#The Simpsons Hit & Run
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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.
Try the Make Games with Reubs course:
http://bit.ly/makegameswithreubs
Discord:
https://discord.gg/meFRZfm
he does not share the game files
Ah bummer
sorry new to remix, how would i install this
@dim pumice donwlaod remix 0.2.0 from github, extract where the game.exe is, dl the rtx.conf from this thread, replace, run.
that's actually incredibly easy holy shit ty
mine doesnt load with lucas,s mod launcher
but it works pretty well with the normal exe
trying to change the textures in omniverse but its pretty slow
Is there a fix for it to work on other levels?
Well the only problem is no light
textures replaced with new ones
before
and heres after
kind of subtle in screenshots but looks a lot better
don't say twice
https://www.youtube.com/watch?v=emPdkfcxb6E
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#thesimpsons #hitandrun #thesimpsonshitandrun #remastered
Does anyone else have the issue where it switches between normal rendering and textures and rtx rendering and new textures when driving around
rtx remix won't load at all both the base game and through the mod launcher
how fix?
you need to use this too: https://cdn.discordapp.com/attachments/1099010051294908446/1110379287476969532/dxwrapper_dx8.7z
now i get a could not start directx error
are you sure remix is installed properly?
i have the latest build here
just extract it to the game folder
yes it is
its definitely an rtx remix issue as after i deleted everything relating to rtx remix then ran the game it now runs fine
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rtx remix for me is out of date video card error simulator even though i have a 3060
can you post the error? @autumn radish
these are the errors
Could this be an issue with the latest build like barnyard i'd go to the build from a couple days ago
i tried 0.1.1 too and same issues
should just work with 0.2 and d3d8 wrapper
you got a pic of your folder with remix in it?
heres both the simpsons foler and the guitar hero folder
looks like you need dxwrapper
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
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.
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.
got the basic ui working again, like the pause menu, the objectives icons and the police meter.
for future reference, the game is made with maya from 2005 or 2004, so everthing is left-handed generated
playing around with lights
whatever new info you have, please give it to me so i can update the original post
nice work
not much for now, still learning how create works. trying to figure out how to add a global light for the sky, since direct light is moving with the camera and where to place it since is a semi-open world, and mesh get re-used multiple times
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)
*warning flashing lights/colors.
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.
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.
nice
there seems to be some unstable hashes
just a few 🙂
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.
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
that dark?
not dark haha, the sky is dark just to test the lights
is easier to see how strong the lights actually are since the game has multiple times of day.
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...
for reference, the normal game
did you mark the texture as UI?
i tried, but this makes another problem
how about world space UI
the game uses the same mesh and material for the world coins
ah
i tried and i get the same problem
unfortunately i don't really see a way to fix that
yea....
😦
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
i wonder if other games with 3D objects used directly at the UI has the same problem
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.
this coin and the shinny texture is really strange
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.
Did you remove all instances of inputs: from your mod usda?
i still don't understand why that breaks things. it works fine for me when they're left in
this causes problems? didn't know, so i should remove it only from the distant light?
or from all lights that i add?
No idea why it breaks mine either 
You can try with just the distant light
it worked, thank you for your help!
i only removed from the distant light, btw.
Classic inputs:
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.
my progress so far.
Trying to learn PBR and applying some normal maps to a few textures.
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.
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
have you talked to Mark about this?
is the remix tool able to export a map to lets say obj or smth to use in ue5?
for simpsons hit & run you can use lucas' tools.
you probably want Pure3D Editor for this:
https://modbakery.donutteam.com/browse
i got the fully connected mod that months ago i was remaking in ue5 but stopped after finding no solutions when trying to bring thre .p3dxml into ue5
i dont think that worked for me
i believe you can extract it to blender and from there you can export into .JDK or .OBJ
not sure, its been some time since i used it
you can ask for help on how to use the tool on https://donutteam.com/discord/
The best forum for discussing mods and tools for The Simpsons: Hit & Run.
it can only export what's being rendered currently. right now it outputs usd files for models and meshes, which i imagine could be converted
alright il check these things out
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.
Do you know a way to make the mirrors actually opaque for the houses ? I never managed to get it working
even if you do you'd need to do a little bit of interior work
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...
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.
at least is not exclusive to the donut team d9 hack, dxwrapper seems to cause the same issue
I never managed to make him not shiny even after changing textures
Are those real lights or emissive textures?
emissive
I guess they would work well here because they never go off screen
Started playing around with translucent materials
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.
also, i see you have a few missing ui elements, here is my rtx.conf in case is helpful for you.
Does anyone know why I don't see my model?
Is this a model replacement your doing?
Ah ok
Did you fix the models?
Yes but now for some reason when I open the game it crashes after a few seconds with this message
Ok never mind I think I fixed that too 😅
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?
