#Garry's Mod
1 messages · Page 5 of 1
@lament quartz do u think you'll port the hl2 rtx assets into gmod when it releases?
Who can resist quality pbr
Who can resist quality PBR
As he said
im sry im confused
We are ready to stole everything from other projects
oh im stupid i didn't realize what u meant lmao
also how did ya get god rays workin lol?
Idk they are just appeared on the latest remix build
Are U using the config I send U? I tweaked the setting in it to make sun shafts more noticeable
But it introduces alot of fog in some maps
Yeah I've used yours
I like those sun shafts
That was a great idea
@lament quartz я так вижу, тебе капец как ремикс понравился)
Ну ды
и мне тоже
Я столько времени был отрезан от рей трейсинга
А теперь 3080 на руках
Конечно меня прорвёт
я лично 4070 покупал для ремикса
шобы фипиэс побольше было
и это
самому хотелось прикоснуться к чему-то такому
А мне просто по цене подвернулось
Буду брать 7800х3д для неё
Пока в Германию не свалил
Почему на пендосском не говоришь кстати?
Hello
I will try to write a script tomorrow that will do all the job about materials
Like all you'll need is just press record content in remix, and then launch my script
And then after it finishes, all you'll need is just to run the game and boom
Every material will have a normals, roughness and etc
Just two steps
Record, and run script
@half viper sorry for ping, what do you think about this idea?
I did this already with Gmod, but using sd upscaled and chainner
But I can write all those things inside of my script without other tools
Nothing is stopping you from editing them
I can make a cashing system, after every material is remixed
You'll be able to edit the normals and other textures
And then script will automatically compare the file hashes, and if they're not the same, converting them to DDS and writing them to the replacements file
This sounds fantastic to me
So the taken time will be less after first remixing
#welcome
What do you think? Maybe create a gui?
With material preview
That will be overkill maybe
But on the other hand, you'll be able to see how material will look without joining the game
Just edit a PNG file, and back to the program
After you've done just press export and that's it
It's in your game
Hi Alex, what rtx bat are you using?
rtx bat?
Wait
I am using this one
hl2.exe -steam -game garrysmod -window -noborder -w 1920 -h 1080 -condebug -dev -insecure -dxlevel 70 +sv_cheats 1 +mat_dxlevel 70 +r_forcenovis 0 +mat_disable_d3d9ex 1 +mat_softwarelighting 0 +mat_queue_mode 0 +r_novis 1 +r_frustumcullworld 0 +r_occlusion 0 +r_lod 0 +r_staticprop_lod 0 +r_worldlights 16 +r_unloadlightmaps 1 +r_shadows 0 +r_glint_alwaysdraw -1 +r_3dsky 0 +r_DrawDisp 0
thanks, i want try it
Okie dokie
Btw try copying the portal rtx autoexec cfg file to gmod!
my game crashes on bigcity for some reason.
how do i patch garrys mod?
Wat does that do? I replaced it but don't see any difference
Thats portal rtx configurations
So its the best
I think
I don't think it works on gmod
I must be doing something wrong, but the game crashing again.
Did installed the lua menu?
Did you patched the binaries?
yes
Replaced stdshader_dx7.dll ?
ok i try it again
@half viper Does anything changed regarding the crash
Are u using the latest gmod version? It has sum issues try replacing the two bini files again the ones I send u, it will revert the update and also has the patched files.
Yeah, I did what you said.
its still crashing?
It will have Ray Reconstruction, the tech is going to be released in just a month
yea(
that will fix so many dang issues i see with RT in gmod like sun shafts dissappearing if u move alot then appearing again, shadows blurring when moving and light taking sum time to fade in or away
I forgot to say, the game doesn't crash immediately, but after some time.
hmm, then one thing u can try is reinstall gmod completely and replace every file not only the 2 bini files but every file i send u again dxvk.conf, rtx.conf, menu.lua, background.lua and etc
I think I've tried it...
I'll try replacing stdshader_dx7.dll.
thats weird that its still crashing are the drivers updated of your gpu? i dont know anything after tat
I guess so.
