#Garry's Mod
1 messages · Page 17 of 1
yeah when I added that light it went to both lamps in the house
same with when I edited the mesh
you could convert a prop to a mesh using the prop2mesh addon so you have a stable hash
it's already stable according to debug
is there something missing like how we had to add that property to stuff for it not to disappear when using Create?
even just adding a stage light doesn't work
you have stable hashes with normal props? is this with the portal remix build or GitHub one?
portal
usually the hashes are a flickery, unstable mess in all source games, guess ill check myself lol
most stuff is flickery, but not that lamp and a couple other things
odd
woah
the light I added randomly showed up
but now the lamp is gone instead of the lampshade
weird that it says it's stable but it disappears as soon as I edit it
do i need some other file for the mirrors?
there is a custom rtx.conf
.
It's just a texture though no window material or anything
still seems pretty unstable
let me see if prop2mesh works with the portal remix branch
ah that makes sense
wish I knew why it still vanishes when enhanced though 😦
yeah thats odd
Oh wait - the mirrors weren't working in the mod? 
just this
That's so weird, I made the windows translucent in the toolkit and packaged everything. Hmm 
I got a stable sun working - I'm going to do a few lighting adjustments and see if I can see what's wrong with the windows.
the windows dnt wrk for me aswell
oh did you just ignore the texture?
i just put the conf u suggested and it made it like that already
weird for me it looks like the pic I sent
wonder what the runtime does differently that it can add lights perfectly fine
looks like we still have to rely on emissives
Got it updated, gunna upload moddb and upload now
This is crazy
Updated! Added a native sun and attempted to fix those windows by reapplying the translucent mode on them. This update won't require an rtx.conf for the lighting
@quiet scroll still no wimdow
Damn, I wonder if it has something to do with the mesh of the window texture
Thanks for checking! 🙂
Also DLRR gets rid of like
all bounce light
Looks like it's only when using the finetuned preset of DLSS-RR in denoiser settings
I think it might be bugged as it's only making all shadows super noisy
how do i change the time of day?
You can't, as I've made the lighting a part of the mod now. Buttttt here's a tutorial on how to add a "sun" to any map. This is what you saw the others do earlier. You could do this to this mod and color match the light, but you'd essentially have two suns.
Yes, brb gunna film an install tutorial on that
for some reason that branch and portal rtx itself dont work for me
That's exactly how to do it
Have you tried restarting your computer?
some people are just unable to run portal's current remix branch, they cant even run portal rtx at all atm
i think its a driver bug or remix bug
but the steam discussions forum for portal rtx has a lot of reports
That's so weird, even if someone does everything right, still nothin 
yeah its odd
hopefully they'll release a hotpatch or maybe the github release will be more stable
yeah when i click play nothing starts up and it just closes itself without generating a log file
whys it kinda cool lmaoo
ERROR
i think it would be more cooler if it was this
https://steamcommunity.com/sharedfiles/filedetails/?id=2190009130
so i followd the tut to install rtx for gmod to a t and still looks same but it works but no raytracing or patch lighting looks the same
kinda same thing for any game i use rtx remix run time on i get menu working and mesge saying its installed but nothing changed
even messing with settings in the menu nothing changes
normal
You didn't put shadermodel to 0
Its case sensitive too
ok
well i did that and now only diffrence is a blakc sky box but menu still isnt changing anything when i click on texters from the menu
Show me the dxvk.conf file
ok
ok so its at this point now the menu settings work but when i shoot my gun or move to much map gose all wack use a video stream site get around file size liemnt show vid wats going on https://streamable.com/vi845o
ok so texting with diffrent luncharguments seems to work but one i used from pined msgs works to point but shooting and frams go shit and map after shooting
you are missing steps then
pretty sure that's from the lack of settings shadermodel
I'd just go back through the install process
gmod is crashing again
As far as I know the 64 branch doesn't work, only the 32bit version.
If a game's x64bit you would take all the contents of the .trex folder into the games main directory - but for gmod I don't think it's possbile. Could be wrong tho, heard some people testing it but never heard back with their results.
wat i have with mine
this happens after i shoot
went thore the reinstall process over and over
nothing changeing it doing this
big waste time
did you delete the game_shader_generic_garrysmod.dll in garrysmod\bin folder?
YEAS
oops caps lock
Hmm, can I see your folders where everythings installed?
So for reference here's mine - this is how the install should look
Did you apply the patches script? And are you launching the game through the launcher and not steam?
put this dxvk.conf file in the main gmod directory, not in the bin folder
main directory? As in, one outside bin? the staight up \GarrysMod directory?
Yes I believe so
well worked for a bit wear i could shoot my gun and not go shitty with the map but menu woldent opoen relunchted the game and now menu opens but now game crashes when try load a map
this is wat it looks like now
still nope
getting there
like this right?
