#Garry's Mod
1 messages Β· Page 8 of 1
oh no
So the model needs more info aka needs higher res bas texture?
no
the model just not for 2048
you need to change 2048 to 1024
in the
ai/PBR/eval_norm.py
ai/PBR/eval_rough.py
ai/PBR/eval_disp.py
files
no clue waht that is but it looks kinda cool
these look ai generated lmao
but this isn't
are these sonic's shoes?
is that meant to be mario 64 toad?
oh no, everything is good
i just need to train ai even more
i have the same results on a very different textures than gmod
Wooow
why
And comment the metallness writing
And the very bottom
You have no metallness so it'll throw an error
great
RIP 82c RTX 4090
39 degrees
Now the CPU
Show the CPU temps
Oh that's not that bad as I thought
Well hope it'll write quick
34%

How's it going?
Wooah
How about now?
recreated the screenshot earlier its not as cinematic
wait i dont think any of the textures loaded
theres no logs folder
Not the folder
oh file
Goodnight
Is this gmod?
Probably
@lament quartz is it bad they forgot to save?
Yeah
is octahedrayal the UI thingy?
I've made the changes in the GitHub branch so if you update OctoTex, the changes will be there
Yeah
wat do i do to add POM?
That's for converting normals in normalsdx to octohedral
Update the OctoTex from github
Then you can just open gui
yea i have the latest one
And in the ai tab press generate pom
Then press save
That's if you already have the mod
From OctoTex
But load the mod from console
Oh wait
Wait
You don't need to load
Cuz you already did everything
oh yea
Ok just press "generate pom"
And write it
That's it
ok
@lament quartz does PBR use AI ESRGAN now
Not esrgan butbyeah
There's two types
What model is it
So there's a non ai fallback generator?
You can generate non ai one
In the algorithms tab
But
For now the metallness is disabled
And I think that it will not write without pom
So pom is only generated by AI?
Yeas
And you need pom for writing for now
I'll fix that tomorrow
If you want to write without pom
I can remove it
Yup probably
And if you want metalness to write
Just uncomment the metalness lines
do i open the octahedraly using cmd? cause when i write python octahedraly.py it gives tis
D:\Steam\steamapps\common\GarrysMod\OctoTex-master>octahedraly.py
Generating...: 0it [00:00, ?it/s]
Octahedral.py is dependent on the normal.py in generation
It's only for GUI and ai
because of the texture directory
Do not use it with cmd
Yeah that's for ai
Cuz ai generates only the directx type of normals
You probably can use it from cmd, but it's for DX normals to octohedral convertation
And you'll need to put DX normals to the normalsdx folder
Basically when you generating normals with ai, it writes to the normalsdx folder, and then convert them to octohedral in the normals folder
btw wats the emission folder for? i have seen it since the start of the tool
For emission
Glowing materials
But it's not implemented rn
But I want to make it in the future
With ai of course
Cuz idk what kind of algorithm should be to declare the emissive parts in the texture
That's just unreal idk
But for tomorrow I'll throw the "file not found" error away
For writing
So you'll be able just to upscale the textures, or generate only roughness, or pom
Without anything else
And maybe add the feature for the stable diffusion, for img2img thing
To make all the textures more realistic
Or otherwise cartoonish
Or anything else
That's what I did with sonic btw
Textures are more detailed, and the original textures have no those details
Basically the textures here almost fully ai generated, and PBR and albedo
The problem I have rn is texture is not seamless
What textures actually?
Isn't there a stable diffusion model that does this
The roughness?
No no
The tiling effect is very visible
No no no, I'm doing img2img with low noise
So the textures almost seamless cuz there's an original vive
See the bricks?
What is this called
Oh yeah, I didn't noticed
But tiling will not work in the img2img I think
I was not able to find an option
Hmm
Maybe implement this by hands
Alright
@lament quartz https://github.com/camenduru/seamless
Stable Diffusion Seamless Texture Generator . Contribute to camenduru/seamless development by creating an account on GitHub.
But I need img2img
But still thanks
I'll look into this
Yaay, I'm very happy that I've made this tool
Indeed
But python is very restrictive
Imagine you can load in a USD capture
And see everything you've made
And place light sources
this will require experience to implement
But your tool only does PBR textures
Yeah, I made this tool for textures enchantment
Btw I've forgot that I wanted to implement the models loading
Will try tomorrow
As I understand I need to convert USD to USDA, and then I can basically parse the models vertices and etc
I already have the vertices and uv drawer in the OctoTex
"material preview"
So then I just need to draw it
I've done that before in my game engines
But OpenGL for python sucks rly bad
Do you think we can load the entire USD capture within your tool
Like is it possible?
