#The Simpsons Hit & Run

471 messages · Page 1 of 1 (latest)

terse kestrel
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This game is running VERY well now. It's partially playable (probably even fully playable) and has very few issues. Refer to this message for steps on how to get started: #1106682638619639888 message

strong smelt
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This you-tuber has been remastering the game in ue5 https://www.youtube.com/watch?v=tTPPB1ilm5A&t=601s, they have updated a lot of the assets to pbr to take advantage of that engine, though in theory you could just as easily import the same assets to nvidia omni verse and remix mod them into the original game. Eventually i suppose.

quaint parcel
strong smelt
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Ah bummer

dim pumice
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sorry new to remix, how would i install this

gleaming quarry
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@dim pumice donwlaod remix 0.2.0 from github, extract where the game.exe is, dl the rtx.conf from this thread, replace, run.

dim pumice
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that's actually incredibly easy holy shit ty

nimble sandal
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mine doesnt load with lucas,s mod launcher

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but it works pretty well with the normal exe

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trying to change the textures in omniverse but its pretty slow

toxic rock
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Is there a fix for it to work on other levels?

terse kestrel
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does it not work on other levels?

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it worked okay for me

toxic rock
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Well the only problem is no light

terse kestrel
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ah, yeah

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for that you need to set up lights within the level

nimble sandal
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textures replaced with new ones

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before

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and heres after

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kind of subtle in screenshots but looks a lot better

nimble sandal
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Does anyone else have the issue where it switches between normal rendering and textures and rtx rendering and new textures when driving around

autumn radish
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rtx remix won't load at all both the base game and through the mod launcher
how fix?

terse kestrel
autumn radish
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now i get a could not start directx error

terse kestrel
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are you sure remix is installed properly?

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i have the latest build here

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just extract it to the game folder

autumn radish
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its definitely an rtx remix issue as after i deleted everything relating to rtx remix then ran the game it now runs fine

autumn radish
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tried a completely different game
to be precise it was guitar hero 3 and that too gives me a directx error when rtx remix is installed

rtx remix for me is out of date video card error simulator even though i have a 3060

terse kestrel
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can you post the error? @autumn radish

autumn radish
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these are the errors

toxic rock
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Could this be an issue with the latest build like barnyard i'd go to the build from a couple days ago

autumn radish
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i tried 0.1.1 too and same issues

nimble sandal
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should just work with 0.2 and d3d8 wrapper

autumn radish
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tried that to no avail

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same errors

nimble sandal
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you got a pic of your folder with remix in it?

autumn radish
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heres both the simpsons foler and the guitar hero folder

toxic rock
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looks like you need dxwrapper

autumn radish
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guitar hero 3 doesn't need it since it natively uses directx 9
and with hit and run i tried the wrapper and the directx 9 mod in the mod launcher
both give the exact same error

sage silo
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in the last two days i got interested in rtx remix after playing portal rtx. found the nvidia blogpost about the modding tool in development and found this discord.
Decided to play around with simpsons Hit & Run and after reading all posts you guys made for the other games, got everthing working.
you still need lucas launcher to play with rtx remix (tbh you need the launcher just to play the game normally) but i reduced the list above made by Kim to only need the direct3D 9 hack.
The intro, title card and menu is playing as normal, is not a black void anymore.
Right now i am just playing around in adding lights to the menu just to learn how Omniverse/Create works.

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sadly, shar seems to have the same problem barnyard and gta sa, for some reason the capture is really small, even if i change the unit scale. if you guys found a solution for this, please tell me.

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got the basic ui working again, like the pause menu, the objectives icons and the police meter.

sage silo
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for future reference, the game is made with maya from 2005 or 2004, so everthing is left-handed generated

sage silo
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playing around with lights

terse kestrel
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nice work

sage silo
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and other stuff, like today i found out half the npcs use the same texture 64x64, i hope this wont be a problem for me in the future... i hope... (i made the entire texture blue just for the picture)

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Here is a basic on how to get the game working and how to use the rtx with it.

1° first get the game somehow, since the game is not sold anymore you can ask the speedrun community how they got access to the game.
2° Download Lucas' shar mod launcher: https://modbakery.donutteam.com/releases/view/6
3° Download RTX Remix.
4° place the rtx files inside the game installation folder.
5° Start the lucas launcher and in the "settings" tab, check Direct3D 9.
5.1 Is not necessary but i recommend to check Bug Fixes and frame limiter, since it can fix a crash that can happen at random on start and some issues related to high fps.

