#Barnyard
5571 messages Β· Page 6 of 6 (latest)
i haven't noticed it in a while, so possibly
Still waiting for the sky to be fixed βΉοΈ
although that'd most likely have to be a mod
once replacements work, we can replace the entire sky system within remix
have it dynamically adjust
we'd need to mod the game to have an easy way to track the time in the game and the weather state, but once that's done it's pretty trivial to apply
example: #1099591203768504421 message
Time is really simple to track, there are both time (float) values and enum for day time stored in some class the name of which I don't remember
Probably AGameTimeFXManager
we'd need a way to represent the time changes through something like meshes i believe
then we can use that to track time and weather states in remix. e.g. when it starts raining, have a new mesh spawn in. remix will see it and will change the particles system, fade in a new skybox, etc.
this can be done more accurately/precisely but it requires hooking into the game itself and i don't really want to do that
these have a lot of objects marked for smooth normals
made the sky look better
@real idol π how much do i need to bribe u with to make a patch for Barnyard. terrain is rendered through a vertex shader and replacements are broken
i tried probably 3 or 4 times now to reverse engineer and patch it but i just keep falling short. this game has a fixed function mode, but it's incomplete. objects and characters tender but the majority of terrain does not
the game has been partially reverse engineered online so for someone experienced it shouldn't be too hard. i ended up wasting all of my copilot credits trying to fix it based on that, and probably 2-3 weeks of time trying to fix it myself prior to that
Is there any special blending going on with the terrain or something else?
Can certainly take a look
@ashen merlin got WorldShader to render with FF and proper normals. Early test for skinned stuff showed good results too with proper normals as well π
struct WorldVertex
{
Toshi::TVector3 Position;
Toshi::TVector3 Normal;
Toshi::TVector3 Color;
Toshi::TVector2 UV;
};
Color is a full float3 unfortunately so color information will be lost. This would have to be packed into a D3DCOLOR and would be quite easy once the open source project matures
The color information is just shadows anyways
They haven't used it for actual colouring
Oh perfect, so nothing to worry about π
Replacements also work
Was pulling my hair out because they wouldnt show up no matter what I did. Turned out the rtx.conf had Enhanced Meshes turned off π
Still need to handle Grass via FF which should be rather easy. Draw distance seems to be very low with objects just disappearing in the distance for some reason
there's a hard coded render distance
there's also a maximum number of drawn instances per frame (fences, grass tufts and other props) set to 240
I've just done decompiling that part of the code, so it should be possible to fix I guess
it's not as simple as just changing the int containing the limiting number, as the data is stored statically and changing it will change some offsets
the MAX_RENDERED_INSTANCES const
https://github.com/InfiniteC0re/OpenBarnyard/blob/main/OpenBarnyard/Source/Helpers/AInstanceManager.h
I think I can bypass that as a part of the modloader though...
done
forces the highest LOD for instances, increases render distance and the max number of drawn instances
Is the build with the latest commit actually running? I always crashed at some point when it tried to load a model
it works fine. make sure you don't have any older mods in the Mods folder, as I was changing the API and it might cause crashes
here's the latest version
just remove BYSpeedrunHelper.dll file if you don't need the helper
Alt+~ to open the debug menu
Oh well I was building and running OpenBarnyard.exe π
Does not seem to be related to the actual draw distance .. likely some kind of remix issue
Is that using another vertex format by any chance? Or different transforms?
What do you mean? Terrain streaming unloads far world chunks based on your position, so that's just the world shader
Wait so this happens on the stock game as well?
I thought it was only happening with remix
Yeah, it happens there too
Ahhh thanks I thought I messed up something π
it's so amazing seeing this happen finally
thank you xor π
and u too infinite for the work you've done reverse engieering it and everything
progress π
@edgy shard yea it helps a ton 
How much time did you invest already? Rough estimate
dude i spent literal weeks in cheat engine and ida trying to figure out how to disable just the CULLING, and you managed to do all of this in like 2 days or something
yeah so when we tried disabling distant culling last, it caused issues where geometry closer to the player was being culled instead?
