#Garry's Mod
1 messages · Page 10 of 1
Github version of Remix runtime already has that - but it's triggered by the last modified time of mod.usda.
If you modified textures or other USD files, you can just add a space and re-save mod.usda to trigger the runtime to reload.
(or just re-save mod.usda if you're writing a tool or something - you don't actually need to change the contents of it)
You don't even need to change anything, just re-save the file
Oh, yeah, I didn't read till the end, sorry
Octotex is now able to change the materials in teal time
🥰
nice!
You can actually run octotex and the game at the same time, make a capture in the game, then load in the tool, and then make changes in real time 🤗
The tool is not that heavy to run with the game at the same time
Just keep in mind that once you have large numbers of assets, the runtime may take a few seconds to reload them
Yup
so I'd recommend against triggering a reload every time the user moves a slider or something
👍
So you can make the changes in the multiple textures, and then write them
at this point the runtime should be pretty stable to reload a bunch of times, but I we've had crashes when reloading assets in the past.
And there's a material preview so ( but I did not update the preview to support the sliders for now 💀 )
эм, прошу прощения, но у меня пару проблем с гмодом всё таки. первая - моделька игрока видна в первом лице. вторая - нету нормального скайбокса
что делать
Пометь текстуры игрока - как текстуры игрока
так
А вторая, у тебя в параметрах запуска прописано отключение скайбокса
значит первая проблема решена
Убери этот параметр
неа, я не прописывал
А потом внутри игры в ртх меню включи поддержку скайбокса
Где именно, Я тебе не скажу, ибо не помню
Тогда у тебя должен только скайбокс рендерится, поэтому не ври
Скорее всего чей-то готовый скрипт тогда скачал
Или команду готовую скопировал
я как буду за компом, покажу всё
Угусь
Но только завтра
Btw sorry for the question, is it possible to preview the texture hash before capturing?
If you hover over it in the Game Setup tab, it should show you the hash
But the hash is too different from those in the captured folder
The hash in the menu is different from the captured dds file hash?
well, it's supposed to match... I suppose I haven't actually verified it in a while though.
Thanks 🙏
I just wanted to add a feature to edit the materials properties by hash, without capturing the textures
Like for glass, or seamless colored things
ah, some materials dont have textures assigned, I'm not sure what we're doing to hash those
But noticed that the hashes is not matching with those in captured
What do you mean?
Sorry if theres too many questions
Is there a captured materials that have no textures in the base game??
well, the hash for non-replaced materials should just be the hash of the primary color texture for that draw call. I don't know what hash we assign when the draw call doesn't have any material... I think we just don't have a material on the captured mesh?
No I mean, look at the car, that's a texture in the base game, and it has a proper stable hash, but it's just a white color, I mean that
I don't understand. Are you saying there was a non-white texture, but when captured it becomes just a white color?
And to save a time for textures like this, or glass, I wanted to use the hash of the texture, but the hashes in the menu are different from those that in captured folder
Ok, wait, I'll try to describe it step by step
Sorry, English is not my native language
So, the texture in the game, is white, and in the menu you can see the hash of the texture, but if you capture it, the captured texture has a different hash in the file name
Why I'm talking about white texture, is because when you capturing assets, it takes a really long time to complete, and I wanted to implement material editing ( in my own tool ) by the hash name only ( hash from the menu, without capturing )
But it's not possible because hashes in the menu and in the captured folder are different
if you edit the material, it completely replaces the original draw call, meaning that the original texture is not used
I hope this time I've described everything more properly
Yeah, that's ok
It is possible your game has 2 textures assigned to the same draw call, and the one you're highlighting in the menu is the 2nd texture
If you mouse over the rest of the textures in the remix gui, do any textures others cause the car to light up?
Nope
Y’all need to try out map Gm_borealis
Only one
And see how it is with all those new textures
Does every texture hash mismatch, or just some of them?
Every texture
But if I write a replacement with hashes from captured folders, they are working
If I'll try to use hashes from the menu, they are not
hmm, at least in a portal capture I just took, the hashes still match:
Oh yeah, they are matching in the portal
I see
That's strange
Still thanks for everything ❤️
I can't find any where they don't match, and I can't see any way in the code that could lead to mismatching hashes
Is there a possibility that the proton leads to mismatch in the remix menu?
( yup I'm running rtx remix through proton )
Ah I think that's not the territory I should ask the questions
Thanks for everything
🥰
Wait the runtime can actually reload the path tracer?
So does that mean if like for example my vram starts to max out, if I just reload the renderer the vram goes back to the original amount?
It's not reloading the entire thing, it just reloads the assets.
