#Barnyard

1 messages ยท Page 4 of 1

vivid falcon
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Do you have the authoring layer above the capture or below it?

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It seems like I can't remove references too if the mod.usda layer is listed below any capture

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Not even with text editing

ashen merlin
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it only happens with specific objects in a capture

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the order doesn't seem to matter with those

vivid falcon
ashen merlin
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i can send the capture file, but not any assets

rugged forum
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I usually have the mod.usda above captures

vivid falcon
ashen merlin
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yeah, that's how i have it as well

vivid falcon
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Uhm I was able to delete reference just fine, but I don't have that asset in captures so that might be why. However I needed to do some weird trickery to add mod.usda as reference

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I copied the path, entered into the adress bar (I know it is same thing as navigating and selecting) then it worked

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Maybe it is failing to gather relative path or something?

ashen merlin
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why are you adding mod.usda as reference?

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i ran into the issue following these steps to replace a material

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the reference would delete, then just immediately re-appear

vivid falcon
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I always import material into mod.usda then reference to it

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I think Mark might have said, or I understood it this way

ashen merlin
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can you show me how you do that?

rugged forum
ashen merlin
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i do recall mark saying to import it, but i didn't think he meant that way

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i'll have to try it

vivid falcon
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Idk, this is how I done it for ever. Sometimes assigning textures to default materials don't work either, so I do reference them to AperturePBR_Opacity.

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I recall this as Mark's suggestion

ashen merlin
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i can't seem to find his posts about it ๐Ÿ˜ฆ

rugged forum
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I think that is from the mod.usda being lower than the capture

ashen merlin
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i don't have a mod.usda even loaded here

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it happens regardless of the position though

vivid falcon
ashen merlin
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just the root, which works fine and is above the capture

rugged forum
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I know starting out with translucent materials i was getting this until I moved the mod.usda above captures

ashen merlin
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but again, i've tried it in multiple positions and it persists

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i can't seem to resolve it

vivid falcon
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You've tried with mod.usda as the authoring layer as well right?

ashen merlin
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yes

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that's what i'm referring to. i've had mod.usda above and below it, doesn't matter for this issue

vivid falcon
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Hmm so the only difference in this case is that I don't have the assets, idk it would affect anything tho.

ashen merlin
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mm wow. now it's magically working. i have no idea what changed, i loaded the exact same setup i've been working with for the last month

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but at least it's resolved, lmao

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that's so annoying though. it happened when i was testing COD 2 stuff as well

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i wonder if the order is showing differently than it's behaving as?

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this time, i manually dragged mod.usda back into the same position it was already in, and it seemed to resolve it. so maybe it just bugged out

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well, thanks for troubleshooting it

ashen merlin
vivid falcon
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And I definetely didn't question it after got it working once ๐Ÿ˜„

ashen merlin
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lol

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well, if it works, it works ๐Ÿ˜›

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we should ask Mark about it at some point though

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also, translucency!

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i had this one working before, but then all of my stuff got corrupted

vivid falcon
ashen merlin
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the glass on the right side

vivid falcon
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Ah

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Now make the milk translucent as well

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You might need to set a diffuse texture or something

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I don't think transmittance color would work

ashen merlin
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i can't. the milk shares the same mesh as the metal parts

ashen merlin
vivid falcon
ashen merlin
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yeah, i can't seem to avoid that

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if i set a transmittance texture, it makes it glow

vivid falcon
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Does it glow as well when there is no lights?

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Some textures do for some reason

ashen merlin
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there are no lights

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i have no idea why that scene is lit up

vivid falcon
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Try disabling emissive override

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don't remember where exactly but should be in alpha rendering

vivid falcon
ashen merlin
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doesn't change anything

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ah yeah, it was fallback

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with fallback disabled

vivid falcon
ashen merlin
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ah wait, eventually the glow went away, and it became dark

vivid falcon
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Weird it became too dark compared to others now

ashen merlin
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this game does still have that opacity bug

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so i'm sure other visuals aren't quite right either

vivid falcon
vivid falcon
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Is you exposure super high or something

ashen merlin
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when i disabled opacity for a single texture, it did look quite a bit brighter. however, it still showed wrong in the debug view. Mark's theory about there being a texture in front of the camera that's marked as opacity makes sense in this case. the texture i corrected would no longer be set as opacity, but the debug view would only seen that transparent texture overlaying the camera

ashen merlin
ashen merlin
vivid falcon
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the layer on the camera

ashen merlin
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not necessarily

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lemme get a pic of the changed texture

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the way it's lit looks a lot more like other games

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the tire marks and the area around it

rugged forum
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that reminds me

ashen merlin
rugged forum
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I'm going to quickly generate a displacement for that

vivid falcon
# ashen merlin

Hmm how do you set the opacity? Is it simple as putting a variable into the usda

ashen merlin
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i think i just had to uncheck this

vivid falcon
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my english stopped working

ashen merlin
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well, it's marked as opacity by default

ashen merlin
vivid falcon
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Can you send the var that sets it as opaque, I can try it

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in the mod.usda

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Oh also I need the materials folder of yours, don't need the textures themselves

ashen merlin
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uniform bool enable_opacity = 0

vivid falcon
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Materials folder should contain usd files for each texture hash

ashen merlin
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hm

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i need to figure out the unit scale

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seems i can use this

vivid falcon
ashen merlin
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ignore the alpha test thing

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        {
            over "Shader"
            {
                uniform bool enable_opacity = 0
            }
        }```
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so just that, lol

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you got it

vivid falcon
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Here

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Bro uses semicolons in powershell

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Game tekes forever to load for me, without the enchantments

vivid falcon
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Can't get my game to load

ashen merlin
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also, i found the scales. so the real life sign is 914.4mm, and in-game it's 1140390mm, lol. what's weird is that everything in captures is extremely miniscule, but in blender this sign was so big that i had to change the camera clipping

ashen merlin
vivid falcon
ashen merlin
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that mod.usda file just isn't doing anything

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OV says it's not a valid usda layer

vivid falcon
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I could finally load the game, it is 1 frame per second

vivid falcon
ashen merlin
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i couldn't find anything wrong with it

rugged forum
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still need to fix some roughness maps

vivid falcon
ashen merlin
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that's possible. Mark did say it was necessary in various circumstances

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generating the references properly was a pain in the ass using the python library

vivid falcon
ashen merlin
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on the bright side, now that it's done, i don't really have to modify my scripts anymore. they'll just continue to work with whatever changes are made

vivid falcon
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@ashen merlin can you send your rtx.conf? I think I lost it and my game runs like slideshow

ashen merlin
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i'll see if i can add the material stuff to that script

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sure

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i'm not sure if this is what you meant. mark did say it's recommended when running without a captures folder, but the NFS project doesn't seem to rely on it at all and things work fine for them

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it's a bit odd

vivid falcon
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Hmm still no err: USD mod file failed parsing: D:\Games\Barnyard\rtx-remix\mods\gameReadyAssets\mod.usda

ashen merlin
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๐Ÿ˜ฆ

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i bet it's something obvious, lol

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i just can't find it

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looks quite a bit better than the old fog imo

vivid falcon
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So this is done using ov

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#usda 1.0
(
    upAxis = "Y"
)

over "RootNode"
{
    over "Looks"
    {
        over "mat_D5E7EE4B270D8CBB"
        {
            over "Shader"
            {
                uniform bool enable_opacity = 0
            }
        }

        over "mat_DCD62553F05282D0"
        {
            over "Shader"
            {
                uniform bool enable_opacity = 0
            }
        }
    }
}
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Isn't it the same thing ๐Ÿค”

ashen merlin
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i don't really see anything different

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maybe it's just the length of the file?

vivid falcon
ashen merlin
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i did a bad

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very trippy

vivid falcon
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What have you done lol

ashen merlin
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did something bad with the volumetric settings i guess, lol

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i honestly don't know what. it just suddenly broke and never went back to normal, even with the default settings

vivid falcon
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It does function like refresh button for me

ashen merlin
vivid falcon
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Oh wait

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the mod.usda file the script generated

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might have POM?

ashen merlin
vivid falcon
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or the other way

ashen merlin
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why would it have POM?

