#Barnyard
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what was the sand or dirt done in?
Quixel Mixer using a modified material from ambientcg
i'm using InstaMAT now with different materials, but those are still great
so those aren't original which makes sense because you could never get that detail from high res original textures
i redid the coop too, not sure if you saw it
yeah, everything i'm doing is replacing the original textures
one last image
looks so nice at native 1440p
Looks nice, but I think there should be some dirt on it
there is actually, it just doesn't really show up for whatever reason
i put a lot on toward the bottom ๐ฆ
having some extra bushes or grass at the base of it would go a long way, but that's not possible
it originally had pickets with a bit of grass baked into the texture, but i couldn't recreate that without it looking terrible
What was the fix?
@ashen merlin were the world/terrain models still culling after modifying the two CullSphereToFrustum methods? I can't remember
disabling Heuristic detection for UI elements, then manually assigning them
the odd thing is i had tried it before without any luck
yes, those continued to cull. only objects like trees and fences were affected
hm okay I guess found how to disable culling for them then
it turned out that there's a different system for culling world terrain which is called AWorldVis
oh, cool
there seems to be no any limit for the number of rendered meshes
simply replace instructions at 006D4DD0 to 'mov EAX, 0' and 'ret 4' to patch the method
from this
to this
that's amazing. going to try it ๐
hope it will work!
well, it's definitely improved!
i think it is showing everything but the LOD replacement models
which is definitely enough to prevent the main issues!
LODs though, yeah? is it possible AWorldVis only covers culling for the highest quality models, and the LOD models that are loaded in aren't culled in the same way?
that's what it seems like when i move the camera around
trying to get it in higher quality so i can record
try to also set these instructions at 006cead0
no, I don't think that's the case
here it is with just the initial patch you mentioned
this is for the other objects, right? will add it in
yeah it seems that there are two passes for rendering world meshes since they are still treated as usual models
unfortunately it will probably make the objects flick again but at least we will know if it is anyhow related to the world models
wow
I guess now it renders everything in the section
unfortunately that one patch is still very broken
that's what I meant
I have reverse engineered the world shader lately so I'll move to the skin shader (which is used by static instances) soon and will try to fix that flickering issue
just to show how it is now
well, it's much appreciated. this is already very exciting
but I think it won't be possible to apply the fix with a debugger but with a mod since it will be much more complicated than 2 instructions
yeah, that makes sense
as a performance benchmark:
without culling patch:
with the 006D4DD0 patch only:
with both patches:
as we were discussing for Fallout NV, unfortunately the best course (that i could think of) would be to reimplement a customized form of culling that only culls a certain distance behind the player. it'd be enough to prevent visual issues while also prioritizing performance:
forgive my abysmal drawing
i don't really see that happening for this game, and that's okay
Are you using dlss?
yes
i updated the config a bit more. i disabled rtx.enableSeparateUnorderedApproximations as for some reason (despite what the tooltip says should happen) turning it off improves performance
What preset and are you using frame gen?
it's a custom preset, mix between medium and ultra
it's in the config
and no frame gen
I'm surprised a 4090 only gets 70fps in barnyard with dlss
that was DLAA at 1080p actually
at 1440p i use DLSS Quality
wasn't sure what images you were asking about
these were 1440p DLAA, was getting about 40 fps i think
@ashen merlin Need to use alt#588546848105693184 message
I know it isn't exactly what you want but it does look really good
here is one from infc0re
Didnt I have redone it already ๐
Before and After
https://www.krea.ai/apps/image/enhancer This is done by this
SUPIR is effectively a successor to these, and it's even better.i did test it on some textures from this game and it looks great @chrome mulch @rugged forum @edgy shard
however, i personally don't want to use AI for these
Well that does look much better as it is on gihub although I don't have 60gb of ram and 30gb of vram
What specs did you have when you tried it?
4090, 32 GB RAM. it uses far less than their claims
i used this
it's probably doable on 12 GB VRAM?
and 30 GB RAM still
Well the most I have is 8gb vram on my desktop but that only has 16gb of ram while I have 6gb vram on my laptop but 32gb of ram
using the other ai you mentioned is ideal then, yeah. i meant to bring up SUPIR as more of a local alternative if you have the hardware, since it's totally free
didn't mean to say that the websites are not worth using. it's still really cool
Does it prefer nvidia GPU's over amd in performance?
looking in the description of it You can get a 512x512 image to 1024x1024 with a 10gb 3080
I'll give it a go
@rugged forum it doesn't work with AMD on Windows. you'd need Linux + Pytorch ROCm
Well what Nvidia gpu would you recommend that has it's value for these things
so at minimum a 3060
maybe. i don't know anyone personally that's tried it below a 4090 unfortunately
i can't say for sure ๐ฆ
if it works on your 3080, that'd be great
my notes on it:
restoration_scale is important to increase. i usually set it at 2, but it goes up to 6. this affects how much detail it tries to recover or add
and to actually adjust the scale of the image, change the resize_scale in the top half of the node
unfortunately because it's diffusion based and there's no good "ethical" models, by using this you are still using stolen content to upscale ๐ฆ
but it's also by far the best we have right now
i did release my set of ethical upscalers btw: #1216200397497045002
Well looking at used prices on a 3090 it is basically the same price as a new 4070ti although it does have half the vram
afaik the 3090 is a tiny bit slower than a 4070 ti, but the VRAM goes a long way for AI
however if you barely use AI stuff, i wouldn't get the 3090
the improvements to PT performance on the 40 series are too hard to ignore for Remix, along with frame gen
Can it be started on google colab?