If you did set everything correctly, just press Launch button and the game should start with rtx remix.
You can use a rtx.conf file from this thread to try execute the game with ui, without it RTX Remix gets confused and makes everything black.

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if you want to run the game without rtx, just uncheck the direct3d hack, since the game uses (iirc) opengl or some proprietary rendering engine, rtx will not work, acting as normal.

toxic rock
sage silo
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just a few 🙂

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tbh, idk if this is a actual mesh problem or is rtx remix not liking Mesh + Skeleton, because it seems to be in every character.

sage silo
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I think I'm getting to the vision I want to try to put in the game, change the lighting but try to keep the original taste

terse kestrel
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that dark?

sage silo
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not dark haha, the sky is dark just to test the lights

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is easier to see how strong the lights actually are since the game has multiple times of day.

sage silo
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sometimes when you get a coin or pause the game, a 3D rotating coin shows up at the top right with the counter, for some reason rtx remix makes the coin disappear and i couldn't find how to make the coin to show up again, so i gave up for now.
i was trying to make direct light to work so i can finally start messing with sky illumination and something really small appear on my screen, and only if i turn the camera in a specific direction, after a few seconds looking i found the coin...

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for reference, the normal game

terse kestrel
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did you mark the texture as UI?

sage silo
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i tried, but this makes another problem

terse kestrel
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how about world space UI

sage silo
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the game uses the same mesh and material for the world coins

terse kestrel
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ah

sage silo
terse kestrel
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unfortunately i don't really see a way to fix that

sage silo
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yea....

terse kestrel
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😦

sage silo
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so i have a two side problem, if i don't fix this i get a small problem, the pause menu alpha background start to blink every time the coin does the "shinny" effect, which is not something big, is just a flicker at the pause screen. if i try to fix by setting it as a world UI the render breaks... so i guess the pause is gonna flick for now

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i wonder if other games with 3D objects used directly at the UI has the same problem

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also, i tried set to ignore the shinny texture to try fix it but rtx can't find it and can't add it to the list, is not a quick texture that gets discarted, it just can't get the hash for it.

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this coin and the shinny texture is really strange

sage silo
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My Major problem right now is to add a distant light, the distant light that i made for the menu world works fine, i can set a rotation and intensity and everything works fine.
But for some reason if i add a distant light to a level is just really bright and any changes to the intensity value does nothing, and this happens in all the levels except the menu, if someone knows what i should try to fix it please let me know.

icy bough
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Did you remove all instances of inputs: from your mod usda?

terse kestrel
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i still don't understand why that breaks things. it works fine for me when they're left in

sage silo
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or from all lights that i add?

icy bough
sage silo
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it worked, thank you for your help!

sage silo
icy bough
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Classic inputs:

sage silo
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its sad that distant light uses the camera rotation instead of the world rotation for the direction of light but is something i don't care for now, so gonna deal with the broken shadows and light from the distant light until the official rtx modding tool is available. the fact that i can get a custom sky light is already enough for me.

sage silo
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my progress so far.
Trying to learn PBR and applying some normal maps to a few textures.

sage silo
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More Normal maps added to a few textures and for the houses that have windows i did some small details like add a few metal + Roughness maps to give some reflectiveness.

sage silo
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thanks to the fact this game is very compressed to fit in a old CD, a lot of textures get reused and is in a small resolution, changing one texture changes a lot of other things that also uses the same texture making my job easier, and making rough and metal is easy, can be done in a few seconds, normal maps are a bit trick to get to work since is way more visible if not careful. per example, the blue house is just 4 textures, bigger part being just this one:
Albedo / Metal / Roughness

terse kestrel
boreal timber
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is the remix tool able to export a map to lets say obj or smth to use in ue5?

sage silo
boreal timber
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i dont think that worked for me

sage silo
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i believe you can extract it to blender and from there you can export into .JDK or .OBJ

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not sure, its been some time since i used it

terse kestrel
boreal timber
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alright il check these things out

sage silo
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Giving a normal map pass on the neighbor houses, still have some details to fix (the height for some windows is wrong) but for now gonna set all the textures with normal and give a second pass fixing all the details later. i want to get this textures done because almost all the building in homer 1 uses this same textures, making this solves almost 50% of the default building of the level.

