rather good job considering what it had to work with
it did, yeah. just the eyeless being is a bit creepy
not sure what you're asking
lol yeah
if it looks like a normal pbr or like a parallax textures
parrallax
haha no, its just PBR without any parallax value
yeah. to me it also looked paralax for some reason
haha ok xD
it's uh... still concerning
just not as much
@chrome mulch what's the program you're using right now? the results look pretty nice
materilalize
Materialize, the program from which uncharted 1 and 2 got its PBRs from.
Its totally free
nice
the only achievment i've done with materialize is turn a picture of bricks i took with my phone and turn it into a material
i dont mention that this texture has no maps rn
well, that's still good π
yeah shadows looking prebaked
i have a ton of high res environmental photos. might be usable for this then
yeah
@ashen merlin in your captures do you have a mesh of the red wall of the barn?
are there any palm trees in Barnyard?
no
but here are some tree textures if you want to work on them π
meanwhile i'm going to bed, gn
hm ok, first i need to convert them to png. Gn
yes
if Remix isn't assinging it in the right place, i don't think sending it will really fix anything
i'll see if i can find it though
dont know for what this is but should be fine that way
i think the texture on that one is a little too strong
afaik that's dirt with a patch of grass, might be wrong though
here you go
haha xD
well this tree looks great now
Now it just needs a somewhat smoother mesh
@ashen merlin have you tried working with the lights yet?
Your welcome
thank you
Did you tested rhe grass i posted domewhere earlier?
This
so how can that be fixed
the problem here was that i exported in .bmp instead of .png... png is the only standart that supports alphas as far as i know. I will redo them
give me some time, i am figuring it out currently
this wont work. the alpha gets ignored
also there is another bridge with a real low res texture
can you send that texture?
how big is it?
are you sure it isn't 16k
i was wondering why it was taking so long to load
but neat that i got that much detail from a what 8x16? or what was that
32x64
ah ok
though yeah there isn't really a lot of detail in it
I really can't believe how you got so much detail from that texture
thanks
show me the result then pls
if omniverse wants to work
xD
the after is pretty good
yeah i mean it is a 64x upscale
if you want to know why i use materialize and not nvidias software: https://youtu.be/KpYJkB7gAXs
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htt...
if you have more textures to be upscaled and edited just send them
i assume you've been rather busy
yeah
i've been meaning to do my own texture work too. i'll probably get around to this stuff tomorrow or the day after
@ashen merlin could you find it?
yeah but the issue is it only happens when enhanced assets are on
then it sounds like you mistakenly attached a light to the mesh
if you send the latest mod.usda i'll see if that happened
If autopbr is a PBROven thing, I do want to make you aware that it automatically marks any "Add Light to Textures" materials to be emissive by default (tags are pulled from rtx.conf on profile load). Sorry if this is breaking anything, I'll have an option to disable this behavior in the future.
(this only applies to 0.0.20a7)
try that
you had the opacity slider enabled for it, it may have been fully transparent
didn't seem to work
i'll check omniverse
in omniverse there doesn't even seem to be a mesh for it
if you want to check what is going on
i can't use that capture for some reason
i don't know what's causing this
if it's only happening with enhancements enabled, then it has to be something with the mod.usda
but i just don't understand why it isn't being captured
what is wrong with it?
I've been having some very strange issues with this as well in Red Faction II-- certain light coronas are rendering as seemingly rasterized objects without a single texture linking up to them. I wonder if I changed something in the geometry rules to cause this to happen, but I don't think I touched that in RF2 yet.
maybe this site will help you in search for good textures
@chrome mulch could you please do your magic with this texture, when i tried doing it i ended up with another wax floor
π₯Ί
oh sry, overread that, i see what i can do
i overdid it
that is looking great i will try it now
Yeah it is looking real nice now
before
the colour is a bit different but tbh i prefer it
also here is another brick texture i request
If you want a decent upscale tool Waifu2x gui I use to use a lot and works great with many things but Lately I use Cupscale GUI with different model choices can pick any model you want I use Lollypop Modeland honestly results are pretty good Been using it mostly For PCSX2 Texture Packs 1 of them is Barnyard however back when I was doing Barnyard was barely playable and buggy without using software renderer think it's fixed now though.
i have tried Waifu2x but i can't find out how to do a normal upscale on it
yeah im sure you need to pick a select resolution like 1920 x 1080 etc... Cupscale GUI however is amazing can preview before upscale.
