#Garry's Mod
1 messages · Page 20 of 1
When you made your water mod Xenthio, did you apply normals to the in-game textures to get the watery effect? I figured I'd try and add some more water found around source maps 
just name this vmt the same as whatever you're trying to replace.
it makes the water use the simple version included in rtx remix fixes
did you enable unique hashes?
Thank you!! 
Shit my bad lol
is it also possible to maybe raise the player model a little bit off the ground? these foot print shadows shouldnt be almost pitch black in front of a soft light
liminal cs_office 
who knew you could make office look so creepy 
THIS WILL BE PETER GRIFFIN IN RTX
no they should... youre standing on it
no light hits something youre standing on
i guess it just looks off since there is no legs to actually look at my bad
hey what do the other legs look like when you turn around
one sec
with the normal workshop version it has that bone issue
here it is in motion
rtx_pseudoplayer_offset_x -24
rtx_pseudoplayer_offset_localangles 1
@subtle bison pushing these now, the legs addon isnt like, identical to the actual player animations, where mine is perfectly identical to the player.
so it doesnt quite match up all the time
i'll push it anyways and you can take a peak
i'll continue looking at making it better though
just out of curiosity, why not remake the gmod leg mod but as a part of rtx fixes
guys, do anyone know how to make mesh translucent?
#1116089843479498782 message
wait a minute
if there are two material shaders
and they're customizable
then we can also make our material shaders, right?
hey @subtle bison how progress with converting from source to pbr?
0%, life is getting a little busy for me so i dont have much freetime to author materials now
oh, im sorry for dm you
how do i make a mirror material?
honestly at this point im just waiting for hl2 rtx to get the models n stuff
i probably should just upscale the original grass texture or something but
it's kinda nice having a more clean look
hhhuh
i marked the blood splatter as a decal texture and it's now emitting light
and getting stronger and stronger
it might be because i made it reflective
lol wtf
also
can i have your gravity gun textures lol
if only Gwater was compatible 😔
i think itll possible when remix team will release ray marching
not mee or even rubat
fr if they allowed us to use all the tools nvidia has made over the years on remix it would be so fire
well if gwater is done on the cpu then it'd work with remix anyway
as long as the shader used can be rendered in dx7
they are just upscaled ones that i spent way too long sorting out emission on but here !!
ray marching?
it cant atm
ive talked about it with him
i'm guessing a specific shader's required for raymarching or something then
wtf is raymarching
i think it's the way gwater makes water particles connect
Gwater2 particles are flat circle planes
Mee would have to make them proper meshes for it to work
I'm asking him if it's possible
I mean it's probably possible but would it be feasible is the real question.
doubt
but ill be suprised!
lmao
itll be good, if crosshair didnt disappeared in ground
it works :D
:D
oh i thought this was gwater
yeah
5 dollar bounty
Those are some of the angriest verts ive ever seen
Guys its begun
I've began to tame the dastardly direct x 9 mode
this is not only dx9
but 64bit
isnt it beautiful
anyone who has garry mod working with the portal rtx branch can you send me your bin folder
Teach us the way
Ok what ive learnt
is that remix cant track the position of the world
by creating a decal (shooting) remix suddenly is able to track the world (aslong as it is onscreen)
so im just trying to figure out how to like
idk
ok first off
r_drawskybox 0 must have so it can track the world
it seems like theres like
modelspace and worldspace
The main benefit of the 64-bit is more processing power right? But is there any other big benefits to it?
More addon capabilities?
I'm trying to remember when the 64bit version came out and what that webpage said lol
Rendering performance is better on 64bit which means we won't be as limited by the game, some pretty cool addons are coded specifically for that branch. I'm forgetting some other benefits but that's the gist of it
Also Chromium
That is on the 32 bit version too just not on the main branch
Seemingly so
YAAAAY!
Removing the bridge overhead, meaning rtx remix can directly be used by gmod
i wanted to ask, will be there a new tutorial for dx9 and 64bit?
its horrendously unusable right now
oh
64bit dx7 works but blueamulet hasnt finished patches for it
i hope
there will be also patches for dx9
cuz in some workshop addons they only have dx9 models
and i need to convert them every time
Could someone test this map?:
For me it looks like this when I spawn in
and if you noclip into any buildings Remix starts working again
Working over here 
Here's my rtx.conf, if that maybe has any differences
THE best mod I've added in a loooong time lmaoo
i will watch with great interest
it'd be nice to not have to worry about invisible models !!