nimble sandal
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Do you know a way to make the mirrors actually opaque for the houses ? I never managed to get it working

toxic rock
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even if you do you'd need to do a little bit of interior work

sage silo
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decided to test my mod files to see what would happen if i gave it to someone else and did notice homer looks strange... his shadows are more sharp, so i decided to investigate.
in this video, the first part is the lucas save state launcher ( is a test launcher for the save states hack, i use it to quick test things in game ) and it includes the older version of the Direct9 Hack, homer shadows are more smooth.
the second part is me using the default lucas launcher with the updated direct9 hack, it seems donut team (the team behind the launcher) fixed the homer model hash in one of the updates, creating this hard shadow effect on him.
Posting this here because this is a interesting effect.
Now to find out how to fix this...

sage silo
sage silo
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while i search for a solution for this.
yesterday decided to start the work on the power plant, since everything with rtx there is just a complete dark , for now some basic lighting, playing around with cylinder lights for the nuclear leak at the end. maybe start with some texture changes later.

sage silo
# sage silo

at least is not exclusive to the donut team d9 hack, dxwrapper seems to cause the same issue

nimble sandal
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I never managed to make him not shiny even after changing textures

sage silo
toxic rock
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Are those real lights or emissive textures?

sage silo
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emissive

toxic rock
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I guess they would work well here because they never go off screen

sage silo
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yep, fixed camera at the indor locations

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saves some work and time

toxic rock
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Started playing around with translucent materials

sage silo
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cool! how did you do it? i tried to learn how to do this yesterday but i failed. only got a black semi transparent glass or nothing.

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also, i see you have a few missing ui elements, here is my rtx.conf in case is helpful for you.

paper fox
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Does anyone know why I don't see my model?

warm moon
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Is this a model replacement your doing?

paper fox
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nope

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I can't see any character models of the people in the city either

warm moon
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Ah ok

paper fox
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I also don't see the HUD and ui of the game

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ok never mind i fixed it

toxic rock
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Did you fix the models?

paper fox
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Yes but now for some reason when I open the game it crashes after a few seconds with this message

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Ok never mind I think I fixed that too 😅

toxic rock
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I'm trying to get lights in the power plant but the light doesn't seem to be where I am placing it, is there an easy way to position lights?

sage silo
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i think you got the same problem i had. the light is not where the gizmos is, the light is where the icon is, i think this is because the way they compressed the models, not sure.

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when you add a sphere light to any models in the reactor for some reason they are really far to the right or left.

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so you need to bring the icon to where you want the light, and if you need to change something based on the gizmos you gonna have some work to zoom out to check it. and this seems to be specifc to nuclear reactor models, any other smaller models don't give this issue.

terse kestrel
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do lights actually stay in their proper locations?

sage silo
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yeah

terse kestrel
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hm. i thought it may have been connected to that bug. good to know then

sage silo
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if you place the icon in the place you want, the gizmos don't matter

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now thinking about it, i think this is a USD composer bug, because the gizmos is in the camera 0,0,0 while the icon is in the model 0,0,0

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because the entire nuclear plant is multiple different compressed models

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and i tried to place it on the lamp model, which is a big compressed mesh

vague elbow
sage silo
sage silo
vague elbow
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is that the same one kim posted?

sage silo
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nope, this is one i made

vague elbow
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ill try give me a sec

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i think it might have just been a problem with that one the one you gave me actually works really well

sage silo
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yeah, the one kim made don't have the cutscenes and the ui selected correctly

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or tagged as UI

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so is just a blackscreen

vague elbow
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idk if its just me but the rtx version feels like everything has a blue tint

terse kestrel
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yeah, i put it together in like 45 minutes, lol

sage silo
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oh yeah, my file have the directional lights disabled

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you can enable in the settings

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i should make one basic file and ask kim to pin it

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with everthing tagged correctly

terse kestrel
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i have one of your messages pinned. i thought you were just going to update it as you went along in development

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i also changed the initial message in the channel to point to it

vague elbow
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its 2 am rn i can barely comprehend

terse kestrel
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sure would be nice if Discord added the ability to transfer thread ownership

sage silo
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and fallback to always

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here, this should be enough to start the game without a blackscreen cutscene and menu, the default stuff already tagged as UI.