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sadly i've gotta sleep

vivid falcon
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What's that byte

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UTF-16 (LE) FF FE

ashen merlin
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lol

vivid falcon
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The one ov generates is UTF-8

ashen merlin
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so transferring the contents to a new file fixed it

vivid falcon
ashen merlin
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i have to load it

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uhhh

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sure does look different ๐Ÿ˜›

vivid falcon
vivid falcon
ashen merlin
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kind of scary actually, lol

vivid falcon
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The first one I send, it was exactly same as ov's

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other than the encoding of course

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Yea we've been warned @ashen merlin

ashen merlin
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lol

ashen merlin
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it does look different, but performance is the same

vivid falcon
ashen merlin
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well, i thought it looked different. apparently not?

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maybe this didn't resolve the issue entirely

vivid falcon
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I am out of ideas

ashen merlin
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me too

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still all red in debug

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ah well ๐Ÿ˜ฆ

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thank you for trying. i have to sleep now

ashen merlin
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this is gonna be a funny bug report

rugged forum
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I thought that was just a dlss issue

ashen merlin
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DLSS doesn't inherently do this, i think it can be fixed

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i opened an issue about it on github to see

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if TAAU (an upscaler far worse than DLSS) doesn't do it, then something is wrong

rugged forum
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It would be nice if we had fsr implemented, I would imagine someone will try it when fsr 3 comes out

vivid falcon
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FSR3 won't be helpful in this situation, we gotta figure out what causing this issue #1106420949257044061 message

rugged forum
vivid falcon
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which remix doesn't like

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It is expected to cause performance issues but the issue with this paticular game might not be related to this at all, Minetest has exact same issue but doesn't have performance issues this severe
But it is definetely an issue

ashen merlin
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hm

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newest build seems to make the floating save/sleep icons explode

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what's weird is this only happened after being in the game for maybe 20 minutes?

rugged forum
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What is new in the latest build?

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Is there a way to prevent exploding?

ashen merlin
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they updated the USD library. i don't think that'd cause this though

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i've been playing with the latest build across multiple games, and they all crash after a while

rugged forum
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Honestly the exploding is so bad for me I can't even ride to dankweed pond without something exploding

vague drum
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weed's too dank atm

ashen merlin
rugged forum
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Well It always seems to happen as soon as I ride outside the Barn

ashen merlin
sonic sand
ashen merlin
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there's nothing in there that should be breaking this

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having to start over would really suck

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same issue with a clean rtx.conf file

sonic sand
rugged forum
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What is causing it though, doesn't seem to be an issue with replaced assets

tame flume
ashen merlin
ashen merlin
dense wasp
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Maybe something to do with the new way remix assumes stuff is UI or not? My UI elements will become world assets now if it's unticked

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What happens if you roll back dxvk and bridge by 2 months?

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Could be something as simple as entering a dodgy command that's gotten saved in the games config file even.

ashen merlin
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rolling it back even 2 weeks fixes it

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i reported the issue on github, waiting and hoping

dense wasp
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Gotta be the UI thing, that's 2 weeks old now, it's under the second tab, above sky

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#1157928901520130088 message

rugged forum
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Well the exploding issue seems to be resolved since the last dxvk I tested a week ago

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well maybe not resolved but not as bad, I can actually get to Dankweed pond without issues now

ashen merlin
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@rugged forum may i distribute your save file to some of the Nvidia developers? it'd probably make their testing a lot easier

rugged forum
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Yeah that is completely fine

rugged forum
ashen merlin
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it's a shame, but there's still vertex explosion issues

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interestingly it pauses now after a certain amount of time (sometimes)

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lol

ashen merlin
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i used this build just now and the corruption still happens

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maybe the bridge is responsible as well?

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also when entering then leaving the barn, LOD objects like this appear with incorrect lighting, and the corruption happens

ashen merlin
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interestingly the corruption has improved in the latest builds. it happens much less often now

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sky is still broken though

ashen merlin
ashen merlin
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replaced the planks here ๐Ÿ˜›

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800x600 doesn't look very good...

dense wasp
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Now we're talking. Looks good to me

ashen merlin
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my first time using Mixer with custom materials. thanks ๐Ÿ™‚

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here. has some interesting visual issues on black areas, not really sure why

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for my first attempt though, i'm pretty happy

rugged forum
ashen merlin
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ah, i wish

ashen merlin
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until i can replace meshes, this odd mishmash pattern will have to do

ashen merlin
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looks really nice for just texture replacements, at least imo

ashen merlin
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can't seem to get the replacement white areas as bright as it should be

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๐Ÿ˜ฆ

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it's this bright in the texture

dense wasp
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You might have a material override in the rtx remix menu

ashen merlin
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hm, good point

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these are my settings in Remix:

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oh, oops. that's legacy...

dense wasp
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Yea that looks fine.

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Brightness is diffuse + light received. Maybe that's peak brightness under those lighting conditions

ashen merlin
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yeah, very possible. unfortunately it really detracts from the game's visual style

dense wasp
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The cows hair is brighter though

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In debug check albedo

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Should match

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Cod2 has slight shading so I'll turn off lighting with a command and render everything flat

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Might be shading from the old game

ashen merlin
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diffuse albedo?

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the very white planks there on the barn are from the original game btw. the dull ones are the replacements

dense wasp
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Yea that's the one. So something is up here for sure

ashen merlin
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would you like me to send my textures?

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it's a shared texture, so i had to merge a bunch of stuff onto one

dense wasp
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I've had to come of the pc but can look tomorrow sure ๐Ÿ™‚

ashen merlin
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oh, no worries. thank you for the help today

dense wasp
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Think it might be a game side thing. Lighting or something though

ashen merlin
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could be, yeah

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RT off for comparison

dense wasp
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Can you make the game render flat diffuse only,?

ashen merlin
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afaik no

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RT on, replacements off

dense wasp
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Your diffuse needs to be bc7. No alpha if that helps

ashen merlin
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i guess this is what i get for choosing a shader heavy game

ashen merlin
rugged forum
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So what was the reason(technically) we couldn't get mesh replacements working?

ashen merlin
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honestly, i still don't know. it's over my head a bit for this part

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i made this progress btw. was doing more, then life happened

rugged forum
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I want to re create the attract intro with all replaced assets but the rock meshes are just so bad that it isn't worth doing until we can have mesh replacements

rugged forum
rugged forum
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Is the roof default?

ashen merlin
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pretty much all materials were replaced, roof included

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no meshes though

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original

rugged forum
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Has the exploding been resolved yet?

ashen merlin
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sadly no, but i did find some more details as to what causes it. apparently for whatever reason when LODs are swapping for high res models, they sometimes fail to load. i found this by disabling RT entirely in the debugoptimized builds. leaving the area and coming back fixes the corruption. not sure what's causing it

ashen merlin
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i've got this pretty apparent and distracting tiling issue on the ground, any ideas?

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man things would just look so much better with a proper skybox and sun...

ashen merlin
rugged forum
rugged forum
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@ashen merlin ๐Ÿค”

vivid falcon
rugged forum
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So I guess we should soon see commits towards fixing barnyard

rugged forum
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Trying to add this as a reference

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It is trying to look in the wrong directory

rugged forum
ashen merlin
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yeah, that's a remix problem. it happens in a ton of games

ashen merlin
rugged forum
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But in Walnut Woods there are trees that would work there

ashen merlin
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hmm. this may just come down to personal preference differences?