probably not due to the requirements. i'd be surprised if it could
you may be able to do it with a rented GPU from vast.ai
if you want a lower requirement equivalent, just upscale with stable diffusion. it's not the greatest, but it's much easier to run in terms of RAM
SUPIR does allocate about 28 GB RAM when i use it
Is there anywhere we can move this?
I can't seem to get the SUPIR node to appear in ComfyUI
i'm not familiar with moondream
looks like the huggingface repo for the model is invalid
It is a model for image to text
Using SUPIR
can you capture the bottom of the error?
i'm not quite sure what's going on there. are you using an SDXL model?
Yes
you followed the instructions to install the python dependencies?
if you're using a portable install of ComfyUI (the zip) you have to do this instead:
python_embeded\python.exe -m pip install -U xformers --no-dependencies
also when you ran comfyui, you ran the nvidia gpu version?
hm
try running
python_embeded\python.exe -m pip uninstall torch torchvision torchaudio
then
python_embeded\python.exe -m pip install torch==2.2.0 torchvision==0.17.0 torchaudio==2.2.0 --index-url https://download.pytorch.org/whl/cu118
this should install the correct version
that's if you're using portable. if not portable, just remove python_embeded\python.exe -m
Yeah I'm using portable
Isn't that what I had?
sorry, i copied the wrong one
python_embeded\python.exe -m pip install torch==2.2.0 torchvision==0.17.0 torchaudio==2.2.0 --index-url https://download.pytorch.org/whl/cu121
this is torch 2.2.0 with cuda 12.1, which is what it wants
Now it doesn't launch at all ๐ฆ
๐ that makes no sense
i'm sorry, i have no idea what's going on
that should have fixed it
i'm guessing another dependency is incompatible now and it's just all screwed
you'd probably have to start over. the only thing i can think happened to cause this is that xformers got an update since the readme for ComfyUI-SUPIR was updated, and it's now incompatible
after running this again
weird
that doesn't seem to have worked right
it's not saying they're not installed at all
That was before i ran the install
Now it works here
This might take a while but if i get a result it is a win
cool ๐
But I did not expect to use 20gb of storage just in models
you didn't seem to have followed my notes though. you need to increase the scale_by setting, and also increase the restoration_scale
i normally scale by 2, and keep restoration at 3
it won't look too good with restoration_scale at 0. not even sure what -1 is?
i'm glad it's working though, and i hope you get good results with it
it might. i'm not sure for SUPIR specifically
but generally the main thing is that you can upscale larger images without issue
Ok on the left is SUPIR on the right is the original there isn't going to be much difference
Oh and there wasn't a very detailed prompt since I couldn't get moondream to work
the prompts haven't been to useful really. just use the default it provides and it should be fine
you can just provide a few key words like "sky" and it'd help it enough
in this case, setting a manual restoration scale of like 1 would probably yield a better result (it'd be smoother))
unfortunately i have to sleep now. i'm glad you got it working!
๐
Well here it is lol
I'm able to do a 2x upscale on 512x images though
what's SUPIR? I thought NVIDIA's tools had a built-in texture upscaler, is it not that good yet?
right now it's not too good unfortunately
SUPIR is state of the art upscaling. it's pretty intensive, there's no way Nvidia could conceivably ship it with the toolkit
but for right now, i did make my own upscaling models that outperform the default ones as an alternative: https://discord.com/channels/1028444667789967381/1216200397497045002
runs on basically any Nvidia GPU without issue
thanks, I've never seen much demonstration of it
how big is just SUPIR?
it requires ~25 GB of storage, and needs at least 10 GB VRAM to do much of anything
also 30 GB RAM minimum
mine's a normal 2060S so I'll have to wait on that lul
the models i released are worth a shot though ๐
Also runs on AMD GPUs although it takes 10x as long
@ashen merlin While running SUPIR
i have no idea what'd be doing that
XD
weeeeeellllllllllllll
good news and bad news
the ghost cows are gone
BUT interior lighting is 100% broken
RR off
oh, now it's fixed of course
RR on
there's definitely some weirdness with the emissives
RR off
AGAIN
as soon as i complain it fixes itself
alt-tabbing appears to fix whatever lighting bug there is
i finally captured it. when walking around with RR on, things become an almost sepia tone, with a lot of ghosting and blur
@simple grotto if you're interested
RR off in the same shot
and now, RR back on again after alt-tabbing
I don't think it's placebo, but even when looking without a slider comparison and on a phone screen, RR looks noticeably better
There's more fine shading
it does improve the overall image a lot
but the lighting bugs are throwing me for a loop
i can't even begin to imagine what could do this
did Mark or anyone else say if we should report issues for it on GitHub?