Oh do u have addons installed? maybe one of them is messing with it
gwater crashes bridge after 1000 particles are spawned
Are they transparent
the other water looks are glitched but the expensive water works but its not transparent
they kinda look tasty
could that be a problem?
Not related
Do you have the latest Gmod version?
yea
That may be the problem
I can't launch the latest Gmod with rtx remix too
And Strelok too

Man I love this
Can you try capturing it as USD?
Maybe can tell us why its crashing
The whole mesh as usd hahaha
Strelok how it's going
Just a 3d blob
Oops hai Kamil, sadly im still not home yet, (will be in a few hours!)
Man I love this community
Sorry I didn't meant that
More like how're you
Hail Kamilkampfwagen!
Im actually worried that gwater is creating new meshes instead of instances 
Awww
Im good thank you
Lol it translates to something like "long live Kamil car"
Im pretty sure that remix can handle thousands of instances
I thought the same when I cranked up the case lifetime of guns
Havok can't handle it
Ill ping mark over this
To see if its normal
Is Mark even alive
I meant not that but ok
I didn't know the word "hail"
I love google translate
That word means like "glory" or idk
I know only Russian translation
Glory to Arstotzka!
Hahaha
Ich studiere Deutsch aber ich weiß deutsch sprache nicht 💀
Three languages, mind blowing
Russian is my native, English is a second ( B1 btw ) and now I'm learning Germany
Can you keep the water source going until we hit the crash?
I want to see when it crashed exactly
Logs would be greatly appreciated
Ok but will be able to do that at 11:30 cause electricity went out
Oh ighty!
Where are they located?
Next to the exe+next to the d3d9 dll+in the bridge folder
I make-a de addons too 🤌🏻
can anyone test the infinite map base?
I did the maps open but it's just a black screen
I can still walk around but can't see anything and it's not related to the skybox not being marked it's actually just a black screen but U can still disconnect
I would like to have skybox support in the future
It requires rendering of multiple targets at once
We'll eventually have it but this is an expensive way of "having" skybox
We better use mesh replacements for that
shared with file.io - super simple file sharing
there two logs one is the normal gmod crash one and the other is that dmp file i found inside trex
it crashed at 1702 particles
Does it always crash on the same number?
im gonna see it again
it crashed at 1912 this time
same map
I see, it doesn't seem consistent
imma try again but this time do it in the same placement and positions both times
shared with file.io - super simple file sharing
other one is in there aswell
Hey @lucid parcel, we are having an issue where creating high amount of meshes can crash the bridge, is this normal?
umm, what is 'high' in absolute terms?
1702-1912 particles :3
Doesn't seem consistent
Are we blowing up the bridge limits orrr what?
Normal gmod can take up to 75k
Only the expensive water material seems to crash the game but the other water matariels which are just png cubes dont seem to crash the game spawn 70000 of them no crash
hmm, a couple thousand draw calls with small meshes really shouldn't cause a crash, I'm pretty sure we've gone over that number of draw calls with Portal
you should file a github issue with as much info as you can, and we can get the bridge devs to look at it. Especially good to include any *.dmp files that get generated in the .trex folder
ok this time i did everything same to same it crashed at 2434 at first and 2410 at the second try
All the dmp files produced when i was testing https://file.io/IcotQw2CjTgR
shared with file.io - super simple file sharing
please @ me when you create a github issue for this so I can make sure the bridge team is aware of it
Woah Dlss 3.5 is in dlss swapper
so i swap dlss 3.5 into gmod using dlss swapper but it seems it isnt working it still says 2.0
Thats just the upscaler
Ray reconstruction is still not there
that's much better
ok now it's time to test these materials
i need to test it in Sonic Adventure DX
These are my materials now
but without reflective windows
i've made them by hands in previous time
Yeah i prefer them more
i think the roof is too reflective
you're doing this with omniverse?
cool
I'm recording new textures now, i wanna see gm_construct with PBR
Wow that's pretty impressive
i gonna write a files hash cashing, and then i'll upload it here
so you can make these too
Thats impressive honestly
I wanna see 2fort with pbr
2fort?