Probably a renderer problem because OpenGL and python
I mean parse the USDA to scrap the models, then convert them to "fbx for example" and then view through OctoTex
And write back
Why not
But I need an info, how to replace a model
Just an example of replacement
How's it looks
I wish I can do that in C++
But I have a big problems with compilation for windows
And I don't want to dig into it
So python is my choice
USD actually has a pretty good python library that you can use to open USD / USDA files and get properties out of. tends to be more stable than trying to parse the text file yourself.
Thanks β€οΈ
I'll try it
there's also an open source USD viewing tool called usdview, though it won't support our mdl materials.
I'll do viewer by myself, but still thanks
π
If I'll be able to get vertices, uv, etc, then showing them on the screen will not be a problem
here's where we use the USD c++ api to load meshes at runtime - the python function names are generally the same
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/src/lssusd/usd_mesh_importer.cpp
If the USD has an info about textures hashes used in models, then it'll be super sweet
it does, that's part of the materials that are bound to the model
That's amazing
we load the materials here
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/src/dxvk/rtx_render/rtx_mod_usd.cpp#L342
Thanks
again, python is similar, but generally simpler - instead of having to deal with tfTokens you just use strings
I'll dig into it, thanks for everything
oh, and I posted up a rough python script a while ago for mesh processing - though we did away with the need for most of this, it's still an example of the python API (though it's also using an omniverse API to load the stage, which you'd need to skip)
#1096847508002590760 message
I can't right now cuz the PC with rtx GPU is in the office
yeah no worries - just trying to dump as much useful info as I can.
Thanks for help
I think I'll rewrite a GUI
With html css and js
Web ui basically
I have a good experience with web so it'll be more advanced and gorgeous
And no more OpenGL packages problems
like serving a local server for ui?
Yup
that's a great idea
Like automatic1111 or comfy UI
I already have a game engine that uses webui for the map editor and compilation buttons
Lol, no problems bro
So I just reuse my old code
i was wondering what if we do some tweaks to the code to make it run in C++, so that we can compile it into a windows executable through Cmake
im no programmer btw but it would be nice
having a application designed for windows only
Nah don't want to dig into windows compilation
From Linux
I've tried already with no success
And don't want to
Funny thing is that I already know how to compile a c++ code through terminal without any problems FOR ANDROID, and Linux compilation ( easy as piece of cake )
But windows π
It's much easier to just download a visual studio really
Im thinking about three.js
That lib is able to render PBR outta box
And I already have experience with it
Yeah
But it serves alot of abstractions so
@lament quartz
i dont think it wrote the albedo maps properly
hmm idk whats up but it doesnt look right lol
displaceIn is way too high, I think. scale it down in the remix menu and it should look much better
I suspect the displaceIn value wasn't set in the material, and it defaults to 1 (which is often way too high)
ahh okay right
i reckon they might be inverted
lol
okay its better i updated dxvkremix
works really nicely on the roof
its really nice on the grass too
@lament quartz good stuff with the ai models they work really nicely
you can hardly notice the tiling problems really tbh
Tis one Luks gud
That yellow sofa Luks beautiful
extracted more textures ready for upscaling
Is it bad I think this looks worse?
So sad that the size is 32gb
If you look closely, you'll notice that the areas that should be rough, actually rough, and not specular as in previous version of OctoTex
Tbh I liked the way it looked before
You can use the algorithms then
It's still can be used
You're not forced to use ai
You can generate PBR as it was in previous versions of OctoTex, and then just use ai to generate pom for example, or normals
So, I'm not forcing you to use ai β€οΈ
What in logs?
oh
displacement
Hmm
R u testing OctoTex too?
this actually looks pretty cool
Same π¨βπ§
What do the scientists look like?
mostly the same
rip
and im hurrying up now cuz deadlines
How do I change the POM attributes in remix menu like what's the name of the options that changes its looks?
it's on the rendering tab in a Displacement section
does Garry's Mod use the same r_3dsky setting that HL2 uses?