Yeah, that'd be right. The last resort would be putting it in the garrysmod\bin folder
the .trex stuff?
Yes
Nope 🙅♂️
Darn, safe to say only 32bit works
What rtx.conf you using?
ok 32bit doesnt work either
Wait, are you trying to do the thing where you take the contents of the .trex folder out for the 32 bit version?
That only applies to the 64bit version
Did you follow the youtube tutorial?
this is what it looks like
its just default one
I suggest using the one in the video tut pinned
ok
That one has most of the important stuff done like tagging material and such

any way to fix?
from how early to start over exactly?
what parts to redo i mean
i pretty much only pasted the files into the game dir
that and installed toolkit with omniverse, that's it
Start over completely, just follow the pinned video tut exactly on 32x
great, instant crash upon map load
Did you put the needed portal rtx files where they needed to go
And how many addons you running
portal rtx files?
Did you watch the tut in full?
yep
Then youd watch the part about the portal rtx files
idk i fully replicated frame by frame what the tutorial did so, maybe theyve been portal files, i never knew
is it these?
perhaps the patcher py
@keen rivet didnt you mention in the video about might needing portal rtx files?
Just watch the video all the way through, start to finish don't skip anything
The portal rtx files are mentioned
They fixed gmod being unstable with rtx
oh now i saw it

is there someplace else i can get them from?
portal with rtx or portal prelude rtx
Hes following your tut in pinned
Is it just me or is the parallax feature not doing anything on Octotex.
That just freaked me out - I was just about to say something about that
LMAOOO
I'll ask the octotex thread, they're pretty active. Did you follow my tutorial to install octotex? Just curious if the tutorial worked for anyone lol
cool
yeah I used your tutorial. installation wasn't an issue until i actually tried generating a parallax map
Awesome, glad to know it worked lol. From the error message it gave me, it looks like it's looking for a folder that doesn't exist. The author probably just needs to add something and update it real quick 👍
ahhhh i see. just checked the console and I'm getting the same error where the folder doesn't exist.
I don't own Portal
Library share won't work will it? (Mods still want your license)
you have to go on the other persons account download portal rtx and then get the files
it will work on library share
yeah i guess imma have to
because doesn't work with library share
still needs your own license of the game to download a mod for it
Released another mod https://www.moddb.com/mods/the-sea-railway-rtx
Figured I'd release these rather than just delete them 
Uff I should have done that aswell, deleted alot of stuff which I regret
Me too
What's cool is that we can remix the mod itself, so if we want to go back in and make updates or something we can do that 
ok so there was a new nvidia driver update today and still portal rtx does not launch nor does its branch work in gmod
for me
done
done, still crash
@lament quartz
Did you install the lua menu?
And remove the include loading.lua line?
yeah
managed to make it work. it's still really unstable (crashes on alt+tab, anything other than Ultra Performance drops to like 26 fps, lots of mods insta crash game)
if you have too many addons the game will naturally be more unstable with rtx
just how it is unfortunately
whats your gpu
RTX 2060
thats why
which part
ah
eh im fine with that, i just want it to be stable
eg. the overlay opens but it still plays the game
you could lower the in game resolution with the nvidia control panel
shift tab not abiding
alt+tab crashed game
yeah i don't think rtx remix is comfy option for me at this time, i'll stick to reshade till it becomes more stable, maybe another year. not to mention menu lacks lots of features like search and presets for addons
still thanks a lot for support <3
no worries
addon search probably wont work ever unless someone wants to go in and manually add it to the lua menu
64 bit gmod semi working
Wow thank god, great work
semi stable hashes in the process too
stable hashes not exclusive to 64bit btw
it works on the 32bit version too
You should make a tut when it's all finished up for x64
whoops
How did you get it working at all on x64, are you using a custom shader or something?
idk i installed it like i would on any other game and this time it worked
Wow.. gg lol
okay, hashes stable
Woot!
Does anyone know what the exact files I need to move over from Portal RTX to get RR working? I don't want to just dump the entire .trex folder in my gmod if I don't have to
Is that with new portal rtx update trex or base rtx
portal rtx
rtx.geometryAssetHashRuleString = indices,geometrydescriptor
the magic spell btw
this is mat_bufferprimitives 0
its laggy as shit in bigger maps
Somehow the vanilla menu worked fine with rtx. Tried it before fully uninstalling rtx remix. Dunno what's the point of the robotboy55 one
Vanilla crashes
If it worked for you that's cool
Hows the performance?
like, similar if not the same.
Mmm
.trex folder and d3d9 dll
how did you discover this?
so I assume you moved the contents of the .trex folder to .\win64? seems to load up just fine for me but its crashing to desktop on map load
patcher doesnt seem to work on the 64-bit dlls either
so the classic destructable house map works so i assume its the same issues of having the unpatched gmod dlls
I created an issue on BlueAmulet's github
this also seems to work for viewmodels 😮
I've been skipping 64bit since people have been recommending to copy various dlls from portal rtx to gmod as well which would not work on the 64bit branch. Guessing this was unnecessary?