Ah ok sorry, do you know if there’ll ever be a feature to reload the entire thing when the vram starts to max out
Cause for me (I’m on a mobile rtx 3060 with 6 gigs of vram) I sometimes have the issue where the vram slowly maxes out when playing around with settings, and when I go back to lower settings the vram still slowly maxes out until it stutters and crashes
And I have to restart the game as for the vram to not max out
this is mainly an issue I’ve experienced in the latest build of portal rtx and portal prelude rtx and rtx remix 2.0 (without any added updates)
Disable all enchantments
@lament quartz I don't have this problem
Then join the map
i did
And turn on them back
didnt work
Weird, I don't have to do this
Then idk
Any addons?
I don't have too
On the older builds of remix o should do that
But now there's no needs
Thanks for the info, maybe that's cuz of proton
I don't think it is related to
do i need to update it again?
You sure this happens with all textures?
You have a better idea? 💀
cosmic radiation
Yup
rtx remix fixes
Does anybody know if there's an emission scaler in USDA per texture?
Yes there is
Would I send an example?
If you wish
color3f inputs:emissive_color_constant = (1, 1, 1) (
customData = {
float3 default = (1, 1, 1)
dictionary range = {
float3 max = (1, 1, 1)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emissive color when no emissive color texture is specified."
hidden = false
)
float inputs:emissive_intensity = 40 (
customData = {
float default = 40
dictionary range = {
float max = 65504
float min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
hidden = false
)
asset inputs:emissive_mask_texture = @@ (
colorSpace = "sRGB"
customData = {
asset default = @@
}
displayGroup = "Emissive"
displayName = "Emissive Mask Map"
doc = "The texture masking the emissive color"
hidden = false
)
bool inputs:enable_emission = 1 (
customData = {
bool default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emission"
doc = "Enables the emission of light from the material"
hidden = false
)
Thanks ❤️
We've fixed several memory leaks since those builds
Do portal and prelude get updated as well
We have to thoroughly QA any releases to steam games. Public version of Portal RTX is still on the original binaries.
The Prelude devs are responsible for any updates there, but I don't believe they've pushed any.
Wait, if water uses translucent shader, how is it animated?
in gmod, the simple water texture is already animated
from the xenthio's mod
So you can't animate it by yourself with USDA properties?
You can also mark a texture as animated water texture and it will animate its normals
like waves
Hmm
ah ok, still tho i feel a feature like that could be really useful on weaker cards with less vram to spare
I'll try that, thanks
in the rtx.conf
Yup I understood
if you were to automate it here's the var: rtx.animatedWaterTextures = hash1, hash2
Oh btw according to the documentation this requires rtx.opaqueMaterial.layeredWaterNormalEnable to be set to true, it does say that's the default anyway but this might change / already changed and not documented (there are quite many instances this happened)
And I hen will try to replace the palm tree from the sadx
Is there a documentation??
I'm really blind lol
It's better for us to just fix the memory leaks so that VRAM pressure goes down when you change settings, rather than forcing users to manually reset stuff
Oh Mark, do you know if there's a parameter to change the intensity of the roughness per each texture in USDA?
With roughness map
Like a global variable in menu, but per texture
I've found one, but it works only if there's no roughness map
no, you should just scale the texture. roughness should go from a 0 to 1 range, values outside of that don't make sense
fair ig
If you do find a set of actions that just causes VRAM to go up and up, please file an issue with repro instructions, so we can track down the leak and fix it.
You don't have the preserve textures somehow enabled right?
i have no idea what that is
im not sure thats there in portal rtx
You should really use the latest runtime and bridge from the github.
i wanna ask when portal rtx gets updated to include ray reconstruction, will it utilize the latest remix runtime with all the fixes?
I can't talk about stuff like that
ah ok apologies
stuff like that is really daunting for me, thats why i dont mess with it
You can use the https://discord.com/channels/1028444667789967381/1132988164814934167 by RuneStorm which makes downloading the latest binaries much easier
i mean like setting it up for portal rtx + i dont like downloading random files from the internet lol
It's not random, its from nvidia's remix repo
oh if you mean the downloader you can still do that manually
portal RTX isn't going to work with the latest runtime as-is, the asset format has changed. Prelude should work with a straight upgrade tho
I'm not sure why you're asking questions in the Garry's Mod project channel if you're not working on Garry's Mod tho?
i mean the downloader ya
oh im so sorry i didn't realize, i thought i was able to due to both games being source
I mean, if you have questions about Portal RTX you can just ask them in the general chat? If you want to use Remix with Garry's Mod, you're going to have to be able to unzip and paste the Remix files into the correct folders within Garry's Mod
Yes, VAC is not enabled in Garry's mod. The lua overhead and module support would make it flip it's shit out
again i apologize, sry i went off topic without realizing it
i just played portal rtx so ya lol
Btw I've noticed that high poly models drops fps in the game with rtx remix
An example?