Tf2 maps look great
aaah
wait, im testing hashing stuff
a little bit and you can use it
then you'll be able to do it by yourself
but there's no upscaler now
only pbr generator
yaaay, hasher is working for loading
it'll save alot of time
ok pbr generator also works with hasher
ok i'll add an upscaler too
@rich badge sorry for ping, what do you think about this?
Hello reader!
Ok heres what you need to know, first things first, you need to capture textures in game using remix, if you did this already, read the next lines.
Open the remixer folder in cmd ( terminal ) and write the next commands:
python3 load.py
// This will load all the textures to the remixer/textures/processing/diffuse folder as .png files
python3 upscale.py
// This will upscale all the textures in remixer/textures/processing/diffuse folder and saves them in remixer/textures/processing/upscaled folder
python3 pbr.py
// This will generate normal, roughness and metal map for textures in remixer/textures/processing/upscaled folder, all the maps will be located in the their types folders, if it's normal map, then it'll be remixer/textures/processing/normals and etc
// After you've done everything without errors, use this
python3 write.py
// This will convert all your textures, normals, and roughness to DDS files, put them to the mod folder, and adds material to the replacements.usda file AUTOMATICALLY!
P.S If you don't want or canno't use upscaler, just drag all the textures from remixer/textures/processing/diffuse folder to the remixer/textures/processing/upscaled folder.
Good luck! :)
oops misstyped "cannot"
In what way should I examine it ?
what do you mean?
I mean it is clear, easily understandable..
that was a sarcasm yeah?...
no
I just didn't understand what you expect me to do
Dang all u type is load.py and it does things automatically?
aah, i mean, i wanted you to rank it, how does it looks
yeah, it converts textures to png and puts them to the diffuse folder
then you can upscale them, generate pbr, and write them back
I am sorry but I really don't get what should I do
It looks ok, definetely not fool proof however
yeee, thanks
He I think wants your opinion on it, I think it's great that it does things automatically on just a few words
YEAH, that word! i forgot it
Ah yes
btw you dont need a chainner
My head couldn't wrap all that around sorry
and other tools
I am quite disappointed that chainner doesn't fully function on linux
I have no clue what the heck a chainner is 😅
oh
yaaay, it's working!
now i need an upscaler
wait, i wanna see that
YAAA
that's amazing
now i can just edit image
generate pbr
and this script automatically detects what texture was edited
generates all what i need
and aftr pbr changed
Dang
the next script that converts it back to dds check if files edited too
How does that heppy face luk ingame
Wow, that's great
it's laggy cuz i set 30 fps for the video
otherwise discord will scream at me that i have no nitro
hey @lament quartz do u think u have time to screenshare ur gmod rtx remix thingy? i kinda wanna see what it looks like
yeah why not
but not today
and idk if i'll be able tomorrow
cuz tomorrow is a weekend for me, and i'll be not in office
without my rtx gpu
Must have M I R R O R S
YAAA
Speaking of mirrors, is it possible to disable mirror rendering?
Not sure
I don't think so
i think no
is this done with python or what? i just can't figure it out.....
😭
Also if the fog is too much U can lower it in rtx menu/froaxal radiance and set froaxal distance to like 50000 to completely disable it
No I like it
Do they have a reflection?
Yup
But you'll need to change the rough map by hands
Cuz all the information comes from diffuse map
Just disable legacy fog mapping
no need to mess with its settings
And normal maps too
I'm talking about Volumetric lighting, I tweaked the settings in it to make the sun shafts strong but it comes in making alot of fog in the map on some maps it too much
I want sun shafts like in Minecraft rtx there very strong but don't make every thing foggy
Get a bigger sun
Increase the penumbra?
Pick a bigger sun from the milky way
Hehehe
I think U can do that in Gmod using skybox entity but skybox entity doesn't work in Gmod rtx
We can fix the skybox issue but it requires map specific work
With a custom skydome
like tadpole did with the chess titans
How's y'all doing? ❤️
I think it's okay.