that was a couple years ago now
this might be a little overkill but I'll prob. implement a small distant check here
The project will turn 3 years this autumn iirc, but that's not what I'm putting all of my time into
That probably happens if there are too many objects hitting the max amount @core mentioned
Messing with the culling method (not sure if that's the one you adjust though) may lead to breaking some quests, as the game resets NPC positions and states only when they are not visible
Ah rip. I guess I'll have to add checks and not modify culling for npc's if that turns out to be an issue
There's a fun mode bat file in the archive I've sent. It removes dialogues, so you can check the story faster
I can't spend much time on this unfortunately so its up to kim to find out π
let me know if it works π
please use the provided rtx.conf as I had to make some changes
noice! Let me know if you run into the culling issue core mentioned above
yus will do
btw it looks like normals are still broken on some things like bushes
yea not sure why the bushes look like that
π
I think they made it intentionally to make lighting more adjustable
did you manually place a fake sun? seems like there's a consistent light source
might be something i did with replacements at some point though. will mess with it

Nah that should be the actual sun of the game
it doesn't seem to move at all even during the transition from day to night π€
If that's the sun of the game, its direction will always be fixed but can be different in other minigames
interesting
hm
the sun in the skybox moves but this light does not move with it, to be clear. they are separate
I've been waiting so long
i'm going to start working on some replacements tonight
will place all lights in the main level + indoor areas and replace the emissive lighting
we'll need someone to help model new trees and stuff. can't just replace with free models because it wouldn't fit the art style
yeah, I might actually try to learn how to make textures because this is by far the game I have the most passion for and I don't think AI textures will cut it
yeah i'm not using AI upscaling for this game
won't work right
at least not for the majority of textures
my first experiment will be replacing the floor mesh with one without the fake shadows
yeah sadly it doesn't move
i need to figure out how the sky works, then i do plan to at least update the textures
i'd also like to modify xor's patch so that i can monitor weather states directly and use remix logic to make it rain and stuff
rn i'm having trouble getting light replacements to show up at all
Well Night time rn doesn't look right compared to the original and also rain does need improvement
all expected issues
Uhh somehow I got bill out at day??
probably the issues with the anti culling patch
π means we'll have to disable that
light works. had to make a new project
newer toolkit must be borked or something
placing lights just randomly breaks all replacements
toolkit
barnyard
like wtf
finally
So far
π why are we just doing the same thing separately
Golf stick looking funny
is it okay with you if i work on the night barn? i have a lot of remastered assets specifically for it
or we can just have separate projects
Yeah I'm completely fine with that
π€ which one
the first one, You know anywhere I might be able to do lights?
the various lamp posts around the main map
might only need to do it on a single instance of it
I tried to do the one in front of the save spot but It didn't seem to appear in game
that's a weird bug that keeps happening
i had to delete and replace the light for it to show up. it took me 45 mins to place the 6 lights in the night barn because of this fucking bug
I just copied them and teleported them to my cursor
make sure to position lights on the very first instance .. not the second, not the 10th
many of the meshes in this game are just one big mesh with all of the (what are supposed to be) instances combined into one
the weird issues were happening even with that
tbf i don't think this is a bug with your patch, just remix weirdness
yup
i have to delete a light and save the mod again and it'll all magically show up
but if i add a light back it'll vanish again... unless i duplicate the light and then change the intensity slightly and delete the original. then it'll work again
it's really borked
do you have the game open next to the toolkit?
i do, but i tried restarting it too to be sure
so a restart does not let the light appear as well? wut
nopess. no errors in the logs either
I know that remix fails to hotload replacements sometimes until it fails completely after like 20+ reloads
also in captures, a lot of the terrain seems to be misplaced. the grass areas in particular are just completely off axis. it seems like they're still rendered through shaders. is that expected?
grass is still done via shaders because that didnt work particularly well with FF. There is a setting in the enhancements tab .. correct world transforms or something ..
