#Fallout New Vegas

1 messages Β· Page 8 of 1

rustic pine
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People believed the same with Half Life 3.

frigid agate
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Steam glitches don't mean anything and never have

stark radish
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does this work?

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im a bit confused about this:
Β΄ STEP 2: INSTALL SKURTYY'S FALLOUT: NEW VEGAS RTX MOD

Download this Fallout: New Vegas RTX mod.

Place "package" into your rtx-remix/mods folder (create the mods folder if one does not exist).

Launch the game using nvse_loader.exeΒ΄

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ngl thats funny

stark radish
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please document this i got it working but a shitload of trouble in it

dusk rock
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there are pinned instructions

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is anyone willing to test a fix i just did for the pip boy?

high pawn
urban folio
# high pawn Is there a way to completely seperate the ini files between gog and steam versio...

Method 1: Mod Organizer 2 (Recommended)
MO2 allows each instance of the game to use its own set of .ini files and saves, preventing conflict.

Install MO2 for both the Steam and GOG installations.
Create separate profiles for each version in MO2.
MO2 will manage the Fallout.ini and FalloutPrefs.ini within its own folders rather than the shared Documents folder. 

Method 2: Manual Folder Swapping

Navigate to Documents/My Games/.
Rename the FalloutNV folder to FalloutNV_Steam.
Launch the GOG version, which will create a new FalloutNV folder.
Rename this new folder to FalloutNV_GOG.
Create simple batch files (.bat) to rename the folder you want to use back to FalloutNV before launching the game. 

Important Notes:

Default Behavior: Without intervention, both versions will share the Documents\My Games\FalloutNV folder, leading to potential corruption.
Save Compatibility: While GOG/Steam saves are often interchangeable, using different mods or .ini settings on each version can cause issues if transferred.
Registry: The game relies on registry keys to locate the folder, so ensure that if you are doing a, "portable," installation that the registry points to the correct location.
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All that is ai instructions... so do verify

dusk rock
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this is how it looks rn with my "fix". is this how it looked before?

high pawn
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installing fnv (Steam) now

dusk rock
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i'll let you know if i get a working solution

high pawn
high pawn
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I cant open the rtx menu with alt x

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Is that normal for this game?

dusk rock
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#1106553248590090351 message

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there's the fix

high pawn
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I see

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time to relaunch the game, hopefully i can fix the SPECIAL menu machine. Also cursed Character Creator

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and there is a brown dot attached to the mouse in that screen, wonder what that is about

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is that german? wtf is going on bro

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Why did it grab that version over the english one?

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Mr. Stone

urban folio
high pawn
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it is just that texture

dusk rock
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yeah mine says german too

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it happened on my GOG copy lol

high pawn
urban folio
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wait... xoxor4d is German, right?

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prob set from that maybe?

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I assume your using his fix...

high pawn
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it is a little clunky to navigate with the keyboard (mouse doesnt work)

urban folio
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give me a sec I think I know where to find it in the files. pretty sure it's one of the fallout.ini though if you can beat me to it.

high pawn
# dusk rock

Looks like this and the background is completely black

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(Taking an nvidia screenshot it closes my pipboy right before it takes a pic)

dusk rock
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kinda stumbling my way through the fix. we'll see if i even get anyhwere

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and yes same thing. it was black on mine too

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i can't fix that part rn. i'm focusing on fixing the display

urban folio
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got it

high pawn
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  • Stewie's Tweaks
urban folio
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falloutprefs sLanguage

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[General]
sLanguage=GERMAN

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change that to english

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it's in both actaully...

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so FalloutPrefs.ini and Fallout.ini

high pawn
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ight I fixed it

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will install a couple mods than reboot

high pawn
dusk rock
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i really doubt it

urban folio
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yeah i think I tried every mod I could find a few months ago. no dice. had to just do the intro without remix, save and then go from there.

dusk rock
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yeah sadly i'm not really getting anywhere

high pawn
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Added a few more mods, time to see if the texture changed

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it crashes 😭

craggy crag
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think this game needs the auto pbr treatment

high pawn
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um found a mod that is VERY incompatible but I cant tell which one. One (or multiple) of the unchecked ones was causing the game to CTD

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one of these

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Enhanced FOV

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And Pipboy Holo as well damn

dusk rock
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GUYS

dusk rock
high pawn
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lets go

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now if only the game didnt open halfway on my escreen and lock my mouse in so I cant use borderless gaming to fix xD

urban folio
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client.DirectInput.forward.mousePolicy = 3
client.DirectInput.forward.keyboardPolicy = 3

high pawn
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they are at 3

urban folio
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weird the defaults that xoxor ships with are at two I think

dusk rock
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πŸ€” if we can use dxwrapper before remix it'll fix this annoying behavior

urban folio
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]try 2 then

dusk rock
# dusk rock

wondering why this is working in this specific instance. i had to close and reopen it a few times

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what was the other thing that was broken?

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the character creator?

high pawn
high pawn
dusk rock
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these are the latest instructions

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there is no custom bridge anymore

high pawn
urban folio
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switching the language didn't fix that?

high pawn
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trying to test that now

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still havent gotten back into my save

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game be crashing when trying to load

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so there is another culprit

dusk rock
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uhm

high pawn
urban folio
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sweet

dusk rock
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πŸ˜“ it's creepy

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but it works

high pawn
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and one of these was preventing me from getting into my save

dusk rock
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blobpanic2 it crashed when i saved

high pawn
urban folio
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might want to add that language fix in the pins for any new people coming in

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uh.. and the launcher bypass trick

dusk rock
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isn't this good progress though blob_happy

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you don't need launcher bypass if you just run from nvse_loader immediately

high pawn
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will try the dll, but look at my pip BOY xD

urban folio
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true. I was just thinking about the noobs though

dusk rock
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kay vigor tester doesn't work. it's just completely invisible

high pawn
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luckily you can go threw it without seeing it

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just use the arrow keys

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every stat begins at 5

dusk rock
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btw for the pip boy, open, close, then reopen

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then it works

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also i'm not sure if i broke the sky or if it's just supposed to be black lol

high pawn
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one tricky ass screenshot to take man

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why does f1 also interact with the pipboy

dusk rock
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you need to select the texture for your pip boy and select "ignore alpha channel"

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it's supposed to be selected by default

urban folio
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the sky being black

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sorry

dusk rock
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kay yeah i def broke something

high pawn
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Also pipboy light shows up W

urban folio
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wrong mod. mb

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i need sleep i think

high pawn
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Sky is black, my hands are broke id imagine thats because of character kit

urban folio
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there's vats fixes for nv is what I'm trying to get at here. for some reason I'm failing to link that right now. brb rebooting My brain.

urban folio
dusk rock
urban folio
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yeah it works but it has performance issues in some areas IIRC when used with remix.

high pawn
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How does one fix the sky

dusk rock
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my sky just kinda magically fixed itself after being loaded in for a minute

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so have either of you ever seen the black sky thing with xor's version of the fix??

high pawn
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uhh my game hella broken outside of this. I cant uncrouch, I can fire my pistol (and it is invisible)

dusk rock
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πŸ˜“

urban folio
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#1106553248590090351 message see xoxor's comment below my vid

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oh.. my... Yeah I had a lot of fixes installed. I'll do up a proper list.

high pawn
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bruh now i cant reload my save

urban folio
dusk rock
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my sky is working fine now. idk what the problem was

high pawn
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first i gotta get back into my save

dusk rock
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i'm trying a fix rn to make the patch more stable

urban folio
dusk rock
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did you try my patch yet?

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the map worked

urban folio
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Not as of yet. just reinstalled a few minutes ago myself. had this game back burnered for a while.

dusk rock
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i'm cleaning up the patch now to reduce the lag caused by it and made it a bit more stable

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i used up half of my monthly credits for claude for this 😭

lofty matrix
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is the remix stable on huge mod packs?