I dont know if it was unnecessary but the only dll needed to be copied from portal was the shaderapidx9.dll as a lot of effects and maps crash the game with the stock gmod one
that isn't even possible.
could you clarify? i dont understand
if you copy shaderapidx9.dll from portal rtx into gmod you get an import error on startup
yeah that shows up but if you keep relaunching it, it eventually goes ingame
No it doesn't. Anyway I'll cook up a set of patches for the 64bit version too
even if it does work randomly and somehow make the import exist why would you want to tell someone, okay to make your game more stable, you now have to play russian roulette with your startup
that's not even an import error
I was told to copy that dll per the guide pinned in this channel
The guide tells you to copy stdshader_dx7.dll
oh i mentioned the wrong one my bad
O_O
yes, what i said earlier was about that dll
i replaced ma shaderapidx9 with portal one when i saw your vid to test it
Yeah I've never had any issues with gmod just using the stdshader's it comes with
got my first mesh replacement working but for some reason it seems to dissapear when interacted with, the mesh hash is stable so i'm not entirely sure what's going on
it is untextured as i havent gotten around to re-doing UVs
ok even with it textured it seems to dissapear when moving it
i think it's something with how its exported from blender
because i cleaned up the scene and re-exported it and now its invisible
it shows in the toolkit just fine though
bro how
i cant wait for hl2 rtx to release
then likle
half of gmod and hl2 deathmatch textures are nice
🤤
I think mod levels will look a little wonky when half life 2 rtx releases, meshes that aren't remastered that appear in levels that share hl2 assets will probably look kinda crazy lmaooo
Like a super HD rtx brick wall, next to some 512x512 CS:S wall or something like that 
They mean stdshaderdx7
Oh that’s great! Do they share the same hashes as hl2 I wonder
Added 64bit patches
Original menu shouldn't crash
No longer need to rename/remove the shader dll
r_worldlights has been increased from 2 to 4
Patcher has been changed to work like xenthio's where you just put it in the GarrysMod folder and run it, results in patched folder
the 64bit patches aren't complete and there's still some frustrum culling happening, so I still recommend using 32bit gmod for now
eh... I accidentally botched the materialsystem patches, fixing them now
Woahh nice work!
also these new patches are likely to break since I haven't had multiple versions of gmod to make stable patches with, so just message me whenever an update happens and it stops applying
okay, fixed the materialsystem patches
@keen rivet For the RTXFixes, why not just replace the painted##.vmt instead of making new maps to use constructskybox##.vmt? You also don't need to include textures, gmod has a fallback painted##.vtf already that looks similar to the shader skybox
it becomes wireframe for some reason
plus new maps also move tghe skybox to not be above
and also replace mirros with actual mirrors
does r_worldlights go higher?
portal rtx has it at 32
they probably did a compile constant change, cause source engine normally has max 4, and it is not easily possible to raise that limit
@fringe ingot it seems the newest patches break 32bit gmod?
specifically
materialsystem.dll
as soon as i use the patch on it
gmod refuses to launch
using the patch everything but materialsystem.dll works correctly ingame tho
try r_PhysPropStaticLighting 0
the old materialsystem patch was causing that for me, I replaced it and then just now removed it as I made a patch for shaderapidx9 to stop crashing with the shader skybox (loading game_shader_generic_garrysmod.dll is necessary for the original menu to work)
the shader skybox breaks ray tracing entirely though so best to either patch the painted## materials or set sv_skyname to some other skybox
Deleting game shader generic garrysmod fixes halos and other gmod effects crashing too
I mean yeah you're free to continue deleting it and using the lua menu, but now using the og menu is also an option, and those crashes might be fixed too with the latest patches, but haven't checked
Not being crashed by them but the screen just goes solid white, so best to still just turn off the Physgun Grab Halo and the Freeze/Unfreeze/Spawn Effect in the Drawing menu
@subtle bison did this fix it?
havent been able to try, im currently unable to import models correctly atm 😅
new model no longer follows the original instance
so when i spawn the fence, it only appears where it is in the toolkit
ah
I made an addon for that
oh yeah, new menu is nice when it doesnt bloat up the texture menu lol
theres a fix for that in rtx remix fixes too
Huh
Same
real
Oh i remember why i got rid of it lol
the gradient you could see at the edge of the skybox
in the corner
you can see it being a box
Yeah, if that's an issue I can just rebake it in blender and send you the vtfs
the replacement skybox you had before didn't line up properly on the edges at all
yeah HAHAHA
i meant to fix it but never got around to it lol
weird smearing caused by ray reconstruction wonder why it does that
Hm strange, with the new patches my screens just black. It's recognizing all the textures as ui though.