But if you replace low poly model with high poly one with remix, the situation is much, much better
High poly modern sonic model for sadx
Or highpoly cyberpunk car addon for gmod
Can you try disabling alpha blended and tested?
Yea because high poly meshes shouldn't be a problem, I had added unnecessarily high poly meshes before yet it didn't have a impact
by hight I mean really high
probably more than the total scene
I mean high poly mesh right in the game
Without replacements
I think I understand how to parse the USDA as an associative array
Need to try tomorrow
If it'll work, that will be fire
how do i go about fixing this? all the materials are .usd files.
The game passes those high-poly meshes into d3d9, and Remix analyzes them which is introduces quite an overhead, compared to replacements. Replacements are parsed once, while everything that comes from the game might be reparsed each frame.
The desireable scenario is: the game passes low-poly meshes, Remix analyzes those low-poly meshes, and based on that, replaces them with high-poly USD replacements.
Again, high-poly ** replacements** should not be a problem for Remix
do i have to convert .usd to .mat?
so i added reflection to this guys glasses in the tool but i forgot to change the transparency though
@keen rivet and perhaps @rich badge since you guys had water figured out, is it possible to change the coloring of it? I need a few different types of water. Ocean / lake / dirty / clean water etc
Yeah change the colour of the tint in the replacements file
Create a folder,
Yeah i ended up finding your solution after scrolling up a bit
Your tool’s a godsend bro
Where would I find that prop?
guys, how to fix that
guys?
You adjust the transmittance color color3f inputs:transmittance_color = (0.3, 0.65, 0.86) (..) and transmittance distance float inputs:transmittance_measurement_distance = 800 (..)
You achieve the water becomes blue-ish as it gets deeper by adjusthing its transmittance measurement distance
I think this as a whole means more or less the material color will become inputs:transmittance_color after the light travel distance reaches the inputs:transmittance_measurement_distance
please...
You probably get this question all the time, but could you give me a quick TL:DR on setting up RTX Remix alongside your tool for Gmod
I want to rtx-ify some more unique maps on the workshop and see how they look
Clone OctoTex and place it's folder in your root folder where "rtx-remix" folder is located
Oh
do I need to still steal the files from Portal RTX or is there a github now
#remix-beginners-guide
GitHub page
also just a more general question
how useful will HL2RTX be to the future of Gmod RTX development
if useful at all
will be useful as fk
fosho
how will my 2070 run gmod RTX once i've used octotex n shit to redo whatever map I pick
i remember running portalRTX decently
on what res
1080
fine
Which dlss mode?
I've never used DLSS i didn't think it works with Gmod
i don't actually know how to access it
so you're new to remix modding, is that correct?
completely i've only ever watched youtube videos and browsed this discord without speaking
a fellow lurker, amazing
Remix replaces the renderer, so it supports latest goodness including dlss
Nah I mean like in ports, rtx?
actually without dlss its fire hazard
same lol
How tf are you running portal rtx at 1080p without dlss?
You should https://discord.com/channels/1028444667789967381/1098785289838796850 and gain some perspective over how this thing works
How many frames did u get?
then you can follow the instruction on the oldest(second) pinned message to get gmod working
Oh ya it was prob automatically on
Half life 2 rtx is Garry's mod rtx
hl2.exe moment
can someone send his rtx.conf please
ty
обозначь текстурки плеермодели как-то "playermodel body texture"
when people say portal rtx file do they mean Portal with RTX or Portal Prelude thingy?
Both should be fine as far as I remember
But i think its better to use portal w rtx
im feeling kinda dumb here, i did everything from patching to newest remix install but for some reason the game doesnt load remix at startup or in a map
i boot up the game, vanilla graphics no remix menu or press alt x to open
got the dxvk with shader 0, game is running DX7 or dxlevel 70
You need to put rtx remix in the bin folder
Yaay, new member!
Your OctoTex software is crazy, excited to see where it goes
😭😭😭😭
for some reason my game does NOT like me playing with stdshaderdx7
I think try resetting your whole PC
😭😭😭
that is a mess use tis one
😭 🥺 ☹️ 🙂 😄 😂 🤣
Did u reset your whole PC?
Nope
who knows it might fix it, but have to redownload every single thing, drivers, discord, games and etc
hi Alex, how delete all textures in gui?
what gui?