Is that turned on my any chance?
use world transforms
i turned it off (it was on by default) and it made it even worse
this is how it looks with it on
with it off, the grass is just completely vertical lmao
also the lights that i placed in the indoor area (which is a completely separate loaded area) are somehow being loaded outdoors too. and the parent mesh they're attached to should not be present outdoors at all
lights showing without a mesh is a thing on all games afaik
ah okay. interesting
i never got far into developing a mod
i'm curious if rpleacements will work for the grass
weird I remember having everything looking correct in captures and grass not being an issue but I also have that now
dont think grass replacements will work
even if, you'd loose the animation
idk if this will help you but this save has basically everyting unlocked
goes in a Save folder in the root game folder
hey I dont have to skip the intro any longer thanks π
btw. I think the scene scale is wrong and thats probably the reason volumetrics are borked a little
yeah scene scale did absolutely nothing before so it didn't matter, but now we should prob try to fix it lol
what no way π
yupss
haha thats funny
π€ did you set these volumetrics or are these what i did at some point
I did
it looks really cool but it's also not very realistic for an interior lmao
π€ but maybe worth keeping
i do like it
but I noticed that taking a capture with these settings made the entire map black
π€ weird
the sky is really buggy too just in general so it's not surprising that it'd cause issues
never got to mess with volumetrics before so this is just interesting behavior
Don't think I was getting this
this also keeps happening
this is with scene scale set to 0.1
its because fog is accumulating over 48 frames (I already reduced it) but this seems a little worse than in other games
interesting
I had to set transmittance to a very low value to get them to work at all, they should be around 0.96 something normally .. I guess that can be reset after adjusting scene scale
mhh scene scale might need to be even loader .. like 0.01
i usually did set it to like 0.01 when messing with terrain settings
now a transmittance dist of 40 gives good results
volumetrics are hard sometimes. I hope we get some more artistic settings sometime in the future
much better
no more ghosting with lights either
π₯
it is SO nice having real lights instead of just emissives
we are gonna have so much fun remastering this now
thank you again xor π
you're welcome 
self note
should probably update the pins to link the mod
ya i will
culling is still really bad indoors, not sure what to do about that. might try to patch it myself
[05:16:37.444] err: Attempted invert a non-invertible matrix.
π€ keep crashing with this error in the night barn
it's beautiful β¨
Yeah especially looking back at how it started
I have noticed when I open the inventory there seems to be a lot of extra light coming from somewhere
god
this replacements bug is so fucking annoying
downstairs area is pretty much completely lit now but i can't see it in-game
can someone try installing this mod (+ xor's patch) and see if the replacements work?
use these conf files
the one outside works
where is that interior
go to night time by using the icon thing next to the floating disc there. the blue one
then talk to "Bill" in front of the barn
awesome
so for me it just won't load the replacements for some reason
π it works after like 4 restarts suddenly
idk why it's being so inconsistent
might be related to your symlink or is one of these not checked by accident?
nope, all of those are checked
could def be the symlink acting up
π this is trippy
I did struggle to get a good result with those
they show up as separate instances but are connected to one mesh. i think i have to modify the mesh and replace it
yeah it was annoying
How do you turn this on?
it's in the pack i sent
β¨
i have to place the lights manually for each one π
none of the instances are duplicated properly like most games do. they're either grouped into one big mesh, or separate instances with separate hashes
every single light is hand placed rn
What did you use to create the textures?
instamat
π€ interesting
selecting "smooth normals" on anything will crash remix
Yea happens in all of my mods for some reason
its kim's happy day
3 years!!! 3 years of tryin to make this work
π uhmm
do u guys see somethin a little off here
π literally all of the npcs have this
except for otis and the other main ones π€
Well the last 2 years was mainly just hoping someone would fix it
not really
i tried multiple times to develop fixes myself
just tried again last month
Weren't we able to get the dance floor animated?