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mine is a black sky on huge mod pack

urban folio
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For packs I'm not really sure. on my last run with remix though I had over a 100 mods and it wan't as jank as what you guys are showing Me now.

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182 mods to be exact...

dusk rock
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gonna eat dinner rq. ping me for anything

high pawn
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You can see from my small modlist that introduced many ctds.

lofty matrix
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i was able to play with a 377 modlist...

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just trying to fix the black sky issue

urban folio
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yeah it really just depends. Spike You just got unlucky I think

lofty matrix
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prob remix version

dusk rock
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i don't think i can fix the black background

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there's simply nothing rendering anymore in the background

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okay, good news

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can confirm the black sky issue is unrelated to my patch

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and claude optimized some of the older code. got ~4 FPS boost (27 FPS to 31) in the strip

dusk rock
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i broke somethin (unrelated to remix)

urban folio
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lol the npcs going woo is fitting

dusk rock
# dusk rock

when anyone else tests this please let me know how it works!

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also i'm pretty sure the issues all of us are facing rn are from some kind of mismatch with textures vs rtx.conf. i'm not sure why it's happening

lofty matrix
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managed to fix black sky somehow

dusk rock
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@ancient solar sorry to bug you but we can't seem to figure out what's going on. when you worked on this, you got the sky working. right now it's solid black or just some other color, no proper detail

what did you change to make it work? i'm adding onto the patch you made to fix more issues (fixed the pip boy already)

lofty matrix
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i think its a certain mod, because i disabled some and the sky went back to normal

dusk rock
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i'm running the game without any mods and i have the black sky issue

lofty matrix
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either that or if i could release my remix files for you to check if thats the issue

dusk rock
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it works fine in goodsprings but in the strip and various other places, the sky breaks

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maybe an unassigned texture issue, i'm not sure

craggy crag
dusk rock
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this problem with fake shadows baked into geometry is back again

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need a permanent way to fix this

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a lot of textures are just not assigned properly despite using the correct configs

dusk rock
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okay

urban folio
dusk rock
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that's possible but i was hoping to do it in the runtime somehow so we don't need to ship a bunch of replacement meshes

urban folio
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πŸ€” might be possible. I don't have any idea how though.

dusk rock
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#1106553248590090351 message

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someone had automated a fix but never shared it (despite persistent asking afterward)

urban folio
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ah i had no idea We were graced with such a big name in NV modding.

dusk rock
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for like a week or somethin

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theeen they vanished πŸ˜†

urban folio
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hmm. might be busy with something else.

dusk rock
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when the world needed them most

dusk rock
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i eventually gave up after a few months

urban folio
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well at least we know it can be done

dusk rock
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unsure of what to do

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yeah

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i feel like it's kinda hopeless to keep working on this given the sheer number of issues it has, and just how buggy it is

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with no changes other than remix runtime updates, almost every part of xor's mod broke

urban folio
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Yeah it is a tough one.

dusk rock
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unless we can find a way to automatically tag all textures, fix LOD rendering, and fix those buggy shadows... we're fucked lol

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terrain rendering is also completely broken for some reason. solid black

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😒

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my dreams of seeing Fallout 3 remastered in remix may be dead

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was one of the first games i tried

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genuinely upsetting lol

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i'm only working on NV to get 3 working through TTW

urban folio
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I hear that. I love these games and would like them to work as well.

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Morrowind is my bread and butter. but yeah.

dusk rock
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we need someone with more knowledge of rendering to keep fixing it. i just don't know what i'm doing. i knew enough basic stuff about rendering to fix the pip boy, but with things like LODs just being completely invisible, or texture tagging... nope. beyond my knowledge and i don't have time to learn more

urban folio
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curse of being a remix pioneer imo. the burnout is real

dusk rock
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😒

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barnyard is still broken

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needs someone to convert vertex shaders to fixed function

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i attempted it multiple times, i just don't know enough

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sadly there is too much that i'd have to do for all of the games i want to remix, and i just don't have enough time to learn it. so the projects lay dormant

delicate lake
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If you can find the will to spare like 30 minutes a day or every few days that will still get you there little by little

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Not quickly obviously, but eventually if you persist

dusk rock
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problem isn't just time, but energy i guess

urban folio
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true that. when I started I knew nothing. I still know hardly nothing but the things I have learned I never thought I would. through both remix and the games I've learned quite a lot

dusk rock
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i have way too much going on to even settle down enough to think and learn a new complex topic

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i learn stuff in passing very well, but learning to reverse engineer a game doesn't just happen in passing 😭

urban folio
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hopefully another WallSoGB or xoxor comes along to save our asses.

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can we ai clone them yet?

||kidding||

delicate lake
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Like any skill, it happens with repetition. You'd first need to learn the prerequisites like C, x86 asm and how the cpu works in general. Then you could start with sideloading a dll, whatever one the game imports as little funcs from as possible, dinput8 or something like that is a good one for that usually. Get your dll to load in-game without crashing, then you can see about hooking d3d9 with the dummy device method, it's pretty universal. Minhook is nice for that. Could then try using that to hook up imgui or something, see if that works, or just test with drawing a rectangle on screen. Then you scroll through msdn for d3d9, then it's time to set shader program pointers to 0 where they get passed to SetVertex/PixelShader() whatever the name was, set FVF stuff, do transforms, would need to know how the vertex shader inputs look like for that to get the vertex buffers from that, might be compressed, would need to learn how that usually goes and whatnot, that's binary format reing stuff, you'd go to xentax for that, but it crooked, some stuff got backed up on reshax

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The first link has all the prerequisite comp sci knowledge in a pdf

dusk rock
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okay

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i'm doing it the lazy way

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claude is writing a wrapper for barnyard rn that allows you to do a verison of [xor's hack](#1323392798963142788 message) using dxwrapper and is configurable. making progress! barnyard right now is rendering some parts in fixed function without issue

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imgui to configure while runnnig the game

random night
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This is new Vegas kim

delicate lake
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Xor and i talk about the same process there, just more detail in his post

dusk rock
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but it can be used for games like NV

delicate lake
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Oopsie

random night
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Ohhh

dusk rock
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the existing mod xor wrote does convert to FF, but i intend to test it on NV to see if it can provide better results

delicate lake
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I'd imagine he gets the actual device pointer from the game reading his post, so you'd need to manually find that to adjust in that case

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Altho if you say it already does things then that's covered already

dusk rock
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i believe the wrapper is using a lot of stuff from dxwrapper to make it easier

craggy crag
dusk rock
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kinda what i'm doing

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it's supposed to be a generic wrapper that can be configured per game to do the required modification, before hooking remix (the wrapper loads remix afterward)

craggy crag
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sick
-# I've known where halo ce's matrices are for quite a while now
-# just been too lazy to put it all together

dusk rock
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can i dm you regarding the matrices

craggy crag
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sure

dusk rock
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unfortunately

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i give up on this for now

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i made some progress and some things do kind of slightly work, but it's too broken to use

craggy crag
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rip

dusk rock
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this is fixed function

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terrain is rendering now

craggy crag
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you were able to find the matrices in the shaders?

dusk rock
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even better

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able to auto detect

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still working on that. it looked like this a while ago lol

craggy crag
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did you use the auto detect suggested in that blog?

dusk rock
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a very WIP version of it

craggy crag
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-# would also be helpful for luma if it works well

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but you know also could be huge for remix :p

dusk rock
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this verison of it doesn't rely on dxwrapper either

craggy crag
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nice

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idk how often people would use it but being able to give the wrapper a signature + offset to the matrices would also be nice

craggy crag
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should make a post in open source projects when your ready

dusk rock
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since you seem to actually know more about how it works

craggy crag
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sure

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not an expert by any means :p

dusk rock
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more than me πŸ˜†

ancient solar
urban folio
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There is a sky mesh included in Your mod.