Okay, I got it. I'm sorry to bother you.
there's no problems 😛
what you did? describe your steps
i just got lost in the instructions, it was telling me to drop .dll files into my gmod folder and i couldnt even find the dll files
i was following the pinned message in this thread
i think im just a bit stupid
aah, you're talking about gmod
hm, i've just did all the steps in the pins and that's it
ill have another crack in an hour when im back at pc
orrr i can giv u a short cut witt the binnnnyyyy fuldurrrr
please explain i would really appreciate it
sorry for the slow reply i had to go out
@lament quartz ayy did you ever finish the albedo model?
Are you talking about unbaker?
It's already out
And I've said before, I can't work on the weekends
oh sorry i forgot it was the weekend for you
wheres the unbaker?
i cant click on textures for some reason hmm
oh shoot wait my git was scuffed
On my Google drive
Just redownload the whole thing
And support for unbaker was already uploaded to the git
yeah when the webpage loads lol
Yeah
i assume its because of the sidebar
💀
doing unbake on 5218 textures, same with normals and disp and roughness
💀
yaay
guys I have a steam glitch where I cant play any game
thats why the command lines for gmod havent done shit
anytime i click play on a game it says its playing and then cancels
when i put the commands into the console nothing happens
and when I try to play the game normally nothing happens
the game doesnt work at all
i unistalled it and reinstalled which made it work fine
but the second I put the remix files in it just doesnt open
ah crap u have the virus that strelok has
idk he hasnt fix it yet
If you see it go blue, stop, then go back to play on steam then I had this before. In my experience the bridge client caused it especially if it's after you installed remix
Try a diff bridge client. I used the portal RTX one and it works
No, nothing happens, the game does not open
If I click the play button on steam it does nothing
If I use the command console and enter in the the stuff from pinned, it does nothing
RTX Remix Fixes addon will now disable those pesky sprites
the ones that have different hashes every time theyre loaded
https://steamcommunity.com/sharedfiles/filedetails/?id=3038853470
also added the mirror and emissive mods in the description
added ability to disable vertex lighting, disabled by default, allows coloured effects to work
Yep exactly like that
It goes from the cancel back to the play
Just the bridge.exe
yeah and the associated binaries for ONLY that
Not sure what that means
the .exe alone is not the client
you need the moduels with it
not the DXVK modules
What files should I copy from portal
I’m confused but okay
Portal rtx also does the same thing
Like the game
I cant open gmod or portal rtx
The regular portal rtx game just drops to desktop on you??
It does that
Other steam games work but those two don’t
What graphics card do you have?
I think a 3050 mobile ?
Before this was never a problem
I have had gmod rtx up and running before
Something changed then, when was the last time it worked?
Same laptop?
You didn't have to reinstall RTX or anything and maybe miss a file? I know when I downloaded the stuff I didn't include the .trex by accident
Seems like a bigger issue at play than can be troubleshooted
I have trex and all that
I followed the video xenethio posted
Just used remix 0.2
I would sort out why you can't update your graphics card driver before you tackle a game relying on those drivers
I mean assuming your drivers aren't up to date
They aren’t up to date
I’ve tried to update but it says failed every time on GeForce
So start with trying to fix that problem instead of trying to move past it. IDK why it would happen but google says it might be because the GEForce client itself is out of date
So delete GeForce experience and reinstall it ?
I'm honestly not sure what the best thing to do first would be
At this point I'd just be googling it with you hah
I’m installing GeForce again
Hasn’t gave me any issues yet
We will see if it downloads right now
Yep that fixed it
Now we will try gmod again
Yooooo it’s fucking opening let’s gooo
@woeful phoenix
this is what I got now
so uhhh
make sure you set shader model to 0
use these configs too
they'll setup a shitload of stuff
alright I deleted mine and have yours in now
because my conf did not have that option
yeah you have to add it in
Further than before
and its taking up a huge amount of storage
storage?
like the usage
oh my graphics config is insanely high you might wanna turn that down
ah okay lol
so how do I get the regular textures to work
i wanna get this to work normally first because i try to figure out how yall got the pbr stuff
they are grass is just funny sometimes
Okay, how do I get the pbr textures and stuff that recently have shown up
anti cull doesnt really work at all
what.
??
it looks amazing
I just lowered the roughness and made it fully metallic
Kinda mimic the cool textures they have
is this even without PBR textures?