I must have messed up somewhere
You think testing GWater again is worth a try since there is no need tempering with the shader files?
so i was following the pinned tut again (i recently reverted back to windows 10 so i thought id try rtx gmod again) and i encountered an issue that xenthio didnt
could i like get sum help plz
meh i just extracted the files to the folder
but now i havew another issueee! :3
What is it?
when i get to the part where im in command promt tingy and i type up "python applypathes.py ." and hit enter i get a thingo talkin abt the microsoft store or sum i already forgot and then it just doessnt work
You don't have python installed?
lemme try getting it again rq
curious if whatever fucks up the positions on things (breaks hashes) can be fixed with a patch
i wonder what portal rtx does do fix it.
is it cos im using the chromium beta of gmod
Very likely
figured, ill go back to the normal gmod and give it a go there
You need to be on the main branch for that to work iirc
Any solution to some textures being see through at some angles on maps like Dead City? Theres too many textures in the list and I cant click and the see through texture.
part of me is suspicious of studiorender.dll?
@keen rivet Sent a pr to use a skybox that is a capture of the gm_construct skybox, no cube edges and looks nearly identical to the original shader
I didn't notice any seams
didn't think about the clamp flags though, gmod's fallback texture didn't have them set
can you elaborate on this? im curious if it has to do with my replacement mesh issue
alr its working tyy
i assumed that with this would fix it
#1116089843479498782 message
but if its still broken then maybe not
it would be nice to have the hashes be the same as the portal rtx ones tho
so iwas wondering if a patch would be able to do whatever portal rtx did
the hashes are stable but do you mean its not the same hash per boot?
not the same as the hashes of the same models if they were in portal rtx
meaning portal rtx replacements wont work
ah
Is it because you are on the 64bit version? Afair it should have the same hashes
they do but model hashes are bugged remember
vertex colours possibly actually
portal rtx has r_vertexlighting
i wonder how we can get that
oh yeah, the 64bit version of gmod has both 32bit and 64bit binaries, but the 32bit ones are probably built with a different compiler/branch and none of the patches apply to the 32bit only build
makes sense
r_vertexlighting seems to be in studiorender.dll
suspicions about studiorender confirmed
my ghidra skills are rusty
might also be good to use a graphics debugger as well, just to see what's different in mesh presentation, though dx9 debuggers are kind of awful
I can give that a shot later, busy atm
wait, if 64bit is now supported, then i can play on every infmap, right?
64bit patches are incomplete but give it a shot I guess
cuz many maps with infmap works ONLY on 64bit branch
lmao i have no clue what i'm doing
when i boot up the exact same map as in the tut i dont see any rtx as in the video, just normal valvey graphics.
can you fire a weapon? it’s just that after this you may get ray tracing, but not the one you expect
yea it let me fire the weapons, i remember firing the revolver
If the graphics haven't changed, then you've missed a lot
i followed the tut with every detail and the only thing i did different was this
i give up :(
@keen rivet does your gm_construct skybox still look messed up on the latest RTX build? Like is the depth all messed up or does it all render properly
And which setting are you using for the camera?
Trying to isolate if an issue is related to old source engine branches or just source in general
basically something like this, depth is fighting and the back entities are shown through the front ones
that includes the faces of the model itself
Depth still messed up
Alright thanks, gonna look into it deeper on DXVK
Got 64bit working fully with RTX (REAL) 
how do I download rtx remix on the 64x version?
Dxvk.conf
d3d9.shaderModel = 0
Its case Sensitive
oo ty
fever dream
erm problem, its exactly what i put in
@tight lynx What branch of gmod are you on? and when you run gmod are you getting the [Welcome to NVIDIA RTX Remix] message in the top left?
im running the default version
and uh i dont think so ill check again
yea i got a welcome
i only booted it up once tho i never restarted it
yeah same results no rtx :/
istg im going to run rtx portal on fullscreen and put my face next to my pc and blow up
And you're using the .bat file provided in the guide's description?
it's the one labeled Launch Script, put it in the GarrysMod folder next to the hl2.exe
@tight lynx Mind sending over the following files: garrysmod/cfg/client.vdf, config.cfg, and server.vdf
lemmee do dat
where do i find thoze 1s
wait
nvm brains braining now
@fringe ingot as requested
hmm, still ray tracing for me, also what map are you loading into?
the same exact map in the tutorial with that one breeakable house
Is the dxvk.conf in the main directory, and not in the bin folder?
yup not in the bin folder
i feel like its because i extracted the bridge file and that 1 other file straight into their places instead of pasting them over bc one of the things werent coppying over
and that fixed it
coz i have situations where that does things
oh wait, so it's working now?