A few textures that is used as shadows got tagged as "ignore texture" so it does not interfere with RTX illumination.
Play around with the directional lights if you want to fix the main menu or the world. ( Game Setup -> Light Translation -> Fallback Light Mode -> Always )

vague elbow
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might just be the sleep deprived me but the file size keeps changing

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also thank you

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amazing conf game looks 20 years better

sage silo
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No problem, feel free to ask if you have other problems

vague elbow
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i dont have problems just a question

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the main menu screen is supposed to be like this right?

sage silo
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yep

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or is the directional light off, i don't remember

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its been some time since i used the default settings

sage silo
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anyways, just play around with the settings until you get something you like

vague elbow
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thats default with it off

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turning it on fixes it

sage silo
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cool

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thanks kim

toxic rock
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Got the windows to have a nice coloured translucent property now I just need to give them some light

toxic rock
sage silo
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it did fix the sky flickering sometimes

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now is back to normal

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yep, walking around the city and is not happening anymore. Good.

sage silo
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i wish there is a way to get fixed directional light or a way to make sky light parameters that change based on which mesh is loaded. would help with this game that reuses the same map in multiple levels but in different times of the day. using a direct light as workaround works but looks so bad when moving the camera around don't matter the mesh that the light is attached.

autumn radish
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what is the best config to use for rtx remix on simpsons hit and run atm would love to try it

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its stuck on this with audio

autumn radish
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got it working and oh my the kwik-e-mart from level 7 with it on is actually kinda creepy

boreal timber
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I'm at some point I would be interested in learning how to export the game world with the fully connected mod with all the meshes/ dynamic phys and general information into ue5. This tool I think would expand the development a lot more than just rtx. Ignore my rambling lol 😆

sage silo
boreal timber
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This will show you the way he imports the things like street lamos, coins' boxes ect

sage silo
quaint parcel
sage silo
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it been some time since i last posted something here. a few months ago, i worked on this project for 3 weeks without knowledge of USD composer and RTX Remix and this is all i got for now. i have plans to go back to it when the tools are out but for now this is a recording of the unfinished project:
https://www.youtube.com/watch?v=sYmOAliBqM0

EN: this is a project that i started a few months ago, worked on it for 2~3 weeks and then i didn't do anything else. When i started this i had no idea how rtx remix and USD Composer worked. since nvidia is releasing RTX Tools soon i decided to record what i have.

PT-BR: Esse é um projeto que eu comecei a meses atrás, trabalhei nele por 2 ou 3 ...

▶ Play video
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is a bunch of default textures with pbr added to it and some lighting.

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at least i learned a lot from this project

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the recording is on low bitrate because i am dumb and forgot to increase it. lol

storm cairn
boreal timber
# storm cairn I can't resist looking at every project in this community and thinking about the...

Yh I was working on a ue5 remaster and I imported the map mod called fully connected maps and it was going great until I hit a few issues. No 1 being windows are one with the house texture, No 2 being alphas and inverted normals, No 3 materials and textures although are same arous the various sections being different names (minor issue) and finally the one that made me need to stop was importing dynamic phys with p3d.xml into ue5

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Although it's been about a yr since I started and stopped if those issues were addressable mainly the final issue then I can finish a playable build

boreal timber
sage silo
# boreal timber What even is a usd composer lol?

Nvidia Omniverse USD Composer is the tool we use to edit the mod.usda file that RTX Remix uses to define which model to replace or attach a object/material to.
RTX Tools is usd composer but with a new ui and tools made for rtx remix instead of general .usd editing.

sage silo
boreal timber
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I might be miss remembering

heady locust
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Hey

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has anybody done a texture replacement yet?

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im new in here so I haven't seen everything thats happened so far, i'll take a quick look while waiting

sage silo
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this is just emissive for the light and metalness for the floor, no lights in this scenne

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but basically i am replacing textures, but by the same default texture (by my choice) + PBR

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The only problem i think is the distant lights.
for some reason, distant light follows the camera rotation

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the rest you can change as you wish

terse kestrel
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@sage silo i noticed in the video posted here: https://www.youtube.com/watch?v=sYmOAliBqM0 that there's seemingly a weird bug with a gray plane taking over the screen when entering buildings?

EN: this is a project that i started a few months ago, worked on it for 2~3 weeks and then i didn't do anything else. When i started this i had no idea how rtx remix and USD Composer worked. since nvidia is releasing RTX Tools soon i decided to record what i have.