Yes, otherwise remix will pick the 3d skybox camera
could someone try using this setting instead of disabling the 3dsky?
On my way
It should let the 3d skybox work normally for source engine games.
It does indeed!
This is what happens if I pass throught the map boundries
umm, is that good or bad?
so the trees are lower than they should be?
(just trying to understand your images, but it's hard to place your images relative to eachother)
Yea they are like at background
I will send a video
thanks
Thanks! I'll send that to the engineer who implemented that
from the ground level inside the map, does it look reasonable?
It looks low-res and as if its not raytraced at all
This image
This is with volumetrics entirely disabled (disabling postfx fog or legacy fog remapping doesn't work for some reason)
@rich badge Interesting, I see that the physics gun is large, so it's around the skybox geometry? And not in the boundaries of the playable area gm_construct? Or I'm mistaken
Its inside the map boundries the place I've shown in the video is not accesible on foot
I think this might be due to the lack of distant light Nevermind it lacks the gi
This is the skybox geometry?
Yes, when auto sky detection is off
Also not sure if this is expected or not, its not shown in the debug view (when auto sky is on)
In Source, there are 2 cameras for world and 3d sky. Source sends us both cameras, so we assume all the geometry that is rendered by sky camera as sky geometry, so it's purely rasterized (no shadows, reflections, will be rendered "as is")
I'm not sure if we receive the both cameras when outside of a playable area marked by a map designer π€
The main question is if it's being rendered fine when inside that area...
I wonder why it's so low-res π€
Sorry, I'm rewatching that video, and I think I'm mistaken
Anything I can provide?
Ah, finally understood; it's the depth-sorting problem π
The reason why things overlap each other?
or the low-res look
Ye
Do you have an rtx.conf to quickly check that
Oh, nothing there, I just wanted to check if there are some sky-related options to make the sky low-res
Your name looks familiar, are u the guy who made half life ray traced? His name is also Sultim
I think no
(yes π)
I just wanted to say Thank You!
Yea thanks man hl rt Luks good
Oh this is epic
Im gonna cry
Gmod working for u yet?
Nuh uh
thats how it looks like in source 2 lol
besides it aint that big of a deal if the 3d skybox looks a bit differently, if it works it works
seems like having the 3d skybox on makes the game more unstable with asset replacements
it'll randomly stop rendering completely
ah its bridge thats crashing
attached dump here
no clue whats happening with this texture what the hell lol
what do the different maps look like for that material?
that's a real strange transparency effect
which maps are those? albedo, roughness, metallic?
if i had to guess i think hl2 uses the alpha channel for cubemap masks if specified
does it still do that if you remove the displacement?
yeah
I definitely have not tested how transparency and heightmaps interact.
So it happens with just the albedo and roughness?
it doesnt do it if i disable replacements entirely though
well that just means the game's original texture doesn't do it
its weird it only does it when not up close though i thought it was some broken but cool mipmapping effect at first
If it happens with just transparency and roughness maps, could you make a new video like that, and post up a github issue for it? It's an odd rendering behavior we can probably improve on.
that is assuming i don't get distracted whoops
i'll do it now
got water in construct working
and a few other maps
@lament quartz do you have any new model updates planned? wondering if i should start upscaling a new batch of textures or leave it for later
displacements are really crispy in reference mode lol
Yup, but that later
I wonder if ray reconstruction will make the shadows look more similar to the one in reference mode
God I canβt wait for ray reconstruction
Imo itβs best to be cautiously optimistic, tho I am excited as well cause it gives my brain an excuse to play more portal rtx
No need for caution the videos they showed says enough
I mean this is nvidia weβre talking about and while yes I really like rtx remix, the company as a whole is kinda, eugh for me yβknow?
No hate towards any of the devs ofc, I just donβt really like the management
Okay you can be cautious while I stay excited howβs that?
Sure, sry if I was accidentally being rude I genuinely didnβt wanna invalidate your excitement
Nah lol all good
I genuinely apologize I just woke up so my brain isnβt fully there yet lol
Iβm happy you can be so excited and optimistic
ray reconstruction when
lay refrustration
π
these two glow sprites diagonal from eachother always somehow end up with different hashes each time i start up any map
i've probably clieck ignore texture on them hundreds of times
watch as i try to run one of my all time favourite maps in gmod while rtx remix screams in agony attempting to run it
Does it make underwater props invisible like it does for me?