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i guess my plan was to replace all materials with more realistic ones, but retain the original colors as much as possible. given that the original meshes would still be in place, i thought that it'd retain some of that cartoonish look while also being more... clear

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it'd be almost impossible for me to make replacements all by myself for the whole game, and i just don't have that kind of time anyway

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unrelated but: right now i'm doing some reverse engineering (thanks for the tips before @weary yoke) and figured out the area of code that controls the sun/moon. removing the sun/moon only seems to fix the issues with shadows and light sources being rasterized

rugged forum
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TBF my approach to textures in the game was never clear, It is all just upscaled original textures and it is very messy rn

dense wasp
ashen merlin
dense wasp
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Yay!

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Can't keep a good cow down

ashen merlin
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lol

rugged forum
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Has lighting been fixed I've seen recent commits with "fix_lighting"

ashen merlin
ashen merlin
ashen merlin
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well, i deleted the moon

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now to delete the sun ๐Ÿ˜›

ashen merlin
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soo

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right now i'm just outright deleting code in the debugger, lol. trying to figure out the correct way to do this

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0060ECC5 - C6 01 01 - mov byte ptr [ecx],01
right now this is what has the sun/moon show up

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๐Ÿ˜›

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before

rugged forum
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So all this fixed was the white square and the spinning circles on the ground?

ashen merlin
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no, this is me trying to fix that issue

ashen merlin
rugged forum
ashen merlin
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yeah, sun and moon

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can't find another workaround right now unfortunately. it'd probably need to be patched in Remix

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but until then, i have this

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i'll make a patch available here

rugged forum
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So do we know why does the sun and moon cause the issue?

ashen merlin
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the original game seemingly uses it to handle the windows and ground shadows at night. my guess is just that whatever shader is used to do this is handled incorrectly in Remix

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Moon:
Barnyard 1080p.exe+20F4CB - B8 00000000 - mov eax,00000000
Sun:
Barnyard 1080p.exe+20F4A1 - B8 00000000 - mov eax,00000000

these two simple things controlled it

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i'll make sure it works in the unpatched exe as well, then release it as a .1337 file

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wow, i actually did something, lmao

ashen merlin
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@vivid falcon i just realized that the grass is basically a nightmare for performance here
it's just stacked layers of transparent textures

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i wonder how i can mitigate this without mesh replacements

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setting it to ignore definitely improved performance. this sucks

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going to give replacements another shot

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still broken

ashen merlin
ashen merlin
sick wedge
ashen merlin
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๐Ÿ™‚ i hope so

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maybe one day

ashen merlin
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for anyone's who's done captures in this game, you may have been wondering about the giant blue half-sphere under the game world

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i just figured it out. it's to make any water appear blue, lol

ashen merlin
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@hallow root do you have any tips to improve color matching? because of the roughness layers and the way Remix displays them, colors in Mixer are very inaccurate compared to Remix. in Mixer, these textures both appear to be roughly the same color

vivid falcon
ashen merlin
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yeah, maybe

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it took me about an hour to properly match that damn thing, lol

ashen merlin
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i made progress here. replaced the dirt road and the side dirt areas

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and the new bridge (bottom only)

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it's only this orange btw because it's sunset in the game

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oops, had DLSS UP on

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probably doesn't look great. sorry

rugged forum
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Oh that looks wayy better than my attempt at it

ashen merlin
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how did you adjust it to be able to see clouds? also to have proper shadows like that. just the fallback light?

ashen merlin
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i'm just beginning myself, lots to learn

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ah, it's probably my eye adaptation settings for the sky

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apparently not

rugged forum
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It is mainly the side of the path that needs improving

vivid falcon
ashen merlin
ashen merlin
vivid falcon
#

Also since this thing still uses both transmission (despite it's ior is 1 AND it's thin walled) and reflection PSR, I don't think this will help that much performance wise.

ashen merlin
#

thanks

ashen merlin
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okay, wish me luck guys. i'm going to try to remove culling

rugged forum
#

I need to try the new build

rugged forum
ashen merlin
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those are fully custom replacements with PBR textures from ambientcg

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i used Quixel Mixer to put multiple together

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here's the albedo

rugged forum
dense wasp
#

You could get that layered grass effect with parallax occlusion mapping with a low step count

ashen merlin
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that'd be great. how could i go about doing that?

dense wasp
#

You'll have to model your chunky grass as 3d models and bake a height map onto a flat plane

vivid falcon
ashen merlin
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lol

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aw man

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game crashed right when i was about to narrow it down

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i did get oddly close to figuring it out too, which i didn't expect

vivid falcon
#

keep it up, even Adam had to spend couple fun hours to fix Chess Titans

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I too spent that fun hours but I couldn't even manage to crash the game :D

rugged forum
ashen merlin
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i'm not making much progress unfortunately

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gonna need Adam's help ๐Ÿ˜ฆ

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i did find the geometry handling section, but it crashed right when i was going through it. it's no longer in the same memory location, so i can't seem to find it again

ashen merlin
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yeah, i give up for tonight at least. sadly i'm just way over my head

rugged forum
#

So you haven't tested light/mesh replacements?

ashen merlin
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i have, it's still broken

lilac patrol
#

dont worry

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they will fix it

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issue is reported?

ashen merlin
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has been for about 10 months now

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including for FNV and Skyrim

rugged forum
#

#1106420949257044061 message
Yeah mark said something about it here

hallow root
ashen merlin
ashen merlin
#

and the connecting road

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the colors are almost entirely matched now

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however in Mixer, they look extremely different to each other

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Flourescent currently gives the best reproduction of them all relative to the game, but even this isn't ideal

ashen merlin
#

@weary yoke if you can, i would really appreciate some help trying to RE the culling. i have a very very basic understanding and that's about it right now ๐Ÿ˜ฆ

weary yoke
#

uh theres usually a command that you look for

ashen merlin
#

what, something like -noculling?

weary yoke
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I wish it was that simple. It's like fld

ashen merlin
#

yeah...

weary yoke
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Ya wanna look for this structure

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That's the super common one

ashen merlin
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hmm

weary yoke
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It's usually involves an arctan or cos function

ashen merlin
#

this game is annoying to use with x32dbg. it pauses any time it's alt tabbed, so it just goes back to the same instruction when paused

weary yoke
#

It'd be easier to use ghidra on it rather than x32dbg

hallow root
#

Enter the different viewmodes to check the other map outputs and match them ^^

ashen merlin
#

the code exported in C is only 581k lines. this is gonna be eaaasy

#
void FUN_006c7b40(float *param_1,float *param_2,float param_3,float *param_4)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  float fVar12;
  float fVar13;
  float fVar14;
  float fVar15;
  float fVar16;
  float fVar17;
  float fVar18;
  float fVar19;
  float fVar20;
  float10 fVar21;
  float10 fVar22;
  
  fVar1 = param_2[1];
  fVar2 = param_1[2];
  fVar3 = param_2[2];
  fVar4 = param_1[1];
  fVar5 = param_2[2];
  fVar6 = *param_1;
  fVar7 = *param_2;
  fVar8 = param_1[2];
  fVar9 = *param_2;
  fVar10 = param_1[1];
  fVar11 = param_2[1];
  fVar12 = *param_1;
  fVar13 = param_2[2];
  fVar14 = param_1[2];
  fVar15 = param_2[1];
  fVar16 = param_1[1];
  fVar17 = *param_1;
  fVar18 = *param_2;
  fVar21 = (float10)fcos((float10)param_3);
  *param_4 = (float)(fVar21 * (float10)*param_1);
  param_4[1] = (float)(fVar21 * (float10)param_1[1]);
  param_4[2] = (float)(fVar21 * (float10)param_1[2]);
  param_4[3] = param_1[3];
  fVar22 = (float10)fsin((float10)param_3);
  fVar19 = (float)fVar22;
  fVar20 = (fVar1 * fVar2 - fVar3 * fVar4) * fVar19 + *param_4;
  *param_4 = fVar20;
  fVar3 = (fVar5 * fVar6 - fVar7 * fVar8) * fVar19 + param_4[1];
  param_4[1] = fVar3;
  fVar4 = (fVar9 * fVar10 - fVar11 * fVar12) * fVar19 + param_4[2];
  param_4[2] = fVar4;
  fVar5 = (1.0 - (float)fVar21) * (fVar17 * fVar18 + fVar15 * fVar16 + fVar13 * fVar14);
  fVar1 = param_2[1];
  fVar2 = param_2[2];
  *param_4 = fVar20 + fVar5 * *param_2;
  param_4[1] = fVar3 + fVar5 * fVar1;
  param_4[2] = fVar4 + fVar5 * fVar2;
  return;
}

hmm could this be it? or am i stupid

#

i'm stupid

weary yoke
#

Itโ€™s missing the OR condition

#

The || in the conditional statement

ashen merlin
#

ya. that's what i realized after. i found a few now that may match and am trying them