seems like fixed function rendering has the animation entirely disabled
will need to make a custom flipbook for it
things to fix:
- sun/moon light position being static
- eyes for some npcs do not track
- culling in night barn is still really bad
- figure out how to replace skybox textures
culling in night barn is still really bad
what do you mean by that? I did not notice any culling with object dist set to 15
I believe going up the stairs you can notice the meshes that the lights are attached to disappear
Mhh detecting being in an interior and increasing the anti cull dist might be a way to fix that
there's quite a bit of culling in various places. when you first enter, walk to the left wall and look at it. the wall on the other side will cull. and also the stairs yeah
Yea you might need to play with the anti cull settings in the f4 menu
there were some issues noticed already with scripts being broken from the anti culling π
@rugged forum what do you think about the lighting
i will mess around with it a bit
so in the night barn setting the top one to 27 and the bottom one to 100 prevents the culling issues, but obviously this is too high for the exterior
I feel like there could be another light closer
nvm. it fixes MOST of the culling but some still happens regardless of how high i set them
i think so too, i was just trying to work within the limitations of the scene without having to add new light fixtures
i believe the remaining issue (just in the stairwell) has to do with the geometry for the lower level simply not being loaded/spawned yet rather than culling
setting object and world both to 200 completely resolves all culling in interiors
if most meshes are not proper instances, then adding a marker mesh system might be a good idea (spawning meshes based on the loaded scene)
that would be awesome yeah. rn there are basically no proper instances
And some props don't show up, this was always an issue but now it appears sleeping won't fix it
i thought we determined that was a bug with the game π€
π you guys know what i had to do to make this look good
i didn't have a flat plane mesh so i used one of the stock meshes (a cutting board) and blocked off the skybox so it wouldn't look discolored/greenish
the box there is the room the minigame takes place in
this isn't a proper way to light up the lamps but i think it looks nice enough for now
That looks pretty good to me
i think night barn is complete in terms of lighting + what replacement assets i had made before
looks so dramatic
like the director of peaky blinders was making an animation about a cow
lmao yeah
unfortunately the current grass is reallllllly intensive because it's stacked alpha layers, so it might be worthwhile to ditch it anyway. it is pretty integral to the look though so i'm not really sure what to do π
Yeah I wonder how hard it'd be to go with movie accurate grass
You can disable the grass layers in the game settings (setup.exe file in the game dir)
right, i can do that in remix too
the problem is that rn all of the grass is still being rendered through vertex shaders, so we can't do any replacements on it
It will use world shader if you disable it
π€
well shit that works perfectly lol
thank you
yeah this is def the way to go
yeah i think we can do that
it will be hard but it'll be really worth it
made an all in one package with xor's patch + latest rtx + user.conf + my replacements
Didn't I just see a screenshot earlier with a 4090 and 7950x3d?
that was at least 6 months ago
sold the 4090 for a 5080 to make some money, and my 7950x3d blew up and AMD replaced it with a 9950x3d
okay well for real i think outside of mesh replacements, the night barn is completely done
only game i didn't fix yet is darts
we will get barnyard looking so good that it'll become the first thing that anyone thinks of when they think of Remix!! (big /s)
Looking great so far!. Big up stylised/cartoony projects! I'm also totally copying your homework to see if I can apply any stuff to I-Ninja and Simpsons Hit and Run π .
xor's patch is what made this possible: https://github.com/xoxor4d/barnyard-rtx/releases/tag/0.8.0
he also has the baseline code adapatible for other games available here: #1471179709508223017
prior to his patch, we were stuck only replacing textures and using emissives for lighting
now we have proper lights + mesh replacements π π
Xoxor is the MVP!. I'm also interested in whether you figure out a good way of doing subsurface scattering for stylised characters. I think I've got it pretty much sussed out for 2d planes but objects/characters with volume end up looking very weird and plastic, and can't be previewed as easily in the App. I recently played Psychonauts 2 again, and the SS looks so good in that game. I'm sure there's a way of getting it to look that good in remix.
remix does have proper SS, and peolpe have def gotten it to look good
but um, i have to somehow make it look good with cows and i'm not sure what the values should even be lol
I can only see it working on leaves and grass
i think we should maintain separate projects. we seem to just have really different goals
whatever work i've done so far, i don't mind if you use it if you want to
i think just really minimal strength SS will work okay for the characters
ig i just want the game to look a bit more like the movie
however i wouldn't have a clue on where to start with that style
that's what i'm working toward too overall
i got captures of all the main areas of the game
how it looks at dusk
REALLY need to figure out how to get the sun to track properly though
night time looks really weird
and the anti culling is def bugging many scripts
shouldn't be able to talk to pip at night
everything kinda looks like it has a weird sharpening filter over it right?
pretty sure it's just the low res the game is running at (1280x960) and RR wasn't intended for that res
ya specifically with remix in a lot of games it feels like it has a weird subtle sharpening/deep frying over it
i'm really happy with how this looks at least
can u find a way to make the game run at a higher res?
yeah there are patches. it just never works right for me
ah man
@edgy shard for whatever resaon, even with your launcher, i cannot get barnyard to run at higher resolutions. i ran setup.exe too
What resolution?
