#Garry's Mod
1 messages · Page 9 of 1
Yeah you separated them!
It is one line!
DON'T OVER THINK IT
COPY PASTE ENTER
Show me the list I'm curious what it actually picks up
And is that the case for both lua_run and lua_run_cl
They are the same
Wow that blows, but rest assured there is still a way to get this it'll just be more involved
And for THAT I have to be home
So I'll ping you later with some code to try
Can u run gmod rtx now?
Without stdshaderdx7
That means
Most maps crash
And cant use Grenades
are you absolutely sure you deleted game_shader_generic_garrysmod.dll
because that very much sounds like you didn't lol
E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\bin\game_shader_generic_garrysmod.dll
you dont need portal rtx stdshaderdx7.dll
yes
i do need stdshaderdx7
yeah the gmod default version works fine
why mine isnt working 😭
stdshaderdx7 crashes my game
i can run the game with the normal one
but it crashes on any map other than destructible house
added gm_construct_rtx and gm_construct_in_flatgrass_rtx to the rtx fixes addon
idk this one is the oldest one maybe try it
the skybox has been moved to make it usable and lit while still having the map lit
oh tats cool
that stupid skybox blocked all the sun shafts before
yeah
also is the water on construct flickering for u? theres a water texture thats making it flicker in ma game
thats the same one from gmod
ooo my
Is this included in the new update for the fixes?
will be
since cl_first_person_uses_worldmodel doesnt work in gmod i made a replacement in lua
since i was previously faced with this issue in another project of mine i copied the code from it lol
unfortunately i might have to not include weapons
what'll also suck is multiplayer won't work too
i wonder if ingame i can modify the textures to give your own playermodel a seperate hash from others
wait actually
@lucid parcel how did portal rtx solve this? with the worldmodels portal gun?
did you just slap a fake portalgun with the remix toolkit onto the pedastals where needed
I believe there are specific texture categories or something for the portal gun. I don't remember what was done for the world version of the portal gun tho
ЧЕГО
NICE
HOW DID YOU MADE SKYBOX WORK
WTF
HOW
i only woke up and i missed a lot of fun stuff
bytw, i imported fixed water, it doesnt work
how to fix that
y`all doing god damn dark magic
can someone check the pip sights?
Can someone translate this?
it says WHAT
would you happen to know what "player model body textures" are for?
.
i mean in cod bo3 you can see your legs so ig its for that, or maybe its for 3rd person games
i wanna see the legs
maybe there's a way to enable this
because clearly there's a model for it
but not rendered
yeah but this is the model lol
3rd person?
guys?
probably not gonna work
👀
can you test, please?
what if u use free cam in remix menu and try to set the view in front of the player model and some how fix it at that position
uff its a mess
I think these are set up to make the player model visible in reflection rays, but not visible in primary rays. That way you can stick the camera in the center of the character's head without seeing the backs of their eyeballs. I'm not sure what playerModelBodyTextures is for tho
Ah, seems the playerModelBodyTextures are being used to detect when the camera and player model are on opposite sides of a portal... or something like that.
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/src/dxvk/rtx_render/rtx_instance_manager.cpp#L1448
This screenshot is like from source 2 or something
No it's RTX
Makes you think how good the source 2 lighting is without the need for ray tracing
Most results are bad representations
However textures like dirt are good
Because of randomness
Even plastered wall textures look good with POM
pre rendered lightmaps
they raytrace it and its baked in
theyve been doing that since quake
Btw @keen rivet
Im pretty sure alex had an option to mark alpha as mirror like surfaces
That would help with windows being reflective
Only for legacy PBR
Wonder if you can somehow implement that in the ai PBR
@half viper you should be able to use https://steamcommunity.com/sharedfiles/filedetails/?id=2861839844
You can get the map entities using:
local ents = NikNaks.CurrentMap:GetEntities()
or you can specifically get a few with
local ents = NikNaks.CurrentMap:FindByClass( "CLASS_NAME_HERE" )
Typical light entity is just "light" but I'd double check any other light class names
from there just get the position and spawn some dummy ent. I think the best way is to do all this clientside. I'm not sure if clientsidemodel will work but that would be the best best entity to use. Maybe just check if it works with a sodacan model for now and then you can shrink it down or w/e
Thank you David, will try it out after i get better
Can you get in game now?