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which is def edited by someone since it's 100% an empty mesh. the default sky mesh is not empty

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could be the case with the newer version of the runtime the empty mesh is not needed anymore.

stark radish
high pawn
stark radish
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I did get it working on a Viva new vegas playset but the sky was very strange

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And the pipboy wasn't working like always

high pawn
high pawn
stark radish
high pawn
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You just need to grab her patched dll linked in the chat

stark radish
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It's a lengthy process

stark radish
high pawn
high pawn
stark radish
urban folio
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I can't test it currently but might be worth a try to move or delete the atmosphere.nif xoxor4 included in the mod. I'm thinking it's messing up the sky auto detect in remix

high pawn
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If i remember correctly that is

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I dont think we truely ever figured out exactly what it was and how to fix it

urban folio
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someone did.. but yeah. he's gone for now

dusk rock
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we know what it is and there is a fix

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it's just annoying to implement

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and yeah they didn't share it so it'd have to be done from scratch by one of us

urban folio
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that sky mesh is located in Data\meshes\sky btw

high pawn
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Pride and all that junk

dusk rock
dusk rock
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yeah pip boy works now

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gotta open it once, close it, then open it again. kinda funky but it works

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pinned install guide has been updated for my patch

urban folio
high pawn
# dusk rock

If we had the real time pipboy mod, would that fix the black background issue?

dusk rock
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maybe

dusk rock
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time goes fast

urban folio
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does it ever

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I'm just glad my memory serves me well

high pawn
urban folio
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into a brick wall with oblivion really as well

dusk rock
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iirc WeRideForCoffee was working on it. i haven't touched it in a long time, but their work on it seemed solid

high pawn
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Didnt the TES Reloaded team look into it?

dusk rock
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πŸ˜“ was uh... quite a while ago: #showcase message

dusk rock
urban folio
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think ride said more stuff like water is broken now. wan't too long ago they posted about it though

high pawn
dusk rock
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aha finally someone who agrees

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the way FNV fans react when they hear that scares me enough that i never say it

dusk rock
urban folio
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even beth thinks fo3 is better. I'd agree as well

high pawn
dusk rock
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that's one touchy person lol

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i appreciate FNV but the setting never really did it for me, nor did any of the characters

high pawn
dusk rock
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more story paths/options doesn't really mean anything to me if i don't like the things that make it up

urban folio
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If Obsidian had more time to make FNV then they did have alotted I think it would have been a lot better

stark radish
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I've never really played fo3 or any other Bethesda games

high pawn
dusk rock
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fo3 was my first fallout game so it makes sense that it'd be my fav (between fo3 and fnv at least)

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i find fo4 more accessible and easy to enjoy, but i prefer fo3 in just about every other way

urban folio
high pawn
fervent void
dusk rock
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πŸ€” still a shame that i didn't get any help with skyrim LE for remix. i spent a long time looking for someone to assist but no one showed up, and i didn't have the modding skills for the engine itself

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i think it could look great if done properly

urban folio
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there's a good video I watched not that long ago about the development of New vegas. real eye opener

dusk rock
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you could actually mod it by using modified save files. a lot was possible just through that

high pawn
dusk rock
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ik this is gonna be controversial but imo fo76 is actually better for gameplay (movement, shooting, vats). and graphics. buuut the rest kinda sucks

fervent void
urban folio
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Fallout New Vegas should not have been as good as it is. In this video, I have never-before seen prototype footage of New Vegas, 16 months into development! This is the story of how Obsidian somehow managed to create an RPG masterpiece ALL within the timeline of 18 months.

Thanks to the @GamesPastOrg for recovering the lost prototype version of...

β–Ά Play video
high pawn
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I wont be able to check when i got fo3, since i probably paid with cash and I was with my friend and his mom at the time (definitely shouldnt have been able to get the game but the worker mustve been hella chill)

dusk rock
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but yeah

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i thought so too tbh

dusk rock
urban folio
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like it's a wonder they shipped the game (FNV)

high pawn
high pawn
fervent void
dusk rock
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fo76 is a lot more responsive

fervent void
high pawn
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The wii u was nintendo's last console right guys?

dusk rock
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i feel like seeing fo3's destroyed map in remix, fully remastered, would be amazing πŸ˜†

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a lot more stunning than just a baren desert

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fnv pulls off the look it was going for pretty well just in its vanilla state imo. fo3 struggles more because it's trying to do a lot more with its graphics

high pawn
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And (if you wanted) you could keep the green tint which would better mix with the world in remix

dusk rock
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yeah i like the tint tbh

high pawn
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I dont know how to feel about it, though i usually disable it for my games since i get tons of graphics mods

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But if we can have a slight tint of green in the air, thatd be nice.

fervent void
high pawn
fervent void
high pawn
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I dont know how we would make it per location since it is one big map so i went for just dynamic global for the idea. Radiation pits increase the green tint the longer you are exposed to them

fervent void
dusk rock
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from my understanding right now remix logic can only adjust existing remix runtime settings on demand. the color tuning is pretty limited

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at least if you don't want to ruin all color rendering (including highlights and stuff)

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it's a problem GTA 4 is running into right now

fervent void
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Ah, so it may require a bit of expansion to its capabilities before it could really do this kind of job.

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Even still, at least it is a large step closer.

dusk rock
dusk rock
high pawn
dusk rock
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we could make a mod for FNV that adds simulated wind. it'd affect foliage and stuff by pushing it in a certain direction, then pass the wind direction and strength value to remix and have it also simulate the weather particles being pushed in that direction

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there are tons of possibilities

high pawn
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Though that second option wouldnt have winter without some tweaks

dusk rock
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we'd be able to have snow easily with remix, but actually having snow on the ground would require a game mod + remix being set up with the associated textures

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as for the trigger for the weather, afaik it'd need to be a persistent thing loaded in the scene rather than a one time trigger. maybe a small block or something that's kept inside the character model?

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texture on it would change. when a specific hash is matched, change the weather particles and fog in remix

high pawn
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After i saw the cod 2 3d snow mod, ive been fiending for it in other games πŸ˜‚

high pawn
dusk rock
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idk if that'd work. maaaybe?

high pawn
# dusk rock idk if that'd work. maaaybe?

Im thinking if it was assigned to the UI category, it might break the rtx. But maybe not, if we can just link it there as just an anchor for it to control what appears

dusk rock
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blobcatsleepless me rn. it's 5 AM

gonna sleep

dusk rock
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i just skimmed the docs

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yup

high pawn
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Nice. Also yeah it past 5 am, i shouldve slept long ago but i cant put down the phone

fresh belfry
# urban folio could be the case with the newer version of the runtime the empty mesh is not ne...

Can confirm, empty mesh is not needed (at least now).
Tag sky textures and set the lowest level one (iirc) to "ignore alpha channel", aaaand I think you need to set the sky untextured draw calls number to something in the 10,000s. Eventually it grabs the (presumably) clear colour draw.

Its not perfect, its not being tinted correctly BUT it doesnt have any issues so it wont look yellow enough in Goodsprings, for example, but is otherwise.. like.. fine.

fresh belfry
# dusk rock and yeah they didn't share it so it'd have to be done from scratch by one of us

Since all the fake AO is almost certainly being sent to a shader, we could patch it out there.
Not sure which shader is responsible; but might be able to trick Oldrim Oldblivion into de(and re)compiling NV's .shaders.
Not sure if making it insta-discard its own result will be enough, or if we might need to huild on the plugin to not pass anything for that(/those shaders) on to the rest of rendering.

fresh belfry
fresh belfry
# dusk rock πŸ€” still a shame that i didn't get any help with skyrim LE for remix. i spent a ...