This is cupscale
then I get models from here https://upscale.wiki/wiki/Model_Database
also you can mix and match Models like deblur and Sharpening etc...
however I don't .dds is supported properly I know i had issues with pcsx2 I just saved as .png and reformat to .dds
i will give it a try
I use gigapixel
I will do it when i am back at home. I am at work rn
gigapixel isn't free though is it?
I mean i have gigapixel but i'm sure watermark in free I believe
don't use Cupscale please
it's severely out of date and is unsupported
here's a list of known supported software: https://openmodeldb.info/docs/faq#maintained-programs
that waifu2x gui thing isn't on here though
chaiNNer is the most frequently updated with the best support as of right now
I have the paid version for free
Cupscale should work for just upscaling textures while yeah it's out dated but works perfectly for upscaling I have done many PS2 games with it NFS2, most wanted, carbon, barnyard and more
Nice how do you find results? I tried free version and oddly I got better results with cupscale
@sleek geode see for yourself
assuming this is original? if so I will check cupscale
Yes but its not og size
This is og @sleek geode
Before with og and after this is 100% upscale with cupscale and lollypop model
Yeah no. Gigapixel gets way better results
The free version does not make a good job yes, but the paid is great (as long as you dont use the ai feature)
Depending on the texture/picture i set the preset (normal, HQ, Art, Lines, Compressed or low res) and set the values myself for the best result
Has anyone thought of using stable diffusion etc... to generate or make textures?
yes, works fairly well depending on the texture
the reason i don't recommend it is because it doesn't support newer model architectures, like SwinIR
one of the best free models right now is SwinIR Large
and it regularly outperforms gigapixel
RealisticRescaler is also great
RealisticRescaler
Will have to look in to oddly I just tried stable diffusion with that texture to base the image on I lowered it's setting's and well after just a few prompt's results aren't bad would need some work though but I done this just as a experiment
SwinIR Large
lowering the denoising amount should help with those issues
I think realistic rescaler was best I use NMKD GUI for Stable Diffusion I know there's a web GUI also apparently a lot more features
@sleek geode if you insist on using Cupscale, you should at least switch to this version: https://github.com/DrPleaseRespect/cupscale/releases/tag/unoffical-rev3.1
it's updated quite a bit more and is far more stable
I stay with gigapixel
Thank you Downloading it now
Wow that looks great
will be the first texture i include a metallic map
you can test if you need it or not
Well there is a way in reg edit
Not only that way
Have you tested the textures yet?
no not yet i will do it now
also what is the max scale you can do at once in gigapixel?
Looks nice the 1st pic
Well max is 6x, but you can set a personal res in height or width
what can you do with this?
OG vs Upscales, somehow some details got lost where others got added
that kind of went away from what i was expecting
what ya mean
well it is supposed to be on a water tank but i can't really see the upscaled texture working for it
i can try it agin
In the Wii version of the game some textures are much more better quality and I'm pretty sure there's a HQ water tank texture. I will check if it's there and will let you know if it is
is it a metal texture?
yeah
oh yeah that does have better textures though i wouldn't have a clue on how to extract the textures unless you already have them?
now ended up with that
was that with waifu?
So how do you have it
where was that
uh thx, let me see what i can do with that
it's used on the bike test level
i wonder why it was never used in the main game
shall I send some other textures in better quality?
Yeah that would help, thanks
these are from the Japanese Wii version (it is probably the latest version of the game)
oh thx, i can turn them into pbrs
left waifu, right gigapixel, which looks better?
do fences have low quality textures in the game?
Right
yeah, the second one
good
oh good, they have the hashes included in the name otherwise i'd have no idea what i would've done with them
those are the hashes generated by Dolphin emulator
so they won't be the same?
should not be the same
well i am familiar with most of the textures
though have no clue with this one
Good to see that the reg file still works with gigapixel
I think it's from the bridge near the dankweed pond
is it the sides?
Β―_(γ)_/Β―
seems so
well i think it'd be impossible to make the ones we have got now look any good
here are some more textures that are unused on PC (or just some of them)
you can see here
oh and also there's an art artist who's working on remaking all of the game textures
though I'm not sure how many the textures are done at the moment
are they in the Barnyard Speedrunning discord?
maybe but I think she doesn't use Discord
Ok, how do you know of their work?
we have a Russian community of Barnyard in our social network VK
what version are you on?