Since it's not out yet for general use, no
Mark did say he fought against the idea of forcibly locking it off in other games though which was cool lol
back after the OSS version of Remix launched, we were still allowed to report issue from Portal's binaries ๐ฆ
so that's a shame
that is great. Mark is awesome ๐
i figured out the issue
setting this to Default fixes it
so it's an issue with their new denoising model
Interesting. Remix uses restir by default doesn't it
it does, yeah. so they finetuned the model to work best with it (which is great), but it seems that it's leading to unintentional issues
which is probably why they have that warning
i made a post in #1055002308649427004 in case anyone else runs into this
even with the Default model, it's a huge improvement
look at all the gained detail in the dirt
i can't recommend using it in Barnyard though. apparently the geometry corruption bug from months ago is still in this build, making it unplayable outdoors
this screenshot goes hard what da hell
that lighting is so striking
๐ but what do you mean the ghost cows are fixed? Mesh replacements???
the ghosting when you moved the camera around quickly. there would be "ghost cows" left on the ground from it
RR fixes that
yeah RR has way less ghosting in the cases I've seen
fixed the issue by restarting, I think the issue was a ram limit
also got some really nice results with this
Not bad woag
New Update to SUPIR uses much less vram supposedly
How much?
2060S has 8 gigs so it'd need at least a 2 cut
That should be enough I can do a fair bit now on 6gb
i personally won't be using AI for my version. if you guys do your own (upscale with SUPIR, process with PBRify) i am curious to see where it goes. i'm glad it's more accessible now
i don't have time to work on Barnyard right now sadly, that's why there's been no progress updates
Well I just bought a 4070 super for my desktop, So I will probably do a lot more on this since I much prefer using my desktop
nice
YOPOOOOOOOOOOOOOOOOOO
@rugged forum are you getting vertex explosions in Barnyard?
No I haven't had that
But I'm not using the portal rtx version
Also do you get issues with frame gen?
no, it's fine for me
i'm not either
Weird, the game was running perfectly fine for me on 0.4.1 debug optimised
Also my issue with frame gen
could your draw distance be to high?
this stems from the weird geometry "flickering" issue, and the motion vectors for FG getting confused
mkv ๐ฆ
flashing warning
i'm not sure why or how i'm getting this corruption again
the only thing that changed on my system is the GPU driver, so i might rollback
Dlss debug?
that's not why. happens no matter what i do
When did this start happening?
this month. i went back to older dxvk and bridge builds and it's happening even there
so i have no idea what the cause is
i even downgraded my drivers just in case. no improvement
@rugged forum dxvk build 408 fixes it
the same issue was occurring in Fallout NV and Skyrim with newer builds
The explosions or frame gen?
I assume explosions
Problem with this is that the intro movies seem to have a new hash every game launch
The chicken coop textures upscaled with SUPIR and enhanced by photo ai with PBR maps generated with PBRify
Lookin good!
Still quite a few things not marked as ui such as loading screens, intro credits, scoreboards
yeah, i didn't have time
how tf does that even happen???
i'm assuming the moon is a serpetate object then the sky because it does move in game.
but surely the games transformations aren't just corrupted for it with remix

downloading blendar
I recommend the bforartists fork, the defaults for everything and the layout are much nicer to find what you need @ashen merlin
ah right
the meshes are so insanely small that i've imported them but they're invisible
It's a version of blender where lots of things are touched up for use ability
You can change the scale on the import window
Try 100x
it's still invisible ๐ข
the other issue is that all of the meshes are off center and tilted on an axis
ugh
here just test this mesh
i can't get anything to show up
here's part of the character mesh apparently
You can change the orientation on import too. But it sounds like you need to use z-up and potentially left handed
yeah same upload
no. apparently this is the way the actual game engine stores the meshes
no setting fixes it

i had to import the mesh twice for some reason for it to show up in Blender
Well I guess I'll just have to rotate it
Hit R, X, then type 180
ah right i'd need to import it manually in Remix
since i disabled it
done. see the slight tilt though?
that's the axis problem i was referring to
it's insanely annoying to edit these meshes
Well I guess it's a blessing in disguise that everything's unstable?
most of the meshes in the game are actually fine as vanilla anyway, other than the baked textures being a pain in the ass. there are some that need updating though
As long as I have a complete version of a character model (I don't mind trying to stitch it up together if multiple pieces) I should be able to do what I'm looking for
Something I'm not understanding though, did you take that capture with the vertex normals disabled in the shader support tab?
yes
why is this importing a house now? what the hell ๐ข
it was just a cow
how is that possible
Well shit, that might cause issues for the baking process I mentioned. I'd need the sharp edge'd version you have in-game. When you right click the character and hit shade flat what does it look like
he's gone now and i can't get him back
Ctrl+Z time lol
the captured vertex normals weren't working properly anyway, so i don't even know how that could be of help
Because I need the bake to assume the shitty sharp model is the real model to bake onto
Hmm smooth looks about right. And the character models?
they're arguing with Blender and won't show up
Can you not undo
no ๐ข
Uh oh
i found a different character model that works
Okay cool, whatcha got
Shade flat looks about how it looks for you in-game right
Then it genuinely might be as simple as baking the smooth shaded version onto the flat shaded. Smooth looks pretty good already
how would i import that into the game?
just a normal normal map?