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.
when you add a sphere light to any models in the reactor for some reason they are really far to the right or left.
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.
this has happened in every game i've attempted to place lights in
do lights actually stay in their proper locations?
yeah
hm. i thought it may have been connected to that bug. good to know then
if you place the icon in the place you want, the gizmos don't matter
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
because the entire nuclear plant is multiple different compressed models
and i tried to place it on the lamp model, which is a big compressed mesh
i follow this exactly but my game starts black even with the rtx.conf
try this one
^^ did this file work for you?
is that the same one kim posted?
nope, this is one i made
ill try give me a sec
i think it might have just been a problem with that one the one you gave me actually works really well
yeah, the one kim made don't have the cutscenes and the ui selected correctly
or tagged as UI
so is just a blackscreen
idk if its just me but the rtx version feels like everything has a blue tint
yeah, i put it together in like 45 minutes, lol
oh yeah, my file have the directional lights disabled
you can enable in the settings
i should make one basic file and ask kim to pin it
with everthing tagged correctly
i have one of your messages pinned. i thought you were just going to update it as you went along in development
i also changed the initial message in the channel to point to it
where is it?
its 2 am rn i can barely comprehend
sure would be nice if Discord added the ability to transfer thread ownership
iirc, game setup -> Light Translation -> uncheck Directional
and fallback to always
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 )
might just be the sleep deprived me but the file size keeps changing
also thank you
amazing conf game looks 20 years better
No problem, feel free to ask if you have other problems
i dont have problems just a question
the main menu screen is supposed to be like this right?
yep
or is the directional light off, i don't remember
its been some time since i used the default settings
anyways, just play around with the settings until you get something you like
Got the windows to have a nice coloured translucent property now I just need to give them some light
This might've fixed an issue
https://github.com/NVIDIAGameWorks/dxvk-remix/commit/56352d731dce243258c94eb27a29c24f0d3da8c6
it did fix the sky flickering sometimes
now is back to normal
yep, walking around the city and is not happening anymore. Good.
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.
what is the best config to use for rtx remix on simpsons hit and run atm would love to try it
its stuck on this with audio
got it working and oh my the kwik-e-mart from level 7 with it on is actually kinda creepy
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 😆
this tool can help you with that: https://modbakery.donutteam.com/releases/view/9
also for any other modding or extracting from the game and similar .p3d files:
https://modbakery.donutteam.com/browse?releaseCategory=type_1
I did use these when I was remaking shar un ue5 but I hit a bug roadblock when trying to parse .p3dxml Into .xml to allow dynamic physics to transfer
This is what I want to do https://youtu.be/8-1vNmmbEow?t=159
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In this episode we add all of the main characters to game, add a day night cycle, weather patterns, and more!
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This will show you the way he imports the things like street lamos, coins' boxes ect
did you try getting in contact with donut team to report the bug and maybe get some help?
he will never relese it so its wasted time
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 ...
is a bunch of default textures with pbr added to it and some lighting.
at least i learned a lot from this project
the recording is on low bitrate because i am dumb and forgot to increase it. lol
I can't resist looking at every project in this community and thinking about the amount of potential each one has. Make me wanna work on every one of them
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
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
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.
houses without window textures is actually separated in game, they made windows a separated thing so they could reuse the houses for other night levels.
Hmm I remember the buildings you can go inside like the simpsons house, kwiki mart and the comic book store having separate textures. However for me when I was making the other windows have new ray traced shaders on the whole house would get messed but it's been ages since I worked on it 🙃 😊
I might be miss remembering
Hey
has anybody done a texture replacement yet?
im new in here so I haven't seen everything thats happened so far, i'll take a quick look while waiting
ye, the video in the promo channel is all the default textures with pbr added on top, but you can change without problem
this is just emissive for the light and metalness for the floor, no lights in this scenne
but basically i am replacing textures, but by the same default texture (by my choice) + PBR
The only problem i think is the distant lights.
for some reason, distant light follows the camera rotation
the rest you can change as you wish
if you need help creating textures, this topic has a few useful infos.
https://discord.com/channels/1028444667789967381/1111273025657114654
if you need a tutorial on how to replace textures:
https://www.youtube.com/playlist?list=PL4w6jm6S2lzvgJ97T1_VbLGBR_l6zzOUm
The issue i am having with distant light.
All other lights works fine.
@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 ...