#

thanks for the advice

weary yoke
#

Iโ€™m pretty sick right now || coronaS || so I got all the time to help ๐Ÿ’š

ashen merlin
#

aw, i hope you feel better

#
    local_94 = param_1[3];
    local_a0 = *param_1 - local_54;
    cVar4 = '\x01';
    local_9c = param_1[1] - local_50;
    local_98 = param_1[2] - local_4c;
    fVar8 = (float10)FUN_006c74f0();
    local_7c = (float)fVar8;
    if (fVar8 < (float10)local_90 != (NAN(fVar8) || NAN((float10)local_90))) {
      fVar8 = (float10)FUN_006c7670(&DAT_0077cff4,local_44);
      fVar9 = (float10)fcos((float10)1.047197543084621);
      local_78 = (float)fVar9;
      if (-fVar9 < fVar8 != (NAN(-fVar9) || NAN(fVar8))) {
        pfVar7 = (float *)FUN_004159e0(&local_a0,local_90 - local_7c);
        *param_1 = *param_1 - *pfVar7;
        param_1[1] = param_1[1] - pfVar7[1];
        param_1[2] = param_1[2] - pfVar7[2];
        goto LAB_0045e0dc;
      }
    }
    cVar4 = '\0';
  }
#
        FUN_006c7590();
        pfVar4 = (float *)(param_1 + 0x10);
        if (DAT_00773cc4 != '\0') {
          fStack_60 = *pfVar4;
          fStack_5c = *(float *)(param_1 + 0x14);
          fStack_58 = *(float *)(param_1 + 0x18);
          uStack_54 = *(undefined4 *)(param_1 + 0x1c);
          fVar7 = (float10)FUN_006c7670(iVar1 + 0xcc,&DAT_0077cff4);
          fVar8 = (float10)fcos((float10)1.745329238474369);
          fStack_78 = (float)fVar8;
          if (fVar8 <= fVar7) {
            FUN_006c8a80(&fStack_60,auStack_40,&fStack_60);
            fStack_78 = -1.3;
            pfVar4 = (float *)FUN_00408660(&fStack_5c,&fStack_78);
            fStack_5c = *pfVar4;
          }
          else {
            FUN_006c8a80(&fStack_60,auStack_40,&fStack_60);
            FUN_006b6870(&fStack_58,&DAT_bf800000,0x3f800000);
          }
          FUN_006c8a80(&fStack_50,puStack_74,&fStack_60);
          pfVar4 = &fStack_50;
        }
        FUN_006513b0(*(undefined4 *)(param_1_00 + 0x120),pfVar4,&fStack_70);
      }
    }
#

i'm just staring at these and not making any progress unfortunately. also i can't seem to search for this code in Ghidra (i dumped it to a C file so i could browse it more easily)

#

doesn't look quite right

ashen merlin
#

this is the full code snippet

weary yoke
#

it seems a bitlong but if you change cVar4 to = '\1' what happens?

ashen merlin
#

can i edit the code in ghidra?

weary yoke
#

nah yo wanna do it in x32dbg

ashen merlin
#

i assume you mean this line?
cVar4 = '\x01';
if so (i'm sorry) how do i apply it to the corresponding line in assembly?
fstp dword ptr ss:[esp+14],st(0)

#

ah crap. this code is in the middle of fmod (sound engine) stuff

#
1915FF50  0000000A  
1915FF54  00000000  
1915FF58  1915FF84  
1915FF5C  100270BD  return to fmod._FSOUND_SetMemorySystem@20+1457 from ???
1915FF60  0000000A  
1915FF64  1000D7FD  return to fmod._FSOUND_Stream_SetBufferSize@4+644 from fmod._FSOUND_SetMemorySystem@20+1442
1915FF68  0000000A  
1915FF6C  1000D77C  fmod._FSOUND_Stream_SetBufferSize@4+5C3
1915FF70  00000000  
1915FF74  1000D77C  fmod._FSOUND_Stream_SetBufferSize@4+5C3
1915FF78  758D7BA9  return to kernel32.BaseThreadInitThunk+19 from ???
1915FF7C  00000000  
1915FF80  758D7B90  kernel32.BaseThreadInitThunk
1915FF84  1915FFDC  
1915FF88  77AABD3B  return to ntdll.RtlInitializeExceptionChain+6B from ???
weary yoke
#

welp

ashen merlin
#

if so (i'm sorry) how do i apply it to the corresponding line in assembly?
fstp dword ptr ss:[esp+14],st(0)
still curious about this though

weary yoke
#

double click a line in x32dbg to edit it

ashen merlin
#

i mean what in that line to change

ashen merlin
#

i set a bunch of breakpoints for sections matching this regex:
>.*\|\|.*< (matches the if statement in the example you provided)

#

i got one that actually did something when culling was present in the game:

int __thiscall FUN_006bcf70(int *param_1_00,char param_1,int param_2)

{
  if (param_2 == -1) {
    param_2 = (param_1_00[1] << 8) >> 8;
  }
  else if (((param_1_00[1] << 8) >> 8 < param_2) || (param_2 < 0)) {
    return -1;
  }
  while( true ) {
    if (param_2 < 0) {
      return -1;
    }
    if (*(char *)(*param_1_00 + param_2) == param_1) break;
    param_2 = param_2 + -1;
  }
  return param_2;
}

#

no cos though

hallow root
#

If so, there's probably something funky going on with your layers

ashen merlin
#

possibly. i'm a Mixer noob

#

when i have resources to run Mixer i'll give some examples

hallow root
#

๐Ÿ‘

ashen merlin
#

thanks ๐Ÿ™‚

hallow root
#

Aye! Happy to be of any help

ashen merlin
#

modifying this crashes the game upon loading in

#

i'll just mess with this silently from here, lol. it's not going too well

ashen merlin
#

done for tonight

ashen merlin
#

one last discovery i forgot to post:

void FUN_006b7370(float param_1,float *param_2,float *param_3)

{
  float10 fVar1;
  
  fVar1 = (float10)fsin((float10)param_1);
  *param_2 = (float)fVar1;
  fVar1 = (float10)fcos((float10)param_1);
  *param_3 = (float)fVar1;
  return;
}

doing a jmp here corrupts visuals in-game. can't find what reads it, so unfortunately it's a bit of a dead end

#

oo never mind

ashen merlin
#

so it's working, but it's not really. InfiniteC0re helped a ton (thank you). sadly in its current state, it just makes the game even worse:

#

also the core level geometry still culls

ashen merlin
#

^ that has kind of killed this for me. i currently don't have the knowledge to do what's necessary to fix culling issues like that (i think i'd have to rewrite a decent portion in assembly), and continuing to work on a game that has such major incompatibilities isn't really too smart. no mesh replacements, no lighting replacements, and now we're stuck with major culling issues