I can't install stdshaderdx7 so im limited to destructible house map
Thats the only map that works
Without stdshaderdx7
how to remove this annoing ass fog? i keep removing it, it doesnt work
@keen rivetcan i have your rtx.conf?
I’m not at my pc right now sorry lol
Uncheck the following:
Enable Legacy Fog Remapping
Enable Fog
Mark those textures as Particle texture
I cant load to map after I made octotex texture
I think controlnet for auto111 can do depthmaps too
yeah it can
Fix?
This plugin allows you to use img2img right in the gui via A1111 api!
hehehe
This is sick bro
Help this thing started loading 4 hours ago and it still hasn’t loaded yet
Disable asset enhancements and enable them once you’re in the map
or update dxvk remix and bridge remix, since this bug has been fixed
I tried, didn’t work
Where to get it and how to install it
Same way you installed it the first time
Hah, here’s the fun part I didn’t install this
Download the bridge binaries from GitHub and put them in the bin folder
the download the dxvk remix binaries and put them in the bin/.trex folder
Or simply use https://discord.com/channels/1028444667789967381/1132988164814934167 by RuneStorm
@lament quartz can we add our own plugins? if so, is there any documentation on how to do that?
nope, only the example plugin
i want to have a inpainting Stable Diffusion model
for now
you can
yeah, and i gonna make an installer to install plugins from github
installer will be a plugin too btw
so that we can select a portion of the image and replace it with prompt guided to edit parts of image
that'd be so cool
i can show you how's it works
yeah
look
that's all
function.py contains the functions for plugin
like
def img2img( address, prompt, texture, steps, strength ):
import base64
import shutil
import os
import json
import requests
import io
from PIL import Image, PngImagePlugin
directory = "textures/stable_diffusion"
isExist = os.path.exists(directory)
if not isExist:
os.makedirs(directory)
isExist = os.path.exists(f"textures/stable_diffusion/{texture}.png")
if not isExist:
shutil.move(f"textures/processing/upscaled/{texture}.png", f"textures/stable_diffusion/{texture}.png")
binary_fc = open(f"textures/stable_diffusion/{texture}.png", 'rb').read()
encoded_string = base64.b64encode(binary_fc).decode('utf-8')
payload = {
"prompt": prompt,
"steps": int(steps),
"init_images": [encoded_string],
"denoising_strength": float(strength)
}
response = requests.post(url=f"{address}/sdapi/v1/img2img", json=payload)
r = response.json()
for i in r['images']:
image = Image.open(io.BytesIO(base64.b64decode(i.split(",",1)[0])))
png_payload = {
"image": "data:image/png;base64," + i
}
response2 = requests.post(url=f'{address}/sdapi/v1/png-info', json=png_payload)
pnginfo = PngImagePlugin.PngInfo()
pnginfo.add_text("parameters", response2.json().get("info"))
image.save(f"textures/processing/upscaled/{texture}.png", pnginfo=pnginfo)
return "Done!"
def return_back( texture ):
import shutil
import os
os.remove(f"textures/processing/upscaled/{texture}.png")
shutil.move(f"textures/stable_diffusion/{texture}.png", f"textures/processing/upscaled/{texture}.png")
return "Done!"