I didn't know there was a project πŸ˜… or I just forgot (more likely)
I remember Xor(?) had some sick work on dx11/10>9 on Special Edition.
The base plugin that the FNV plugin is built on top of does have a Skyrim build too, which might be LE not SE ( https://github.com/llde/TESReloaded10/tree/master/SkyrimReloaded ) if the SE in the naming is script extender not special edition πŸ‘€πŸ’¦

I was planning to check it out at some point but Ive been starved for time for all the other games already, and since FNV plugin actually compiles for me that's had (theoretical) priority.

Could be a cool place to look if you want another project πŸ˜‚

GitHub

Contribute to llde/TESReloaded10 development by creating an account on GitHub.

craggy crag
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nukem was the person working on remix for skyrim special edition

craggy crag
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assuming that the ao is rendered with it's own shader which I wouldn't be shocked if it is

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honestly feel like that should just be built into remix

lofty matrix
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Its pretty stable on interiors, fps gets destroyed on open world

urban folio
dusk rock
dusk rock
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@sterile turret just pinging you to make sure you use the new patch that fixes the pip boy. i saw your post on the subreddit (looks great ❀️)

sterile turret
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Thanks! Yeahh I gotta try the fix, that'll save me sooooo much time, I'm currently using console commands to get around the map lol

high pawn
dusk rock
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my patch will fix that too if so πŸ™‚

fervent sinew
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Ah sorry but who's working on FNV?

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oh it's you skurty

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just saw your post on reddit, looks insane

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is this autopbr'ed? Material look good

winged osprey
# dusk rock we'd need to ensure it's never passed to remix

you should guys just disable vertex color rendering. that's how the fake ao is drawn in the meshes. they don't make much sense in a pbr pipeline anyhow. though the game relies heavily on coloring various assets through vertex colors (like rocks, etc.), there are texture packs that recreate the look without them. there are also pbr friendly texture packs for terrain and many assets already

dusk rock
winged osprey
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i'm not an engine modder myself, i'd assume it would make sense to ask for some of the shader decompiles over at xnvse discord

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this is my terrain mod, which was made for new vegas reloaded pbr shaders. it's the closest approximation we have of a pbr implementation for the game https://www.nexusmods.com/newvegas/mods/88796

Nexus Mods :: Fallout New Vegas

Sandstone look for the Mojave. Parallax for terrain and rocks. Features a custom version of Rock Remesh with sandy textures.

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wouldn't remix provide control over how vertex colors are handled? otherwise they can easily be batch removed from the meshes

dusk rock
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it does have rudimentary controls for vertex colors, but none that seem to fix this issue

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otherwise they can easily be batch removed from the meshes
this seems like it might be the best solution atp

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trying to modify the wrapper rn to disable vertex colors

winged osprey
dusk rock
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only problem being that we'd need to somehow patch the meshes on each user's system, or ship all of the patched versions

winged osprey
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It’s a mod, right? You can ship the meshes

dusk rock
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yes, it just bloats file sizes significantly

winged osprey
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Guess you can write a batch file for it but I don’t think it’s worth the trouble. People are used to downloading mods. Also how’d you deal with the textures

dusk rock
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right now textures are unmodified (outside of @sterile turret's mod). we're just trying to get the mod stable. then a proper remaster can happen

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we very much need help from an experienced modder to do these things. i don't have a lot of time to spend on projects like this unfortunately

dusk rock
winged osprey
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Providing that is the solution, which we can’t guarantee

dusk rock
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i haven't seen any other projects that really need this level of control tbh

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i suppose i'll open an issue for it regardless

winged osprey
dusk rock
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i did before

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asked in the xnvse server a few times and reached out in other places

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no one was interested sadly

dusk rock
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i'll reach out again when i have some time

winged osprey
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does removing the vertex colors fix it?

dusk rock
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i just tried to update the wrapper we have to removed vertex colors but was unable to get it working properly

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if it is removing them, it didn't fix this issue

ancient solar
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d3d9 sampler might be set to SRGB so doing dev->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, 0u); before a drawcall might fix that

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bioshock looked similar iirc

dusk rock
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πŸ‘€ xor randomly dispensing wisdom

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thank you. i'll try that

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sadly did not work, i may just be implementing it incorrectly though

urban folio
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From everything I've researched and tried personally I think "at the end of the day" We'll have to just remove them with Nifskope. I know You said you want to keep the package low but I can't find an alterative. Removing them on a few meshes this way works on My end and is simple enough albeit tedious. I don't know how many meshes will need the treatment but I mean it can't be that bad. shouldn't be a bunch of gigs or something...

dusk rock
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okay

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if you can find a way to automate that, we'll implement that

winged osprey
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I checked now and removing just colors creates the white faces. It’s also using the nolighting shader. I’ll take a look and let you know if I manage something

urban folio
winged osprey
winged osprey
urban folio
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I'm really surprised Sniff doesn't already have this feature...

winged osprey
urban folio
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yea worth a shot

winged osprey
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in any case the nolighting shader also doesn't make any sense in a pbr pipeline, so that would need to be handled in some way, and fake ao is part of it

dusk rock
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hmmmm. where do i put this file?

.\Data\meshes?

winged osprey
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meshes\dungeons\nv_goodsprings

urban folio
winged osprey
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it's the shader type

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it's used for the neon signs and some particles for example

urban folio
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I'll ask zilav for imput on that as well.

winged osprey
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it doesn't interact with the rest of the lighting shaders

dusk rock
urban folio
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should prob get a full list of problem shaders and flags before I ask I guess.

dusk rock
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we had someone here before implement a fix but they never shared it
#1106553248590090351 message

winged osprey
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yeah seems like an easy fix if you have the disasm

urban folio
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Yeah if We could get Wall back into the fold..

dusk rock
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if we just had this one fix, i think it'd be enough tbh lol

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i fixed the pip boy already which was a major problem

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the sky seemingly fixed itself

urban folio
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I might try begging

dusk rock
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i did that 😭

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you should try too though

urban folio
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fuck

winged osprey
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i think it's worth a shot, he might have simply forgotten to answer

dusk rock
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there is one major issue left imo. well 2 i guess

one is performance. it's horrible and i don't really know why
second one is that when terrain textures are marked and blending is enabled, the ground just becomes solid black and performance gets even worse

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outside of these 3 issues, i think the game is in a good spot

urban folio
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What do you have terrain marked as? decal?

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the baker I guess I'm talking about.. uh.. I'm on my phone.. give me a half hour to get home

dusk rock
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decal works fine but it doesn't blend at all

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we need to use terrain baker

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it used to work fine, but it's broken now

urban folio
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ignore opacity enabled?

dusk rock
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i tried all of the settings 😒

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unless you mean on the texture

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ignore transparency? or ignore alpha

urban folio
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yea.. I'm not currently in front of pc sorry.

dusk rock
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it's fine

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sadly neither of those settings fix it

urban folio
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oh wait.. I think there is a lot of terrain in NV that has vertex color

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I'll be home soon (I think) so I'll check on My install what I did. pretty sure I don't have that bad of performance.

urban folio
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yeah that might do it then

dusk rock
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hmmm

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that explains it

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an older build of remix also fixed the issue with the fake AO at some point. but it broke again. guessing terrain broke at the same time

urban folio
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I also may say something stupid at times. forgive Me as I'm spread between a bunch of Beth games.

dusk rock
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πŸ˜† dw

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i work on like 10 diff projects at once, outside of remix too

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it's a mess

urban folio
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so I asked zilav about adding the feature. It's right there in the vertex color painting section. ( i don't even know how I missed that)

the Universal tweaker section of the tool should be able change shader flags He says as well.