#

i might just quickly retexture the main barnyard area, then move on

ashen merlin
#

i really wish i could open multiple projects at once in Mixer, just in tabs

#

roughness for that dirt "siding"

#

and then for the main dirt texture

#

i suppose contrast could be adjusted

hallow root
#

I suspect what actually makes it so vastly different is the mesh normals

#

They're probably not aligned which creates a hard cut

ashen merlin
#

there's some huge seams from the meshes, yeah

#

it's a shame i can't replace them

#

(even if i could, i'm such a noob at modeling that it'd probably be worse, lol)

rugged forum
ashen merlin
#

yeah

#

i just mean that i was willing to work on this game if the culling could be fixed, but it seems like that isn't even the case

#

reasonably at least

random path
#

It's so good to see this is an actual project

ashen merlin
#

not sure it'll continue unfortunately

ashen merlin
#

performance is quite good

#

if i add some POM to the underlying grass texture as well, i think this would be pretty great

#

need to redo the roughness layers for most textures. this technique works fairly well already though

dense wasp
#

Yea that's works don't it, nice one

ashen merlin
#

added a new pole texture

#

but lmao, i forgot that it's baked with other details

#

the transformer is now made of wood

rugged forum
ashen merlin
#

it's all in one

rugged forum
#

Well I guess you wil have to copy and paste the transformer in

ashen merlin
#

i got it, yeah. Quixel Mixer lets me do it fairly easily using paint masks

#

here's my very poor texture. i just rushed it to test, and it does work

#

i'll improve it later

rugged forum
#

I can't figure out how to use mixer

ashen merlin
#

it's a bit messy at first

#

their tutorials are pretty helpful though

ashen merlin
#

HAHA

#

so i can't defeat culling, but i can defeat a lot of the effects of it

#

a major issue with it was light bleed from culled areas, especially in the night barn

#

so i placed a HUGE mesh around the main character (that'll only take effect inside the barn)

this method actually exploits the improperly functioning replacements that follow the player around even when attached to another mesh. i attached the sphere to a mesh that's only present in the barn at night time, and it now blocks light from the culled areas ๐Ÿ™‚

#

without the fix

#

with it

#

ah okay. my fingers were getting tired ๐Ÿ˜›

#

but hmmmm

#

because of culling, lights in the scene are also culled and as a result, the area can quickly become pitch black

vivid falcon
ashen merlin
#

because the lights are only emissives, no ๐Ÿ˜ฆ

vivid falcon
#

Ah I forgot there is no lights

ashen merlin
#

ah well

#

so much for big brain Kim

cold wedge
ashen merlin
#

replacements are broken in this game. basically all i had to do was attach it to a mesh that's only present inside the barn. any replaced meshes just follow the player around because of the replacement bug

ashen merlin
#

it's working perfectly

#

the only real issue is that emissives ghost like crazy

#

yeah, it works great! i'm very happy now

rugged forum
#

So light replacements work?

ashen merlin
#

no, this is still emissives

rugged forum
ashen merlin
#

not sure. i'm very low on time as is

#

i may end up resorting to ai upscaled stuff again, which i really didn't want to do for this game

#

i may just try to handle the lighting and leave it at that. that way it's playable and is still fun

vivid falcon
ashen merlin
#

game crashed

#

i'll try now

#

it's definitely less ghost-y when RTXDI is disabled

#

ReSTIR GI is definitely beneficial to leave on though. it's very shimmery without it

#

leaving RTXDI on but disabling temporal reuse helps though. it looks better than it being turned off entirely

#

it's definitely disorienting when moving around a lot

rugged forum
#

Sadly i'm not going to be able to play with much of the toolkit today

vivid falcon
ashen merlin
#

ah sorry, meant to toggle temporal reuse

#

interestingly it has a similar effect

vivid falcon
#

Hopefully RR magic works for this game as well

ashen merlin
#

i hope so

weary yoke
#

How do you get remix to inject into this Hmm

ashen merlin
#

what do you mean?

weary yoke
#

Doesn't hook

ashen merlin
#

it's a DX8 game, so you'll need d3d8to9

weary yoke
#

Ooohhhhh

#

Was there a trick to avoid it running with really low fps?

ashen merlin
#

i never had that issue, odd

vivid falcon
#

foliage?

ashen merlin
#

oh, i assumed without Remix. on my 3090 it's playable at 1080 with DLSS Quality (even with foliage). i always forget what GPU Adam has

weary yoke
#

Dunno what it was but now its fine

ashen merlin
#

lol, as long as it works

vivid falcon
#

Don't question if it works

weary yoke
#

Man until I used freecam I didn't realize it culls so well

ashen merlin
#

i've never really observed culling in depth before, interesting that this is "good" culling

#

@weary yoke this is a relevant comment from the person who was helping me

#

i tried messing with that function and made no progress, it's well beyond my range of knowledge

#

let me find the adjustments i used to disable culling (to the point that we could)

#

change 006ceb0f from XOR AL, AL to MOV AL, 1 should make it return true all the time

and

006cea53: JZ 0x006ceaad => JMP 0x006ceaad

#

unfortunately these mods have the effect of "reverse culling" some trees and objects on the map, and doesn't appear to affect the main geometry culling at all

weary yoke
ashen merlin
#

mm i remember modifying that too? there's so many i messed with. i kept notes but deleted them by mistake

weary yoke
#

Not quite sure why the tests for trees are seperate from terrain

ashen merlin
#

yeah, it's odd

ashen merlin
#

trees near the player are culled, but distant ones are not

weary yoke
weary yoke
#

What game engine does this use?

cold wedge
#

renderware?

ashen merlin
#

i can't believe i didn't link this to you earlier, so sorry

weary yoke
#

I've never seen so much dead-end code

ashen merlin
#

there's a WIP decompilation of it

#

(also, there's no symbols floating around or under any cushions)

ashen merlin
weary yoke
#

There's like 300 culling tests for some reason, each one slightly different.

ashen merlin
#

ouch

sick wedge
ashen merlin
#

that might explain some of the odd behavior with objects sometimes showing up behind the player

#

hmmmn

weary yoke
#

0x006CF870 looks like a fun one

ashen merlin
#

maybe related:
006B7370 (jumping this to 006b7388 breaks visual rendering and seemingly forces the camera straight up or down)
^ nothing in CE seems to read this address

#

found only one of my notes

#

there were just so many things tying to each other in that area that i got pretty overwhelmed

weary yoke
weary yoke
#

oooo tangent hmmCoffee

#

005E7BB0 for easy finding

ashen merlin
weary yoke
#

Uh

#

There's a clamp to either 1 or -1 at the very begining as well

ashen merlin
#

ah, interesting. more to look out for then

weary yoke
#

Oh thank god it gets called every frame KEK

ashen merlin
#

ohhh i'm so stupid. the counter i was looking at in CE was probably iterating based on that

#

i missed so many because of that

#

lmao

#

thanks for looking into this btw

weary yoke
#

I was lied to Madge

ashen merlin
#

how are you monitoring that?

#

ah never mind

weary yoke
ashen merlin
#

i was having issues using breakpoints, because barnyard pauses when alt tabbed. i'm probably just not using it right

weary yoke
#

It'll change to Paused in the lower left corner in x32

edgy shard
# sick wedge It seems that different objects have varying culling distances, and the develope...