I can upload a video if you want
Yea these two dang textures are annoying
I think if u disable those two Alpha textures option in Alpha blending the map might stop flickering, some maps I tried stopped flickering after disabling those two options but some are soo stubborn that they still flicker
This map has something else tho
the map stops flickering when i disable both the alpha bland options but it luks like this
oh u need to only disable alpha blanded option for gm_fork to stop flickering
now the map luks right with trees
For some reason non of your videos work for me π
cinematic 18 fps exprience https://www.youtube.com/watch?v=hlD8y12rObI
Then there should be some noise textures (I think they are) you need to ignore
But that one is wild
The ghosting is real
@tulip silo
What gpu do you have lol
18fps quite the cinematic experience
i mean, that's a material preview in new gui for octotex
rtx 2080 super
oof thats weak for path tracing
also is there a new remix menu released? i think im using the old one
nope works fine
try something smaller and put it in the deep water
That looks real nice btw π
Can you try in vanilla gm_construct btw
I am reencoding my footage hold on
Can you send your config btw?
Thank you, trying with yours now
Here's how mine looks
this should help
just uploaded the fixes i used to make water work on construct
Ah so you're using this all along, what exactly it does?
question for you how did you get the sun working in your construct
replaces all that water with a simplified one that is consistant so it can be replaced by remix
Thank you so much, I lost my mind trying to get this working, I even attached a plane mesh and made it water instead tho it was a hassle & doesn't work on other maps
The terrain texture for the 3d sky, ignored it. It breaks the terrain baking tho
Should I do somehting with it or its an addon
subscribe to it should work
i included a link in the description to the mod for the water for rtx remix which you should install if you dont have that
I picked that up already π
it's a modified version of @winter sail's water that gives it a nice blue tint
Ah yes, e3 2003 phy_demo
Have you ever talked about this before? I wonder if everyone else had this for ages
Ah right, the workshop release date
you can see if you scroll up i only did it today
Uhm is this expected
How did you btw
Your config doesn't have a fallback light
i deleted the skybox in a custom version of construct
Yea mine had its terrain ignored so
Can you upload it to the workshop as well?
can do
i wanna make a new version with the skybox moved off to the side instead
since skyboxes can work now
nvm cant see an obvious fix
Is it portals causing this?
i think so but idk if theres some material parameter i'm missing that is supposed to make it not do this
yeah idunno
π
can we load in custom models?
you can on the old one too
but even that would require proper UV
i can use a plane bro
What is this π
new gui for octotex
Looks sick! Is it web based as you're talking about
web based π
still an upgrade tho
Are you using webgl or something to view in real time
three.js
Why be sad about this
three.js is good
I have no idea, I just like the idea of connecting a local server from browser for ui rather than packaging a chromium for every app you install (which is what electron does basically)
what if we could add octotex within Remix Runtime GUI
have it capture all the assets and then automatically apply PBR within the game
Why, your pc can't run both at the same time anyway
remix toolkit will have this feature when it comes out
mine can
Yea, you run at native π
i don't think so, it is supposed to be with the creator toolkit
Not exactly
not the actual runtime
It will be similar to ov
MB
Yes, remix toolkit won't run within the game, its like ov with remix related tools
ye i know
The feature @tulip silo was talking about is to have OctoTex remastering game's assets in real time isn't it
more assets being remastered
dang wch textures are these for? 4669
Random things including all the hl1 maps
can any of u share your dxvk.conf file i messed sumthin up
yup
wtf
sus
concrete looks like carpet
haha yeah
too high offset
wat if u tried sdxl 0.9?
i have 1.0
dang
with refiner
wats that?
thing that makes sdxl even more better
dang u have 1.0 and have refiner thingy to make it even more better wow
i only tried 1.0 on a free triel that gave 10 tries
Just made a collection for the rtx remix mods
Oh okay
@keen rivet Does your mod contain the functionality of https://steamcommunity.com/sharedfiles/filedetails/?id=2961222721 ?
Like a single addon for remix compatibility would be great
Im proud of my description
Lmfao
This is still valid tho
@half viper Is this possible with addons?