emission's probably a bit excessive but eh
huh
screen space shader somehow captured a frame
and then crashed the game right after i tried pausing
map retexturizer discovered
hell yeah
seems like it does mess up lighting
i think it does something to do with the original missing texture texture
huh
yeah
anytime you replace a material it'll appear as a missing texture in reflections
@keen rivet dunno if you can do anything about it but i think you'd be interested
hmmm
it's screenspaced based too
didn't even realise remix did anything in screen space
if a previously replaced material's in screenspace then it renders with the purple
otherwise it just has the black checkers
ohhhhh wait it's because i had it set as a player model texture
** ** still kinda strange rendering behaviour though
It's still broken for me oddly enough
This happens to me on a second map already, any ideas? (map is gm_theasylum)
Yeah, that happens for me too
Some maps have a mirrored effect, it's always the bulky nice looking maps that have this issue
Here's an example, a few steps inside that house and everythings flipped https://steamcommunity.com/sharedfiles/filedetails/?id=2996034384
No fix that I know of
There must be a solution we dont know about, 50% maps that would be perfecty to remix is fucked
OH MY GOD
@keen rivet can you add this command to the rtx extensions, would really help out a lot of map> ent_remove_all func_reflective_glass
Y'all are the best, thank u thank u 
Yep I've got an idea I want to do
I want to automatically replace mirrors with rtx ones
I've just never got around to it
i really wanna replace the models in this addon with juniez models but they dont work with the addon but im wondering is it possible to make juniez models work with the addon in rtx remix? https://steamcommunity.com/sharedfiles/filedetails/?id=2931229059&searchtext=reanimated+weapons
Now I only need a method to make physical sun for my life to be complete
What do you mean a physical sun? Like in the toolkit? Or a sun to have in the runtime?
toolkit
Maybe I am doing something wrong but when I did that and loaded into the game it wasnt working
It might have been added to an unstable hash. If you go into debug mode and geomatry hash, you'll be able to see the world in color blocks. As you move around and move the object around, as long as it doesn't change color it's stable - as far as I understand it.
Bro, why every weapon mod I download my gun has no model or causes some white texture over my screen at certain angles. Tarkov guns based on ARC9, Modern Warfare 2019 guns, all the same issues.
most models for arc9 or mw base are only compiled for dx9
so they wont render in anything below unless you dump the addon, decompile the models, and recompile them with sw.vtx support
also arc9 needs specific settings for the models that do work
as seen here ^^^
how do i make the model i used to replace a model but have the same skeleton as the previous model?
for mesh replacements im not entirely too sure, though i think we cant even do those kinds of replacements in gmod atm anyway
well shit because i really want to see this addon with juniez models https://steamcommunity.com/sharedfiles/filedetails/?id=2931229059
do i have to do some blender shit???
probably, you would have to make sure the animations fit the new mesh
but yeah it can be entirely done with source/blender and then replace the materials with remix
You don't need to touch remix
Its all doable through source engine
how do i do it?
i dont know source engine shit
and source spaghetti scares me
this looks like a decent guide but porting and editing models for source is not that easy ngl https://youtu.be/VPSC9NUHyME
Click here for all the steps and requirements.
https://gamebanana.com/tuts/16733
i used to dabble with model creation years ago but depending on what you want, it can be a nightmare for sure
i would start goolging modeling for source guides like the one i sent
oh
oh jesus
yeah im gonna stick with the vanilla animations and the juniez models
wonder if loading dx9 models would be possible in dx7 mode
like why wouldnt they in theory when its loaded on the cpu and should be able to be turned into a dx7 format
We need dx80 not sw just tested it now
They are basically the same since you can just rename the 90 version to 80 and it just works
LMAO
sw stands for software which is literally used for the software renderer which doesn't seem to work in any modern branch Source game
You can software render verts but Jesus is it slow, I get like 30 fps on a 13900KS
and it just instantly crashes when you change visleaf
i wonder if this is as easy as turning 64 78 38 30 2E 76 74 78 into 64 78 39 30 2E 76 74 78 in datacache.dll
@loud mural whats a map or mod with dx9 models
Just remove a dx80.vtx from a model and that will make it not render if your patch isn't working
I can't remember any particular mods or maps off the top of my head
The maps I do remember are only compiled in HDR which doesn't seem to render anything but brushes at least for me
OH
Wiremod!
Try spawning in anything from Wiremod
They recently got rid of everything but dx90.vtx
@keen rivet ^
trying this
Ahh
https://github.com/BlueAmulet/SourceRTXTweaks/pull/10 @fringe ingot :D
i dont have a 64 bit dll on hand to look at so i only did 32 bit
CSGO MAPS LOADING NWO
This is so cool
https://steamcommunity.com/sharedfiles/filedetails/?id=3045727616 @keen rivet can you try this?