This looks rather good i could probably work off this though Otis' eyes with the mod doesn't look right
yeah I think they're too much bright
I'm trying to find the characters textures I've extracted from the demo version of the game
Can't wait to see how that looks in game
for some reason, this version has the best quality of these textures
and some weird marks on few skins..
@chrome mulch Gigapixel doesn't want to upscale live, basically staying on not updated any clue?
you have to zoom a bit in
if you try to get the full picture with a pretty high res it cant load it
also i seem to be able to enter a custom scale which i don't remember being a thing when i last used it
they are used in the enhanced mod so maybe you already had them
this time you have to use the metallic map as a metallic map to get that metallic material
well everything has already been assigned a metalli map since i used pbroven
yeah, mine is a bit better
works rather well
a rusty watertank
rustier than the original i'd say but it still works rather well
Now what about a rusty sheet of metal?
alpha channel is hard to do though. Materialize cant handle opacity i think
but ill try
nope, cant create on materials with opacity
@chrome mulch question about Materialize if you don't mind. How are you importing the textures you captured from the game? It doesn't seem to recognize the .dds file type
i open the files with photoshop and export them as png
you just convert them to png i use nvidia texture tools but you can also use chainner and Photoshop as above
ah ok. and then can you export it as .dds or do you need chainner for that
i assume you should be able to use any of them for that
only as png. After that i convert them with photoshop to .dds
got it. thanks!
but you need the intel texture tool plugin
well substance sampler seems to be doing alright but i'm not sure how the normals are going to go
well, no it doesnt, there is also no opacity...
have you free or paid version?
i'm going off the trial rn
ah ok
For format converting I use Xnconvert works amazing use it for PS2 Textures it's fast and works great in bulk
xnconvert does some funky stuff when resizing, so i'd recommend against using that
otherwise yeah, it's great
I haven't seemed to of had any issue from .png to .dds but I will keep it in mind incase.
I just use for format conversion 1000's of textures done in seconds
Hmm using the latest dxvk and bridge build I seem to be getting a graphical glitch when I look in a certain direction
i'm on an indefinite break from Barnyard stuff. way too busy
π
i changed some of the pictures to the same ones in the nightbarn
sad news
i replaced a model with Mark's new tutorial, and even models are messed up. it has similar behavior as lights do
that's a debug view, showing the replacement mesh stuck to the player camera. screen is solid black if i don't have debug on
stuck to the player camera
@trim pond so you're aware of this. i'm very sure i did it correctly, following your new tutorial
in this game, placing lights had the issue presented here: https://github.com/NVIDIAGameWorks/rtx-remix/issues/181
meshes appear to have similar issues
mod.usda with the model
i triangulated the model, ran the script, saved it to the model, and i believe set up the structure correctly
well... it looks like there's a new model in the game?
I don't see anything wrong with that, presuming untitled.usd exists next to the mod.usda. Could you save that as usda and share it?
| it has similar behavior as lights do
does that mean lights attached to replacement meshes are also stuck to the camera?
lights placed in the game at all follow or are stuck to the player camera
Skyrim and Fallout NV also have that issue
huh... with skyrim and FNV I'd guess that means they're positioning the mesh through a shader somehow, which the replacement wouldn't duplicate
this game is also extremely heavy in shader usage, which is surprising for the age. if i disable shader capture, it's just a blank screen showing the sky
I don't know enough about barnyard to speculate. Could you try this on a game where light replacements work normally?
i'll have to see if one of the games i own works properly. when i find one, i'll test
The material on untitled.usda is a UsdPreviewSurface, not an AperturePBR_*.mdl
Hmm.. I wonder what would happen if we passed a replacement mesh through the original draw call's vertex shader...
I don't think we've done much compatibility testing between vertex shader capture and replacement meshes. It's possible that could be handled a lot better. I'll chat with the devs that know more about the vertex shader stuff and see if there's some low hanging fruit there
i must have missed a step, oops
and the name of custom materials on meshes can be anything you want - it's rather confusing to name it mat_HASH. Those are meant for materials that replace a texture of that hash
The return i've been waiting for
π
did you get it working?
works in Morrowind
it stays where it's supposed to
barnyard (i replaced the tables in the scene with the character model)
instead, the character model centers itself with the... actual character model
sorry, not ignoring you. sadly no, i can't get it working right now
i updated the issue regarding it
uuuuuuuugh i wish so bad that light placements worked
it'd look so good
all of the games i'm working on are stalled because of this
yeah but tbh i can't see where it is really needed in barnyard
it just provides significantly better lighting stability than emissives
it looks so much better
NSFUG2 with proper lights
it interacts much better with the textures than emissives too, i believe
that does look way cleaner but are the taillights still emmisive or real lights?