and index.html is a main page of a plagin
<h1><i class="fa-solid fa-brain"></i> Automatic 1111</h1>
<hr>
<p>This plugin is for Stable Diffusion texture editing!</p>
<input class="btn input-octopus" id="a1111-address" value="A1111 Address" >
<input class="btn input-octopus "id="a1111-steps" value="20" >
<input class="btn input-octopus "id="a1111-strength" value="0.4" >
<input class="btn input-octopus "id="a1111-prompt" value="Prompt" >
<br>
<button class="btn btn-octopus need-texture" id="pass_args_a1111" callback="stable_diffusion.img2img" >Generate</button>
<button class="btn btn-octopus need-texture" callback="stable_diffusion.return_back" >Return Back</button>
<script type="text/javascript">
$("#pass_args_a1111").on("click",function() {
$(this).attr("address", $("#a1111-address").val() );
$(this).attr("prompt", $("#a1111-prompt").val() );
$(this).attr("strength", $("#a1111-strength").val() );
$(this).attr("steps", $("#a1111-steps").val() );
});
</script>
that's all
and in the plugins tab will appear a tab with your plugin name
done
What if I write sometin weird in the prompt like "wooden tiles made of noodles" will that work?
yes
Welcome to ai art
pip install a1111?
but it hink at the moment of running OctoTex, that mean that you have all dependencies for a1111
but im not sure
Stable Diffusion released version 2.0. A lot has changed, and many people want to mess around with it. This video shows you how to include the model in AUTOMATIC1111's Stable Diffusion WebUI - And update it on your computer. It's a simple guide to follow, and you should be able to play around with new features and quality in no time.
AUTOMATIC1...
noooo
after i wrote the textures on octotex it doesnt work in gmod
did i missed the step?
wtf is this
i need help
its fixed now
write.py was broken
dowload octotex again i guess
god fucking damn it
i rewrote the textures
i reistalled octotexgui
and its not only not working but i see this
the textures arent upscalled
Load in enhanced assets through developer options?
bro, am i that stupid
of course it doesnt work
here is replacements file
god fucking damn it
i want to kill myself
why do i have problems that no one ever had
where do the weapons from?
what gpu do you have?
rtx 4070
when I select a weapon from the arc9 base I see white screen
without even ui
or just no model
i like dat
disable breath hud
somehting like that
btw does remix support hot load?
like if you change something
mod.usda yes
Just rewrite the file
Yep, I can’t do pbr texture
what?
lovely
I know you heard this before but you really done an awesome job with that ui ❤️
real what??
nah did not worked
you said
Oh got it
Not sure, but if the assets weren't there previously it might not work
@rich badge
I only tried changing positions and such
?
can you show me your arc9 settings?
not right now
oh, ok
just disable whatever sounds it might need shaders
hmmm
breath hud or something definetely had issues tho
3d scopes?
ok, i will check
yeah of course stable diffusion will not run
while im playng gmod with octotex and other stuff
ууу, плохо очень
да
Is replacements option gone?
думал в реальном времени заменять а хрен
like grayed out
да и так хорошо, что вьювер есть
сразу видно материалы
if so you could slap the old textures as replacements so the replacements.usda still has the references. When octotex replaces the old ones and modifies the usda at once remix might actually load the new materials
I had something similar when working on optics where I had the usda referenced to a mesh which was actually empty
still had a valid syntax but contained nothing
ok if i close gmod i can actually use sd
i just love the way you can edit the textures
hell yeah
like select one, upscale, edit with a sd prompt
they are looks like the original, but still as was prompted
i need to train the models more
@lament quartz Most of them are my personal preferences
but cheap scopes must be disabled and hud definetely doesn't work well
Господи ебана в рот помогите
У меня нихуя не получается
Как у вас получается тень и скайбокс
И pbr текстуры
Sorry for my Russian
если ты копировал конф у попо, то у тебя там уже должна была быть тень
отметь текстуры скайбокса текстурами неба
Можешь скинуть конф?
после пары буду дома и скину
https://youtu.be/O8fI9lrhFIw?si=TtfdKh7qo45MXIOq в комменты зайди и там ссылки будут
на скачивание
use the latest remix
that bin folder linked there probably contains one that's quite old
you need the newer ones for 3d skybox for instance
ты с какого туториала собирал гмод с эртиикс
С этого
он очепятался
Ayy
that's upscale + a1111 OctoTex plugin
Nice
Can I request a button that loads, upscales, generates normals roughness and displacements then writes again all one after another?