One monitor or more?
one
Hmmm idk then
Check the logs folder
hmmm i think it just worked, but it started way off screen and i can't re-center it
A recent file that starts with BYModCore
You can also try running the modloader exe with parameters like -width 1920 -height 1080 -fullscreen
hm
i def don't want to do fullscreen, though ik that'd fix it. for working on the mod i need to alt tab a lot
ahhh i fixed it!! SRWE to the rescue again
it lets me hook into the game exe and change the window position
is there a way to use your launcher but disable the speedrun helper?
Remove its dll in the mods folder
while you're here, one more question. in the current remix mod, the sun is just completely static, though the sun in the skybox moves
can you think of a way to allow me to update the sun's position with the skybox version of it?
The skybox is just a texture that rotates with time, I doubt it's connected to day time
There's AGameTimeFXManager class which is probably responsible for storing day time as a float, not sure though
okay, i'll def look into that. i could probably modify xor's patch to pass that through to remix logic or something
thank you
@native sable
I'll look for it a bit later
epic
I can't seem to go higher than 1080p
I believe it is something to do with the compatability mod as i could get it to run in 4k beforehand
no i got it to run at 2560x1440 just now
Haven't tried the args, but using the launcher to try running at 4k and it would only launch in the top left quarter in windowed
I think the game just doesn't work in 4k. That's what I saw while was testing it (I don't have a 4k display though, so maybe I encountered a side effect of using a custom resolution)
Huh that's interesting
is this using xor's patch
Yeah
And a couple days before the patch was released I was running remix on the 2nd instance shown in 4k
fixed one of the issues with the night barn by (once again) using a cutting board object. i attached it to one of the benches upstairs, which despawns right as you finish going down the stairs. this prevents light leaking from the skybox into the stairwell
before | after
lol
now, to be fair the left one is the fixed function rendering version. but still β¨
cant believe you RUINED the sacred art style of barnyard animals
π
do you plan on matching the early 2000s cg look of barnyard animals?
obv with better path tracing than before but still
i always wondered what itβd feel like playing tie in games that use similar rendering methods to the movie
like imagine running toy story in real time
i absolutely love that i hope it goes well
i have the blu ray copy as reference
going to try to get the grass looking as close as possible to the movie
i've been trying to match the barn's look but it's really difficult tbh
this is it rn
volumetrics made it look darker/duller than it should be
main issue rn is the sky and general tonemapping right?
yeah the sky is going to be nearly impossible to fix. the original game has a very nice looking dynamic skybox, but it doesn't work very well with remix
so i'm going to need to replace it entirely using remix logic and somehow line it up with the in-game day/night cycle
that bounce lighting is just mwah
those barn textures took me like 5 hours lol
you could use crβs atmospheric sky and somehow add cloud textures on it like how fortnite does its TODMs
the albedo texture for the white panels was bugged and darker than it should be
this is with it fixed (though a bit too bright now lol)
π yeah it's just gonna be so much work
like
the sky is passable rn
just not ideal
the sun position is the real issue. it doesn't move at all, it's completely static
ya just the general look of game rn feels blurry with some ugly colours
outdoors is pretty bad with it for sure
indoors is completely controlled lighting. if that looks bad to you then i might need to change some stuff
i thought it looked good though
a lot of great work, glad ur using the og movie as a reference especially with how this is a passion project
im excited cause this is the first path tracing project iβve seen trying to replicate an animated movieβs visuals, which imo is the true test of real time path tracing
i think i should try to keep the original game's night barn instead of replicating the movie one. they're clearly intended to be different
tall order though π
comparing the offline path traced movies of yesterday to the online path traced games of today is the true test
is just grass and spotlight tho
i can easily slap grass in
but
there's no way to animate it
it will just be static
it won't look natural
so i can't put in tall grass except for in the distance
which directly conflicts with the movie's design in many areas
is it worse than not having anything at all?
in just about every area the player could walk through/interact with, tbh yeah i think it would be
but it'd be nice to have it outside of playable areas
i could put it against walls and stuff at least within playable areas
easily would break any sense of immersion
(yes i am worried about immersion in a game where u play as a cow)
ask for them to create rtx foliage
hows the performance btw?