PT-BR: Esse é um projeto que eu comecei a meses atrás, trabalhei nele por 2 ou 3 ...

▶ Play video
sage silo
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is a 3d mesh without texture

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normally he has high priority for rendering and is on top of everything, but remix removes this, so he is visible in a normal order of rendering.

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is the same for the black bars, is just 2 3D squares without texture

terse kestrel
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would you like those to be removed?

sage silo
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not for now, i still have a few other things to focus.

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but having a way to not remove it and make it have high priority on rendering like in the normal game would be cool

terse kestrel
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i own the game and am practicing some reverse engineering, this seems like a somewhat simple thing to fix through that and wouldn't mind doing so

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just wanted to know if it's a problem you want fixed, or if it was intended 🙂

sage silo
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Thank you! i will ask you then when i need something solved. but for now everythig is fine

terse kestrel
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well, if the game would run. seems to have corrupted itself 😢

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ya, just let me know

terse kestrel
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black screen, nothing happens. Remix isn't even installed

sage silo
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don't alt tab or remove focus when opening the game

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and use luca's launcher to open it

terse kestrel
terse kestrel
sage silo
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👍

terse kestrel
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wow. i haven't tested this since May of last year

sage silo
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the game is so much more smooth

terse kestrel
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does the sun work?

sage silo
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nope

terse kestrel
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😢

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how about the UI elements, they all fixed now?

sage silo
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yeah, you just need to tag

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with the exception of the 3D coin

terse kestrel
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ah yeah, that's what i was remembering

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couldn't get the coin working

sage silo
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cutscenes and other UI effects works fine

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only things made in 3D for the UI that is a bit broken. like the 3D fade effect

terse kestrel
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would you mind sending the latest conf file?

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wait, what about the sun is broken? it's showing up fine for me in-game

sage silo
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are we talking about lighting or the texture?

terse kestrel
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the texture. it wasn't showing up for me when i initially tested this game, and was causing major issues

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should be able to assign a proper light to the sun though for lighting?

sage silo
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oh right, the sun texture is tagged as sky texture

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because it gets a strange ghost / noisy effect

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if you need something that is always visible.
for level 1 is the plane that is flying over the sky

heady locust
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I've been doing some temporary ones in half life 2

terse kestrel
# sage silo

i noticed that "Capture Normals from Shader" is enabled. it's leading to an odd effect on Homer specifically. this happens in Barnyard too, along with some other games. disabling it fixes it

sage silo
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oh nice find

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solves one issue

terse kestrel
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one more thing: Homer is apparently marked as "opacity" according to Remix. disabling that in a capture could boost performance (maybe 😛 )

terse kestrel
sage silo
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ye, seems like lucas solved this issue a long time ago, i never updated my launcher this is why i had unstable hashes.
if you are using the current one you have stable hashes

terse kestrel
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ah, that's nice

terse kestrel
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the culling in this game looks like such a bad implementation that it probably won't even be a problem for remix, lol

terse kestrel
sage silo
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the advantage for this game is the source code got leaked a longe time ago, if there is something wrong we can just check it

sage silo
terse kestrel
terse kestrel
sage silo
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interesting

terse kestrel
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i'll make a github issue

terse kestrel
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before i forget, here's the conf with the normals issue fixed along with a texture marked as sky that was causing rasterization

heady locust
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is there anything we have to do to get this working with remix?

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I wanna get it setup rq

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I have lucas' launcher already, its pretty much a must have

terse kestrel
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that and installing the conf file

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afaik nothing else

sage silo
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also enable dx9 mod on the launcher

heady locust
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I get no visual when launching the game, just frozen black with the welcome bar

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nvm got it to load

sage silo
heady locust
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I get a black screen on mine

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I downloaded the rtx.conf

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and im already playing with Lucas' launcher

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I dont have an option to enable dx9 for some reason, but I think it may be enabled by default, since I clicked "no renderer" and it said the dirextx 9 mod isnt compatible with no renderer

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i found the option to show all

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these are the mods I now have enabled

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Okay it works now

heady locust
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normal test 1

nimble sandal
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any clue whats up with the ui?

sage silo
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last time i got a white square texture it was because i had set one road texture as ignore by accident and for some reason it broke everything in the hud.

heady locust
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small issue with cars not appearing in my capture

heady locust
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its working now

heady locust
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hmm, now the changes being made in remix arent applying ingame

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nvm they are, its just that any new textures dont get loaded in

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even though i've added these same textures in before

terse kestrel
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make sure you're not assigning textures through the symlink

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it won't show up in-game properly

heady locust
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the thing is, they were working before and then all of a sudden they weren't?

heady locust
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hmm weird, I still can't change the textures

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Are there texture size limits?