Mhm
Correct
soooo how do i do that
In blender? I have no idea. I just bake using instaMAT
i believe this is that character mesh btw
But if the models are fucky then some stuff needs to be done to clean them up before throwing them in instaMAT for baking
Which is why I offered doing it, saving you the headache
Won't be able to work on it for a good 7-8 hours though for reference lol
if that works, most meshes should be good and i'll try to use POM to enhance the rest
definitely
All in one, Free and Open Source 3D creation Get Bforartists now What is Bforartists? You can join our Discord server here: discord.com/invite/yKuR77v Bforartists is a complete, free and opensource 3D suite to create CG content. It offers you the full 3D art pipeline to create game graphics, pre-rendered movies and stills. From modeling, sculpti...
Btw I highly recommend this version of blender for more casual use
https://www.bforartists.de/the-differences-to-blender/
^screenshot comparisons are here if you wanna see why @ashen merlin
One example of many
looks good
you still got time tonight?
thanks ๐
yeah he's uh... dismembered
can't find the other half of him
might be able to use the toolkit to find it
don't worry I helped him a bit
lookin spiffy (not what I'm gonna use to bake to be safe)
that's so much better, lol
all I did was give a subdivision surface modifier. For cartoon characters like this the smoothing out looks real clean
lsat time i tried that it created some weird openings
lol ya

Did you check if the original UV mapping has any overlapping UV islands? Many older games have this issue, which means you can't properly bake the high-poly model to a smooth normal map.

I'll uhhh
I'll check dw
at least in the case of RC there was no overlapping, it was a normal cube project
not seeing any overlapping 
i think that's the cleanest mesh i've seen for this game
seeing some overlapping 
I mean on a scale of one to fucked, is it really that fucked
assuming the overlapping bits are.... small and unnoticeable


You can try removing one of the overlapping UV islands and then bake the normal map, but usually this workaround won't look very good.
ah and then overlapping them again after
seems like the most important parts aren't overlapping though so fingers crossed it'll be useable
before and after a subd if you're curious @ashen merlin
yeah that's going to be amazing
cleans up surprisingly well for zero work involved
fuck it i'll try baking the subd
side by side goes hard
especially vs original with flat shading lol
wow what a massive pain in the ass to split these islands
I think I'm just gonna say fuck it and hope the islands aren't significant enough to cause big issues
like the overlapping is on the teeth for instance
pretty much anything should be better than how it is now
models are exported, gonna try baking
upside down in instamat too

ok time to bake

okay i found out why
why?
the islands are off center, so instaMAT thinks there isn't a UV at all
ah
I'm gonna drag them all into the center. This adds a concerning variable though because it's hard to know if it'll be perfectly lined up with the original UV
nvm I might've gotten it perfect
not upside down 
seems like automating this would be a huge pain
it would, I can feel it
@ashen merlin
you good to test
because I got something
ya
okay there's a 99% chance this won't work but screw it
and by 99% I mean 100%. I will buy a lottery ticket if this works because it won't work
but we should try anyways
just assign it as a normal map?
yeah
injest first ofc
I don't think it's gonna work since the result of the bake didn't seem to alter the mesh in the preview like I've seen with my clone bake
yeah no luck
figures. How annoying
I wonder what the difference maker was between this vs the clone
it was actually a shocking improvement
with tech there's nothing that's a coincidence. Just don't even know where to begin
Interesting. Genuinely better to get some results than none I suppose. I'm gonna try baking the clone again tomorrow and I'll see what's up. Maybe there's a setting I missed because yeah, the normal was blank which is unexpected
I really hope it's doable though, it'd be a big deal
sure would
thank you for taking a look
this is what "capture normals from shader" looks like
has major issues in most places, but it does smooth some parts of it
RT off entirely
hey, sorry so to fix the lack of smooth shading your baking a smooth shaded mesh onto a your unsmoothed mesh and baking as normal map right? Do you mind if i try? could you share your smooth and unsmooth mesh @simple grotto ?
that was what I attempted yeah. Let me get the .blend file for ya, I have it somewhere
cheers buddy
found it quick lol
the first selected model is the one I tried baking
I tried both with shade flat and shade smooth, I'm fairly inexperienced with baking
the one on the right has a subD
ah right, lets give this cow a seeing to
here we go ๐ everywhere the uv's overlap or are messy it doesnt work. but works for 90% of mr cow
moo
oh wait, mrs cow
@ashen merlin well there you go! Not perfect but still miles better than before
curious to see it in-game. Well done tadpole ๐
welcome to Barnyard
try adding it with the non injested version
you won't be able to package it but it'll work for yourself
ew
that's what happens if i manually convert to BC5 but don't convert to octahedral
oh hang on you need to flip the green channel
keep forgetting to tag in replies, @ashen merlin
how would i go about doing that?