6) Open the file GarrysMod\garrysmod\lua\menu\custom\_errors.lua and comment out the lines between if ( GetConVarNumber( "mat_dxlevel" ) < 90 ) then and end by prefixing it with -- (or simply remove them)
Like loading a custom one instead of the vanilla
Im not sure to be honest
I don't remember any addon modifying the menu stuff
Ok just retried running gmod again
It works before replacing stdshaderdx7
But after replacing it
It crashes on startup
Hl2 doesn't leave a mdmp file
im pretty sure its due to gmod itself, not rtx remix
any ideas guys?
@lament quartz i wonder does ur water system addon work with rtx remix? https://steamcommunity.com/sharedfiles/filedetails/?id=1738302640
Probably won't
its working but its a transparent square or sumthin
if u luk closely u can see it
u see that sharp square right next to the prop? thats how it luks like
Meh I don't think so
I need to rewrite the addon to be more optimized, that's the first step
And then try to get it working with remix
yay, cant wait for it to be updated
@keen rivet try using POM for the waves textures!
I didn't said that I'll do that, cuz I'm trying to distance myself from addons creation
ah ok sry sry
Don't need to say sorry β€οΈ
Maybe I'll try, but that's like a black hole, it may suck me again to the addons creation
tbh i just wanna see the water addon be fixed and remade again since it reminds me of the water system in cod mw2 which i really really like
Water Effects in BF2042 vs MW2022 Beta
Call of Duty: modern Warfare 2 beta vs Battlefield 2042
Cod: Modern Warfare 2022 vs Battlefield 2021 Graphic
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@lament quartz if u ever get a chance look at these videos, the water effects look amazing
Yea its too great for a shooter game π
BF2042's water looks so unnatural tho
i sent the video cause it was one of the other videos that showed off mw2's water
I know you meant mw2 (you've said it lol), just sharing my opinion π
ah ok lol sry for the confusion
I like RDR2 and CS2 Water, they look very good wasn't expecting valve to add such detail in cs2 cause it's a competitive game u know like FPS and stuff
hey does anybody knows why i have no effect after installing rtx remix
Shadermodel?
you need proper dxvk.conf
and gamefiles replaced
and rtx.conf
Shoot your gun once if visuals get all fuzzy that means shader module is not 0
i see everything black
After shooting? Yea u need dxvk.conf and change shader module in it to 0
I could send u mine but ma electricity went out
how to change shader module to 0
and how to install dxvk.conf
i have one
There is a config file called dxvk.conf, it's right next to hl2.exe, open it using notepad and find shader module and change it's value to 0
Now how to get dxvk.conf? Idk I borrowed it from others
samething
Just create a text file
When does it crash?
when i boot the map after lua ready
what is it? do i need to write somewhere
im stupid monkey brain
No, copy it from portal rtx
what if i dont have portal
where can i see the steps
#1116089843479498782 message
#1116089843479498782 message
Btw sorry for bothering, do you know a place where I can get a textures with "shadows and details" and without
Oooh wait don't need to
Search free pbr textures lol
Nah you don't get it
Look
In some older games, there's a textures with baked in shadows and details like specular Highlights and etc
And I wanna try to train a model that will remove them
every time i look down it enables rtx but if i look up it disables
That would be definitely hard
Hmm, did you use the bat file provided?
Basically I already have a dataset, so I can just take an albedo, normals, generate highlights with shadows on them, and get "baked" textures with a raw one
And then try to train on this dataset
what bat file?
im a dumbass
Don't say that, you are just jumping over the steps
You gotta do it carefully
The bat file is in the first pinned messages
So basically imagine that you open a OctoTex, select a texture, upscale, remove the baked light, and generate pbr
That will be mind blowing
Ik
I get it now
Buttt
Where do we get the same textures but with no baked details?
there is no bat file
Ok read carefully, I'll try to explain more detailed and easier
@plain blade
I have a dataset with albedo, normals, roughness and displacements
So I can take a albedo textures with normals, generate fake shadows and highlights on albedo textures with normals, and then I'll have a raw albedo without baked light, and an "old style" textures
And then I'll be able to train on this new dataset
Maybe use a displacements to make a real shadows btw, so actually render them
Not to fake them
there is no nvidia menu, should i delete 64 bit version?