@terse kestrel this is the cartoon fade effect, is a 3D object in game
is a 3d mesh without texture
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.
without rtx
is the same for the black bars, is just 2 3D squares without texture
would you like those to be removed?
not for now, i still have a few other things to focus.
but having a way to not remove it and make it have high priority on rendering like in the normal game would be cool
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
just wanted to know if it's a problem you want fixed, or if it was intended 🙂
Thank you! i will ask you then when i need something solved. but for now everythig is fine
well, if the game would run. seems to have corrupted itself 😢
ya, just let me know
crashing on start?
black screen, nothing happens. Remix isn't even installed
don't alt tab or remove focus when opening the game
and use luca's launcher to open it
ah yeah, that fixed it. it keeps selecting a different application when it launches for some reason. clicking back in immediately worked
ya, i've got it, thanks
👍
wow. i haven't tested this since May of last year
the game is so much more smooth
does the sun work?
nope
cutscenes and other UI effects works fine
only things made in 3D for the UI that is a bit broken. like the 3D fade effect
would you mind sending the latest conf file?
wait, what about the sun is broken? it's showing up fine for me in-game
the texture. it wasn't showing up for me when i initially tested this game, and was causing major issues
should be able to assign a proper light to the sun though for lighting?
oh right, the sun texture is tagged as sky texture
because it gets a strange ghost / noisy effect
if you need something that is always visible.
for level 1 is the plane that is flying over the sky
Dw I know how to replace textures lol
I've been doing some temporary ones in half life 2
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
off
on
oh nice find
solves one issue
i did notice this but i was thinking this is just a bug on the wrapper
#1106682638619639888 message
one more thing: Homer is apparently marked as "opacity" according to Remix. disabling that in a capture could boost performance (maybe 😛 )
so you managed to get his hashes stable since then? cool
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
ah, that's nice
ultra simple mod.usda with homer fixed
the culling in this game looks like such a bad implementation that it probably won't even be a problem for remix, lol
never mind, it didn't change anything. might be a weird shader issue (since Homer is done through shaders seemingly)
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
also i believe is because of his eyes, since is 4 separate textures
well, it's against the rules to discuss such things, sorry
doesn't seem to be related actually? all characters seem to be rendered through a shader. i noticed in Barnyard that anything done with shaders appears to be marked as "opacity" despite having no reason to be. this is finally proof that it's a weird issue in shader interpretation
interesting
i'll make a github issue
before i forget, here's the conf with the normals issue fixed along with a texture marked as sky that was causing rasterization
is there anything we have to do to get this working with remix?
I wanna get it setup rq
I have lucas' launcher already, its pretty much a must have
also enable dx9 mod on the launcher
I get no visual when launching the game, just frozen black with the welcome bar
nvm got it to load
by default all the UI elements are not rendered, you need to tag everything from the ui.
OR just use one of the .conf someone made that already have most of the basic ui tagged: #1106682638619639888 message
I get a black screen on mine
I downloaded the rtx.conf
and im already playing with Lucas' launcher
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
i found the option to show all
these are the mods I now have enabled
Okay it works now
any clue whats up with the ui?
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.
small issue with cars not appearing in my capture
its working now
hmm, now the changes being made in remix arent applying ingame
nvm they are, its just that any new textures dont get loaded in
even though i've added these same textures in before
make sure you're not assigning textures through the symlink
it won't show up in-game properly
I dont even know how you'd do that?
the thing is, they were working before and then all of a sudden they weren't?
hmm weird, I still can't change the textures
Are there texture size limits?
because I can change between the original grass texture and a darker one I made, but not a higher res one thats 512x512
remix isnt seeing the updated texture
this is my roughness map being used as a diffuse, just to see how its showing up
and just as a test, I made it super bright to make it super rough rather than shiny
as you can see, not the same texture
the one im using in remix is definitely the same texture too
I have to close down remix just to get it to update
Still learning how to use the tool, but this is good practice
i tweaked my conf file to change the unique search distance for objects. it reduced flickering and instability quite a bit 🙂
is there any updates for this? would be cool to see more progress on it
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
yes even reinstalled base game to make sure no random stuff was in the way
Anyone got the fully connected map mod working with this using ue5 ?
hi i am an absolute newbie, is there any easy way to get lights placed?
yep, use the remix toolkit
#remix-beginners-guide
Wish there was a fix for this.
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.
Seems like it was only really in that one instance I was testing. Oh well.
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.
WIP Footage.
btw try marking the ground as terrain and changing the world scale to ~0.01
should fix this kind of stuff
Tried changing the world scale, but nothing really changed.
Also setting that texture as terrain made it looks worse.
the world scale needs to be low for the terrain to look right with that setup
but in some games it just doesn't work 😦
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
this looks stunning now i really want to try this
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
I am using this config
these are the settings I have enabled
[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
recorded this late last night, 1080p on quality DLSS settings, Transformer model.
that's really nice 😛
Okay, testing things, if I enable DX8toDX9, it causes the screen to go black and instantly crashes the game before it can start
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...
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
not when it's done well
Looks great
Issue resolved, this config requires an older version of remix btw
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Man good job on fixing the mini map completely, I don't know how many hours I've spent tagging UI elements in different orders and trying different settings. Even tried LucusPure3D to try and edit the hud file but no luck. Only issues I have left are the minimap road strech and the shops rendering partially in the floor.
i opened an issue about this before
but this is a better example
normals through vertex shaders are corrupted
when capture normals is disabled
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...