Yep
damn...
nah, idk, but you can ask around here how to work with octotex
Damn alright, I don’t know how anti I’ll works tho because it didn’t fix anything
The light in the back door on that pic should not be there
Light leaking
еveryone here will definitely help you
Hopefully soon lol
doing some shit to send the lights manually to rtx remix
What’s up with the fog?
i messed up with the sun somehow
Finally! Those dang things were so annoying
I get that type of fog in dark areas of map when using volumetric lighting
First u need python would recommend Python 10, (DONT FORGET TO TICK THE PATH OPTION BECAREFUL WHEN INSTALLING IT DO NOT MISS THE PATH OPTION TICK IT) and then download octatex. Then open octatex folder and u will see a txt file called requirements.txt, Open that and u will see names of all the modules u need, Simply open command prompt, just type pip install (module name) if u wanna install manually and if u wanna install all at once type pip install requirements.txt or sumthin idk what is the name of the command to install all the modules at once.
they should pin this
And then just go in-game open any map and then open remix menu go to enhancements tab and u will see two capture options any of them will work, After capturing go to octatex folder right click there and open the Terminal, if u dnt have terminal then u see all that path up top of the folder? Like steam/steamapps/common/Garry's mod/etc remove all that and type CMD there and enter it, it should open CMD in that folder
Load the textures first and then upscale them, Now u have two choices u wanna do PBR automatically or if u wanna do manually, I recommend manually that's better one u can change the roughness, POM strenght and bunch of stuff there
manual would take awhile tho wouldnt it
If your doing it manually don't touch the roughness and metallness options just touch the Albedo(Optional), Parrelex and Either AI normals or legsce normals, Legacy normals are better
Yea automatic makes all the textures behave the same but manually u can change the behavior and etc u can even replace textures from ambientCG in there but yes it takes some time to do
Especially if u have 1000 plus textures
Most I have done is 144 textures
I mean manually remastering those 144 textures
Oh I forget one more thing u need
U need the AI stuff aswell
Put them at ai/PBR/checkpoints/ put it right besides textures
The one drive link should be in the GitHub page for it
this all comes with octoflex right
because currently i have no clue what your talking about but im sure I would if i had the files
Those AI modules are separate and don't come with Octatex
damn, seems very complicated
Nah it's easy
lol i just dont wanna break gmod again and not have rtx working
It seemed complicated to me aswell at start but now it's very easy to download octatex
For me
Cause I downloaded it 3 or 4 times all from the start and it kinda gave me some practice
alright, ill try it out in a little while
if i fuck up though will it break gmod?
someone should make a youtube video on how to do it
Nope if u ever messed up only octatex will break probably
ay maybe you could make a youtube video for it
I lost access to ma YT account 😭💔😭 need to wait more then a week to login again
bro what?
the rtx remix fixes addon will now iterate through shitloads of lights every frame and send them to rtx remix
Try it in big city!
it also makes bounced sunlight brighter?
which is cool
maybe bounced sunlight didn't work properly before
works
i can see the light inside the house is working
same with the light in this building
My question is what’s up with gmod lights
Like you load into a map and the lights aren’t there until you get close enough to them
Then they stay there for the rest of the time
yeah thats what i'm fixing right now
Ohh sweet
they might flicker occasionally
especially when a map has more lights
it might also break the ability to turn lights off with light switches :(
Awe
okay its all working
addon code and etc also now on github
i have a hackier idea that might work better lemme try that
I thought you guys were using the source RTX fixes? Are you trying to solve all the culling stuff with lua?
Three render call loops to fix a light that can be solved by a single clientside entity is iffy
Well it wouldn't be single but you know what I mean
that local light function still adheres to basically what light calculations use and averaging out the amount in a space
if you use an entity each light is considered unique per that entity
so that data gets sent without averaging
it also means you don't have to loop like a nut and if you didn't actually fix the culling issues with the source rtx fixes, itw ill at least still cull
oh yeah those fixes also are used
these are different fixes
I think you should consider implementing the suggestion I made in that reply, it works well for Dark Messiah and I wrote that with an injection. Have even more control how it functions in lua. ATM you are shuffling through 4 random light maps in a table for 3 renders calls
oh yeah no theres another mode
One solution I was trying in DM that I can not do because of limitations is moving the entity and drawing, but I can not safely access setupbones
entity that teleports around to a bunch of different lights
This is still restricted by the speed of the entity thought
which is always < the amount of frames called
teleports around so it can update nearby lights since in source not all lights have entities (cough cough half-life 1 maps)
and hl2 maps
bunch of maps really
the other mode is so it works on fullbright
which allows baked terrain mode to not use the ingame lightmap meaning terrain doesn't turn pitch black in shadowed areas
What HL1 map did you check, I'm curious to check what exists on it
c1a0
mat_fullbright 1
source has the ability to place lights in compilation for specific textures
its used in hl2 for effect lights and hl1 extensively, almost every light
If the teleportation solution is the best way to go, I suggest using SetupBones so you can get it to more places in one frame. Theoretically speaking, since you are going to be shuffling multiple render calls per call anyway, you can probably set your own custom convar for max lights* that will just increment up the light list during the entity's drawmodel, setupbones, setpos, draw itself, rinse repeat
psuedodish code. Obviously your limits should shift based on the convar so you can get a consistent buffer
function ENT:DrawModel()
for i=1, XXXX do
local light_dat = map_light_list[i]
self:SetRenderOrigin( light_dat.pos )
self:SetupBones()
self:DrawModel()
end
end```
but this gets the point across
what would setupbones do
Setupbones allows you to update the rendering position of the object within a render draw
because it basically flags the positions as dirty
So in this case you'd be able to draw the model in X different positions every time it's drawn ONCE. That surpasses your 4x light limitation and the entity thought restriction
binding that X limit to a con command is a sanity check so people can change the performance if they're having issues
The dirty flag is important for additional calculations within the engine, in this case you want lights to pick up on that fact so when this is called it won't be seeing it as a "we just use the old lights" it'll say "ohshit new pos just dropped"
https://wiki.facepunch.com/gmod/Entity:SetupBones here's the wiki page but the information I gave you above is the backend reasoning it happens. I dont have access to this function in Dark Messiah as clean as gmod has it so I can't take manipulate my render stack
Forces the entity to reconfigure its bones. You might need to call this after changing your model's scales or when manually drawing the entity multiple times at different positions.