one sec i got chu
was hoping XNConvert would have an easy way to invert the channel ๐ฆ
i baked with the wrong tangent direction in Y
"wrong" meaning what remix doesnt use
๐ฆ
i don't know why this isn't working
this is the ingested map
again manual conversion is even worse somehow
in remix can you change tangent?
not than i can see
lmao
with manual conversion to BC5 unsigned (with no mipmaps) + octahedral, it looks somewhat okay under specific lighting
but in any form of direct lighting it's very bad
lol
they've seen some shit
lol yeah
its a skin condition
right sorted it
plop that on your fbx and ingest ๐
ingested version
the perfect fit for cod. Now give em the fancy photoscanned bottles
hmmmm
it's a lot better, but it still has major issues ๐ข
turning off RR shows it best
why not remodel?
or atleast fix in blender
cleanup, subsurf (1x or 2x), adding some details manually
mesh replacements don't work in this game
It's a skeletal mesh
ah shit
Have we found a single game yet that can actually do skeletal meshes?
i'm not sure, but even disregarding that this game doesn't do any mesh replacements
i think there was one game that did work
@simple grotto might know
they get worse as you get closer
this isn't a good sign for Fallout NV or 3 either. they had similar issues with vertex normals from the base game. i'd be surprised if replacements work there
i have an idea, why not try a flat normal map?
A flat normal map doesn't do anything
plus we mistakenly already tried that
It would just produce the vertex normals again
didn't do anything as Traggey said ๐
hm okay
A normal map doesn't override, it's basically additive right
Information that exists bends based on the mesh normals
Flat information would just give you exactly what was there already
@dense wasp the new normal map seems to be inaccurate in some way when rendered in this game specifically?
i increased the normal map strength just to see, and it does exasperate the weird wrinkle effect
spoiler because it's kinda gross
It looks to me like the baked version was baked using different normals on the low poly
Have you made sure the export is accurate to the in-game one?
i'm not really sure how to ensure that it's the same. visually it looks the same, and any time i capture it's the same mesh
just did a new capture with the camera very close to ensure there's no LOD weirdness going on, same mesh
one of the other star wars games works but it's because it's ships with no deformation
I think they're animated
maybe skinned implies deform
could i get a usd capture with mrs cow please? @ashen merlin
the target normals must be different to the cow i have here
this is the best it'll look though
terminator cow
it's the exact same cow mesh. i double checked i sent the right one
so i have no idea what's going on
sorry, to be clear, you mean the whole capture? i'm lost
yes please, raw usd capture
thats a bit little, doesnt include anything much but a camera
yeah...
that's all that captures?
no
I think he means one with a bunch of stuff
i know. i just don't like sending all of that so i was hoping to avoid it
thanks
ah ok different normals, exciting
normals are inverted in the original. one i got from auto wasnt
these here?
that's very odd
here we go ๐
๐ gonna test
it's still problematic but it's far better than all of the previous attempts
only up close are there any real issues
oh sick, what about with direct lighting?
still shows the issues
inverting it should fix it from what i'm seeing. that'd be great
i mean it's going to have issues no matter what due to the low poly count + deformation, right? ๐ฆ
but it still looks 100x better even now
yea it's gonna still have issues
yea first one then mate
alright, thank ya very much
what was your process for this? there's a ton of meshes that i need to do this for
one last attempt?
of course ๐
sadly it's very not good
appreciated ๐
ah videos a pain. I just export the cow as the target mesh and open it in marmoset. no edits. then i flip the normals, add smoothing and export as source mesh. then bake normals ๐
and cow's gone for ever. deleted ๐
great, thank you!
aw
@dense wasp btw setting the normals to half strength fixed a lot of the issues, but i can't find a way to do this only for one normal map (right now i'm setting it for all replacements)
half
full
in photoshop make a new layer and fill it with a blue colour of red-128 green-128 and blue-255 and fade it out ๐ then ingest again
ya ๐
there's definitely no saving some of these guys (that poor horse will always be oddly pointy) but it'll still look a ton better overall
is anyone here capable of and willing to help recreate this texture? just the chalkboard portion
what i can read from it:
2. VEGBURGER WITH SIDE ORDER OF CHIPS.
3. CHICKENFEED, ? WITH SALAD
4. GLASS OF COWS MILK SERVED WITH A SHOT + ?
5. SOUP OF THE DAY```
if instamat had text with multiple fonts I could probably do it fairly easily
but I don't think it does
Just crack out a plain piece of paper and write it down in the same style. Photograph it and tweak it to look like a chalk board
i would if i didn't have some of the worst handwriting known to mankind
i was already trying it ๐ข
5 looks like soup to me
You might be able to ask around in the barnyard discord, maybe a dev might know it
orangenectar
atleast could be
upscaling it doesn't really help much, it's usually quite bad with text
soup makes sense, thanks
Is this what is here?