i believe they're emissive. not everything can be replaced with the proper lights
but having even a majority of it as the normal lights helps
so what was done in portal with the energy ball thing?
i think they attached a sphere light to it? i'm not sure
emissives definitely have a purpose still, usually for more dynamic objects. especially for ones with changing textures, like the dance floor
but replacing stationary lights will be a big help
yeah, i wonder if it is possible to get the outside lights to only work if we can attach a light to the fake light that was there and hide that
there's an issue with rasterization with outside stuff unfortunately. if the moon or sun is in view, it'll show the original appearance for those lights (and windows) no matter what
i'm not even sure how to go about reporting that issue
so why was it that the sun or moon caused issues when in view?
that's what i mean. i have no idea why it'd be causing this. i guess a weird issue with the way the draw calls are called
i have no real way to debug it either
well would somehow deleting the sun work
iirc infinitec0re said it'd take the whole skybox with it? which we definitely don't want
i might be able to hack some things around. i have a few ideas, just haven't had time to pursue them
well i've just lost the motivation in barnyard as there isn't really anything exciting you can do with it when it comes to remix. there isn't a lot of lights and most the textures is just basic looking terrain
yeah, i understand that
for me it's mostly about getting rid of the weird original visuals (like the lighting on the characters). i love the game, but never particularly liked the visual style
i never really intended to make it hyper realistic or anything, just wanted to keep the cartoony appearance while upgrading the lighting
Well the only thing that i find interesting rn is the nighbarn as it probably had the biggest issue when it came to that
Thatβs an emissive on the tail light combined with a sphere light. π
The emissive is for the glow, and the light source is for the throw.
are the tail lights just always on or something?
They are a glare sprite that appears when braking.
The taillight texture doesnβt change
Is the glare still there?
Because this could be used in barnyard if lights worked
@ashen merlin If you're interested I could help you get a repo going for this project, I would just need to adapt the gitignore from the other projects for Barnyard-specific file formats and folders. This way you could also distribute your replacement emissive maps as you continue to update the project.
But yeah, the lack of lights is a real struggle in a whole bunch of my projects. π
sure, that'd be great. it'll definitely have to happen later though, as i lost almost all of my work before and haven't had time to catch back up. thanks π
Sure thing, I'll be on in a few hours to get the gitignore set up.
What happened?
while writing an update for my MagicUSDA script, it wiped my folder and my backup π¦
You too huh? π
I did the same thing while working on my Stalker script. I just had the tab refresh from about 300 lines of Python code to a 500 KB USDA and I just knew I'd donegoofed.
what was supposed to be the purpose of the script
It's basically a script that converts a directory of extracted DDS textures to a Remix-friendly PBR format. This one was configured for STALKER's format but when it's complete I'll probably adapt it to other games before bringing the functionality back into PBROven.
Or just make it into its own tool really, PBROven is better for working with captures.
so is it chainner and pbroven?
Just ChaiNNer, but via Python.
It's a USDA writer and a ChaiNNer automation system, mostly because different texture types need different chains and ChaiNNer lacks conditional logic.
something i've noticed is that chainner isn't real good at generating pbr textures from the diffuse
I think it may be possible to get better results with the right chain, it's really down to the same kind of techniques you see in Substance. Diffuse textures are chock full of baked effects in legacy games, so combined with a low resolution they're not much use for albedo in a lot of cases.
are you using the usd-core library?
Nope, I just created the file as a text stream. It's based on BlueAmulet's approach and works based off of which textures exist and which don't at the time of writing.
i'd really recommend switching to the library. any changes that occur in the future regarding line structure will simply be fixed by updating the python package
It's based on BlueAmulet's approach and works based off of which textures exist and which don't at the time of writing.
if i read this correctly, that's how my script behaves as well
Add a . to the beginning of the name and drop it in your repository (main folder) and it'll be considered a valid gitignore.
I also wrote sample instructions here if you want to copy them, scrub all references to Morrowind, and replace references to my fork with the main DXVK branch: https://github.com/anchorlightforge/Morrowind-Remix#readme
honestly don't even really know what this is
When you make a git repo, a gitignore file will tell git which files you ignore. This way you can make a repo and not accidentally upload proprietary assets that could land you in legal trouble or force you to change the license on your codebase, or assets that are going to be different for every user like logs.