This calls the BuildBonePositions callback added via Entity:AddCallback, so avoid calling this function inside it to prevent an infinite loop.
guys, can you test other maps?
ахах, чат сдох после того, как я написал
lovely texture work 🙃
Btw you don't need plain color textures for mirrors, just set the values
I've seen it 👍
this'll make it a mirror
Instead of this you could set roughness to 0
over "Shader"
{
color3f inputs:diffuse_color_constant = (1, 1, 1) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (1, 1, 1)
float3 min = (0, 0, 0)
}
}
displayGroup = "Diffuse"
displayName = "Albedo Base Color"
doc = "The base albedo color to use if no texture is specified"
hidden = false
)
float inputs:metallic_constant = 1 (
customData = {
float default = 0
dictionary range = {
float max = 1
float min = 0
}
}
displayGroup = "Specular"
displayName = "Metallic Amount"
doc = "Metallic Material"
hidden = false
)
float inputs:reflection_roughness_constant = 0 (
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
)
}
Like this
@keen rivet You could structure the mod like:
subLayers = [
@./water.usda@,
@./mirror.usda@,
@./gm_construct_emissives.usda@
]
Thanks for voicing your opinion.
lol the octotex texture browser doesnt work at all
it tries to load everything
it should really only load when clicked and use a low quality compressed thumbnail for the material browser
it does not uses low quality thumbnails
probably
And load by chunks
yes
I am sure just thumbnails won't cut it
128x128 jpg
i can crop the textures
?
nah just use small images just for the thumnails not actually used for textures
like the icon is 90x90
so you could have 90x90 jpeg version to load quickly
i've messed up the thumbnails probably
I mean, I can scale texture to make it small
Not that painful actually
Btw Look at that!
That's USDA to obj converter
But it messes up the UV map for now
Why do that?
I should've missed sorry
Usda is not omniverse's property
also blender supports it
Oh
Why when I talked about models convertation no one told me that before?
Why imma doing this then
¯_(ツ)_/¯
Do you need some kinda USDA plugin for blender?
No just import it
Oh
the name might be universal scene description
Yeah ik
How can I make the beginner modders life easier then?
Does it able to save multiple textures?
Like just import another model, delete the old one
Place the textures, and save
Globe
Make the installation easier?
Like most complains are python errors
during the install
I'm talking about models 😦
Oh, you could port the functionality of E-Man's omniverse addon
to make working on meshes easier
What does it do?

Many things
K I'll ask E-mab then, still thanks
I mean I could say something but of course he knows exactly, not me
I didn't mean joke
Thanks
I can't try the toll myself cuz I have no space left on my ssd
😦
Like it triangulates the meshes, converts interpolation to vertex
That's interesting
Those aren't necessary as of a new update (weeks ago) but not doing that will cost runtime performance
according to the devs
Is there a way to give the water refraction
Are you using octotex?
Not currently
Is there a way to do it naturally
Where is that located
I can't remember how exactly it called
Wait, do you have a custom texture replacement ?
No I just have regular remix
One question about octoflex
If I chose to for it to automatically do the textures
Is it possible for me to come back later and manually change them myself
Will is fuck up my gmod if I do it wrong
I’m gonna follow what he told me
Nope
Yeah, that's a great one, good luck
😛
Alright, I’ll do it later tonight, hopefully nothing does wrong
Although I did mention someone could make a video about how to do it as well
Lmao
u also need to download imagemagick aswell, i forget to mention it
Just saw this glass work someone posted a month ago
https://www.youtube.com/watch?v=716X-S-acN4
They need to set thin_walled to true in that material.