DLSS Balanced at 1920x1440 (4:3) = ~60 FPS. i do have the toolkit open though so it'll probably be closer to 75 FPS with it closed
i have a 5080 for reference
perf will improve once we replace the tree leaves with actual geometry instead of alpha textures
in night barn it's ~90 FPS
isnβt it better to run native res with frame gen for this type of game?
no
i hate fg
i won't use it
also there's very minimal detail loss by going to balanced
this is the perfect game to lower DLSS scaling because there's not a ton of fine detail to begin with
issues with latency/visual artifacting?
i can stand 2x frame gen when the base fps is like 70
minimum for me to actually feel okay with it is ~90 FPS base
are u not able to run the game at your monitorβs res?
otherwise i can feel it and it makes me queasy, kinda like motion sickness
rn the FOV method the game uses isn't well suited to widescreen (let alone ultrawide). it'll crop. can't remember if that's vert+ or - π€
another thing that needs to be patched
is it at least the max 4:3 res?
r u using transformer dlss?
you can see my settings here
@ashen merlin getting day time:
struct AGameTimeManager {
char PADDING[52]; // 0x00
int32 m_eDayPhase; // 0x34
float m_flDayTime; // 0x38
// ...
};
AGameTimeManager** g_ppGameTimeManager = (AGameTimeManager**)0x00783d3c;
// m_flDayTime seems to be in range [0;1200)
in Cheat Engine, if you use it
can u try cnn rr just so we can appreciate what we have now?
ty!! i can do a lot with this
π
i messed up loading somehow
really need to get the original sky working. it makes such a huge difference
return of the king
Yooooooooooo it's finally happening! Let's gooo!

milk
guys we have to get barnyard into the next remix update article π
Ig I'm used to it because I started using remix on portal playing at 10-20fps
I remember I had to do that last fight at 8 fps
I think there was an ultra wide fix https://www.pcgamingwiki.com/wiki/Barnyard#Widescreen_resolution
This inspired me to have a look at getting JPOG working because it's on the same engine has the same issues, couldn't figure that stuff out at all π
Still better than what I can do
i think if this mod is gonna go anywhere i'm gonna need to use a lot of cc0 assets, megascans (i have the rights for them), and pbrfusion
i simply am out of energy
today i slept for ~17 hours total
additionally the bugs with the culling patch have been fixed
npcs now function properly
current code is here
sun positioning and rotation is borked still. billboard is opposite of where the actual sun is
functional proof of concept
worth using at least for the npc bug fix

Great work. @ashen merlin well done!
ty!
Unfortunately I don't know c++ so this is mostly gibberish to me π
I've spent a day trying to fix a game breaking glitch that was first reported online almost 20 years ago! What I found is actually hilarious, cause it's really a small detail that you must pay attention to when programming anything.
β€ Support Me: https://boosty.to/infc0re
β€ Barnyard Discord: https://discord.gg/BrVpSPfgT8
β€ OpenTOSHI Disc...
Relating to this issue
#1106420949257044061 message
so an update
i'm going to be replacing the original game's skybox with CR's custom sky fork. i can control it far more precisely and easily, and can adjust its parameters to give a similar appearance to the vanilla skybox
wowβ¦ this is destroying the original gameβs delicate art style
unsubbed
dislike
going home
pouring a glass of water
drinking water
π
I tried using that on JPOG but none of the sky options showed up
you need to mark the sky textures as sky for it to work, then go into Game Setup->Parameter tuning and change it to physical sky
Never shows up for me even though I absolutely have a sky πΆ
did you explicitly mark the sky textures as sky textures in the remix menu though?
Yup
Is there a specific build I have to get or something?
I figured it was because I'm using the proxy or something