Trying to get portals working on replacement meshes
Understandable
Does the portal's are actual meshes?
Gotta build a dual render optic like this
They are materials
What a time to be alive
alived lol 😄
Building a real optics for game to make an optics
Has been alived 💀
Not really a "real" optic, I though the same first actually did some calculations. I think it will be extremely noisy and impractical
So I go with portals
Understandable
It acts like you are holding a stick with a camera at the end and the monitor on your side
Yeah, understand, that's make sense
Real precision optics have more than 4 lenses
Two of them is enough for magnification though
Waiting for ray reconstruction, I'm wondering how it will look
4k triangles for a single lens, to curve the light
Realistic approach
My conf is on the workstation in office
And now I'm home, and today is a weekend so
Sorry 😔
oh, it's okay
Are you trying to use portals to recreate a gun's scope?
This is path tracing... you can make an actual scope the same way they do in real life, with glass lenses
one of the secret cubes in Portal RTX does that
Thought it would be too noisy and impractical
But it is my plan B
...Part 1? Depends if the series crashes and burns as spectacularly as the one I had lined up for Levitation!
0:00 - Airboats?!
0:26 - Lights that aren't light
1:17 - Half Life 2 weapons
1:42 - Character shadows
2:13 - Quest for cheat codes
2:47 - RTX cubes
3:40 - Camera cubes
4:11 - Digital companion cube
4:38 - Awesome lens cubes
5:26 - Break...
You can see the lens effect in that video
Yeah I played with that lens a lot, it is fascinating
It was quite bad with dlss performance on 1080 though
Doesn’t concentrate light tho :(
Nevermind since the optic will cover more space on the screen more rays will go into it
maybe it won't be too bad
Why do these university websites always have their certificates expired 🙂
lol
If you just model a couple of lenses with translucent and follow the right math when making the lens faces, you can totally get a simple telescope effect
will do tomorrow, I am quite new to modelling will see what I can do
It just works like that?
Thats what happens when you simulate how light actually behaves, instead of building hacks on top of hacks for 30 years 😛
A convex lens on the front and an eyepiece lens on the back with a smaller focal distance which their focal points intersect
You get a flip image
you might need 3 lenses to flip the image back upright though? I'm not an expert on how telescopes actually work
You can either use a specialized concave lens as eyepiece or a 3rd one
afair
Real optics use up to 4 lenses to overcome some artifacts tho
Sh!t I was joking but it's real 💀
yep. and if you play around with the ior constant of the translucent material, you can make the lenses stronger than they should be
What a great time to live in
İts been 1 day of no computer because its on repair
The problem is in gmod view model doesn't have stable hashes
hmm, why not? Is it doing skinning on the CPU or something?
Is there a way to make it so that the light actually concentrates?
Maybe, idk props do not either, until they stop moving
what do you mean? caustics (like using a magnifying glass to set a fire) are realy hard to get with the number of samples and denoising we're doing
that sounds like it might be applying the transform and/or skeleton before passing the data to the GPU. there should be a setting to tell the source engine to do that on the GPU instead, which is how we get stable hashes in Portal
How many samples would be needed without denoising?
What about this demo
https://www.youtube.com/watch?v=VbXmSLdGMGs
The demo is compiled based on UE4 4.25.3 NVRTX and runs in real time on RTX3090.
source address:
https://github.com/NvRTX/UnrealEngine
Need to register github account, otherwise 404
UE4 didn't support path tracing as far I know. I'm not up to date on what those simulations were doing, but running a dedicated caustic simulation isn't the same as having caustics emerge naturally from path tracing.
I'll happen eventually, but as far as I know it'll need some serious algorithmic improvements, serious hardware improvements, or both.
not really my area of expertise though
In Remix, if you turn on the reference mode, disable denoising, and just sit looking at something that should have caustics, they should eventually start showing up.
Got lots of time when playing chess 👀
Damn never thought of
In theory anyways... the way we do importance sampling might suppress the caustics. I haven't tried it myself
Is there any shots
you might have to disable other things as well as denoising
Hopped back on after a long time to see if any changes and seems so.