(thin_walled = true means that a single surface counts as both entering and exiting the translucent material. false means that a single surface counts as entering a solid block of material, and it will act as if everything behind it is solid glass until it encounters another translucent surface.)
more glass (this is actually half life 2 not gmod.)
all textures from ambientcg.com
I don't think he is in the server
The guy who made the video
Also in the description it says its half life 2
Probably because they couldn't figure out how to get Garry's mod working
(which is much more complicated than other source engine games)
Oh oh i'll take a note
getting the thin_walled property wrong was pretty common among our artists while we were developing portal. It makes everything behind the glass look like it's in an aquarium or something
For example, water should have this on false right?
in general, yes
if the geometry means the ray is entering a translucent medium, and other geometry may mean it is exiting that medium, thin_walled = false.
If the geometry is a single quad meant to represent both entering and exiting a glass panel, thin_walled = true
Yeah, I understood right away
Thanks
😛
They are
yeah im here
Water should be thin walled ??
But we only have a plane at the surface but we want the whole volume to act as translucent
No, variable should've been set to False
Mark said #1116089843479498782 message
Like water is a liquid that fills everything, so there is no endpont for the ray
Oh so mark said yes to false
🤦♂️
My bad
But something like a really thin glass, like a single quad that should be a glass, in that case it should've been set to True
I think it has more to do with windows of real world (vacuum between two panes) vs solid block of that material.
So this is not the deciding factor (if I understand correctly)
I mean, the quad that should be a glass
The quad is only two triangles, and have no exit point for the ray
So the ray "will think" that it's still inside of a material
That's how I'm understood it
And to prevent that, there's a boolean that tells the ray that that single quad is an enter and exit point at the same time
Exactly, this is what we want for water and not for say a window for example
Yes
This is how thin walled pieces look like
Set thickness really high
They have no refraction, which is what we would expect from a double pane glass irl
Some games will model a window as a single quad (2 triangles total). This needs to use thin walled, as that single quad represents both entrance and exit.
Others will used a very thin box (12 triangles forming 6 faces). this is not thin walled - the ray enters when it hits one face, and exits when it hits the other.
marking a solid piece of glass like those chess pieces as thin walled is basically making them act like they're hollow shells, rather than solid pieces of glass.
Chess Titans is super handy for quick demonstrations
Oh basically we can mark a bottle as a thin walled and make an actual bottle?
👀👀
Even if you don't mark it as thin walled it will still look as a bottle but with some liquid in it
with the ior of 1.5 🙃
You can get the same effect by modeling both the inner and outer surface of the bottle
But what if you don't want to touch the model
Oh btw still no stable meshes in gmod :/
then yeah, thin_walled is the easy way to make it act like an empty bottle
couldn't find that source parameter for transformations on the gpu
man why the fuck is gmod so broken
I literally got it to work yesterday and i have changed absolutely nothing in the files
and now it doesnt work again
It really doesn’t like rtx remix
Gotta live with it
Sometimes i have to press play multiple times before it actually launches
No but i have literally changed nothing
It worked yesterday
And next day it doesn’t work, nothing has changed
It works if I don’t use the console command from the pin and just open without anything
Well now it works……..
going to stream gmod rtx with the 6000 textures ran through octotex
in this discord
any map suggestions?
aw fuck nvm gotta delay it water is scuffed
wait nvm i forgot i fixed it yuesterday already lol
Borealis
It’s a snow map
Gm_borealis I believe
Do popular all time
Yes
Lol
The inside looks cool in the bunker
I didn’t know how to fix the land either
The underground works tho
There are bunkers underneath
They are missile silos and stuff
Wow thag looks really cool
With all the textures
That’s where I took that screenshot
This
I don’t have the textures tho
Yeah the main thing about the map is underground, it’s like missile silos
Gm_adventures is cool
@lament quartz https://github.com/alex-suspicious/OctoTex/pulls
@keen rivet you should make a tutorial video on how to add install octo flex and get it running on gmod
Like you did with rtx remix
Morning
Thanks
I'll merge today
no worries
i found the generate buttons for the selected material generate for all textures
yeah
There's no generate PBR for selected texture button
oh
oh assumed there was since these exist
and i thought that meant these ones in materials tab
But not for all
Those are for selected yeah
The main tab is for everything
oh
Yeah I need some description
i clicked on of those buttons and it started generating for all
And more intuitive stuff
I don't recommend you to press all of them at ones
Idk what will happen
yeah i didnt lol
Oh
I misunderstood you
Can't be, functions are linked to the button statically, with html attribute
i see 3.10.13
I hope that'll work
I've installed exactly 3.10
just found it sorry lol
which download is itm theres a lot and its confusing
windows embeddable package (32 bit) or windows installer (32 bit)
@lament quartz I downloaded the ai from your google drive but I cant find the folder im supposed to put it in
there is no "checkpoint " folder
you should put it to this folder
so just put it in PBR
does the archive already contains checkpoint folder?