no its not working
the thing that i mentioned getting fixxed was a file not copying over
Hmm, try just downloading a built remix release and copying and pasting into the bin folder, overwriting whatever’s there https://github.com/NVIDIAGameWorks/rtx-remix/releases/tag/remix-0.4.1
Yep, right into the bin folder 👍
alr!
whats your dxvk.conf look like
I tried changing it to just d3d9.shaderModel = 0 but that would make the game not respond when loading a map
remove the # before it
it worked ty
bonelabs lmao?
the physics were a dead giveaway to me lol
@keen rivet are most maps crashing for you on the 64-bit branch? even with the newest patches the only map im able to load so far is the destructable house one
actually nevermind, all maps crash lmao
@keen rivet the rtx remix addon seems to bug out when loading saves, lua errors point to the flashlight entity
console constantly gets spammed
i tried disabling the flashlight with the cvar but it didnt seem to make a difference
Hehe yeah bonelabs, hopefully the next update makes the npcs smarter, otherwise it’s fun 
I'll look into it
dm me a mdmp and I'll look into it
pushed a fix
most of the maps dont work, i got construct and c1a0 loading tho
@keen rivet working perfectly ty
on a unrealted note, can you try doing a mesh replacement on your end? i've spent a good amount of time in #asset-creation trying to troubleshoot replacement meshes being stuck where they are in the toolkit, and it seems to stem towards a specifc gmod issue maybe?
i've got mesh replacements working, but they only stick around as long as they arent moving (geometry hash issue)
do you mind explaining how you do your mesh replacments then? im at a loss on my issue 🤣
when you open a legacy mesh in blender, its not 2000 feet away from the world origin and its at the right scale?
i'm not opening them in blender
what format are your replacement meshes prior to ingestion?
oddly enough, after reinstalling the 64-bit branch, everything seems to work fine now?
i honestly have no idea, i did nothing different prior to the last time i tried
infmap sort of works? im able to load into the base map but its a completely black screen
i assume infmap uses some kind of shader based rendering method?
same goes for other infmaps
i think mesh replacements are still broken in gmod, other than the geometry hash.
I tried the same replacement i've been having issues with in prelude rtx and it works first try
#asset-creation message
I've been trying this for a little over a day now and I can't figure out how to get RTX to run on x64 gmod, it seems like Portal RTX's Remix doesn't want to hook onto gmod.exe no matter where I put it
And with the new patches x64 patches I just get a black screen
But I'm not sure if that's because Remix isn't hooking or if there is something wrong with the patch
Does it need to be on a specific update of x64?
I mean the patches are applying successfully
Does the .trex folder go in win64 or just bin? I'm assuming win64
Was there any special launch arguments you guys used or just the standard stuff?
Same as the 32bit version
i have the same problem
Do I need NvRemixBridge32.dll?
dont think so
What about NvRemixLauncher32.exe?
Probably not because that's for 32 bit? Or am I miss understanding
Portal RTX doesn't have it so I'm assuming not
I did try with it but I got the same issue
What about d3d9.dll?
yeah that one
And this is all from Portal RTX correct?
thats what i used
So strange
Was there anything notable in dxvk.conf?
What is your mat_queue_mode set to?
yeah i've been experiencing this water bug for a while too
I think that means atleast two water textures are not the same as the other water textures, cause one texture is turning into the default white color and the other is maybe set to ignore
There are like 10 plus water textures that need to be the same other wise issues like that will appear
Can you share your textures and rtx.conf?
Thanks!
also do u have any other mods besides water mod in your rtx remix folder?
it might be overlapping the water mod textures
Yes
then u might wanna go in there and delete any water textures in the folders
ok
yes, some mod was cause of blinking
Thanks!
The original menu still crashes for me even with the new patches
I also decided to switch back to 32 bit because I just have no idea why 64 bit isn't working
dm me a mdmp
Sure one moment
Okay I got to the menu I just can't get into any maps, it was because I had -nod3d9ex in my launch options for anyone who is having the same issue
Whatever I just got into a map, I'm not even sure what I did at this point
But thanks for responding BlueAmulet
did you ever give this a try? I failed in figuring out how to do it lol.
It would be nice to get that working, as i feel like that is the only thing left stopping us from being able to replace models :(
nvm -nod3d9ex doesn't work very well don't use it. Just switch back to the lua menu if the og menu isn't working for you
wait nvm,
no i think it really is just the vertices are being moved for some reason...
close up comparison between when the model can and cannot be stabily hashed.
the one with snipping tool in the corner is the one that is hashed properly
yeah oh so
r_nosw shows me that if i set that to 1
everything that has an unstable hash will disappear
ok so
"DrawDynamicMesh"
This is probably whats fucking us over
and breaking hashes
I wonder if in materialsystem.dll
we can trick CMaterial::NeedsSoftwareSkinning into always returning false
havent done anything yet
why player body is not visible?