@ashen merlin would anything new with the omniverse update help?
And what did you use to make the emissives for the dance floor?
nothing sadly
what do you mean?
I think Kim made the emissives by hand, it's just a full color texture that tells Remix which pixels glow.
So it'll just be all black for unlit panels and look the same or slightly brighter for lit panels.
Barnyard rtx remix, SHiFT would be proud
hmmmmmm
possible regression
what the hell is going on?
my rtx.conf doesn't seem to be loaded properly
Is this a newer dxvk
yes
major skybox issues
same settings on an older build
okay
it's just the very latest build
@weak wagon since you're already in this thread, the latest build has totally broken conf file parsing. it's not reading my dxvk or rtx.conf files properly, causing major graphical issues and the DXVK hud to not overlay
build f891472
i'll open a proper issue about this soon
@edgy shard do you happen to have a mod to skip the intros? it wastes so much time π¦
I'm not even sure if that is win 10 or 11
And do you still need swre?
it skips some of it, but not all
11, and yeah, i still need SRWE
How did it look with rain?
That is odd, I never had to use it on my laptop or desktop
didn't get to test that yet. it should look okay though
yeah, i have no idea why it's necessary
I think it is to do with my settings in regedit
The enhanced mod skips the intros
I don't think i got the enhanced mod working
I think we noticed this already, Iβll check with the team in the morning to see if we have a fix for this yet
i was hoping to use it independently
Barnyard exe
@ashen merlin Have you tried getting the rain with cheat engine?
the save doesn't seem to save the rain
If you donβt move the camera, do the hashes stay stable? As in are the like skinned meshes which change every frame?
supposedly hashes are stable, but replacements are still broken
the behavior is close to Skyrim and FNV's issues
this is how replacements look. i replaced the tables in that scene with the player mesh, but it's stuck in the position of the player model instead
Oh so the world moves around the player?
Yea I donβt have much knowledge or even theories on fixing that 
not sure what you mean?
when i do a replacement, the new mesh is stuck to the player's position. lights will follow the player around similarly
i think the line is uniform bool enable_opacity = 0?
That seems right
Need to carry the textures with it
oh right. mm that's annoying
Yea thatβs why I suggested adding it to your script 
okay wat
Iβll come up with some theories while Iβm out and about today.
it's invisible now
oh never mind, i'm a dumbass
that didn't fix it π¦
does look different in-game though
i don't get it though
it's changed, yet it's still showing up as transparent?
It might have something in the alpha channel
i verified with Portal RTX's files, this is how they do it
on the texture? hm
I think you can strip the channel with nvtt or chainner in bulk
Interesting. That might mean the game is all static meshes tho
Which is what made NFS U2 the easiest one to get working.
i'm trying, but it won't split for some reason, lol
almost nothing in the game will be easy to replace π¦
a simple door has geometry connected to the building, lol
Iβll have to take a look after cod2.
I should make a kaban board or something all these games 
did nothing π¦
i have no idea what the issue is
this game has some serious issues, lol
it looks different, so something has to be changing
Yeah honestly I had no idea it was even a feature, I'll be making that as soon as I can for my own projects. Just need to find the time π
So every surface still shows up as transparent?
The time bit is always the true challenge
yes
Wonder if thereβs some light map or decal stuff going on.
afaik there are no light maps in this game? but it could be decals
Literally everything but UI is "Alpha Tested"
We talked about that, isOpaque debug view is full red.
very bad
performs worse than Portal RTX and Prelude
This probably explains why
Marking a texture as terrain (when baking is enabled)
i have no idea what to do about this. for some reason, captures in this game have more settings available than other games?
like i have alpha test controls and all that
so something is very wrong
this is the default for all captured materials
setting Blend Type to Color doesn't fix anything
That enable_opacity should be unchecked 
unchecking it and changing the material flags fixes nothing π¦
I tried de-referencing the original material and replacing it with AperturePBR_Opacity, but it still doesn't work.
Did you tried enabling opacity micromap, which should -in theory- improve performance? It didn't affect mine though :/
Enables Opacity Micromaps for geometries with textures that have alpha cutouts. This is generally the case for geometries such as fences, foliage, particles, etc. . Opacity Micromaps greatly speed up raytracing of partially opaque triangles. Examples of scenes that benefit a lot: multiple trees with a lot of foliage, a ground densely covered with grass blades or steam consisting of many particles.