I don't think there are more than 2 methods for the culling. The first one is CullSphereToFrustum and the second one is CullSphereToFrustumSimple. The first one uses flags to perform checks against selected planes and the second one performs a check against all 6 planes of the frustum. The engine saves TRenderPackets in the buffer to render them when flush is called. I think there's a limit in ATreeManager and AInstanceManager that prevents rendering more of N instances. It seems to have two steps in adding the render packets to the buffer. The first step is to find N visible instances by calling one of the cull methods and the second step is just a foreach cycle that calls TMesh::Render for every mesh of the found inatances

#
struct TSphere {
  TVector3 m_Origin;
  TFLOAT m_fRadius;
};

struct TPlane {
  TVector3 m_Normal;
  TFLOAT m_fDistance;
};

// 0x006cea40
TINT Toshi::TRenderContext::CullSphereToFrustum(TSphere *a_rSphere, TPlane *a_pPlanes, TINT a_iClipFlags, TINT a_iClipFlagsMask)
{
    TINT iLeftPlanes = a_iClipFlags & a_iClipFlagsMask;
    TINT iPlaneFlag = 1;

    do {
        if (iLeftPlanes == 0)
        {
            return a_iClipFlags;
        }

        if (iLeftPlanes & iPlaneFlag)
        {
            TFLOAT fDist = TVector4::DotProduct3(a_rSphere.AsVector4(), a_pPlanes->AsVector4()) - a_pPlanes->GetD();

            if (a_rSphere.GetRadius() < fDist)
            {
                return -1;
            }

            if (fDist < -a_rSphere.GetRadius())
            {
                a_iClipFlags &= ~iPlaneFlag;
            }

            iLeftPlanes &= ~iPlaneFlag;
        }

        iPlaneFlag = iPlaneFlag << 1;
        a_pPlanes++;

    } while (TTRUE);
}

// 0x006cead0
TINT Toshi::TRenderContext::CullSphereToFrustumSimple(const TSphere& a_rSphere, const TPlane* a_pPlanes, TINT a_iNumPlanes /* unused */)
{
    for (TUINT i = 0; i < 6; i++)
    {
        TFLOAT fDist = TVector4::DotProduct3(a_rSphere.AsVector4(), a_pPlanes[i].AsVector4());

        if (a_rSphere.GetRadius() < fDist - a_pPlanes[i].GetD())
            return TFALSE;
    }

    return TTRUE;
}
weary yoke
edgy shard
#

0x006cea40 - CullSphereToFrustum
0x006cead0 - CullSphereToFrustumSimple

edgy shard
#

0x005ef3a0 - ATreeManager::Render (the call of TMesh::Render is at 0x005efbcb)
0x005e17a0 - AInstanceManager::Render (the call of TMesh::Render is at 0x005e1a0c; 0x005e10e0 and 0x005e14d0 are the methods that do the first step with finding N visible instances)
0x005f3f20 - ASkinMeshHAL::Render (instanced from TMesh where Render is a virtual method)
0x006d59f0 - Toshi::TRegMaterial::AddRenderPacket

rugged forum
ashen merlin
#

i will soon, don't worry

#

trying to remove any copyrighted assets from my pack first

rugged forum
#

Ah alright, what does that include so far?

ashen merlin
#

all of the light configs for the night barn interior, and the dirt and barn replacements i've done in the barnyard area

edgy shard
#

There are a few textures that were made for a hd texture pack that has never came out so I can share them. iirc all of the dirt textures are remade

ashen merlin
#

that's nice of you. unfortunately i'm not sure if they'll be of much use because i'm using PBR materials with roughness and normal layers

rugged forum
#

I'd find it useful, just create roughness maps and normal maps from the given textures

ashen merlin
#

it'd still be great to have ๐Ÿ™‚

rugged forum
#

And I'm having a lot of trouble getting a decent image from the dirt, it'd be much appreciated

#

It isn't this texture pack is it?

edgy shard
ashen merlin
#

looks really nice

edgy shard
#

some of them need to be reconverted with applying alpha channel as a mask (it can be done in Photoshop by selecting alpha channel and applying mask to the layer)

rugged forum
#

Is this still in development?

edgy shard
#

no, I don't think so
the person who was working on it has lost interest, I guess

rugged forum
#

๐Ÿ˜”

#

Thanks for sharing the textures, I'm probably going to get started with them tomorrow, but rn I'm going to bed

ashen merlin
#

if you own the game, you can just extract and copy to your game folder. it's all configured ๐Ÿ™‚

for Traggey, the textures are in the rtx-remix directory as you'd expect

#

ah i got the barn stuff working. uploading now

vivid falcon
#

Have you guys fixed culling?

ashen merlin
#

no ๐Ÿ˜ฆ

#

Adam may be working his magic still, but i've made no progress with it

ashen merlin
#

the variation in texture quality in the base game is kind of funny

ashen merlin
#

new sand texture in action

mint violet
ashen merlin
#

i don't have the skills for that, nor the time

mint violet
#

Realistically? Fair enough.

ashen merlin
#

i'm just pulling whatever royalty free textures i can from online for use here

mint violet
#

If it ever interests you, Substance Designer is great for this, and it is very very good for "handpainted" style textures without the handpainting.

#

Also it is an insanely marketable skill, everyone wants Substance Designers nowadays

ashen merlin
#

plus finding a balance with something like the original art style would be pretty complex, not something i'd be able to nail on the first try

given that barnyard is very broken with Remix to begin with (replacements don't work, lights don't work, etc), this was never a real project for me

#

it'll be my testing grounds to learn and improve, then i'll move on

ashen merlin
mint violet
#

SD and SP are different software but I think Quixel Mixer is similar.

ashen merlin
#

it does some of both i believe

#

i can't afford either of them though ๐Ÿ˜›

mint violet
#

Painter is the program for texturing models while Designer is the program to algorithmically create textures.

ashen merlin
#

anyway, i understand what you're saying and what you want from this project, but i can't deliver it. if someone wants a more cartoony style, they'll have to do it themselves

mint violet
ashen merlin
#

i understand ๐Ÿ˜›

i am modifying existing textures. that sand texture is a combination of a few for example with some manual modifications to roughness, but i've not yet made any from scratch

#

i do appreciate the constructive criticism though

haughty mauve
#

i remember this game having a day/night cycle, how does remix behave with it? does it changes the skylight to match?

#

or is a static light? like is always mid-day?

ashen merlin
#

the sky changes, which is enough for it to look like day or night

#

no sun or moon though, so there's no good looking shadows or anything ๐Ÿ˜ฆ

#

it's like studio lighting, light coming from all directions

haughty mauve
#

damm

#

i am looking for a way to do some custom light for shar, since each level have different time of day skylight

ashen merlin
#

shar?

haughty mauve
#

simpsons hit & run

ashen merlin
#

ah

haughty mauve
#

btw, barnyard is looking good, good job kim

ashen merlin
#

well, that game is very stable with Remix (unlike this one). i imagine you could implement a skybox using this method: #general-remix message

#

@dense wasp didn't you put like a holepunch in your skybox mesh to imitate a sun?

vivid falcon
#

the sphere was added by replacements thus can't be marked as sky

ashen merlin
#

hm

dense wasp
# ashen merlin hm

Yep what kamilkampfwagen said. You can't mark replacements as anything so I cut a hole into the sky to let the sun shine through. if you could mark your replacement as sky you wouldn't have to do that

#

It's a tracked bug on github

ashen merlin
#

and it's not able to animate to simulate day/night cycle? ๐Ÿ˜ฆ

#

no hope for Barnyard. dead in the water

dense wasp
#

We modded the game to add a rotating mesh and marked that as sky

#

Attached a light and presto

ashen merlin
#

if you can rotate it, sounds good. afaik it's possible to add a mesh in base Barnyard, but not animate it currently. i imagine that'll be a long time

#

@haughty mauve this info is pertinent to your SHAR journey

dense wasp
#

We did it with level script

#

You could spawn objects and move them around

ashen merlin
#

sounds handy

#

i bet you could make a giant floating ak47 that shoots all enemies

dense wasp
#

Nothing like that in barnyard?

ashen merlin
#

nothing that i know of

#

Barnyard is a mess. Adam said the code has more deadends than he's ever seen too, lol