It would be useful for setting things up to run all overnight
oh yeah
i'll do that
Thanks
@lament quartz i got a idea, maybe if we get the USD model to load in
we could focus more on adding light sources with a simple script first
i actually can just make a plugin
like placing lights should be a much better plan than replacing mesh
because its simple
that just runs the functions for that step by step
and that's it
I can’t remember did I ever send the mirror fix addon?
Good luck
❤️
Also you should see if you can make the ai models keep the aspect ratio of textures
interesting, how will you train an AI to do that
i was looking at shadow removal AI
I think no
you mean the one in construct right
looks a bit worse, don't you think?
albedo is original dude
most PBR generators use that information provided by those shadows and make appropriate PBR
this goes for classical methods
non AI ones
mine too
but i've trained my ai to generate pbr without those baked shadows
adn if you don't want to use bake removal
just don't use it
idk i like the baking results
btw anything you found out about USD import in python or Three.js? i was talking earlier about how we could go basic with only light source replacements if we figure it out
I really want this tool to be the creator toolkit before the official one
these are good
it removes the light but the pattern is totally changed
yeah
but i gonna train ai to turn left one to the right one
cuz left one have a baked light, and that's not good
ok im training
do any of yall know if there's some way to port the new portal prelude rtx assets into portal rtx
better ask in #general-remix
sry
ok lets try to unbake
hmm
nah need more training
oh no
it looks good
and the other models that was trained on UNBAKED textures now generates even more mind blowing resulsts
i will show soon
this textures looks like as if tint was shifted
to more cold and matrix style filter
idk if you underdstand what i mean
It looks amazing
I think you cant
in arccw however you can get working non magnified optics
how
enable auto sky detection and they should work just fine, in arccw base not arc9
You can get rasterized magnified scopes too
they look ugly tho
тут текстуру я не нашёл
ля
ну выглядит просто найс
и вот теперь реально вопрос
а зачем нам sbox
если гмод уже с трассировкой путей
при том стабильно так
God damn @lament quartz the more pic you send the more motivation I get from these pics
Maybe add an option in material tab to actually change the material
Like you can choose the water or glass for example
кстати, а на оружие такое можно попробовать?
или будет выглядеть не очень?
Можно
Я могу попробовать завтра если хочешь
летс гоу!
у меня арк заработал
ток вот
проблема одна
у меня не свежая обнова ремикса, а я чисто дуб и не знаю, как ставить новую
не хочу сделать так, чтобы потом всё переустанавливать
если узнаю
поставлю твой октотекс
и попробую сам
Дождись новой версии, Я буду дальше модели обучать
- новая модель появится
найс
так
Можешь показать скрины из этой игры?
какая у тебя видеокарта?
3080
базы арк9?
Наверное
Хочу на текстурки посмотреть
так оно
это
аддон на гаррич
ой
гаррис
А, это аддон на гаррис
Я думал игра какая-то
ну
Просто есть аркс фаталис
И я спутал
Из контекста выпал
ничего, бывает
так кстати
ты знаешь, как обновлять?
У меня ехе обновлялка
какая?
ебать, тут земляки
РУССИФИЦИРУЕМ ДАННЫЙ СЕРВЕР
ДА НАЗОВЁМ ЕГО
"ТРАССИРОВКА ЛУЧЕЙ НЕБЕСНЫХ: ПЕРЕИЗДАНИЕ"
Sorry, it is my new friends!
@lament quartz can you send me your exe installer?
god i wish someone made a plugin that can render specific things like "generate roughness map for every textures" or something like that
legacy pbr roughness makes every texture look like there were on a rain for 30 mins
Yas
welp im gonna add ai roughness to every texture i captured and stream it
god damn every second is a suffering when i do it manually
how to make it automatic
AHA
i just noticed
@plain blade у тебя работает скайбокс?