when i set it as player model it disappears
No, I'm not talking about your video. I want to know how to enable body view in first person
u can try sum mods that add body view in first person like this https://steamcommunity.com/sharedfiles/filedetails/?id=3104967124&searchtext=first+person+camera
it is not the whole body. I need the body to be rendered in reflections and have shadows coming from it
oh set the player model your using as player model, however it will make the player model outside the fp view invisible
gmod legs 3 is better but its extremely buggy
anything above the waist in reflections or shadows is very wonky
though i think it was designed that way so you dont see your head model in FP
so really there is no perfect solution
what i was referring to
This is a PVS issue
I can check out the addon and send you a fix if you'd like
Link it here
Also @keen rivet I have identified the depth issue in the DXVK module so I may send you a custom version sometime today/tomorrow to validate your skyboxes
do you mind going into detail on this?
just curious
So basically the bones on the top portion are collapsing when the mesh is being rendered because technically you can't "see" that part of your body
And they are falling back to their "last seen" position
ah
The fix is one of two things
force it to always draw
or just change the renderbounds
I haven't looked at code
but I am assuming he is either using a bone merged model
or he is straight up drawing the player model
If it's the first, this is 100% what I'm saying
if it's the second, there may be that or a different thing that is going on
but it's not a really complicated fix
I'm hoping it's the first because that is the easiest 😛
like straight up 1 line of code
I'll check it out later today
awsome, thanks for looking into it 🙏
@fringe ingot 🥺 i need help lol
I cant custom compile my own materialsystem that works with gmod
do you know if this can somehow be done?
I'm trying to figure out what tells it to be software skinned
umfc might be able to help you, he sent some related info for materialsystem in the tf2 channel
yeah thats for tf2
i meant asking him for advice about your issue
if only portal rtx materialsystem worked with gmod :(
wait what
it errors but it continues to run
wait a fucking mintue why does it continue to run?
huh?
no i'm confused
because last time it didnt work at all
that seems to be the only new dll that i can replace anyways
and i dont see any difference
maybe a framerate difference?
wierdly?
huh
quality dlss now gives me 100 fps which matches portal rtx
previously about 40fps
and i think the hud no longer flickers in and out of existance.
wait
maybe this will allow me to actually join some multiplayer servers without crashing because of shader use

As soon as you said that I crashed
turning raytracing off looks like hl2 beta 
wait so how are you getting the game to run? even after that error, you get this and the game closes
i replaced all the stdshaders with their portal rtx versions
gotcha
hmm im still getting the same error, did you replace all of the stdshaders combined with the materialsystem dll?
yeah
anything else you might've replaced?
normal
right, im using the 32-bit version
huh..
hmm seems to look good, a lot of props still missing because its using models without a fixed function fallback
nothing we can do about that unless you want to decompile those models and recompile them
?
no, if the models are compiled with only dx9c support, you cant make them render without doing that process
in order to render models in fixed function, they must have a .sw.vtx file
i have these are the only things that show up as portal rtx
my launch options
ill double check my end
my game wont even launch anymore
maybe try it again on a clean copy just to rule out anything?
i havent been able to use the updated patcher on the 32-bit dlls
it keeps trying to find the win64 path
so i have my patched dlls from last week
yeah it makes it think your on 64bit
i wipe my shit every install
make a tutorial rq
❤️
💜
hm? he's talking about using the patcher we've always used
yep no dice with the new patcher
do you have visual studio or some kind of debugger installed?
i do have visual studio installed
that might be why? it could be running with the JIT debugger
you think?
though last time i used VS was ver 2010 so i have no idea if that's valid for newer versions
i can try installing it on my end to see if it makes a difference
you're using the latest community ver?
yep no difference lol
bro wtf
the latest VS community does come with a JIT
so im gonna install it and see if it makes a difference
if you have C++ stuff installed the JIT debugger comes with it
it usually comes with it by default anyway
yeah but you reckon its doing anything?
could be, it usually works in the background
though there is only one way to find out
ill let you know if it does anything, currently downloading and installing atm
ok probably not VS
gmod exits cleanly so JIT doesnt even show up
at this point yeah you might just have a special gmod install or something lol
i tried prelude's dlls too but no difference
getting lamp tool working.
do the different materials work?
supports normal source lights (which work with remix) and also the projected texture ones (dx9c only)
i find them to be much more intuitive than gmod's stock ones
this one fixes up gmods stock one
so any saves/dupes or anything using them
will work
right, but the actual projected materials dont work though?
no
also figuring out a render override that fixes props
would this make props more suitable for mesh replacements? i thought even with stable hashes, mesh replacements are not going to work correctly unless geometry hashes are fixed in some capacity?
should make
Huge
this was done from lua btw, no patches needed.
no more wacky flicker with lots of physics objects
how does the debug view look?