#

there's a WIP decompilation, i should probably wait a few years until that's complete (or much further in development) to continue this game

dense wasp
#

I also did a thing where we opened the compiled d3dbsp maps. It's all ASCII stuff but at the end every object is listed in plain English so I swapped a crate for a sphere and made it huge. Could try something like that

haughty mauve
#

interesting, i think it could work for now. but probably for hit & run would be more useful if remix had a option to change the distant light settings based on something loaded. like i could make the distant light be darker in night levels if remix detect a mesh that is only available on night levels.

dense wasp
#

You could attach a sky mesh to an object like that

#

And a direct light to that mesh

vivid falcon
#

@ashen merlin I remember Barnyard needs fused world view mode set to view transform, am I right?

ashen merlin
#

iirc yes

#

hang on

vivid falcon
#

That's shame

ashen merlin
#

i don't even understand how it works

#

you have insider knowledge? ๐Ÿ˜›

#

initially it did need it, but i figured out how to work around it (turning off Use World Transforms fixes it). there's an odd visual bug with Capture Normals from Shader being enabled too, so that's off

#

still interested in knowing how that setting works though

vivid falcon
#

I made a small python module and a small patch for dxvk-remix some time ago, for editing rtxOptions in real time. Then used it to animate the fallback light in SuperTuxKart #showcase message
However fallback lights follow the camera in fused world view mode. I don't know if it has to be this way, but I think having a option to animate the fallback light in remix would be a decent solution to this

ashen merlin
#

yeah, that'd be a great intermediary solution

#

i still can't figure out why the sun or moon showing up in-game causes any decals or overlays to appear

weary yoke
ashen merlin
#

it also causes the fake "light" effect on windows to appear at nighttime

#

it only works sometimes though

vivid falcon
#

Is auto sky detection on

ashen merlin
#

like here

ashen merlin
#

it's off here though

vivid falcon
#

Ah it was causing somewhat similar issue in swat 4

ashen merlin
vivid falcon
#

I thought those were raster

ashen merlin
#

i'm confused

rugged forum
ashen merlin
#

@weary yoke did you happen to make any progress with this?

weary yoke
#

Nope

ashen merlin
#

i think i'll finish up the barnyard area and move onto another game then

ashen merlin
rugged forum
ashen merlin
#

@hallow root

#

i can definitely see the issue with the 3rd one

#

these 3 are all meant to be next to each other in-game

hallow root
#

Righto! Let's see here

#

So the issue was what exactly? The lighting across them looked vastly different?

ashen merlin
#

yeah, pretty much

#

at certain times of day, they look perfect, but any other time and they look very off. some look shiny while others look much rougher

hallow root
#

Are they supposed to seamlessly connect to one another?

ashen merlin
#

they do connect to each other, but they're not really seamless due to the meshes

#

i'll get some images

hallow root
#

Right

#

I'm assuming the black top on number 3 doesn't connect to the others?

#

Like, the lower part of 3 does yeah?

ashen merlin
#

correct, that blends into the grass

#

the bottom is sand

#

this is the albedo

#

is there anything else i can do to make this clearer or easier to work with?

#

this is 1 connecting to 3 (dirt road to road sides)

hallow root
#

Okay

#

Try these

#

The textures don't perfectly blend into one another at all so seams will always be there

ashen merlin
#

this one didn't send

hallow root
#

But I leveled their colour balance here a bit

ashen merlin
hallow root
#

This right here is caused by a normal seam in the geometry

#

The polygons are just facing wildly different directions which will lead to this

ashen merlin
#

ah yeah, i'm not worried about that, i know it's from the mesh ๐Ÿ˜ฆ

#

but the reflectiveness of the texture vs the other one

hallow root
#

Righto! It didn't take much to balance them

#

Should be better now

ashen merlin
#

is there a way i can balance them better in Mixer to begin with?

hallow root
#

KIND OF yes

#

So when you add a new layer right, you have the different tabs for settings for the albedo and normal etc etc

#

Under those tabs is a slider called "Match to underlying" if you increase that, it'll to try match it to whatever material is beneath it

#

So if you make sure to have the same base material beneath all three as you work on them, you can use that slider to match to underlying

ashen merlin
ashen merlin
hallow root
#

You can always enable the roughness preview in mixer and see what happens

ashen merlin
hallow root
#

Yeee look at that! Sweet!

ashen merlin
#

ya, thanks ๐Ÿ™‚

#

so you adjusted color balance specifically? or would a simple curves luminosity adjustment work

hallow root
#

I use a curves editor!

#

Basically just did something similar to this

#

To raise the brightness of things a little more to match with the first texture

#

Not perfect by any means, but it's closer

ashen merlin
#

๐Ÿ™‚ looks like what i had in mind

#

and yeah, much better. definitely passable for this setup ๐Ÿ˜›

young girder
#

The fact that anyone is trying to RTRemix this game at all is pretty funny

#

keep up the good work though

#

The prospect of seeing raytraced udders makes me shudder

young girder
#

in excitement

ashen merlin
vague drum
#

cow GTA is a childhood favorite of mine as well, so to see it when i joined the server gave me a bit of whiplash

ashen merlin
#

made more progress yesterday

ashen merlin
#

replaced the tire tracks

#

WIP new puddles. they're a pain to get looking right

#

a replacement mesh would go a long way with this in particular

rugged forum
#

I'd love to do some work on Barnyard again but my toolkit is broken ๐Ÿ˜ฆ

rugged forum
#

I'd love to go over and redo a lot of the textures considering the tools I have now and the fact that the normal maps aren't even normal maps

#

But without the ingestion of the toolkit I just don't have the motivation

rugged forum
ashen merlin
#

i love textures that are tiled absolutely horribly

#

the original one only looks okay because it was so blurry, lol

ashen merlin
#

uuuuuuuuuugh what do i do

#

i don't think i can fix that

hallow root
ashen merlin
#

yeah, no hope then

#

i'll just remaster the wood part i guess, lol

hallow root
#

Hashes not stable?

ashen merlin
#

they are. this game is just terribly bugged with Remix. replacements follow the player camera around instead of being anchored to the original mesh

hallow root
#

oooh right yeah I read that somewhere

#

Weird stuff!

ashen merlin
#

indeed ๐Ÿ˜›

#

it was spooky seeing my first lamp replacement stuck inside the main character's head

hallow root
#

Sounds like they were just having a bright idea to me!

ashen merlin
#

restarting the toolkit fixed it

#

@hallow root do you have any tips for applying labels and having them look appropriately worn?

hallow root
#

2 layers

ashen merlin
#

hopefully one day i can pay back all of these requests for help, lol

hallow root
#

Top layer: The label itself
BOttom layer: Scrappy glue paper layer

#

Slowly erase parts of top layer

#

Victory

ashen merlin
#

that's smart ๐Ÿ™‚

#

will try, thanks

hallow root
#

๐Ÿซก

ashen merlin
#

labels

#

hooray

#

all of that work for what i think was just one pole, lol

ashen merlin
#

added some grime. looks a tiny bit more natural now

#

still learning how to apply it best though

dense wasp
#

Looks sick, nice one

ashen merlin
#

hmm. if i can get it in bounds (surprisingly annoying), would this look okay overall?

#

they were originally puddles, but imo it really makes more sense for them to be mud?

#

got them color matched to the original. not sure how i feel about it

ashen merlin
#

new floor, how is it?

#

it has lots of scuffs and dirt

hallow root
hallow root
ashen merlin
#

so i guess i'll go with puddles. unfortunately it just ghosts a ton and due to the non-functioning sun, it looks ultra bright at most angles

hallow root
#

Seems about right to me!

ashen merlin
#

hm. okay, well thank you ๐Ÿ™‚

#

lmao. guess Remix bugged out

hallow root
#

You could always try this approach

#

Darken the albedo around the puddle a bit

#

Gives a more natural transition

ashen merlin
#

good idea. i'll see if i can do that

#

hm

#

can't find a way to make a smooth blend between materials in instamat ๐Ÿ˜ฆ

#

using a mask like so doesn't work, and i can't find an alternative?