Got mesh replacements working (tadpole's window frame as player model lol)
Still treated as non-opaque though :/
Is that skybox different?
?
you didn't change the skybox did you?
No
That's the config in the first post
My game looks rather different
Oh I added a distant light for sun
Yeah that'd be it. When did light replacements work?
Well it isn't really a replacement but you couldn't add them in before without issues iirc
If mesh replacements work, lights should work too. However it's a fallback light, not a replacement one
# Fallback Light rtx.fallbackLightDirection = -20, 64, -12 rtx.fallbackLightAngle = 1 rtx.fallbackLightMode = 2 rtx.ignoreGameDirectionalLights = True
Add this to rtx.conf
now i just need to fix whatever happened here somehow
What files are they found in?
Barnyard\Data\Matlibs\gui_Fonts.ttl
Thanks
Man what is going on 
Is this where the font in game is read from?
Β―_(γ)_/Β―
it could also be in many other files
they store many texture duplicates in different files
Well finally fixed those buildings
I never had that issue but can you explain how did you fixed that?
It seemed to be an issue with PBROven assigning the materials so i just deleted them but i might add them in manually later
So you guys generate a template for replacements?
pretty much
Nevermind The real issue seems to be the replacement Texture is just all black must've been an issue with chainner
Not even that the textture is completly empty
yeah. there's 2 tools for texture replacements right now, MagicUSDA and PBROven
that's amazing. you just used Mark's steps?
i haven't tried it in about a month
With the help of tadpole
I wanted to see if this could fix the issue but no chance at all.
Same story for replacements
having model replacements working in general is really nice though
i've been waiting for lights to work. a lot of things in this game need it
Hey @trim pond I would like to hear your opinion on this.
the game stores information totally upside down, except for the skybox? so the level ends up inverted compared to the skybox. not really sure what to do about that issue either
Oh I was wondering why there was a hemisphere under the terrain in my captures.
yeah, lol
it's really weird
meshes being split up like this is going to be a nightmare for replacements
wow, it works now
how terrible
huh. discord did some thinking and blocked masking links with other links
@noble saffron this is good!
It's possible the debug mode is just broken
The performance is horrible though
that debug mode works in other games, and performance is abysmal here
worse than Portal RTX
hmm, something in your conf then?
Do you know when it started, and do you have version history for your cof files?
this happens with plain conf files as well, and afaik it has always been like this
does it still show up as alpha tested when you replace materials?
Maybe there's just some transparent panel in front of the camrea that's fully alpha tested? I'm not sure how the alpha test debug rendering works - does it draw the full triangle?
Yep, I also tried referencing them to AperturePBR_Opacity, even materials of replacement meshes are alpha tested.
The sky doesn't get the debug view
the sky in this game is very buggy
could you post some shots of what this debug view looks like? I don't actually know, and I don't have time to go through the full history of the channel
marking a texture as terrain fixes it? however we can't mark everything as terrain: https://cdn.discordapp.com/attachments/1106420949257044061/1135658223316242452/resim.png
In comparison this is how Portal RTX looks like.
i was able to change this glass to translucent! not possible before. the game will look so much better with this
hmm. I'm going to guess that the game is just using some odd combination of alpha blend settings in their draw calls, which we interpret to mean it's alpha tested
to add onto this, all materials in a capture have these flags:
hmm, just grabbed a random material from a portal capture and it has the same flags :/
really? i did some captures in Portal as well and didn't run into that when selecting opaque meshes, like the ground
Also enabling opacity micromap (which is supposed to improve performance in this case?) doesn't help.
Enables Opacity Micromaps for geometries with textures that have alpha cutouts. This is generally the case for geometries such as fences, foliage, particles, etc. . Opacity Micromaps greatly speed up raytracing of partially opaque triangles. Examples of scenes that benefit a lot: multiple trees with a lot of foliage, a ground densely covered with grass blades or steam consisting of many particles.
well yeah, if the draw call claims to be alpha tested but actually is fully opaque, OMM is not really going to save much.
Any possible solutions to the issue?
I'm not familiar enough with that part of the codebase to know off the top of my head.
If I had time right now, I'd dig into what flag that debug view is triggering on, and then see what about a draw call can cause that particular flag to activate, and either adjust that behavior, or add a config toggle to customize it. If any of you are comfortable digging through the code you could do that yourself.
if not, you'll probably need to file a github issue about it
@vivid falcon lights still aren't working for me. is this how it looks for you?