Not seeing that 5 light limit any more.
Although these are built-in map lights not usda added.
Anyone know what causes white water?
loaded into gm_blackbrook_asylum, and it has so many transparent grass and vine textures that it cripples performance with opacity micromap doing absolutely nothing to help as it seems you cannot assign textures to it?
Once you ignore all the grass and vines performance about triples.
Similar to walking into a foliage dense area in CP2077 and watching performance halve due to no OMM.
Set emissive intensity to 0
Yea that's a known issue, omm isn't magic and doesn't help majority of the time
Yeah probably doesn't really work at all atm if I had to guess.
From actual testing I've seen it tends to +50-100% framerate.
You can disable all alpha textures from the menu for testing, no need to individually ignore them
Again for testing, to see you framerite ie
Yeah. Lots of issues with alpha blend still anyway
dunno if it's gmod's fault or remix though
alphas like to turn black or disappear when moving or at certain distances I find
much better than when they were z-fighting constantly though
If you pick some of the configs posted here they should have that alpha textures ignored
It's not a big deal as it seams, most maps will have same ones so after dealing with some we'll probably catch them all
also where do I set the emissive intensity
Biggest issue I'm having now is maps won't load until I restart the game sometimes.
dxvk.conf can both contain dxvk options and rtx options. Basically you put the default settings.
Does it froze, crash? Can you explain more
soft freezes on loading world screen
Do you have addons enabled
Some addons cause this, no idea why
I think just maps but I'll double check
I have a list of incompatible addons, I update it as a go on
Steam collection
gotta be somewhere here
Hmm send the workshop link, I gotta give it a shot
Looks like I had some addons so I disabled what I thought was bad and left some on.
I'll grab the link.
Perf will be garbo without Ultra Performance if at 4K basically unless maybe 4090.
woops
Oh I know this one
Does it crash for you or just bad performance ?
FPS goes in the trash.
No crashes on any maps so far unlike a few months ago
When I was talking about the grass
Yeah this map has tons of foliage
Literally floor to ceiling
It is expected to have horrible performance
If you find incompatible addons, let me know
okay so now the water is invis
Do you have a disablewater.lua file
You should have a gray plane, are you sure you didn't ignored it?
Water is another issue
Probably because of the mesh, normals doesn't function properly
No water tex in sight
Also props in the other side will be culled
no
This looks like water texture was ignored
hm
Since the terrain below is gone too
Yeah these are the problematic noise textures I was talking about
ah
Some configs posted here has them ignored
But since these configs needed to be updated its better we put them in the github repo
Almost feel like I'm somehow just missing textures
Find some white-ish noise textures
ignore them
also enable terrain blending and mark terrain t.
this should be the water texture lol
that wasn't it
I gotta get its hash
loaded into a map that was just water, and tile and still couldn't find water, found that, tried it, no work.
tried it again, no work.
can you try reset the settings
also those noise textures now just smear everywhere when I move
I gotta upload my config wait
Add these to you config
game no longer launches guess I pasted wrong
maybe there can't be duplicate textures
yup that was it
now I gotta find what's making funny triangle
Does it related to the config?
No it's a map thing
something with alpha blend
funny texture like in asylum I guess
it changes colors and size always from top corner very funny
gm_construct has a similar issue if you stand on top of the platform above the water and look at the position of sun
yeah the artifact isn't always present
any way to get rid of error spam?
Already yoinked error.lua
restarted game and the triangle is gone
Are you launching the game from the powershell script
remove lines
'-condebug'
'-dev'
Weird
Too bad caustics won't be in path tracing for a long time(
Dynamic fire is compatible
But it spawns a point light inside the model
Can u show?
Maybe if my OLDER BROTHER WASN'T ON THE PC
I wish fixed function worked I wanted to redo a CSGO map like a RTX Remix vs Source 2 sort of thing.
Some day Remix will get there.
Wish I could figure out what is causing the huge triangles
Makes some maps utterly unplayable
Sup guys
Messing with maps looking for something to maybe retexture
Yo
FF works in gmod wdym?