You are on a beta?
yes
You should roll back to the main branch
ok
And redo all the steps
I pressed the wrong button and now I think I'm in Ultrakill
balls light
Lambda balls
and btw, highlight materials is off, Idk why it's so red lmao
He's just a bit angry
I think I got sent to the shadow realm
Damn thats nice.
rtx disables after i apply skybox textures
yes
oh i fixed it
but i have another problem
the sky is too bright
bytw how to install octotex
Really cursed
which method you used
to what? import skybox textures?
for gmod rtx
oh
Is that Grigori?
u can change that in rtx remix menu press alt+x and there should be a sky tuning option in the 3rd tab I forgot the name of the tab
Install Python first from Google, Also a very important step don't forget to tick the PATH option when installing it
I fixed the smoke particle effect and it looks amazing. (this is actually half life 2 not gmod.)
All textures from ambientcg.com
This guy done interesting stuff
Then after that install octatex and open up it's folder and u will see requirements.txt which has all the modules needed for octatex to work just simply open CMD and Type pip install glib or names of whatever modules u need to install
@arctic trout
Yea I saw this video
I asked him in the comment section but he only said to remove smoke from particle textures which I didn't understand
Actually this gives me an idea
that must be THE brightest light ever
That's a annoying texture that keeps appearing even if we set it as ignore textures
no i don't need it
if you delete the game_shader_garrysmod dll you dont need that addon
You sure?
yeah
ok after that, what should i do?
you can also do pip install -r requirements.txt
in cmd type py main.py
`Hello from the pygame community. https://www.pygame.org/contribute.html
torchvision\transforms\functional_tensor.py:5: UserWarning: The torchvision.transforms.functional_tensor module is deprecated in 0.15 and will be removed in 0.17. Please don't rely on it. You probably just need to use APIs in torchvision.transforms.functional or in torchvision.transforms.v2.functional.
warnings.warn(
Traceback (most recent call last):
File "Python\Python311\Lib\site-packages\wand\api.py", line 154, in <module>
libraries = load_library()
^^^^^^^^^^^^^^
File "Python\Python311\Lib\site-packages\wand\api.py", line 143, in load_library
raise IOError('cannot find library; tried paths: ' + repr(tried_paths))
OSError: cannot find library; tried paths: []
During handling of the above exception, another exception occurred:
Traceback (most recent call last):
File "C:\Users\ilyaz\Downloads\OctoTex-main\main.py", line 19, in <module>
import write as writer
File "C:\Users\ilyaz\Downloads\OctoTex-main\write.py", line 6, in <module>
from wand import image
File "C:\Users\ilyaz\AppData\Local\Programs\Python\Python311\Lib\site-packages\wand\image.py", line 18, in <module>
from . import assertions
File "C:\Users\ilyaz\AppData\Local\Programs\Python\Python311\Lib\site-packages\wand\assertions.py", line 155, in <module>
from .color import Color # noqa: E402
^^^^^^^^^^^^^^^^^^^^^^^^
File "C:\Users\ilyaz\AppData\Local\Programs\Python\Python311\Lib\site-packages\wand\color.py", line 10, in <module>
from .api import library
File "C:\Users\ilyaz\AppData\Local\Programs\Python\Python311\Lib\site-packages\wand\api.py", line 178, in <module>
raise ImportError('MagickWand shared library not found.\n'
ImportError: MagickWand shared library not found.
You probably had not installed ImageMagick library.
Try to install:
https://docs.wand-py.org/en/latest/guide/install.html#install-imagemagick-on-windows`
is this good or bad?
the heavens above
it says what to do at the bottom
i just messed around with the textures and removed the smoke particle texture from particle textures and it did that
We need a patch for the lights limit
that would be cool
i wish we could convince Rubat (dev at facepunch who works on gmod) to sprinkle us with some updates that would help it work with remix
They wouldn't care about us
yeah thats why i wish
Wait you never asked them?
i opened an issue on their issues page once
Btw i tried running gmod again with a clean reinstall
Does not work
For some reason my game refuses to run with stdshaderdx7
Xenthio which method you used to get rtx remix in gmod?
what do you mean?
which one do i need to install?
Data > load
it doesnt do anything, do i need to put in gmod?
read the readme on github page carefully
place the octotex to the gmod folder
like
garrysmod/OctoTex
not
garrysmod/garrysmod/OctoTex
Should be like this > steamapps/common/garrysmod/octotex
should it look like this: "garrysmod/OctoTex/(all the files)" or like this: "garrysmod/OctoTex/octotex-main/(all the files)"?
first one
help?