I'm still at work got called back in but yeah. looks like Sniff has all we need to batch process the problem nifs.

dusk rock
sterile turret
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NO WAYYYYYY

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Omg that would be so huge

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I was working on the ultraluxe yesterday and everything in that room had the vertex color thingy RAAAAAAA

urban folio
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Yeah Sniff is invaluable to modding these games. I've yet to point it at NV but it's proved indispensable with what I've done over in Morrowind. Here's the link to the tool if You'd like to take a look at it Yourself.

https://www.nexusmods.com/newvegas/mods/67829

Nexus Mods :: Fallout New Vegas

S'Lanter's NIF Helper Tool

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I wouldn't recommend pointing this at every single mesh in the game and some grunt work will still have to be done to figure out what Meshes we should point it at. I'll test more when I get the chance but at a very basic description of what Your workflow will prob look like here is:

1: extract the problem meshes from the bsa's with file folder structures intact( BSA browser has this functionality ) to a Input folder for sniff to work from.

2: remove the vertex colors completly in Sniff via the Vertex Color Painting section.

3: I've yet to mess with any of the shaders flags via the Universal Tweaker so I'll fill this in later

4:???

5: drop the fixed meshes back into the game folder keeping the file structures the same.

6: Profit!

urban folio
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For the issue streamlining the discovery process of any problematic meshes perhaps if there's anyone competent in NVSE scripting to possibly port or make a NVSE version of the MWSE mod "Selection Details" from Morrowind this would vastly speed up making a list with the right meshes. As By defualt I'm pretty sure the console on it's own won't actually show You what the name of the nif is, but the editor ID. Which can from My experience vastly differ from the actual mesh name.

https://www.nexusmods.com/morrowind/mods/51095

Nexus Mods :: Morrowind

This mod aims to help mod developers and those working on their install to help diagnose issues. Have you ever wanted to know which texture that rock is using, so you can replace it? What head the NPC

winged osprey
winged osprey
little wave
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so after editing prospector i get these white meshes just showing up without a material

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they show up under things like under stools and behind picture frames like on the last image

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what are they? they're all over the game so running around hiding all of those meshes is gonna be a pain and they flicker too

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like they only show from certain camera angles

dusk rock
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it's the fake shadows from the original game

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we tried patching them out but it's a pain

dusk rock
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100% fixed function here

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(pip boy works too btw)

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the only things that remain in shaders are LODs (the rendering of them breaks if converted to fixed function sadly) and the light effect there on the pip boy

dusk rock
dusk rock
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the fake shadow issue is resolved as well

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pip boy works. all UI elements work flawlessly. there are none of the black distant terrain/LOD issues that were present before

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most normal maps are filtered out automatically thanks to a script, added them to the ignoreTexture category in rtx.conf

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lights from the original game are being passed through as well (though, i'm working on the colors of them. they're solid white rn)

dusk rock
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final touches before i move on:

  • fix the initial thing where you make your character
  • patch out frustum culling and increase render distance
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i will come back to this game when CR releases his new sky code + Remix API support. then i'll implement a day/night cycle corresponding with the game's

weather will have to be done by someone else using the remix particle system

random night
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Auto pbr for new Vegas when

dusk rock
dusk rock
dusk rock
dusk rock
gusty kraken
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Impressive stuff @dusk rock
This is wild!

gusty kraken
# dusk rock

What is up with the aways overcast sky? Think it could be improved?

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I mean, as far as capturing the game goes

hearty crane
rustic pine
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in the hood

dusk rock
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it has no day/night cycle rn

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after he releases the new version with API support, i'm going to connect the sun position and all that to the in-game time counter

proper pollen
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Is there a moon in Fallout

gusty kraken
urban folio
# proper pollen Is there a moon in Fallout

Yes. but it's not a light caster IIRC. Only the sun is. and when that goes "down" it still casts light. which did have weird effects at night in vanilla with shadows being cast that should not be casted.... never did get to the point to see if it affects remix in the same manner but I'd assume it does. There is a mod that makes the moon a light caster though I think. Not sure if there's a fix for the sun casting light when it goes down though. Maybe that same moon mod fixes it. be awhile since I touched this one so I might be misremembering a lil.

dusk rock
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ugh ofc there's weird shit like that

urban folio
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lol

dusk rock
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i won't be tracing the sun's original position though

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i will be simulating a new sun and moon using the time counter

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soooo it should be fixed

urban folio
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I'll have to try a new fresh install this week with Your new FF mod. As is, with My current install/ setup it's pretty broken. I got way to many mods I guess. it's really not liking something I got done with the terrain for sure. :/

dusk rock
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the terrain blending is still a bit borked on mine but i have an idea as to what's causing it

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the one mod you should still install is the .nif file to get rid of the weird skybox thing around the player

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with NVSE ofc

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(i haven't tested NVSE so uh🀞)

urban folio
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Thought We determined that wasn't needed anymore... I'm not using it and that part is fine anyways.

dusk rock
urban folio
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hmmm xoxor4d 's NVSE patch? I thought that patch came with the same atmosphere.nif bundled with it. Doesn't seem to do much on My install either installed or uninstalled ,I can see the sky and there's no weird dome like there used to be anyway. I got issues clearly from the Screenshot...but I think that's just one of my mods.

dusk rock
dusk rock
dusk rock
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anyone interested in the development of the new mod, look at #1483912017357049916

dusk rock
blissful veldt
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this mod is on moddb right?

dusk rock
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no

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but it is right above

ornate marlin
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still figuring out the patch for shadows on meshes right?

dusk rock
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yes

blissful veldt
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Does this mind with an xbox edition?

dusk rock
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i don't mean any offense with this, but your english is very broken and we can't really understand you

rustic pine
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From what i'm assuming, they're asking if this mod works for the xbox edition, and to answer honestly, i don't think it's gonna work with the xbox edition.

blissful veldt
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The pc xbox version currently does not have an .exe file for the game download. its a launcher in folder that cannot read the FNV RTX Remix mod with an .exe. any tips?

ornate marlin
raw slate
blissful veldt
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im sure. the mod doesnt recognize the .exe file. I will reinstall.

blissful veldt
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Reinstall pending...

dusk rock
radiant hill
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Good stuff

dusk rock
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cazadors look really good i think

craggy crag
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that's pretty cool

dusk rock
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last one

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i'm pretty happy with it

dusk rock
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did bethesda forget that or did i cause the world to vanish

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actual questions i have to ask myself while working on their games

brave cave
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the sky looks way less uniformly washed out now, does the day night cycle work?

dusk rock
dusk rock
dusk rock
urban folio
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sick though

dusk rock
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just some custom PBR for it (for the eyes especially, roughness maps) and it'll be amazing

cosmic sigil
dusk rock
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not yet. i need to send the status for it to remix and spawn a remix light

cosmic sigil
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Hmm, but the game is already sending all the lights through the API, or did you set those lights manually?

dusk rock
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that's a different method

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it only works for static lights

dusk rock
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πŸ™ time of day is set up finally

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i know it looks kinda jank because of the low poly LODs but... i love the lighting

dusk rock
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yes the ground is messed up. it's the LOD textures. they keep getting assigned to the normal terrain. need to fix it

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finally got the moon synced up too

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sun & moon are working now

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now to get the pip boy light signal and spawn a light for it

craggy crag
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looking pretty natural now

dusk rock
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soooo much work lol

craggy crag
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@dusk rock would be able to update the new vegas wrapper repo with the cloud stuff pls?
I tried just updating to the new remix plus actions build and it just crashes for me

dusk rock
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i've been slowly working on an update for FNV stuff. it's all been ported over to an early version of my port of xoxor's base mod (it's still an ASI instead of a wrapper actually)

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it supports the API, semi functional day/night cycle, the cloud system (albeit no weather support yet). the biggest problem i was t rying to fix before release was the LOD textures being assigned to the HQ terrain

craggy crag
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ahh

dusk rock
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i'm... not really sure how to approach fixing it

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i wasted 10% of my weekly credits trying to cryAnime

dusk rock
craggy crag
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sure

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wanted to use new vegas for testing lol

dusk rock
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πŸ™ maybe you'll find a fix for LODs too

craggy crag
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possibly

dusk rock
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god

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i finally fixed the LOD problem

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3 things left:

  • fix terrain blending
  • make custom remix runtime for FNV to filter textures
  • connect pip boy light to remix api
dusk rock
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gonna push these changes to github and drop the project for now. i'm too tired

craggy crag
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I'll see if I can track down the problematic commit then

dusk rock
signal wave
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can it be played yet or are there still some things to do?

dusk rock
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it can be played through completely. it just has some visual bugs basically. and pip boy light is non functional

signal wave
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nice! thanks for working on it. as soon as you are done with the visual bugs and pip boy light. I will start testing different mods on it I'll do my best to test as many mods as I can and report back here so we can compile a list of things not working that's unfortunately the only thing I can do to help out

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I wonder if ttw works with it

dusk rock
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ttw should work just fine, though i haven't tested it

signal wave
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no problem

signal wave
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I will be doing the same for the other Bethesda games after they are playable

craggy crag
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felt a little ballsy and posted a screenshot in the tes / new vegas reloaded discord

dusk rock
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🀭

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awesome

dusk rock
craggy crag
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nope

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they were chill

uncut ibex
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cool

ornate marlin
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Hey would you be attacked

craggy crag
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with the improvements made in remix plus I think this could turn into something really special...

dusk rock
stuck harness
dusk rock
craggy crag
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posted some screenshots to the community shaders discord

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passed the sniff test

mighty topaz
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no metallic

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the whole reloaded project was abandoned sadly

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whole game needs it's vanilla renderer stripped out and replaced, looked terrible even for 2010

craggy crag
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when was reloaded abandoned?
their discord is still pretty active

mighty topaz
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it wont get any more updates through it

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there are people reverse engineering the vanilla shaders still

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I'd love a shadow system that had normal map support and was not post process

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wish we got something equal to oblivion reloaded out of fnv reloaded

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but between oblivion and f3/nv release the game shaders were completely changed

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fnv reloaded got a lot of issues

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turn off ground parallax, that wrecks framerate

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reloaded pbr does looks pretty nice tho, wish people kept dev it.

craggy crag
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well rtx remix is our best bet I think

craggy crag
mighty topaz
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metallic in new vegas doesnt really work like pbr metallic tho, it's more of a overlay on top of the rendered textures/mesh

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yea the reloaded roughness uses the vanilla spec map reverse

craggy crag
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better than nothing

mighty topaz
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there is real time reflection cubemap mod where u can jerry rig some puedo metallic pbr

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hit fps ofc sadly

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lotta stuff possible, vanilla textures/meshes had to be downgraded beyond insanity to get it running with ps3

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funnily there is a tv model that is very high poly compared to everything else in game, seems like they left it in accidently

craggy crag
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neat

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glad remix places the entire renderer though

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don't have to work around the quirky renderer

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at least not in the same way

winged osprey
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a vanilla plus lighting replacement and proper pbr implementation are in development. just as a standalone plugin and not as part of nvr

craggy crag
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nice

brave cave
craggy crag
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wdym?

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what they are talking about is completely seperate from remix

brave cave
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youre right i got excited and didnt read through properly, i do just in general with more rtx remix projects had that sort of scope instead of trying to fully redo models and textures

dusk rock
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well, things are progressing with this one

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the cloud and sky system is almost finished. after that i plan to at least finish hooking up the day/night cycle properly

brave cave
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That is so exciting, I really can't wait to play the game with path tracing!

signal wave
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same

signal wave
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Dead Money with pathtracing steamhappy

brave cave
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Especially since fallout 3 was the only one leaked to be remastered alongside oblivion, path traced new vegas will definitely fill that hole

sinful vapor
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Hopefully fallout 3 remastered runs better than oblivion remastered they still haven't fixed the game and it still runs like s today

mighty topaz
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They said that years ago, I'm losing hope tbh

dusk rock
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3 cursors 😭

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(and none work for the imgui)

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i rewrote the compatibility mod

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it's a d3d9 wrapper now instead of an asi

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a bit easier to use. clearer readme instructions too

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imgui is still broken though sadly

dusk rock
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FNV needs a lot of work PensiveCowboy

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water is not rendered at all apparently. LODs still act weird

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idk wtf broke. it used to be very stable. now it's borked

simple sigil
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I wouldn't beat your self up about it, Fallout NV's Creation engine is held together by hopes and dreams, so its always going to be buggy imo. But your doing great work regardless!

craggy crag
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wonder if skurty's new vegas demo works with the new wrapper πŸ€”

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just imagine this with the pbr sky system + all the post processing work I did

dusk rock
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gonna mess around with a custom runtime to try to fix the textures

rustic maple
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Looks incredibly cool, just needs new high-resolution pbr textures πŸ”₯

dusk rock
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custom runtime hides normal maps. now i can include optional octahedral conversion for them too. can also convert the specular maps to approximate roughness. also can hook up emissives

brave cave
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though if it would be less work to make the original textures pbr im sure that would be amazing

dusk rock
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ehehe

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normal maps are working ✨

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btw this means that FO3 textures will be automatically converted in TTW too

brave cave
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ohhh, are you anticipating this could be compatible with ttw??

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this looks incredible wow

dusk rock
dusk rock
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the benefit of this approach is that no one has to go and do captures to assign every material. it'll just look good right away

brave cave
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this looks amazing

dusk rock
# brave cave this looks amazing

best thing about this is that any texture packs for FNV should automatically work too, and their normal maps will automatically be assigned. so weapon mods, etc. will all just work right away

dusk rock
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LOD issues are fixed for realsies this time

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decals are auto marked now too. no weird visual issues

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i tried to get roughness maps going, but it just looked pretty wrong. it's better to skip them given the issues

signal wave
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yaaay!

dusk rock
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the wrapper now communicates directly with the custom FNV remix runtime to fix all of these issues. it's been so much easier than purely trying to do it on the wrapper side

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working on terrain blending now

brave cave
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last time i saw a video of like walking around the terrain, there was still a lot of popping in an out of shadows and stuff i assume due to culling? how is that now

dusk rock
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culling is still a problem. i either need to wait for Nvidia to make changes to get higher instance counts to run better, or i need to convert game geometry to static geometry to improve performance

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i can easily disable the culling. performance just suffers too much

brave cave
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oh that is unfortunate, im guessing its pretty devastating if its not worth considering an option

rustic maple
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Therefore, we have no reason to argue.

brave cave
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oh yeah, of course! especially since im not making any mods

brave cave
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i am curious, it is possible to just apply pbr properties a games original textures? and if so, would that be less work? or would it be intensive enough that you might as well retexture everything too

keen niche
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I remember someone had a program which converted all the textures to the Remix format

dusk rock
dusk rock
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so previously with FNV, terrain textures would just kinda randomly swap. it looked really weird. i managed to fix that, at lesat partially. it's from FNV's terrain blending system

biggest problem is that uhm... well. terrain texture blending is currently non functional. i can't get it to work on the Remix side or on the FNV side

urban folio
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I need to visualize this I think. but what do you have the ground textures tagged as?

dusk rock
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terrain. the problem is terrain as decals requires the terrain data to be in a very specific format on the game side. it's designed around Source afaik. and it's nearly impossible to get FNV's textures to conform to that system. i spent all day yesterday attempting it

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terrain baking is pretty bad for other reasons. also just that it doesn't blend either

urban folio
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I think We had this same issue in Morrowind.

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give me a minute

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SO yeah terrain as decals is correct I think but You'll also need to add the Opacity Micromap Ignore Texture tag as well and they should blend like vanilla then

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if it's the same blending issue anyway. terrain was not blending at all before E-man figured that out. now it works like vanilla though for that anyways.

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hard cuts where terrain textures switch suddenly?

dusk rock
dusk rock
urban folio
#

if you can tag em still be worth a shot. might just be able to get the wrapper to auto flag em as well. I think that's what I'd do. wrapper should have all the info and then just pass it to rmeix pre-flagged

dusk rock
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tagging isn't the problem

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when fully tagged they still refuse to blend

urban folio
#

hmm yeah. Might be worth exploring a wrapper side Opacity Micromap Ignore.

dusk rock
urban folio
#

yeah that's what I imagined.