Here's my conf that goes to level 5 currently.
Any advice would be appreciated, I think I did pretty good.
Really nice work so far, looking forward to seeing some more PBR work and lighting on the later levels!.
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.
Sucks because ray reconstruction does some heavy lifting 😦
enable Preset D for RR
it's in the denoiser settings
might help
Greatly reduced the artifacting! Thanks kim!
https://www.youtube.com/watch?v=KtP03Z5AEuU transformer model D helped level 6 with its moon and dark skybox but it sure does hate clouds. Weirdly CNN seems to completely eliminate artifacting. Way better than running without RR so I'm happy. Hope this is a clue to what causes this though since it doesn't happen with the CNN model.
there's an open issue documenting issues with the transformer RR models, but there were almost none for Preset D
interestingly, i had this issue in multiple games with both Transformer and CNN
Looking awesome!, can't wait so see levels 6&7
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
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.
https://docs.donutteam.com/docs/lucasmodlauncher/hacks/direct3d-9 Here is where they document the change they did that makes this issue occur.
This hack makes the game use Direct3D 9 instead of Direct3D 8.
this looks stunning
i’m tempted to try this now
Last conf update for a while. Should have everything tagged correctly up to level 6 including some particles I missed last time.
where does the rtx conf file go
in the main directory of the game. Next to the exe, where you drag the remix files.
Yeah that happens, if you want to use fullscreen, use borderless and run at the resolution of your screen.
i'm in the stonecutters is it meant to look like this?
Yeah thats good. You'll want to take captures and add lights, etc. I'm currently stuck on level 6 since it doesn't have a map specific mesh I can reference lights to, I can't have night time lighting, street lights etc without having the daytime variants having lights on as well.
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
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.
i did its just a few small gameplay changes though and the required dx9 one
with the conf it gets to the menu then crashes when i try to go in game
without the conf it crashed on a black screen at the menu
putting the conf back makes it work?
i'll also note that theres no shadows or anything like that as seen in the videos when i play
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?
i'll check
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.
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.
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
Yeah it can absolutely be a headache, sorry you're having issues.
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
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
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.
The crashing though, no idea, hopefully someone with a bit more knowledge on the game side can help.
Omg weirdly enough your minimap is fixed wth!
My radar always has broken roads that extend pass the radar. What version of the game are you on?
Because that would be really useful haha
i clicked 1 button in the rtx remix settings and it made the whole game crash
Where is your game located?
Try to copy the game folder and move it to your desktop.
it was in a games folder on my d drive
Move it to the desktop and try.
Remix doesn't like other drives from my understanding.
this version (uk best sellers version) running from the actual disc with an external disc drive
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:
i can just move it to the desktop and as long as the disc is in the drive it doesn't care
you know whats weird
the radar bug is in level 2
also even with it on my desktop it still crashes
how do i make a capture
Oh damn! Unfortunate. Its in the enhancements tab, disable enhancements if they are on, and then name the capture and hit "Capture Scene"
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.
the bug is there in every level (level 7 untested) excluding level 1 for some reason
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.
rule 5
Sorry Kim! Won't happen again
until i can find a fix for this crash i'm gonna hold off sorting this for now
its been some time since i did the first conf file and messed around with the first versions of remix, but if i remember correctly, sometimes the minimap works but when you start moving around the road starts to go outside of the radar for some reason. probably some shader code that remix don't like
Any plans to continue with this? This game has always been a favourite of mine.
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.
Subscribe - http://www.youtube.com/c/Muckluck?sub_confirmation=1
Watch more The Simpsons: Hit & Run mod spotlights - https://www.youtube.com/playlist?list=PLbSWnLFd8sFrOz5OcHwtlVp08HOySHlz8
Designing my DREAM sequel to The Simpsons: Hit & Run! - https://www.youtube.com/watch?v=N7Ax_CmU6Y4
Let's Play The Simpsons: Hit & Run - https://www.youtube....
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).
only downside of that is only level 1 has been retextured so far.
p.s I do like the lighting here.
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.
The new 'Futurama Hit and Run' mod seems to work pretty well too, although the textures are fairly low res
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.
Just a little preview of an RTX Remix Mod for The Simpsons Hit and Run using @Muckluck 's amazing remastered textures as a basis for making PBRs to interact with the path-traced lighting. Please ignore the noise, it's created by NVIDIA game overlay, not the game or mod.
Is there any fix to this issue ?
turn off "capture normals" in the game setup -> parameter tuning menu
is this still "in production" or is the mod already done?
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.
Kwik-E-Mart
Menu
I'm enjoying how much you can change the atmosphere with lighting
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).
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.