@lament quartz i found some interesting stuff in the documentation of gmod
I should specify: stable hashes?
Strelok. i've uploaded a OctoTex tool
Will try it soon
yaaay
I mean those just return whether the gpu supports those shader versions
Dunno what you'd do with those
I thought it would disable Shader effects (I don't have any idea about programming because i suck)
Nah they just tell you whether the gpu supports those shader versions
Not much you can do with those
Outside of forcing DX7 or replacing materials to use one of the more basic shaders source supports that Remix can interpret
Don't think there's much else to do
how to enable USD enhanced assets in gmod, does anyone know?
I have seen this only in gm_construct. If you stand on top of the platform that is above the water then look at the nort west of your spawn location a huge triangle will appear on your screen. I wonder is that lens flare or something
Is the direction towards the sun
The sun does have an overlay thing which you can edit with the sun editor entity
But I kinda doubt it's that
I don't know where the sun is, didn't run the game without remix for a long time
Gotta check
It should be directly up on construct so it's probably not the sun
Lens flares aren't a thing by default
@half viper sorry for the ping
now you can choose to use alpha layer as affector for roughness and normals
if the texture in some pixels more transparent, that'll mean that these pixels will be reflective
for example, windows in gmod are transparent so
POG
I've uploaded the reflection update to the github
You can pull it already
Perfect reflective windows
Is there a way to disable those from rendering all together? We currently need to select ignore them
And if transparency is in left up corner too, it'll mean that script will don't affect normals and roughness cuz basically it's a particle or something
Wdym?
Do not process the reflections?
Yup, you can toggle it in the config file
Those alpha layers cause issues like not rendering the actual file.
No, I mean the game
It does capture and sometimes renders them. Objects look transparent
I mean, it does not add alpha, it uses alpha if it already was there
What are these alpha layers used for in source games
Idk, but I noticed that some textures like windows are transparent, so I thought like why don't make them reflective by transparency
Brilliant idea
And as you can see, this looks amazing
Even normals
I can't process all the textures and test it cuz I'm going home
Does it also set roughness to 0
So I can't show you how it looks
But I've upload the updates
To the github
So if you want to test it
You're welcome
Yeah, that's what I meant
And Metall map too
Of course not
I'm wondering now, if you'll use this on glass, will glass be reflective
Or a car model with a windows
I'm so hyped
Btw I've got my first stars on the GitHub
Yaaay
There are 4 of them actually
You got your fifth
It's already six
can I have a link to your github
texture loader, dds to png converter, upscaler, pbr generator, and replacements writer for rtx remix - GitHub - alex-suspicious/OctoTex: texture loader, dds to png converter, upscaler, pbr generato...
)
Eight stars
This may seem like a silly question, but how do I find or open remixer?
It'll be better to wait next updates and GUI
But if you really want to test it
Download the source code from github
And extract it near rtx-remix folder
so it'll be
OctoTex
rtx-remix
Like this
yes, i did it
i tried id, but nothing
You need to install required packages
Yeah and for now we have no requirements file for that
Thanks
If you on windows you'll need to install a wand with exe installer
And pip install wand
Install pytorch with cuda support
And, what else... I forgot
ok, i try it
Pillow aswell
pip install Pillow tqdm opencv-python basicsr realesrgan hashlib wand
pip3 install torch torchvision torchaudio --index-url https://download.pytorch.org/whl/cu118
its giving error at hashlib for sum reason
ERROR: Could not find a version that satisfies the requirement hashlib (from versions: 20081119)
ERROR: No matching distribution found for hashlib
dang CS2 beta got released for everyone
Mega based
Absolutely outstanding
Press F for requirements.txt
Any project to make it work with a standalone mod like PortalRTX ?
python3 -m pip install hashlib
Try it like this
I've deleted some packages via apt with dependency remover
And one of the packages contained Nvidia drivers as their dependency
Thanks, now I'm reinstalling Nvidia drivers
💀
how to download?
hashlib no longer exists via pip as it's integrated into the standard library of python3.
You don't have to worry about that error.