#

I don't think I'd pull back the shader either really. def a wrapper side or remix side fix IMO.

dusk rock
#

i think i'll need someone else's help with this particular fix

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there's also this issue. anything with transparency just glows like crazy for some reason

urban folio
#

I'm blaming how remix is interpreting the opacity maps. which is all remix side afaik . FNV doesn't have those or use that stuff at all. looking through the terrain system they didn't really make any fundamental changes to how their engine blends terrain from MW to FNV either.

dusk rock
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i might need to look at MW's patch code and try to replicate it

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do you have it on hand by chance

urban folio
#

Yeah I'm pretty sure I can give you anything that's been done if it exists , BUT I'm not sure what You mean by that. Haven't needed to write a patch for the blending specifically as We aren't bypassing anything via the API so just tagging them in the remix ui game textures as both decal and ignore opacity maps was sufficent there.

dusk rock
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well, you said e-man got it working? i assumed you meant a patch on the game side or remix side

urban folio
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ah yeah. so by that I mean worked out the issue. which was just .conf side

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So my vain of thought was to do the same or if tagging is no longer possible just find another way such as with the wrapper to ignore the maps for those hashes. Should be easy enough to get the hash and then remix just ignores it like it should.

dusk rock
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hmmmmmmmm

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i think i'm just failing to understand PensiveCowboy

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when i tagged all terrain textures it just never blended

urban folio
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What I do for MW is tag them for both. so tag them as decals and also the ignore opacity micromaps

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for what I gather this also works for other games as as search of e-mans history shows him telling other people about this too in different channels

hearty crane
dusk rock
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that's for terrain baking, which is different than the terrain-as-decals setting. they behave pretty differently

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but i appreciate it

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i might just need to modify remix

urban folio
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Do not want to glaze over that transparency issue: prob fix that with proper replacements maybe ?pretty sure I seen similar stuff happen with MW and it's vanilla assets doing weird stuff like glowing.

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prob something to do with roughness now that I think about it. grab a capture and make it 1.0 on the roughness slider

dusk rock
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will try, ty

dusk rock
dusk rock
craggy crag
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peak screenshot

dusk rock
dusk rock
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πŸ™

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i'm so happy normal maps work

craggy crag
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daaamn

dusk rock
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this is the old AE system still

craggy crag
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bruh

dusk rock
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guh. one more attempt lol

dusk rock
craggy crag
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old ae system as in my old ae or the original remix ae?

dusk rock
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your old version

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this is my FNV fork which hasn't been rebased yet

craggy crag
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ahhh

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the new one is much better

dusk rock
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ya

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particles still need some attention lmao

craggy crag
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lol

dusk rock
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@gusty kraken you did magic for Morrowind's terrain system, right? do you have any advice on how to approach that for FNV? it's probably the same system

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i can't get terrain blending working

gusty kraken
# dusk rock <@544327892599963668> you did magic for Morrowind's terrain system, right? do yo...

Hmmm I haven't touched anything deep with the terrain system both in MW and Remix, the terrain baker is a kinda legacy feature atm afaik and to-be-replaced in favor or the decal system. That said, iirc terrain blending in remix works by sorting the draw calls so layers are blended on top in the same order every frame.
In old dx9 it is usually done like that, the draw calls blend textures in stages from 0 to 7 using the math operators, so you might have success asking the AI to look at how dxvk-remix interprets such draw calls into a Remix terrain, and prefer to use "Terrain as Decal" as the perf is much better than the terrain baker.

Gemini's:

// Stage 0: Base Grass Texture
device->SetTexture(0, grassTexture);
device->SetTextureStageState(0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1);
device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);

// Stage 1: Lerp between Stage 0 and the Dirt texture using an alpha mask
device->SetTexture(1, dirtTexture);
device->SetTextureStageState(1, D3DTSS_COLOROP,   D3DTOP_LERP);
device->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);   // The dirt
device->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);   // The grass
device->SetTextureStageState(1, D3DTSS_COLORARG0, D3DTA_TEXTURE);   // The alpha mask
dusk rock
#

yeah i did try this, but it wasn't really able to sort it out. it just refused to blend for some reason. i am aiming to use the terrain-as-decal option

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i will try again with that sample code as a guideline

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thank you green_fire

proper pollen
#

Reading this terrain stuff gives me flashbacks to trying to figure that stuff out for Dark Souls. The used texture stages aren't even consistent in that game. I managed to get AI to convert the layered textures to decals but this would turn the base texture invisible unless the layered texture was marked as decal. Also as you moved around more and more textures kept turning transparent so it wasn't really viable for gameplay.

dusk rock
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Concrete proof from a dumped FNV terrain shader (PS hash B1753588, captured via D3DXDisassembleShader from the live process):

Declarations:
  sampler2D BaseMap[7];
  sampler2D NormalMap[7];
  // BaseMap occupies s0..s5, NormalMap occupies s7..s12 in this permutation (6 active layers).

Diffuse blend (s0..s5):
  texld r1, t0, s0
  texld r2, t0, s1
  mul_pp r2.xyz, r2, v0.y
  mad_pp r1.xyz, v0.x, r1, r2          // r1 = v0.x*BaseMap[0] + v0.y*BaseMap[1]
  texld r2, t0, s3
  texld r3, t0, s2
  mad_pp r1.xyz, v0.z, r3, r1          // + v0.z*BaseMap[2]
  mad_pp r1.xyz, v1.x, r2, r1          // + v1.x*BaseMap[3]
  texld r2, t0, s5
  texld r3, t0, s4
  mad_pp r1.xyz, v1.y, r3, r1          // + v1.y*BaseMap[4]
  mad_pp r1.xyz, v1.z, r2, r1          // + v1.z*BaseMap[5]

Normal blend (s7..s12) does the same Ξ£ vα΅’Β·NormalMap[i] with the *2-1 unpack baked in, then renormalizes the summed normal for the lighting dot product.

The blend weights live in per-vertex attributes v0.xyz and v1.xyz β€” six floats per vertex, one per layer. That's classic N-way weighted terrain blending implemented in a single shader pass: a literal Ξ£ wα΅’Β·texα΅’ over up to 7 layers.

Why this matters for FFP-based wrappers / Remix routing:
- There are no D3DTSS_COLOROP calls driving the terrain blend; the GPU is just running a normal PS draw with a PS hash, an IB/VB, and bound textures.
- FFP has 8 sampler stages and one COLOROP per stage. It cannot compute a 6-way weighted sum in a single pass β€” there's no D3DTOP that accepts a per-vertex scalar weight against multiple texture args in one stage.
- Multi-pass FFP could reproduce it (one stage per layer, additive blending across passes), but you lose the unified normal renormalization and pay the per-pass overhead.
- The "sort draws so layers blend in the same order every frame" advice applies to old-style FFP terrain (e.g. Morrowind), not to FNV β€” FNV does the entire blend inside one PS draw, so there's no inter-draw ordering question for the blend itself.