#

ah okay, i found it. needed to use the non-height type

ashen merlin
# hallow root

this wasn't the best attempt, but it unfortunately demonstrates why i can't do it. i made sure my texture doesn't overflow the edges as to blend in properly, yet it still looks like this. most of the meshes for the puddles seem to do it to different amounts, and it looks terrible ๐Ÿ˜ฆ

#

uuuugh what keeps happening

#

guess it's tilling me to give up for tonight

hallow root
#

If you export that specific model into a modelling tool and look at the UV map you'll see it only occupies a smaller space on it

#

So you'll want to adjust your texture to fit into that space

ashen merlin
#

i can't adjust it to fit each mesh all at the same time though ๐Ÿ˜ฆ

#

there's like 7 of these and they're all different

hallow root
#

But those different meshes would've still been bound by the original textures layout though

#

So if you fix it for one, and the others use the same texture, that should take care of those too

#

Unless it's a sheet texture

#

IN which case it'll be a bit more work, but should be fine too

ashen merlin
#

this is the original

#

editing anything on those edges causes the issues

hallow root
#

So if you want a transition, I'd create that inwards, rather than outwards

ashen merlin
#

i'll see if i can do that naturally right on the mesh edges. the meshes are pretty deep and are very polygonal, so i think it'll look pretty odd no matter what i do ๐Ÿ˜ฆ

hallow root
#

If you export the meshes and render a UV template you'll have a much easier time working around those limitations

#

Very handy to see where the polies are

ashen merlin
#

this is the way it's mapped (i think)

#

this is just one of course

hallow root
#

Can't make any sense out of that haha, sorry

ashen merlin
#

lol, it's okay. it hurts my head just looking at it

hallow root
ashen merlin
#

i'm pretty happy ๐Ÿ™‚

rugged forum
#

That looks great ๐Ÿ‘

#

Did you use the image to material in InstaMat?

ashen merlin
#

that's a totally new replacement material. it's one of the smart materials included in InstaMAT that i modified a decent amount

rugged forum
#

I'd like to see how that is done

ashen merlin
#

i can post it tomorrow

ashen merlin
#

mm it's a little bit messy, to the point where me posting it would probably make it more confusing

#

basically i used one of their built-in materials, exposed some of the input parameters to customize it, added some custom grime on top of it, recolored it, and exported it

rugged forum
#

What built in material did you use?

ashen merlin
#

"Laminated Wood Worn"

ashen merlin
#

well that's nice

#

Barnyard won't launch with Remix at all on my new install of Windows

#

yep, won't work

#

i'm not doing another Windows install to fix this, so this project is dead

#

i ran into this issue before and the only way to fix it was a fresh Windows install

#

i posted an issue on github. if that doesn't go anywhere, i'll share my current progress and someone else can continue it

vivid falcon
#

Huh

rugged forum
waxen pagoda
#

I've been seeing Barnyard_No_Sun.exe, what exactly is that?

weary inlet
#

maybe no lens flares from the sun? never played the game so I don't know

ashen merlin
#

(it makes no difference with the current bug report that prevents the game from launching)

waxen pagoda
#

Thanks for clarifying!

wicked holly
#

My childhood game gets rtx man thanks

weary inlet
#

you still come off as a child

edgy shard
ashen merlin
#

the game does load without Remix

#

i made the key, sadly the issue persists

ashen merlin
#

apparently the specific type of transparency going on here wouldn't harm performance too much. not for the grass, but for all of the geometry in the scene

vivid falcon
#

I am still curious where that horrible performance comes from, it is not just vertex shader capture.

waxen pagoda
ashen merlin
waxen pagoda
#

Thanks again for continuing to run tests, this has been is a particularly puzzling one.

ashen merlin
#

i'm sure it has. this behavior is extremely odd ๐Ÿ˜ฆ

#

i do really appreciate the support and quick responses on the issue ๐Ÿ™‚

waxen pagoda
ashen merlin
#

it took about 6-7 minutes for that error to appear with dxwrapper

#

you also suggested that i rename the cache file. i did so and reported back, but i've now noticed that no new file is generated to replace it

waxen pagoda
#

Any chance that there's any logs for this?

ashen merlin
#

dxwrapper has the advantage of creating logs, unfortunately afaik d3d8to9 does not do this

waxen pagoda
#

This actually really interesting

#

I think we can disable logAllCommands to reduce low much time we waste logging, I thought it might be an issue with the command/data queue, but that doesn't look like the case

#

Oh just to make sure, if you delete the Barnyard_No_Sun_d3d9.log file, does it also come back (using d3d8to9)?

ashen merlin
#

yeah, these were just made actually

#

@waxen pagoda thanks to your help, i think i just got it working!

something extremely odd is going on. there's a few things to note first:

  • i tested the original, unmodified game exe continuously each time i updated you guys on GitHub, but used the No_Sun version for reporting for consistency
  • i did test d3d8to9 earlier on and noticed no differences, but hadn't used it for a while now
  • i did a fresh driver install last week for RTX HDR testing
  • Windows just updated today

so now: launching the game with any exe other than the original crashes it, even without Remix or a wrapper installed, and i have no idea why. the other exes i'm referring to are modified exes (using established hex edits) that increase the resolution of the game up from the base 800x600. on the old Windows 11 install i had, they all worked perfectly, Remix or otherwise

waxen pagoda
#

Have you also been doing something like using the community made launcher/downloader to update the remix binaries? or have those been static?

ashen merlin
#

you mean the updater in #remix-beginners-guide? i only updated when you guys asked me to on the github post, otherwise it remained the way it was

#

i downloaded and installed each update manually

waxen pagoda
#

Awesome, just wanted to check if it was potentially some fix that got pushed in

#

As a small aside, I had to recently freshly install Windows 11 on a machine, and had to install the DirextX End-User Runtime from Microsoft to get a simple dx9 application running. The error looked distinct from what you are seeing, but I wanted to share just in case. https://www.microsoft.com/en-gb/download/details.aspx?id=35

#

Considering Barnyard ran just fine on it's own before, I don't think it's related.

ashen merlin
#

yeah, unlikely but still interesting. i had no idea they separated it with W11. the description on that page even reflects that

thanks for that, that'll help going forward ๐Ÿ™‚

ashen merlin
#

@waxen pagoda re-running the game setup with freshly a modified game exe (the original ones just refuse to work for seemingly no reason) works fine now. i have no idea what went wrong, it makes no sense at all still. thankfully it does seem to have been unrelated to Remix the entire time. i'm very sorry for how much time was spent troubleshooting it, but i also appreciate your guys' efforts

#

i'll wait for your response before closing the issue, though i think it should be at this point

rugged forum
#

Barnyard is working again?

ashen merlin
#

yes ๐Ÿ™‚

#

it's so smooth on a 4090, lol

#

and i'm happy to report that frame gen works without issue

rugged forum
#

When did you get a 4090?

ashen merlin
#

about 2 weeks ago

#

very grateful to have it

rugged forum
ashen merlin
#

just misreported

clear silo
#

I never thought I'd see someone running barnyard with a 4090 lmao

ashen merlin
#

lol yeah. pretty ridiculous

#

buut it's beautiful with the new materials

#

woooooooooooooooooow

#

it's fixed

rugged forum
#

what is?

ashen merlin
#

we can have the sun/moon now without artifacts on the player or buildings

rugged forum
#

What happened to the coins?

#

at the top right?

ashen merlin
#

that's a side effect that i can probably fix

#

proper high(er) res shot of the new materials

rugged forum
#

I forgot how nice you made the 'sand' or 'dirt'