Running tool right now will see how it goes
Man I recognize half these modules from an image parsing program
Just tried to allocate 72 GB of VRAM for one map capture.
Guess it'll be done in 5 passes.
Can hear my PSU load shifting up and down for every upscaling iteration.
This man added a third party library/program as a dependency
https://imagemagick.org/script/download.php#windows
You have to install this to use Octo-Tex now
Ah yes but it is open source
oh hello
I don't have any problems with the program, just that it must be installed to run the tool with no indication of it needing to be done until the error slaps you in the face lol.
Yeah it definetely needs a requirements file
That wouldn't cover that library
It has one now for the pip packages, although it's broken.
It got updated a bit ago
And a better readme
That got changed too
The developer is on linux so imagemagick might be preinstalled on his system
I already put an issue up with the fixed requirements.txt
At least this version didn't require a code change to get working.
Perhaps.
The upscaling and pbr generation works though.
Just trying to get it into my mod.usda.
I can see it writes to the file, but it isn't applying the textures.
It seems to open the file so that the modifed time changes, but it adds absolutely nothing.
Nor do the dds files seem to go anywhere after converted.
make a new mod
it's not recomended to use existing one
I had a blank one so I thought it'd still work.
I'll try that
when you launching write.py i'tll show you the mods
you'll need to type "c"
to create a new one
Does it actually need to be called mod.usda or can I have multiple for different things?
guess I'll find out momentarily
any name
not only mod.usda
I remember seeing something about the gameReadyAssets path being forced in "Manually remastering assets" but perhaps that is old now?
yes
I see.
And how will remix know which mod to use if I have multiple?
Say if I were creating a new mod for each enhanced map I did.
didn't it include all of them?
you can use the mod created once
Guess I'll find out how it works once I get to that point.
Mostly pointless speculating on my end while I wait I'm sure.
Seem to be in the same boat as before mostly.
Although it appears the PBR portions of texture are working to extent
One thing I noticed is some sections of glass just turn invisible
Enhanced mesh on vs off
No textures are upscaled
Certain alpha textures also disappear or change color completely
Off vs On Enhanced Assets
Reminds me of when I manually did some assets in Underground 2 to see how it all worked
Although this is that on steroids
Now imagine randomly scattered emissive maps at night
Closest we have to manual lights without stable hashes
also crossbow gun
but emissive bolt
and my omniverse won't launch
Outstanding
Renamed my mods folder to gameReadyAssets again and it works
odd
I'll rename it again
Btw would you know anything about getting the in-game flashlight working?
r_newflashlight 0 as suggested earlier in here does not appear to function.
it just straight up works now
although I deleted the old mod I had so perhaps that was the culprit?
idk
recycle bin will tell me
That's crazy
that's noise
that because the roughness maps are moisy
confirmed the old mod was breaking things
My eyes are being continually blessed
Alrighty so now that I've gotten it going I've found a couple issues with textures on remix end when it comes to my viewmodel
vanilla
ooow
it's not loaded
jsut wait
or reopen the game
exit from the game
and play again
i have the same issue
it's not loading instantly
screenshot?
upscaler moment
Honestly would love to get the sun working on any map
Haven't looked into it, just noticed it's been an issue on most maps I look at.
Looks like one of the pbr textures on the physgun is just a little wacky will probably just remove it
l it's kinda working
Worked on construct last I tried
I had to set the grass texture in the skybox to be ignored
that way it wouldn’t cast a shadow over the whole map
What do you use for tonemapping btw?
I noticed that has a HUGE impact on scene look
oooh
Just turned reference mode on and off a bunch to watch the denoiser delete like all the small detail
Can't wait for Ray Reconstruction
I forgot to enable the skybox on the agency map woops
No transparency 😦
what dis
if texture have a transparency
the transparent parts will be reflective
that's how i made automatic windows on gm_construct
Wonder what's up with the above map then
It has no reflective glass anywhere
also idk what maps only have hl2 textures
can do the literal liminal map
no poolrooms though
Man I wish I knew why no glass
oh awesome
Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
i need to generate pbr fo it
but i have no space on my ssd
I just so happen to have generated my first batch on agency @half viper
Just edited the windows
Is it possible to get rid of that repeating pattern
Im having a problem where cmd can't find the modules for some reason even though it's installed on ma PC so I have to manually add certain module into gmod root folder for it to work but right now I'm having another error where it says it can't find Module Hash but I'm looking inside the python folder and can't find any module related to Hash
hashlib?