да
но тень нет
и еще
как убрать модельку
это меня выбешивает
When I inserted normals from ai in a texture with normals from legacy pbr the texture did not change
that means
if i delete every roughness from legacy and press "generate pbr from every texture with ai" it will add only roughness
thats my theory
"A GAME THEO..."
clear the hashes
in the settings
and write again
no i just made my job easier, because with this i dont need to apply roughness manually
всм я не понял
отчисть хэши если после замены рафнеса если они не применились после записи
octotex сохраняет то, что ты делал запись, и поэтому не записывает по новой
бля надо как-то сделать видос- туториал про rtx remix и octotex на англ и рус языке
ну
после того как я решил 2 раз с pbr текстурами пойти
они опять не работают
заебись
Мне нужна помощь
Опять
ты точно указал куда надо?
how to fix it?
watch it on 29 second
there is a frozen frame
but i hear the noises
Bridge crash
Played it with a friend, but on servers haven't played it cause each server I join needs to download so much stuff that I don't have time, however I did try CSS rtx MultiPlayer and it works so this should also work
But I think u might wanna change the dx level to 8, In CSS the game kept kicking me on most servers cause I had dx level below 8,
remember to make sure to train it on many different lighting angles
can i change the port it uses?
steam and source games use 27015
i'm gonna use 27275
it would be interesting if you trained a different model for each different kind of surface
i wonder if you could use computer vision to detect the surface too
or use the hash of the image to try and match it up to the name of the file in the games files and use that as a hint to what it could be (i.e: textures named concretefloor01 should be concrete)
is this uploaded?
nope
sorry, does anyone know how to assign AperturePBR_Translucent to the texture?
i want to make a toggle in the GUI
to make water and glass fast
Like this (Xenthio's water)
just by references?
I think you don't need the
int inputs:encoding = 0 (
customData = {
int default = 0
}
displayGroup = "Normal"
displayName = "Normal Map Encoding"
doc = "Encoding type for the normal map. Octahedral for 2 channel textures. tangent_space_dx for 3 channel normals, and tangent_space_ogl for 3 channel normals with an inverted (OpenGL style) G channel."
hidden = false
renderType = "::Z36c_3A::users::vernon::appdata::local::ov::pkg::ZA8trex_2D2022_2E6_2E26::_build::Z0Awindows_2Dx86_5F64::release::omni_core_materials::Base::AperturePBR_Normal::normalmap_encoding"
sdrMetadata = {
string __SDR__enum_value = "octahedral"
string options = "octahedral:0|tangent_space_ogl:1|tangent_space_dx:2"
}
)
oh ok ill try
You need to copy the AperturePBR_Translucent.mdl somewhere in your mod folder unless you want to reference to the captures (which is not a good practise I think)
yeah i have it
Oh I realized that he referenced to the usda portal has
You could do that as well, or import translucent mdl into a usda of your liking and reference to that instead
btw do you know is it possible to change roughness intensity in the usda?
roughness intensity of what?
translucents don't have a roughness value
oh okay, hold on
i want to make a roughness intensity scaler in the GUI
If you have maps you need to modify the texture itself
only that way?
Like adjusting contrast
that's meh
Does it use the same effect as these pipes? https://media.discordapp.net/attachments/1017408266332033056/1156288693246623775/image.png
If it doesn't have a roughness texture you can assign value by usda
i think so, but idk for sure
nah i mean
the processing speed of textures is already slow
and changing the contrast that's wow
There is a global one in remix menu but thats not what you want exactly
i want something like that but local for every texture
like displacements one
displace_in
I think your only option is to adjust brightness / contrast
better ask someone else, they might have better suggestions
Does it have a roughness texture assigned?
yup
What
float inputs:reflection_roughness_constant = 1 (
customData = {
float default = 0.5
dictionary range = {
float max = 1
float min = 0
}
}
displayGroup = "Specular"
displayName = "Roughness Amount"
doc = "Higher roughness values lead to more blurry reflections"
hidden = false
)
asset inputs:reflectionroughness_texture = @./SubUSDs/textures/T_P1_MetalWallPanel_2x2_01_roughness.dds@ (
colorSpace = "raw"
customData = {
asset default = @@
}
displayGroup = "Specular"
displayName = "Roughness Map"
hidden = false
)
Hmm, looks like I was wrong
that's exactly what i needed
sheeesh
you said that i can update usda in real time?