{
custom int preserveOriginalDrawCall = 1
def RectLight "RectLight" (
prepend apiSchemas = ["ShapingAPI"]
)
{
float3[] extent = [(-50, -50, -0), (50, 50, 0)]
float inputs:colorTemperature = 4000
bool inputs:enableColorTemperature = 1
float inputs:height = 100
float inputs:intensity = 500
float inputs:shaping:cone:angle = 180
float inputs:shaping:cone:softness
float inputs:shaping:focus
color3f inputs:shaping:focusTint
asset inputs:shaping:ies:file
float inputs:width = 100
double3 xformOp:rotateXYZ = (-81.60000121593475, 1.0000000149011612, -0.30000000447034836)
double3 xformOp:scale = (0.05, 0.05, 0.05)
double3 xformOp:translate = (-0.30000000447034836, -1.600000023841858, 10.500000156462193)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
}
}
will do, thank you π
Will have a look
those are emissives
ignore those
hang on, i'll give you the save file i'm using
you go into the barn, then go downstairs. the pool table is what has the light attached
π¦ that's so sad
at least it's not stalking the player like before
this is how it worked months ago
oh wait
it's doing the same thing, it's just behind the player
Also do you have an idea why indoors has extreme noise?
what do you mean?
the extreme red is from the emissives not having a texture assigned (since i didn't send you them)
and emissives are quite noisy
My game has extreme noise indoors even without emissives
Why do lights do this while mesh replacements work :/
here's my conf just so you have it. i might have tweaked something to reduce noise
wish i knew π¦
this game needs lights very badly
I replaced the player's mesh, the others might not even work in this case.
try with my rtx.conf, i think i changed something to fix that
replacing meshes even 2 weeks ago was totally broken
so lights are just broken now i guess
it did this, lol
mm, you're trying to replace a skinned mesh, I'm guessing?
in that case, i replaced a table. afaik it's not skinned
i tried many other objects as well with no luck at that point in time
it appears to be working now though, which is great
ah, I thought you were talking about the shadow cow in the video
haha. shadow cow was the mesh i inserted, actually by mistake. i meant to use another table mesh i had. it had the same effect
it would move all replaced meshes to the player's position
why are lights broken? you should just be able to add lights to existing meshes, as long as you include the preserverOriginalDrawCall flag
ooohhhh.... is barnyard placing the meshes using a vertex shader or something?
they get "stuck" in a specific position. basically whatever position you place it relative to the player's location, it'll stay there
barnyard does basically everything through vertex shaders as far as i can tell
Pretty much
ya, that's what i was just trying to get to demonstrate
yep :/ and we're not running the replacement draw calls through those vertex shaders, so they don't get transformed... In theory, we could though... you could add a toggle to run replacement meshes through the vertex shader of the original draw calls
or submit a feature request to get us to do that
that's quite a bit over my head, so feature request it is
looks like it'd take a bit of refactoring, but nothing fundamentally prevents it. just a matter of doing the work.
Was anything preventing this before?
But honestly I'm happy to see progress is being made again
iirc it just didn't work right
@ashen merlin Are you using the latest version
I seem to get stuck on this screen but i can still hear the game running in the background?
I got that issue and it fixed itself when I get into the game without remix and take a save.
that hasn't seemed to work
Although i've noticed that my framerate wih remix off seems really low for waht it should be
you mean save the game?
i'm on slightly older version. i ws running into that, but it fixed itself suddenly
not sure what to suggest
Well rn I'm just using an older version
But if it just fixes itself
I have no clue
Can you run me through how you did this?
I've got no clue how to replace a material instead of create one
Also sorry for the mass amount of pings recently
π
Also want to start getting into mesh replacements
ik it doesn't work well here
sorry i didn't get around to it today
someone was working on a video for it, maybe you should wait for that. it'll do a much better job than i can
Found this if it is the way
#1096847508002590760 message
this is the best tutorial right now
not a video though
Isn't that only for replacing the mesh
oh yeah, i meant to link this too
#1108266959763685458 message
this is for materials
oh yeah in that one it won't let me remove the reference
that happens sometimes
#1097563444137427056 message
this is an alternative method, but Mark said it's not ideal for a few reasons
it does work on those stubborn materials, however
for what reasons?
#general-remix message
You should be able to do that with a text editor
that kind of avoids the issue, because the issue is that lights placed anywhere get stuck to the player's position and follow them around
Cod meshes in barnyard π€
Well i tried to make the puddles reflective
nice work. for some reason it didn't really work when i did it?
can you please send your reflective map
I also changed the roof and walls of the barn but i don't think the roof looks great
You got anything that might contain the roof of the farmer house?