#1106420949257044061 message
I wonder if the wii version has a higher res version that is legible
It says "soup of the day"
might be some trouble with that as wii textures files are in TRB and TKL file formats
iirc
dolphin
ok
The real trouble is actally somehow playing the game to the point where i can get to it and capture it
wdym?
one sec imma quickly check one of my usbs
pretty sure i have a barnyard game ripped from a Wii disk on their
ok lotta ripped wii games here
umm
give me a couple of mins
@rugged forum has filled her C:drive with the dumps lmao
her?
well maybe @edgy shard do you have a wii version of this texture?
#1106420949257044061 message
iirc I didn't dump any night barn textures so probably no
and I guess it might have the same resolution even on wii
rtx_debug cow should be upright
there's 2 other illegible spots though
Yea Ive got no clue
This looks the same as it did before for me
you set it as the normal map for the character mesh?
Yeah
Ok fixed it captures normal from shader wasn't on
that's not the right setting
that breaks everything
@rugged forum
this is my adjusted vertex normal, it's half strength. it looks a lot more natural than the one you'd been using
make sure you grab both files. don't ingest them, they're already ingested
What does that break
it's already visible in your picture
it causes irregular shadows and.. a lot of issues
Also what build doesn't have corruption?
Maybe this could help with the nightbarn menu https://github.com/yfaqh/Awesome-Scene-Text-Image-Super-Resolution
Works perfectly now but why is your cow texture here so low res compared to mine, I haven't replaced the albedo on it #1106420949257044061 message
And how did youadd light to the nightbarn @ashen merlin ?
maybe from infinitecore's mod
probably
emissives. i posted my entire mod set in this channel at some point
it has the custom replacement assets, lights, etc.
didn't you add a light to a mesh
emissives are all we can use
and set it far away
i added a mesh to another mesh. it prevents the light from bleeding in with culling
i don't remember if that's in this mod pack or not
to be honest i don't really feel like packing up my entire setup
just get a giant sphere mesh and add it to various meshes in the night barn. make sure you ONLY do this on interiors. doing it on exteriors will block the light from the skybox
You don't have to
Is this how you get smoth normals in game?
i took the unsmoothed cow and smoothed it's normals with an angle of 35 degrees, flipped it's normals as well cause they're backwards. then imported both into marmoset toolbag with the orignal rough one in the low polygon slot and the smothed normal one in the high polygon slot and baked normals with a very tight cage
sorry forgot to reply properly, I did this ^
What did you smooth the normals with?
Smoothing groups
Edge smoothing Maya calls it. Not sure what it is in blender
Apparently you define hard edges in blender
What should the names of everything be in Maya?
Edge smoothing
I mean in the outliner
Anything you like I guess, your just after a texture ain't ya
Yeah It seems like it matters for Marmoset though because I'm only getting an empty normal map after baking
Names don't matter. check your uvs are there in 0-1 space
They might be offset if I remember correctly
Alright that has fixed the issue. But the mesh I'm working with has an overlapping UV which seems to ruin the results
Annoyingly it appears that the UV wrapping for a lot of the barnyard characters overlap
yea it wont work where it overlaps i'm afraid, it's a half messure aint it
on the latest dev builds, Barnyard crashes as soon as it gets into the main menu
build 408 is still necessary
buut the artifacts for it just expired on github
recompressing it so i can upload it for you guys
Barnyard does NOT upscale well at all
otherwise i'd have just out out a simple upscale pack for people to mess with
every single texture looks pretty bad when upscaled
How bad does it look?
Crack out ya paintbrush and get to work. Upscaling ๐
already was, but i don't have the time
No time for art ๐
barely any time for life
but Barnyard is just especially bad with upscaling results. and there really is the potential for good results when upscaling btw
namely what Nightraven is doing with PBRFusion. some of the results are pretty damn close to the full CC0 PBR assets i'd been using
new table material, thanks to Quixel
new stage too
GTA barnyard
new bench also (same as the table)
and this game being what it is, the same material for the bench is used for some other tables, and the entire wood trim in the interior here
and the bar lol
and chairs
and the pool table
and the stairs
Woah, there is time for art?
this was just a quick toss in from the Quixel assets i grabbed
not much time for extra work here unfortunately
@ashen merlin do you have a stable model in your scene you could attach a mesh replacement to?
Attach a giant sphere to it and add an HDR dds texture on the material. Then when your set up go back to game and mark the models original texture as sky with remix in game menu and your new giant sphere will also be treated as a sky.