perfect
dear lord
doesnt work for some props
odd
i wonder if using the vpks from portal rtx might help
for what? the models?
i thought they did all their asset replacements in the runtime
are these changes live for the remix fixes addon?
should be
ah
idk whats up with the world
props were already stable in the debug view with that rtx config tweak you mentioned a few days ago
i guess i can try a mesh replacement again though
gotcha
yep its working for some props 😎
oml its working
🙏
moves with the prop too
mmm high-poly hl2 fence 🤤
fenc hd
the frame of the fence is the same, but i modeled the actual wire in blender, so thankfully its lore accurate
ill fix the materials, package it, and share it here
even some ragdolls work
see if this works for you
still a bit wip as there is some uv wrapping issues i havent fixed yet
you will also need to ignore the inner fence mesh as i also forgot to disable it in the mod usda
ok here is a functional version for anyone that wants it, i disabled the inner fence material so no overrides needed
oh wow i forgot portal had a replacement lol
the portal rtx fence is on a different model
models/props_wasteland/interior_fence002d.mdl
looks really good, also spared on the amount of wire loops lol, mine has way too many
i should've gotten the scale right before losing access to the blend file
btw for your launch options, are the debug cvars needed?
probably not
gmod use to not launch with rtx remix without -allowdebug
or i think it was hl2 didnt launch
and i just continued using them when i tried gmod
i think they prevent the random error dialogs i get when opening the game sometimes. I would usually have to keep reopening a few times until i got a successful launch
at least the 3 times i used your launch options, its opened every time lol
starting to learn gun material replacements, hopefully i got the metallic look right
(left is the replaced material, right is no replacements)
for some reason the revolver is a lot darker than it should be
maybe light bounces isnt high enough
i think its mostly to do with how it looks in substance which is just rasterized PBR vs. remix being path traced
i can probably raise the gamma in the albedo and then it should look ok
maybe also its a little too reflective?
some are
I'm unfortunately not an artist so i'm only replacing what has free use equivalents on the library tab in remix
good thing they match the game since hl2's art style is realistic
or maybe "grungy realistic"
i like that the retroreflective effect kinda works lol
someone should try have a go at importing all the hl2 remastered assets in
Compression format?
@keen rivet what about NPCs is it stable?
No clue
I forget, did we ever release the source fbx files?
Or do people port the compiled source 2 files
Uhh no clue
not that i can see lol
I would love to get them if I can <3
they MOSTLY share the same hashes as portal rtx so when hl2 rtx releases in theory they should just work?
Hm I bet that’s be a lot easier, I think we just never were able to figure out a good place to host files
Tell the hl2 rtx team I said hi :D
Haha will do, Gmod is actually really nice to use as a playground for different lighting environments
If you ever need a team member I may be of help.. possibly maybe i dunno.
i'm not an artist so I guess all I really have going for me is source engine knowledge and being able to use the toolkit and runtime.
Hey we’re always looking for help, always feel free to apply
I think I did before, but I got upto here and realised that I'm probably not what you're looking for (yet again not an artist other than like, mapping hehe)
Yeah!
I suppose that other category is a bit of a loose end. Yeah source is always going to play a huge part in holding us back. Optimization is key for success
Source is mysterious as always
I know a fair enough amount about optimising source maps, but usually lag stems from the engines age really.
Most optimisations like culling wouldn't even make sense in most places when raytracing anyways
Things like cleverly placed area portals behind doors will still work fine probably tho lol
png 8-bit from substance painter, ingested with the toolkit
(left is new, right is old)
i completely re-did the materials so it should be a little more accurate now
there is a lot of details but unfortunately with all of the denoising and RR, it gets lost
here is what it looks like in substance
gmod skull is now bad to the bone
i wish the dataset of rr was much bigger
do you know how to fix water in source?
how to install it?
extract the water folder into the mods folder of the rtx-remix folder as shown
k thanks
hey cr, does it easy to change gun's materials and save?
wdym save?
as for material replacements, its as easy as other objects
though mesh replacements are out of the question (for now)
decals look weird + water flickers
make sure all of the water textures are tagged
and you need to manually flag all decals with the decal flag
Is there a way to disable those HTML MOTDs when joining a server? Those seem to crash the game when joining servers and also any mod that has the HTMP Pop up in SP, idk if this is a remix issue or something but I saw couple of old threads and they also got issue of HTML pop ups crashing the game when joining a server.
I wonder what portal rtx does to make the hashes on the last few misbehaving models stable.
Did you try the NPCs yet?
this is the version I use for garry's mod rtx
should I upgrade to the newest version?
tried to destroy the dupe house and this error popped up and crashed my pc
Happens in the normal game too
ah, i thought it was an rtx thing
Can someone test this map in Remix, I want to see if we get the same error and it's not just a problem on my side;
The error is; Too many faces with the same material in scene!