i wanna test that
that will be mindblowing now
hell yeah
shit it works
now i need to test real time updates
and add the gui things
that's fire
Keep in mind that if you break the syntax in anytime, the runtime won't reload the usda ever again in that session
now you can change material properties right through the tool
thanks
i'll remember
What doesn't
rtx remix does not updates the materials in real time
That's sad
nah roughness scaler does not work
gosh
it was from prelude
Oh I was correct 😦
We should ask to someone else
someone messed up with materials enough to confidently tell
tadpole is offline right now, could ping him later
everyone is really
thanks, il'' dig into github
👀
select texture
change material to glass
and write
Boom!
even without game reloading
translucent material
New octoTex update?
What usda property you set the transparency with
transmittance_measurement_distance
and theres ior bu i didn't tried it yet
Yea it would be great to have that as a slider in gui
yeah i'll do that right now
I think it's not exactly "transparency"
But it works if it works
what is better to use then?
I mean you could use pure colors to set transparency as well
ah
measurement distance is like the distance required for it to have the color shade defined
Like water has a blue-green shade as it becomes deeper
@lucid parcel do you know if the GitHub version will get live reload for replacement assets
It already does
Oh
if you modify mod.usda
Ohh so it doesn’t do it if I reference another usda file
so it only works on mod.usda
You need to change mod.usda as well
like rewriting the same thing
You still can have references to other usda s and they'll get updated too
Science!
Did octotex get updated with the albedo model?
lol whaaaat
nope for now
nope
Aight
Interesting
High IOR?
I wanna run it on another 5600 textures
Also hai everyone!
I’ll wait for that
High ior shouldn't magnify by itself I think
Hello
it does not
Hi strelok
This is flat?
hi !
This one does? #1116089843479498782 message
and its flat isn't it
y'know what i gonna do
and this
it does not
it's flat
It looks magnified to me lol
Where are those colors coming from
the car itself?
it is
Yes
In Gmod some props still affected by the map light
Idk why
@keen rivet can you try this? Im very sick right now and you are better than me in this stuff
Not home right now
What is that
wide puffy chair
Woaahhhhhhhhhhhhhhhhhhhahahhhh

Make the car shiny now
Not that shiny lol
hahaha
make it a mirror
Lower metallic value
do you know if its possible to edit roughness scale in usda?
Dunno
This one has a roughness texture? No need for one
Can you do it with metalness?
i've generated seconds ago
oh
Lacks lights
oooh!
i understood!
that thing from portls for roughness works!
but only if you have no roughness map
loool
oh and i've found the same thing for metalic
YAAAS
that's fire now
wait a bit i'll add an option in GUI
Lol what
I said this before #1116089843479498782 message
hmm, we can add lights
only if tools like OctoTex could allow for easy light replacements, like make it automated like usda texture replacements
Automated? How
like how do you know where to place a light
that would require a usd viewer
Omniverse
nah lol
its not something that could be automated enough for octotex
-I think-
@lament quartz What was the reason for you to not to use omniverse btw?
I just wonder
You should mention that it only works with no texture assigned
yeah of course
For a second i thought it was a cube map 😭😭😭
@lament quartz
that's what cubemaps are for
have no enough space, too complicated, and i am on linux
good reflections
They're quite good for this specific one actually
but the illusion breaks very easily
Oh okay
it has a linux build but
If you're looking for it yes
have no enough space
Yes I get it, just to correct
I know every cubemap location that was baked in construct
Thats What i meant
This one Luks good
let's see
change the colors of the cars
t tried
it did not changing the colors for me
YAS
That AI makes everything much better
what ai 👀
and i've trained other AI's a little more
👀 Show me
That pom is just..
wait i need the bricks
What dataset are you training on them
oh wow that looks better
How this compares to the old model
i can't show you cuz i have no old model
Wait what
but trust me, it is alot better
I mean before the "trained more"
yup, "new" models is an old ones but trained a little bit more
i have no them
as i said, i have no enough space
now the floor
The screenshots you posted before?
only screenshots
Ah wait they're only pom?