That original model you anchored your sky to is done for at this point but you got a HDR sky for your troubles ๐
lights and mesh attachments don't work in this game. it's not related to hashes at all actually, it's an issue with vertex shaders. Barnyard draws everything through shaders, and Remix doesn't support mesh replacements when that's the case ๐ฆ
i appreciate the info though. i might still mess around with it and see how it works, even if it does just follow the player everywhere lol
Ah poop. Wolfenstein all over again
this should fix it. give it a like please ๐
It was working when attached to the character model wasn't it?
it only "worked" because it did what i intended it to do
i needed a sphere to follow the player around to prevent light bleed from culled areas
the issue here is that if i attach a texture to it, the texture will move in line with the player, rather than staying still. so you'd only see one spot of the HDRI, and nothing else
oh also with this hacky workaround i did, i actually attached the sphere to other objects, not the player. otherwise it'd persist while outside as well, which i didn't want
@dense wasp how do i assign the hdri? emissive?
it's in .hdr format, not sure how to go about converting to dds
i found your open issue about ingesting as BC6S. i did that through Nvidia's texture tools, but the mesh is still solid gray with no texture assigned
oh sorry, no need for emissive
and it looks grey in toolkit cause its not marked as sky yet. that gets fixed in game ๐
it doesn't work in-game either
even after you mark the original prop as sky?
yup
https://youtu.be/-AjKwTEhHQQ not really remix related but I hope you find this interesting I've spent a lot of time loading the game up after making a simple change in remix
that's great! how does this work?
#588546848105693184 message
Guys, uh, how is this project going? Asking for the greater good of the Empire
sorry
it's pretty much halted
we're unable to replace meshes or place lights in-game, which limits the project way too much
imo it's not really worth continuing until that's fixed
I hope it will continue, its one of my fav childhood games
Yeah I hope it eventually gets the support, but we've been here for over a year so
But if it ever does get fixed I see myself putting a lot of time into it
hi ๐
which of this game do i need download for rtx remix?
i haven't ever played this game, but i wanna take screen shots for my friend who knows this game and surprise him with super realtistic graphics.
shadow cows
What happened?
wow water textures work now
and they're animated
also NRC massively helps Barnyard: #showcase message
i think i also forgot to showcase my work on the bridge texture here
with Mark's help i fixed the heightmap, so it looks correct now
this is what happens if you set the displacement strength too high ๐
throwback
this is how far we've come
DLSS Quality looks basically identical to this
you needed DLAA before
DLSS Balanced even looks amazing
640p looks better than native 1080p did
insane
gets insanely orange as the sun sets though lol
What did I miss?
#remix-updates
Very nice, what happened to the Coin ui?
hey i just added a massive inverted sphere into my scene, like MASSIVE. and it allowed me to have a fallback light as a sun AND the sky dome. not sure if thats an issue or not for barnyard but thought i should let you know
i appreciate it, but barnyard has issues with replacements at all. a mesh like that would just be stuck to the player, and the esky would appear to be in the same position all the time ๐ฆ
Didn't you do it for the nightbarn?
exploiting the issue intentionally, yes
but it wouldn't work for simulating the sky, because the texture would follow the player around and look really trippy
disabling the grass gets me nearly double the FPS lol
wish so badly mesh replacements worked

But yeah mesh replacements and lights are the reason I haven't done anything for a while
@ashen merlin do you mind summarizing the sky / moon bugs you've been having? trying to understand, but the information is kinda hard to track down
sure. there's not much to the sky itself actually, most of the bugs lie in other parts of the game
basically: the skybox in this game is animated. it rotates, it has clouds that move, and the sun and moon slowly shift throughout the day or night. this, along with everything else in the game, is rendered through vertex shaders
since about 200 dxvk-remix builds ago, the sun/moon will now shake rapidly instead of... being normal. this happens only when DLSS or TAA-U are on. Nukem theorized that the jitter for those AA methods is being incorrectly applied to the sun/moon, considering it doesn't happen when temporal AA is disabled
and the other issue: the skybox as a whole smears with the new DLSS RR Transformer model. it doesn't happen with diamond_wallaby, but is a major issue with truthful_shrimp
Thanks!
that was about a year ago now
i found out Remix was marking it as UI because of an auto detect thing. i turned that off and marked it all manually now
so this has all of the loading screens set (that i could find at least, no minigame ones) along with some other things fixed
if anyone wants to, marking the loading screens (and keeping all other settings the same) would be appreciated
So this is a really off the top of my head idea, something that might just be stupid to think. But...
Do you think it could be possible to have a helper program that you write yourself? One that basically reads the game info about time of day and feeds a functional skysphere to Remix, which you have the helper script be in full control of?
Well Infinitec0re does majority the barnyard modding
that would be great, but really what we need is just to rewrite the renderer to avoid using vertex shaders for the geometry
i'm not sure how to do this, i know it'd be a big task. but it'd fix just about all of the issues this game has
The shaders are decompiled so you can use this as a reference to rewrite it. There's an SDK in this repository with some examples of how mods can be created including an OpenGL renderer
The sky doesn't use a custom vertex shader. The shader is ASysShader
yeah the sky is the only thing that shows up when vertex shader handling is disabled in Remix
that makes sense
ty for the info
There's a low end mode for the skin shader which is not decompiled but it probably works in the original game. You just need to set a flag somewhere in the structure
I don't think there is one for the world shader though
You know... that probably explains what I saw back in the day. I remember I had an ultra-low-end PC at the time, and this game had no world geometry but grass, character models, and buildings rendered. If I recall it was a flat color sky too, but it's been a long time.