It causes most of the map not to render
yea the map has things disappearing constantly for me
but i can still walk around and do stuff
Are you getting the "Too many faces with the same material in the scene!" error?
I just wanna make sure
in console?
Hello?
"gmod realism bodycam" looking aah
i forgot wait
Gotcha
nope i dnt get that error in console
Strange, well thanks for checking
What do I have to do to get Portal version of Remix in GMOD? I really would like ray reconstrucion
Grab .trex and d3d9.dll from the PortalRTX\bin folder
And put it in the GarrysMod\bin folder
Hopefully it works which it did for me for a while until it didn't and I don't know why
ofc backup and remove the associated files from your previous Remix install
Is there a way for me to reference the mod.usda in the portal rtx directory in the gmod mod.usda so I don't have to copy over assets and bloat my ssd?
thx sir
I'm 99% sure if you make a symlink
it'll work
and if it doesn';t, that kind of sucks, and it SHOULD!
I ended up just getting frustrated and copied over all the assets like always
😦
A symlink is an old Source SDK 2013 trick for mods, highly recommend to anyone else to try that out
Anyone cooked any cool replacements now that's finally (mostly) working?
Why when I replace a texture with PBR one inside of a toolkit in game I get a blank placeholder texture?
How the blue textures are supposed to be looking
Are replacements working on 32 or 64 bit gmod now?
Both? The model fix is done from lua
Awesome
are the replacement/ingested textures in the same folder as the project?
That already answers my question, I am feeling dumb, but while we are at it... They can be placed anywhere or they have to be in a specific location in the project?
I think anywhere, as long as they're in the same folder as the project 👍
no wayyy
Is there a workaround to objects disappearing when you dont look at them? Now it causes another RT issues where if you are in a dark room and you look around then the rooms becomes bright cause the wall that was blocking the raid no longer exists:
In the video the garage door dissapears*
Hmm, do you have xenthio's rtx fixes addon enabled?
Have you used BlueAmulet's patches?
Seems like it but I will try reinstalling it because I remember not having that issue before
Make sure the dependency addon, NikNaks is enabled as well
It is
Also is there any way of removing default light sources in the toolkit or my only option is to set them to not emit light?
Yeah, only option is to disable the light they emit at the moment 
Supposed to be fixed by blue amulets patches
But try sv_cheats 1 and r_novis 1 alongside r_occlusion 0
blue amulets patches ^
I think I know what happened... I replaced my trex folder by installing Portals version of remix and probably removed something that the patch fixed
I haven't actually patched my gmod folder since the new patches came out...do we just drag and drop the files over? I noticed there was a "applypatches.py" file in the gmod folder - maybe I run that? 
holy shit
you fucking beast
i can actually join multiplayer servers now
Error never been more raytraced than now
Reapplying the patches fixed the thing
I know it might kill the performance but is there a way to make the raytraced light update more frequently? Currently when I turn the flashlisght off or shoot, the light from it stays for few seconds
how'd you reapply the patches? I'm scared ill break something lmaoo 
I just moved everything where it should go, most of the files dont seem to be connected to anything you modify
It worked, thanks! 🙂
https://steamcommunity.com/sharedfiles/filedetails/?id=3200936715 pixel gun with rt... damn
For that you need to turn on light suppress option somewhere in game setup in remix menu
But that makes all the other lights on the map flicker on and off continuesly for me
I'll try it out
works well
very pretty map
unintentional side-effect of not having replacement materials for the glass but i definitey dig the frosted glass vibe
lol
that would be sick
Theres no roughness in the glass shader I don't think but that would be awesome if they added it
Yeah it’s been interesting, a bit of testing with public hl2 ra stuff so I can show it. wonder if there’s a way to retain the hashes from hl2 or portal. They’re not contained in the vpks are they?
Because Gmod does have a completely different structure for their included assets
It’s funny how a few do have the same hash though, but very rarely
I’m also having issues where my lights are persisting for a while, which is a new bug for me. I don’t even have anti light culling on.
yeah idk what causes the has differences
i've not been able to find it
enable "Supress Light Keeping"
Upload the ones you've done so far I would love to play around with them
Where would I find that?
Right here!
though I recommend you set rtx_experimental_lightupdater_count really high if you do that
to prevent flicker
i have mine at 1024 but you dont need more than 512 for construct
(construct has a lot of lights)
decal

Would I put that under the .conf? I'm seeing a lot of rtx. but no rtx_
Oh that's neat, perfect
Hmm yeah, still a huge amount of flickering
Flashlight etc definitely better though
when you change it
you need to reload the map
what map are you flickering on?
i wonder waht causes parts of the ui to sometimes work and sometimes not.
Alright yep relaunching the game worked!
Also, is it normal to not be able to use the rtx console commands from the main menu?
Ah figured