The shader-classifier side already detects this case via D3DXGetShaderConstantTable: BaseMap declared with RegisterCount > 1 (i.e. as a sampler array) and a matching NormalMap[N] starting at s7. Detection logic exists; the routing-to-Remix side for multi-layer terrain is currently shelved in favor of routing these draws through an FFP single-layer rasterization path (hard-edged but stable).
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claude's info about it

dusk rock
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guhh

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😒

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remix's screenshot function keeps breaking

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normal maps ✨

craggy crag
#

were the lights working on objects before?

dusk rock
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these are manually placed lights. but the game's original light sources are passed through too

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ofc in bethesda fashion the light sources are not actually on the lights

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they just float in the middle of rooms and stuff

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with many duplicates stacked on top of each other too

craggy crag
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lol

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I tried to get skurty's new vegas mod to work the other day and I couldn't

dusk rock
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you can use like... any texture mod though and it'll work with this new build. normal maps will be passed through right away. should look really good tbh

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not as good as being done through remix, but still pretty good

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and easy

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i just rebased FNV on the new build of remix plus btw

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andddd the new AE is indeed much better πŸ˜†

craggy crag
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do new vegas reloaded texure packs work? πŸ‘€

dusk rock
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that'd require some reworking of the interpreter, but it could be done

craggy crag
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those use inverse roughness

dusk rock
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inverse roughness would be a lot better than whatever the fucking vanilla stuff is

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some roads were ultra shiny and others looked correct with vanilla

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if the reloaded ones use inverse roughness for all of them, i can and will switch to that and just tell people to download that mod

craggy crag
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it looks like the inverse roughness is stored in the alpha channel of the normal maps for nvr texture packs

dusk rock
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hm

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πŸ˜–

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color pickers broke again for the sky colors

dusk rock
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the sky lut tweak really seems to have messed with cloud colors in some instances

craggy crag
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😭

dusk rock
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this looks pretty good, but i had to manually set the cloud color to this

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without the manual color tweak

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it just doesn't match

dusk rock
craggy crag
#

siiick

dusk rock
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btw i am working on roughenss support again for that texture pack

gusty kraken
# dusk rock ```FNV terrain uses a programmable PS2.x pixel shader with sampler arrays, not F...

Hmmm got it. Well it might be a bit complicated but you should be able to generate one mesh per terrain layer (6) with varying vertex colors, each with their own BaseMap and NormalMap pair from the array, where the vertex color alpha channel will mimic the same math operations that the FNV terrain shader performs. Don't forget to flag them as terrain and enable terrain as decals.

for idx, base_map, normal_map in terrain_maps:
    mesh = generate_blendable_mesh_for_layer(fnv_captured_terrain_mesh, layer=idx)
    mesh.material = RemixMaterial(albedo=base_map, normal=normal_map)
    terrain_meshes.append(mesh)
dusk rock
craggy crag
dusk rock
craggy crag
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oh lol

dusk rock
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this is the requirements list for just one of the requirements

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there are like 4 more

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😭

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looking at like 30 mods just for this

dusk rock
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yay...

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if this works i'm just gonna pack it all up because i don't wanna go through this shit again

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i wish i could distribute it, but mod permissions restrict it

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i don't think anyone's gonna go through all this

dusk rock
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sadly... it didn't fix the issue of some random surfaces just being ultra glossy

craggy crag
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looks nice though

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for what it is

dusk rock
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guns are nicer now

craggy crag
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immediately looks more modern

dusk rock
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sadly it just doesn't resolve the main issues i had with the roughness system

craggy crag
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thats annoying

dusk rock
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himari_cry really...

urban folio
dusk rock
#

my god

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performance has absolutely tanked in recent dxvk commits

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14 FPS in the tops

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culling isn't even disabled rn

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😭

urban folio
dusk rock
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culling off = 7 FPS

urban folio
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wtf

dusk rock
urban folio
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they only put a single carpet/rug under one table?

dusk rock
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it's the fake shadows

urban folio
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ah

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thought those were fixed lol

dusk rock
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they were, but it broke the pip boy

urban folio
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makes sense, the Pip Boy interface is a separate visual layer placed over the world camera IICR. prob on the same system as the fake AO I guess. Spitballing here... but it might be possible to cleanly separate them.

tulip garden
dusk rock
# craggy crag looks nice though

so to update you about the sky, i reverted one or two of the changes, and i made the multiscatter strength tweakable. this lets some games focus more on artistic control vs physical accuracy

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it defaults to the old behavior, but it's easy to tweak

craggy crag
dusk rock
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no, just visual

open ember
craggy crag
# dusk rock no, just visual

do you have the commit for the changes
-# just wondering if I want to keep what I have for my halo fork or switch over to what you have lol

craggy crag
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interesting that my actual name is in the commit lmao
-# I don't actually care
-# I guess I put my first name into github at some point?

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Could there be any option for the coeffcients I used as a toggle if that isn't already in the commit

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looking at the commit on my phone lol

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the coeffcients I used is from the original spectral multiscatter blog

dusk rock
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i'd recommend trying this first and seeing how it is, and if it's still a problem then i can try to add it back

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i was just trying to reduce option bloat πŸ˜…

craggy crag
#

fair lol

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if I prefer it I can just change it in my fork for Halo

unreal burrow
#

OrgasmicSneeze's work hasn't respected the source textures or art style very well in recent releases tbh

dusk rock
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got tracy integrated into FNV's wrapper

#

i'll probably backport this functionality to the FFP template

craggy crag
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nice

craggy crag
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I can definitely see why you'd want the multiscatter on a slider lol

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I personally prefer it at sun set but midday it looks a little dark

dusk rock
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1 is equivalent to your original setting

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0 seems to give more control over color and stuff

#

in FNV it's especially useful to match the original atmosphere

craggy crag
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I didn't think about that lol
older game more than likely don't do multiscattering πŸ€”

dusk rock
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it's very difficult to get that orange-ish tone in the sky with 1 on that slider. and even if i do, it comes with a lot of drawbacks

dusk rock
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i optimized the fuck out of the FNV wrapper. it's extremely efficient now

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and... for my suffering i gained 2 FPS. 8 FPS to 10 FPS lmao

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so the bottleneck is on Remix's side

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i'll save that suffering for another day

craggy crag
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you think those optimizations could apply to other wrapper mods?

dusk rock
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unlikely

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it's mostly optimizing the new features in the fnv one

keen niche
# dusk rock it's the fake shadows

Yeah, if your solution to those was to disable all vertex alpha, that would destroy a lot of things in the game.
People have tried it before, with NVR and Remix, to similar effect.

keen niche
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It does mean we have the exact RGB values, if that's of any use, but the color of the sky changes based on what weather is currently active, so ideally you'd pull that from the game actively, otherwise you at the very least lose the atmosphere of DLC areas.

#

In an absolute ideal world, you would also somehow still render the game's IMODs over top of Remix, but I don't know if that's something it can handle.

craggy crag
#

I more meant like physically based multiscatter

keen niche
#

Does it count as any kind of scatter when it's only a gradient?

#

I'm not super familiar with all the terms, so maybe it does

#

I only really know New Vegas πŸ˜…

craggy crag
#

multiscattering is like how light bounces within the atmosphere

keen niche
#

I have a vague awareness of what it is, I guess the gradient is a good enough approximation, then?

craggy crag
#

what I was trying to say originally is that almost all older games probably didn't do the math to simulate their atmosphere in a physically plausible way so because the atmosphere in remix plus is physically based there needs to be a little wiggle room in the math so we can approximate those not physically based atmospheres.

dusk rock
#

anyone with profiling expertise have an idea of what i could try to do for FNV?

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i attached the tracy capture

tulip garden
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batch all static geometry into large meshes

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visually no difference except you'll have stupidly low drawcalls

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will make replacements more difficult though

dusk rock
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yeah πŸ˜”

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that's my concern

tulip garden
#

i mean do you really count on anyone replacing that?

dusk rock
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buildings and stuff, most likely yeah. they look pretty rough tbh and there's been a good amount of interest in FNV. not terrain though

dusk rock
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well

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we're up from 8 FPS to 12 FPS with wrapper + remix side optimizations

craggy crag
#

what did you end up doing on the remix side?

#

I did do the math wrong lmao

dusk rock
#

you can see it in the issue linked above

craggy crag
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very insightful

dusk rock
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the new sky system (clouds included) is 2.67 ms according to Tracy

dusk rock
ornate marlin
#

What changed that tanked performance so much?

fresh belfry
winged osprey
dusk rock
#

πŸ₯Ί 22 FPS

craggy crag
#

is that without culling???