Upscale the textures it should in the 3rd option there's 4x and 8x upscaling choose which ever u want
Then in the Second option there's a option to generate PBR do that
Then go back to the 3rd option and u will see three things below upscaling. normals, Roughness and displacements do all 3 of them and after that just write them
Damn what will happen if I play multiplayer with rtx remix
And Bytw, how to make water not white
Look bro
Omg what is this ui? It looks so clean
thanks
im making a new gui for octotex
doing a plugins support already
and other cool stuff
like Generating per texture
only for selected
first download the fixes
then the water.zip
open rtx-remix folder then make a mods folder in it right next to captures
Damn that water looks so realistic that I feel thirsty now
then make another folder inside mods called gameReadyAssets
place the water folder inside the zip right next to it
and just go in game open up remix menu go to enhancements tab and tick enhanced textures on
bam realistic water
Do i need to do same thing with octotex? I just saw the video
yea
all the enhanced stuff go inside the mods folder
epic stuff
I've uploaded π
https://steamcommunity.com/sharedfiles/filedetails/?id=3039422961 https://steamcommunity.com/sharedfiles/filedetails/?id=3039423011
dang
but in distance its very blurry
its 1000 value maybe tats why
Btw soon in the GUI there'll be an option to change the strength of the pom
dang
for sum reason this water texture is causing the water to flicker
sorry for the wind in the background
who's blowing air in the mic
whats the difference between generate pbr and generate pbr with AI?
which one is better i mean
it will use AI trained models to generate AI
non AI ones are regular ones as before
AI ones i think will look better
oh imma try the AI one then
did you download the models first?
yea
the ones inside the checkpoints folder right?
yes
Using bootstrap and custom css
Three.js is only for 3D rendering
oh yea
CSS
that always looks nice
@lament quartz is there any other test scenes to use as renderer with three.js
i've seen some examples
Yeah, I can change them, but I didn't make it changeable
Yeah, but not for now
hmm
Btw after write
You can select a texture
Then upscale, change it
And then press write button right in the material tab
And it'll rewrite the edited texture
In the mod
Basically it just mirrors the same button from main tab
For now
Eh the shitty part is that I need to rewrite a bit how the functions are works
make it a plugin thing
Like custom HDRI
Cuz for now the can do send only the selected texture name
Oh that's an idea
Good one
Btw if the tabs are overflowed, main tabs or plugins one, they are becoming scrollable
π
Ah sorry, I'm just so happy with the GUI
btw did you figure out the USD capture importing procedure
You mean models?
yea
Nah, I was fully dived into GUI
Yeah?
Idk, but I still gonna do my thing in the python
Three.js is only for 3D rendering
And if I'll do USD import, there'll be no needs in three.js's USDZ loader
usdz is just a compressed usd format
Error "slow_conv2d_cpu" not implemented for 'Half'
If you encounter CUDA out of memory, try to set --tile with a smaller number.
how to fix that
octotex
Does it happen to all the textures?
yes
U using 4x upscale or 8x upscaling?
4x
Oh u need to install pytorch then
It should be inside the requirements.txt
but i installed it
hmmm
Idk then, if u wanna skip upscaling then just put all the textures in diffuse into upscaled folder
Then just do the rest of the stuff
I have this issue when upscaling textures to 8x for sum reason but 4x upscaling works fine
FileNotFoundError: No file '0A1BCFDD82A2EC91_normal.png' found in working directory 'D:\SteamLibrary\steamapps\common\GarrysMod\OctoTex'.
When generating PBR?
yes
Is it still generating stuff?
It says on the right side how many textures have been generated like this 92/182
Oh
When installing python did u came across a option called PATH and did u tick it?
yes, i think
no no no, no thinks, that's a very important thing
Otherwise installed modules won't work
@half viper when you run the commands I sent you, ping me the responses here
Then I can give you some of that dank Lua code
Got an error message
Lua_run:1: '=' expected near '<eof>'
Are you sure you pasted it right
Be careful you didn't accidentally grab the ` that discord adds
Oh rip
I gave you a console command!
And this errors too???
Wait
Is that the ents module for gmod
Its not actually a console command
It is a console command but printtable isnt
No it isn't, PrintTable is code
To be evaluated by lua_run
It's one line to paste
Soo what should i do?
Alright
You didn't listen to what I asked
I have you the exact thing to paste into console
Wdym?
Like this???
Copy