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because I can change between the original grass texture and a darker one I made, but not a higher res one thats 512x512

heady locust
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remix isnt seeing the updated texture

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this is my roughness map being used as a diffuse, just to see how its showing up

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and just as a test, I made it super bright to make it super rough rather than shiny

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as you can see, not the same texture

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the one im using in remix is definitely the same texture too

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I have to close down remix just to get it to update

abstract dragon
sage silo
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looks cool

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nice job

abstract dragon
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Still learning how to use the tool, but this is good practice

terse kestrel
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i tweaked my conf file to change the unique search distance for objects. it reduced flickering and instability quite a bit 🙂

autumn radish
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is there any updates for this? would be cool to see more progress on it

torpid terrace
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Hey been messing around with this how do you make the game not crash within 5 seconds of gameplay is it just rng or is there some special sauce I am missing

terse kestrel
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i've never had that happen

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are you using Lucas's launcher?

torpid terrace
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yes even reinstalled base game to make sure no random stuff was in the way

boreal timber
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Anyone got the fully connected map mod working with this using ue5 ?

fading moth
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hi i am an absolute newbie, is there any easy way to get lights placed?

terse kestrel
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#remix-beginners-guide

safe nymph
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Wish there was a fix for this.

safe nymph
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apparently using an old version of the DirectX 9 hack does fix this, though the costume/car shop isn't raytraced.

#

though it could be because of some UI textures causing that, but at least it's being rendered in front for now.

safe nymph
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Seems like it was only really in that one instance I was testing. Oh well.

safe nymph
# safe nymph Wish there was a fix for this.

I had found a fix for this a couple of days ago, just have the costume/car shop textures set as UI textures. Now they render on top of everything, but you only get the original game view and look.

safe nymph
terse kestrel
#

btw try marking the ground as terrain and changing the world scale to ~0.01

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should fix this kind of stuff

safe nymph
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Also setting that texture as terrain made it looks worse.

terse kestrel
#

the world scale needs to be low for the terrain to look right with that setup

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but in some games it just doesn't work 😦

safe nymph
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Tried it after setting a ground texture to terrain, not really seeing a difference between this and not having a texture assigned as terrain and the world scale being just 1.00

autumn radish
low vine
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Hi there, I'm trying to play this on the 1.0 version of RTX remix. The screen is completely black unil you load in, and then the screen is stuck on this image. If you try to walk around, you can hear the noises, but the screen does not shift past this

low vine
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these are the settings I have enabled

low vine
#
[00:24:47.426] info:  Presenter: retrying to create swap chain without Exclusive FS
[00:24:47.468] err:   Presenter: vkCreateSwapchainKHR failed again, error code: VK_ERROR_NATIVE_WINDOW_IN_USE_KHR. Giving up.
[00:24:47.468] err:   Failed to create swap chain
[00:24:47.480] info:  Presenter: Actual swap chain properties:
[00:24:47.480] info:    Format:       VK_FORMAT_R8G8B8A8_UNORM
[00:24:47.480] info:    Present mode: VK_PRESENT_MODE_IMMEDIATE_KHR
[00:24:47.480] info:    Buffer size:  1920x1080
[00:24:47.480] info:    Image count:  2
[00:24:47.480] info:    Exclusive FS: 2
[00:24:47.524] warn:  Presenter: vkCreateSwapchainKHR failed, error code: VK_ERROR_NATIVE_WINDOW_IN_USE_KHR
[00:24:47.524] info:  Presenter: retrying to create swap chain without Exclusive FS
[00:24:47.588] err:   Presenter: vkCreateSwapchainKHR failed again, error code: VK_ERROR_NATIVE_WINDOW_IN_USE_KHR. Giving up.
[00:24:47.588] err:   Failed to create swap chain```
#

This is the error within the log

safe nymph
terse kestrel
#

that's really nice 😛

low vine
sonic siren
#

Messed around with remix for a couple days, thoughts? https://www.youtube.com/watch?v=NGXtcpdpP5M

Let me know what you think. Not to be taken seriously for the most part, just had some fun placing lights and learning RTX Remix.