I wonder if instead of an ulrta-low-end mode, it was attempting to load the shaders and failing?
I guess the developers forgot to implement the low end renderer for the world shader because it's just empty. The main reason to choose low end renderer is not having this flag:
#define D3DDEVCAPS_HWTRANSFORMANDLIGHT 0x00010000L /* Device can support transformation and lighting in hardware and DRAWPRIMITIVES2EX must be also */
I remember this happening on an old PC in 2007 as well, I think it had a Voodoo GPU
Got excited for a second
But that'd be pretty funny
Only if lights and meshes worked
And some other things
someone wanna test barnyard with the latest commit?
can't use my PC rn (mobo died)
this can fix a lot of issues
idk what i can show more
from the start game doesnt want to raytrace
i had to do some changes
this one had to be unchecked
do you see foliage and stuff flickering while running?
idk why capturing is causing issues though
i see small flickers
but it is propably mipmaps changing on the fly
im just guessing
no
sadly that's an issue that's been around since this game first worked with remix
was really hoping this would fix it
maybe im doing something wrong
Is the CPU okay?
not sure yet ๐
does it look better than it used to?
the bad news is it now crashes as soon as you alt tab
ah okay nvm. dxwrapper's windowed mode was causing it
unfortunately the game hasn't improved pretty much at all in the last 7 months since i last tested it
sad, but not unexpected
Yeah I feel the only hope is a compatibility mod
Windowed??
I love the way the colors look
I gotta find someone as devoted to Me as Kim is to barnyard
Kim to barnyard is me to rtcw
i thought i found someone ๐ญ
tbh i don't have much interest anymore. i just check in once in a while to see if there's any compatibility improvement
if mesh replacements become possible i MIGHT pursue it, but probably not tbh
Is everything still unstable?
afaik there haven't been any improvements regarding replacements with vertex shader rendered graphics, so yeah
replacements still float and follow the camera instead of staying anchored in place ๐
i'd have to make a tool to replace meshes in the original engine if i wanted to get around this, and i just don't have the skills for that (or time to learn them)
same issue here with minecraft story mode
another one joins the parade
that's likee 20 games now that have this issue afaik
a lot more are going to be showing up with CR's camera injection thing
Actually Kim have you seen mcsm (offtopic question im sorry) outside of the functioning parts
Ah
Yeah gotta love the 2 sides of a coin aspect
Oh wow vs oh wow
Sorry ill stop yapping
lol it's fine dw. idc if there's off topic stuff in this thread
this is like 99% of my projects tbh
๐ if only
I'll become devoted to this when mesh replacements and lights work (mainly the lights)
if one works, the other will too
so, barnyard rtx is a bit more viable now thanks to some stuff that's happened in the modding scene
won't fix the major compatibility issues, but it can help some with visual quality
we can now replace models and textures for the main character and NPCs in-engine. so we could have a high(er) poly model and then add the texture in remix
Finally, good to hear there is progress being made on Barnyard. Would the new remix logic have any use in Barnyard?
nothing that would be particularly useful right now. i could see a few things maybe being possible in the night barn, or in some mini games. but they'd just be minor additions
maybe could be used to fix the weather effects though
we can restore all of the bink videos now
some of them are pretty badly compressed
this frame is from the attract.bik file
input | output
color shift is intentional. the bink encoding process causes a lot of raised black levels and such
a model i'm training on my new video upscaling/restoration architecture
it'll be released for public use soon
i will make a tutorial for it
nice is it 480p?
this model only runs at 1x, so it's not upscaling. whatever the original video res was, it stays as
it just removes the compression and adds more detail where it was missing
I don't remember the videos being that compressed
they're not too bad. better than most games. but it's definitely visible in spots
holy pog
haven't seen u in a while, hai
lol hello to you as well
I can really see the improvement here, amazing. Was this model intended to be used for games?
yeah. i trained it on game footage
do you end up converting the bik files at all?
you mean the ones being restored?
Is this the highest resolution you've tried so far?
to put the videos back in the game, they'd have to be reconverted to bink. but they can be encoded at a higher bitrate so it looks better than it originally did
the architecture i made can go all the way up to 4x. i haven't tried making an upscaling model for bink yet though
someone made an anime model on it (unreleased as of rn): https://slow.pics/c/jGngLIex?image-fit=contain
Slowpoke Pics image comparison service
so it can definitely do more than what it's doing here
works great on those too. someone else trained a model for that
removes rainbowing, dot crawl, compression, and more
the arch can handle a lot
bro gonna upsacle the cars videos lol
got a link?
also a private model rn ๐
dang
there will be more models for it soon
pog
the one i'm training rn included
damn
interesting