Is there anything that a recent version of remix would offer better than the version from early June i am using now
Well I kind of figured out how to do the translucent thing
Although it isn't a great way as it won't let me use an albedo with it
you probably need to use two separate meshes
they are, actually. if you mean the window and the car
you need to mark it as thin. otherwise it looks wrong
also you can use normal maps for displacement effects. unfortunately i don't think albedo is possible right now π¦
for albedo you need a layer of mesh on top of the glass
what, duplicate the entire mesh?
then you can assign albedo with transparent parts showing the underlying glass
no, just a thin copy of it
but you still need to make a copy of the mesh? i don't even know how to do that properly, lol
you can get it from the captures, edit in blender, add it as the child of the glass with preserve original drawcall thing, then you can assign the opacity material with your albedo texture.
Kinda tricky but should work in theory
Or you can split the glass mesh into parts and assign different material
Anyhow this transluceny material needs a native solution π
So how can I get the glass coloured
Change the transmittance color and distance
did performance improve in recent Remix versions?
i'm getting 100+ FPS in the night barn for some reason now at native 800x600. it was like 60ish before iirc
Let me take a look
lol. new issue
Yes there definetely is
Still not quite playable on my hardware
interesting
Why there is so much CPU util
the way path tracing and ray tracing work require it in its current form basically
i learned about BVH generation recently, but i'm not sure if that's the cause here
Probably the remix settings
But I still have the black screen issue
Definetely not
Where it gets stuck on this screen but I can still hear the game running
have you tried with this config
@rugged forum
Unfortunately this does not fix it
Uhm there was some patches but I don't remember if they were neccessary
Probably not
I can get it to work on my desktop, although my game looks like this to be able to get a usable framerate
Yeah the performance is horrible, what hardware do you have
Well my desktop has a 6600xt that is why the performance is so bad, but i still have to use dlss performance on my laptop with a 3060 to get 30 fps
Ok i got it to work on my laptop now
I'm quite sure it was the wrapper but I also changed the rtx.conf
seems to have been the config file
Here is the file. The settings won't be great but it works
But this newer version seems to have really improved fps
But i have issues
Ok that is fixed
had to mark some textures as ui
Now when i try save a setting my game crashes
wait nvm
I think that is another issue
Ok I found the isssue. The game for some reason doesn't like my enhanced assets that is waht was causing the black screen
But i can turn them on after the main menu and it works fine
decided to give the water the tranlucent material
wow, i'm glad that works now. it didn't when i last tried
But I think the water is way too blue,
yeah, and not translucent enough
when the toolkit comes out, i plan on putting a whole river bed under there
Would you have any clue to why enhanced assets cause the loading screen issue?
What is the toolkit supposed to contain?
it's just a full development GUI for Remix. i'm guessing it'll be like USD Composer but much more customized for Remix
it'll make mesh replacements and all that easier
And from what I know there is also supposed to be an AI for something
upscaling
from the initial demo of it almost a year ago in the morrowind video, i wasn't too impressed, but i'm sure it's improved since then
i have to recommend using TAAU in Barnyard. it looks a lot cleaner than DLSS
hmmm
so i replaced the spotlights with these flat meshes. this should allow me to set it as an emissive
however, it's not showing up in-game
it's just totally empty
not sure what's going on
ooohhh okay. i forgot that replacement meshes don't work, lmao
good job me
good news is that in theory, it does work
good job
π
i'm very sad thouugh. i can't really do anything in this game until the mesh and light replacements work properly
I see why you want a riverbed now, I can't imagine how amazing it would look if we could have mesh replacements
that water isn't animated, right? it's just static
It is animated
hm. like, i know it moves down the river, but do the water ripples... ripple? if so, how did you manage that?
I just set the ripples as a ui texture which doesn't ruin the water, setting it as a decal doesn't look right but the waterfalls look better with it
ooh this may fix some of the sky issues
π¦ sadly not
I'll give it a go with some DX9.0c games some time on Thursday.
What else am I gonna do, work in Unity? π
might've fixed SHAR
SHAR?
Simpsons Hit & Run
I think it had an issue with the light from the sun
@ashen merlin Do you still came across the inability to remove references issue in ov?
yes
although this is on an older capture. i saw a PR to fix captures, so i'll try that
nope, same issue π¦