Big thanks to the RTX Remix Showcase discord for supplying the CONF file to fix the mini-map and a few other issues. I tried for like two hours to fix it myself before hand with no luck.

I only upscaled a few thin...

▶ Play video
sage silo
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Nice

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looking good

unkempt solstice
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Old games don't need a full path tracing panel, imo sparing the artstic classical renderer and augmenting GI with shadows is all these games need most of the times, somehow a fully path traced rendering will highlight the aged gameplay in contrast, make the game world feel small and is we're just playing a demo

terse kestrel
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not when it's done well

low vine
knotty moon
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.

sonic siren
terse kestrel
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i opened an issue about this before

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but this is a better example

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normals through vertex shaders are corrupted

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when capture normals is disabled

sonic siren
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Nearly 150 handplaced lights between level 4 & 5 and quite a few emissives made. I tried to make the lighting as stable as possible with no culling pop-in and I think I achieved this. Let me know what you think, thanks for watching.

Realized while the video was processing my Shadowplay was set to a pretty low bitrate so the new videos will be s...

▶ Play video
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Any advice would be appreciated, I think I did pretty good.

noble hull
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Really nice work so far, looking forward to seeing some more PBR work and lighting on the later levels!.

sonic siren
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The skybox artifacting is caused by ray reconstruction. Just figured this out, not sure if it is known. RR also causes issues with the On-Foot Orbit Camera mod when moving the camera, weird flickering occurs on the ground. Not noticeable with stock camera.

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Sucks because ray reconstruction does some heavy lifting 😦

terse kestrel
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it's in the denoiser settings

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might help

sonic siren
sonic siren
terse kestrel
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there's an open issue documenting issues with the transformer RR models, but there were almost none for Preset D

terse kestrel
noble hull
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Looking awesome!, can't wait so see levels 6&7

sonic siren
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Found a fix for the character models!! Make a file called CommandLine.txt next to the executable for Lucas' Launcher and paste this in: -nohardwareskinning

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Thanks to ShadowLuigi for mentioning that an earlier verison of the DX9 mod doesn't have this, but I wasn't aware of the command line.

autumn radish
sonic siren
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Last conf update for a while. Should have everything tagged correctly up to level 6 including some particles I missed last time.

autumn radish
#

where does the rtx conf file go

sonic siren
#

in the main directory of the game. Next to the exe, where you drag the remix files.

autumn radish
#

ok thanks

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why is the hud broken?

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fixed it by turning on windowed mode

sonic siren
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Yeah that happens, if you want to use fullscreen, use borderless and run at the resolution of your screen.

autumn radish
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i'm in the stonecutters is it meant to look like this?

sonic siren
autumn radish
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well right now its doing what i call a "portal rtx" where it worked once crashed and now refuses to load without crashing i'm on the latest drivers

sonic siren
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Did you enable any hacks in the launcher or anything before the crashing? I notice I have to relaunch it 2-3 times after enabling certain things in the launcher or adding mods.

#

Beyond that, I'm not sure sadly, this is one of the most stable RTX remix games I've personally tested. Try deleting the conf, maybe? hmmm.

autumn radish
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with the conf it gets to the menu then crashes when i try to go in game

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without the conf it crashed on a black screen at the menu

#

putting the conf back makes it work?

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i'll also note that theres no shadows or anything like that as seen in the videos when i play

sonic siren
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I was thinking maybe it had something to do with my conf, but you shouldn't be crashing without it then. Do you have the same hacks enabled that my screen shot of lucas launcher does?

autumn radish
#

i'll check

sonic siren
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That's what I did, its not out yet as it's not finished and i'm not quite sure how i'd share it yet hehe.

#

I probably should figure that out and release my projects as a base, but I think it would be better to start fresh with your own creation. I get wanting to download and just play it but it's not ready yet.