if no, then create a folder
in the PBR one
no i mean
creat a folder inside of ai folder
it should be like this
ao/PBR/checkpoints
wait
here we go
just drag'n drop it
that's all
you didn't read the readme right?
I mean I have
put the octotex folder into the game's root folder
ah
and do I capture the assets in the game and then type cmd and thats where i put the commands?
like that
then open the octotex folder
open cmd there
then
pip install -r req file.txt
and
python webui.py
that's it
click on the octotex file
because mine is two folders
you click on the main
then theres the same file that says main again before you get to the actual stuff
This is what I mean
It sounds complicated but that’s what I’m saying
Is it wrong that there are two folders
put the latest one
should it be in the bin folder for garrys mod
no
put the octatex- main which is inside octatex main to the root folder like right besides hl2
developer command prompt?
open the octatex folder and right click on it and see if u have a option to open terminal there
Yeah I got that
yea just type python webui.py there
and enter it
it should open the web in some sec
can u put the whole error here
no you didn't
Well damn
i meant the requirements.txt file, i didn't mean to fully copy my command
yus
but open cmd inside the octatex folder not anywhere else
then type python webui.py
does this look correct
did u install image magick?
no
windows binary release?
if your on windows then ofcourse
yus
any version shuld wrk
ImageMagick-7.1.1-19-Q16-x64-dll.exe
i installed tis one
alright im getting that one
btw width and height does not work the way you meant to
i need to edit the code in the backend a little bit
i realised i didn't mean to push it with that
i'll just scale them at the backend
pip install clipboard
alright now I gues retry the python webui.py lol
yes it sent me to a 'website' if you can call it that
im guessing i will go into the game and then type that after capturing assets
also, making a bat file with the commands already in them, should I have that in the main folder of garrys mod
probably should have done this a long time ago lol
alright i clicked capture scene
how do I acess the ui in game
or do I do it outside of the game
outside
after opening the ui click on load
and then 4x upscaling
if u wanna skip upscaling
then put all the textures inside diffuse to upscaled folder
octatex main/textures/processing/
pip install torch --index-url https://download.pytorch.org/whl/cu118
do this and see if it installs somethin
it shuld download 2.7gb
im guessing i need to download whats from the link and then type that in
because typing in the command gives me this
C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\OctoTex-main>pip install torch --index-url
Usage:
pip install [options] <requirement specifier> [package-index-options] ...
pip install [options] -r <requirements file> [package-index-options] ...
pip install [options] [-e] <vcs project url> ...
pip install [options] [-e] <local project path> ...
pip install [options] <archive url/path> ...
--index-url option requires 1 argument
C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\OctoTex-main>
da heck, i never saw a error like this before
hmmmm
just skip upscaling i guess
we could @ alex
yea ask him maybe
@lament quartz
pip3 install torch torchvision torchaudio --index-url https://download.pytorch.org/whl/cu118
pip3 uninstall torch torchvision torchaudio --index-url https://download.pytorch.org/whl/cu118 and then do that
pip uninstall torch
okay
i wonder if u can add those textures into minecraft
yus
ny computer loves the amounts of data im downloading :)
is it downloading 2.7 gb?
something like that, it only tells me how much ive downloaded
at 2192 mb now
yeah it was 2.7gb
good
if torch doesnt install 2.7 gb of stuff then that means it wont wrk idk why it doesnt install 2.7 gb sometimes
well thanfully weve fixed this at least I think
and yeah this download wasnt actually very difficult, just took a lot of instruction
does it usually take a while for 4x upscale
it depends on the textures on how good quality they already have
i have the command prompt closed so I cant see if its giving me errors but considering its taking longer than 4 seconds im guessing its working
Gold src games textures like half life 1 and etc get upscaled very fast
im doing it with the gm construc textures
and Source engine games textures take sum time to upscale
alright
u shuld have had the cmd opened so u can see whats going on in the background
it was closed from before
Terminal*
would it break it if I closed the ui and re did this upscale stuff
so I can see the terminal
i think it shuld skip them
i think its working
its iterating through the numbers however this line conerns me
convert_octahedral_file_to_dx called on non-existant path: textures/processing/normals/cu118_normal.png