What is this new ai for?
Oh now I get it
and that allows others AI's to produce more correct results
cuz they was trained on raw albedo
without baked light
This is great, it could save a lot of smaller projects
Like map tiles in bf1942
they've shadows baked in
I mean for newer ones those textures are being remaked anyway
OctoTex is crucial for something like Gmod, where it is impossible to handcraft all those textures from all those addons
❤️
👀
nah, artifact appeard on this one
don't mind the colors
that's from octotex preview
i gonna remove it wait
it's not that impressive yeah
That's great for what it'll be used for, but I wonder if it could something like this: #1146726031022108752 message
HMM
W A L L
Emissives?
nope
The lights glow?
So it is emissives or what
yes but because it marked as UI
Oh got it
What are these weird halos on objects, they only appear in dark areas and in MP
Online works?
Why wouldn't it?
GMod doesn't have VAC, so it's not an issue
Nice, I can bully children in dark rp servers with rtx
It does?
Launch the game with -insecure flag or you might get banned in vac protected servers
It doesn't, don't trust the loading screen
It would be silly to be present in a game where users can add custom binary modules
And people can make lua cheats anyway so why bother with VAC
Oh so its "deactivated"
Yeah
why include it then
.
It's just an engine UI thing that never got removed
and the steam page
I suppose to scare would-be cheaters
Doesn't sound so effective 😄
They vertix explosions are so strong in MP
what
It works in good fps but still those vertixes are appearing
Those like colorful lines
That like go every where on the screen
Have to disable alpha blend to remove them
That was what I was going to say
Not sure why exactly some textures cause this
There's been plenty of the same question on the net, and the consensus seems to be that VAC is just dormant in gmod
@woeful phoenix could probably give a more definitive answer, he's more knowledgeable on the engine side than I am
While I wouldn't join other games with actual VAC in them, I have played L4D2 extensively on VAC servers with reshade enabled so idk
Might be one of those things VAC doesn't care much about unless Valve says so
I have to raise my dx level to 8 though otherwise the servers kick me
With depth buffer extension on?
Yep
That won't go well
Reshade doesn't allow access to depth buffer on games with high network activity
at least by default
you can mod the source
Also what are those halos? They only appear in Multiplayer and in dark areas around models
I might not have paid much attention to whether the DB was working or not
You can't enable dof, mxao and such require depth info
I only needed it for MXAO
If it was working you have it
is it with dx8
Nope in the screenshot Gmod is running in dx 7
But CSS is on dx8 otherwise I get kicked from most servers
So you sure it doesn't look the same in dark areas in singleplayer?
Nope it looks clean in SP, those halos are very noticeable, I have not seen them in SP
No idea, it doesn't seem related to remix to me :/
I don't see any sign of rt here other than the overblown eye adaptation 👀
It really looks weird to me
Oh I have the spot and point lights disabled so there's only sunlight, but I did turn on both of those and saw rt shadows
what
you should be able to see rt shadows from the indirect sun light bouncing off the floor
U know in the light translation option, there's a way to disable every light source on the map, I did that in the screenshot
I get that, that doesn't seem to be related to what I've found weird
Transation°
the image looks flat, it doesn't have somehting to do with if point lights were on or off
Im gonna make a video about it later
Does the new version works for anyone?
@half viper sorry for ping, steam automatically updated my Gmod, and replaced all the files, even patched
But I've installed the latest rtx remix, and it works
💀
¯_(ツ)_/¯

:(
Oh god I can't wait for rr
I think they're busy tweaking it for cyberpunk
initial response was not so great
Still can't wait for rr
Sorry for this:
If you can't wait, then don't wait
Hahaha
I had to do this
Yeah understandable
forgive me
Everything is ok bro
i still have no clue why its magnifying, it should be refracting around the material
if its not a solid chunk of
lets say
glass
😛
For everything else like a car's windows it looks like it should
Only these props are magnifying
But I love the magnifying effect lol