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All you'll need to do with the first level is basically just add a distant light. That's all I've done, a lot of the work went into the night maps since they require so many hand placed lights. That goes for daytime maps, the lighting is just a single distant light.

autumn radish
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aaaaaaaand back to the crashing
i like the idea of rtx remix but damn getting settings out and even just setting it up is a nightmare

sonic siren
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Yeah it can absolutely be a headache, sorry you're having issues.

autumn radish
#

i tried doing what i did earlier to fix the crashes and no dice
it'll probably be easier single handedly remaking the whole game in unreal then it is getting this to work right its kinda annoying ngl

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right finally got it to load and it still has like no shadows and stuff
i don't know the first thing about making stuff for rtx remix but i will say if its a mess getting it working with someone elses config it'll probably be worse with me making my own

#

oh yeah i'm using the same hacks as in that screenshot

sonic siren
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You'll have to take a capture and add a distant light in the toolkit. Right now it's just using the Skybox for lighting. I used one of the background images of mountains as a reference.

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The crashing though, no idea, hopefully someone with a bit more knowledge on the game side can help.

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Omg weirdly enough your minimap is fixed wth!

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My radar always has broken roads that extend pass the radar. What version of the game are you on?

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Because that would be really useful haha

autumn radish
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i clicked 1 button in the rtx remix settings and it made the whole game crash

sonic siren
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Where is your game located?

#

Try to copy the game folder and move it to your desktop.

autumn radish
sonic siren
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Move it to the desktop and try.

#

Remix doesn't like other drives from my understanding.

autumn radish
sonic siren
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awesome, thanks for that so much, because it appears this version doesn't have the radar glitch. Completely install it to a folder, move that folder onto your desktop. I run mine from here:

autumn radish
#

i can just move it to the desktop and as long as the disc is in the drive it doesn't care

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you know whats weird
the radar bug is in level 2

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also even with it on my desktop it still crashes

#

how do i make a capture

sonic siren
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You'll open the Toolkit, create a project, make a project folder, select that project folder in the toolkit and then select your rtx-remix folder in the game directory.

autumn radish
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the bug is there in every level (level 7 untested) excluding level 1 for some reason

sonic siren
#

Yeah it's lens flare being tagged as UI, only the 1st and 3rd level use the lens flare. This fixes the UI on those levels. I forgot about that, my apologizes, I was super excited myself and confused how it was working haha.

terse kestrel
#

rule 5

sonic siren
autumn radish
#

until i can find a fix for this crash i'm gonna hold off sorting this for now

sage silo
noble hull
#

Any plans to continue with this? This game has always been a favourite of mine.

noble hull
#

Anyone seen this: https://www.youtube.com/watch?v=nlwo65uSTP8 ? might be a good basis for making PBRs that make sense for this game. Especially as using upscaling for blurry text is a bit of a nightmare.

noble hull
#

Muckluck's textures are looking very clean, I don't know if you're planning on continuing Jordan. But I might have a go using Muckluck's textures as the basis for new materials. (Mostly roughness textures with occasional normal and depth maps).

safe nymph
#

only downside of that is only level 1 has been retextured so far.

#

p.s I do like the lighting here.

noble hull
#

Thanks, literally two minutes just using the distant fallback light. Jordan did a ton of work on this, but I can't seemed to find their videos on youtube anymore or work past the config on this thread. It would be a shame to have to do all the light placements again.

noble hull
#

The new 'Futurama Hit and Run' mod seems to work pretty well too, although the textures are fairly low res

noble hull
#

Decided to have another go using Muckluck's texture as a basis for making PBRs, still tweaking values until I can get PBRs that really fit with the style.

noble hull
sullen heron
#

Is there any fix to this issue ?

terse kestrel
hot vault
#

is this still "in production" or is the mod already done?

noble hull
#

Jordan has gone AWOL so I'm working on it atm. Level 1 is almost done and I'm going to start working on level 4 as most of the assets are the same.

noble hull
#

Kwik-E-Mart

noble hull
noble hull
#

I'm enjoying how much you can change the atmosphere with lighting

noble hull
#

Slowly going through the process of porting textures from 1 to other levels as well as figuring out a workflow to create new ones based on Muckluck's. Also looking to do some model replacements for some of the ultra low poly models (like the lion statues here).

noble hull
#

Hopefully the new Remix Logic means I can create a system where the car lights turns on during night scenes when getting in and out of cars. ATM I just have them temporarily attached to pedestrian cars, the game spawns in a billboard lens flare effect for car lights which are dynamic but the geometry isn't very stable, I was worried that I would have to make an additional mod to replace them with cubes so that I could re-attach the lights to them but I'm hoping Remix Logic will mean I don't have to do all that and can just turn the lights on and off with the lens flare being spawned.