I think it should be hashlib it's the only thing that has hash in it
can you show me the error?
Ignore the hashlib error as long as you have python 3
you have to install the other dependencies
Do you have the latest version btw or the older one
Can't cause the process just stops when I get the hash error
Python?
Ok
pip install Pillow tqdm opencv-python basicsr realesrgan wand
pip3 install torch torchvision torchaudio --index-url https://download.pytorch.org/whl/cu118
you do these right?
I removed hashlib so it doesn't cause error
Have downloaded torch already but gonna try the first one again
what happens is if one package fails none install
bruh i really wanna see 2fort with pbr textures man dang
also old version has a second error that requires editing the write.py in the last step
ok its downloading stuff without any error so far
found the glass texture
also looks like your method just doesn't affect other styles of windows
hmm
Perhaps because they aren't made the same way
but multiple window textures had 0 reflectivity.
hm no matter I do to the glass texture I can't get it to change
only the little stripes will change
I see
The texture is just completely transparent
hmm apparently it's roughness and metalness map is invalid as well
Added a roughness map but nothing happened
is it not possible to have transparency effects without a material change maybe?
i think it's possible
you can assign a material to the texture
i can't remember how btw
but there was a way
those dang reflections are delicious man
Я В АХУЕ ПРОСТО
@lament quartz im finally on pc
Yaaay
tell me how did you fix the startup crash?
I fixed it a long time ago already
I've found a hacked version of Gmod, the old version, and copied almost everything except for hl2.exe to the Gmod's root folder
And removed the crack
Yeah pirating is bad, but what can i do when steam does not allow me to use old versions
steam console:
I really don't understand why newest build doesn't work for you
That's too complicated for me
We even verified hashes with ALEX
I'm dumb lol
i asked popo for files
however it doesnt work for me
The previous build?
I can send you mine
yeah
Gmod is working buttery smooth
@half viper Are you on latest currently ?
No crashes, no lags
i went on the pre aug version
So it doesn't work you say
@lament quartz Are you on august update as well?
I am packing the whole damn thing, I can send in DMs. If it still doesn't work I will ship my rig
thank you!
did it work?
nope
Dang man it's working for everyone, wonder what is it that is causing it not work in your pc
Do yours work with august update
No if you replaced the bin folder with a older that count as old
TBH I haven't tried doing all the steps again for the Aug update I just simply reverted the update
Wait is that the reason why the octa Tex script is not adding the textures inside the diffuse folder cause I'm using a older version of gmod?
Imma try to patch the latest gmod and see if the Aug update works for me
Done ALL steps (including those in SourceRTX repo) #1116089843479498782 message
OS: Windows 10 21H2
Language: TR-tr
GPU: RTX 2060 factory OC Desktop
Driver: 536.67 (NVCleanInstall modifications)
Installed on: C drive
Remix: latest
dxvk.conf: d3d9.shaderModel = 0
Portal & Portal Prelude's stdshader_dx7.dll
Launch: Game launched from custom script
I use release version of GMOD no issues all patches.
The August update
It's awesome to hear someone else's game is working with the latest update too
I can't run it on the latest update 💀
I’ll probably check out material replacement when I get on next.
Can’t remember if that requires stable hash though.
Materials don't need
Yay
damn that last one
guys im stupid can someone explain to me how to do the pbr thing
(in the most simple way)
Download Program
Extract alongside rtx-remix folder for game.
open cmd
cd /d OctaTex-Main directory
pip install requirements.txt
install the imagemagick program
follow the readme.
I can't get aperture pbr translucent to show in-game
I have it replaced and showing in composer but no work in game
for some reason pip command doesnt work-
oh do you have python3 installed?
do you even have pip?
python -m pip --version