It had the same issue with assets disappearing and whatnot
alright
Thanks <3
looks normal
damn, this map also has that "flickering lights" bug
not only this map
bigcity also
Uhh
nah, suppress light keeping is the problem
@keen rivet when you're available hit me with a DM so you can try the new dxvk module and hopefully get some pathtraced skyboxes going
Path traced skyboxes?
Oh the 3D skybox
Damn I'm so excited
Also has anyone ever seen this on maps when you have rtx_experimental_lightupdater set to 1?:
those cubes arent supposed to be visible
and they arent supposed to be culled either
Well I enabled the debug stuff to show you that they were there
ep1_citadel_02
right
does anyone else experience water flickering?
its an issue ive had for a while now
Can you show what it looks like?
damn, i LOVE RTX REMIX
i thought that there would never be normal reflections, shadows, or even more so global illumination
Destructible House RTX coming out soon, I tried using textures from sharetextures this time around. They're very quality. I think I still prefer upscaling original assets, but it's cool when things like wood or marble can be traded for different shades or wood types.
DAMN, that could help for so much maps, insane 🤝
does anybody know how to increase performance without touching fg and dlss?
buy new gpu
or download ram
64x branch
yea, thanks
i have rtx 4070 already
xd
by what percentage will fps increase?
mat_queue_mode 2
gmod_mcore_test 1
you can also set denoising quality lower
I think you have better performance but remix is less stable so you choose
also 4070 isn't that good, It's last gen but not very powerful
For something like remix i mean
it's a really good gpu overall
how is it last gen? the 4000 series is still current lol
if you mean compared to the super, its a minor spec bump but the architecture is all the same
can confirm this does work !!
(said heavies did not render previously)
also the rtx version of construct doesn't have a navmesh
not sure if you can just copy a navmesh over from another map but#

oh yeah you can
would still be handy to have as part of the addon though
i wonder if this works for particles
never even considered using like
regular model replacements
guess i'm going back and redoing the gravity gun, revolver and ar2 but at least they'll be mmod !!!
strange
the tinting kinda works correctly but it also flashes red
okay well particles are messed up but still !!
Well particles rely on a shader I think
fuck
But like, I don't see any reason why we can't be in dx8 mode and use pixel shaders only
so maybe...
i want a fix for tf2
cause the particles work in dx8 mode
but they must be relying on a shader or some shit
cause they dont work w remix
wow that was not really worth the time i probably should've done the ar2 or something
this is pretty much as close to me upscaling and converting pbr textures straight from the game
very much simplifying the workflow but it was pretty much
- extract addon
- run diffuse texture through a decompresser and then upscale
- separate normal map to alpha
- upscale alpha and desaturate (metallic) then invert (roughness)
- zero out normal map blue channel to use like one of the only normal map upscalers i can find
HOT
it wouldn't be that painful if it could be automated but good luck
the world if chainner let you separate channels:
Can't you upscale a normal map like any other texture?
not to mention the fact the mmod replacements have broken particles
ppppossibly but they could mess up colouring
using pbrify's upscaler on the 'specular map' gave it a slight red tint
and that was already greyscale
If it's only a little it's probably fine
upscaling a normal map with something not made for it could easily mess up the information in it
I think I upscaled normals in octotex and it worked out fine
i may look into that but for now all i really have to work with is chainner
Yeah I meant like just as general I upscaled normals and it worked fine
might work fine in chainner too
oh, wait
well for chainner it depends on whatever model i can find for pytorch
i can't remember you saying anything
i just looked at the mmod replacements and thought "hey these use specular maps" so assumed they'd have normals too
hey wait
i remembered that i said about alpha channels of normal and diffuse maps
@modern quest you're the one who made pbrify aren't you
yeah i figured out that the alpha channel of diffuse maps are for emission and for models that have normal maps their alpha is for specular
i could probably actually do better with converting specular maps considering chainner has a specular > metal but i didn't want to bother with a diffuse input
oh hi !!
is pbrify trained on normal maps at all?
(and if not would a model for that be feasible)
not only, dif. alpha channel also has metalness map
i mean for like
upscaling normal maps provided you have one already
but yea, emission too
you said upscaling normal maps with the existing model yields a weird tint?
to fix that in chaiNNer, just connect this node between the output and the save image node
i haven't tried that yet admittedly but i tried it with a greyscale specular map and it gave it a slight red tint
which worries me considering a greyscale map should be easier to upscale than a normal map
ah. you can use this then
ooh
the problem is that the model works in RGB, not grayscale. it will introduce some amount of color shifting
i know normal maps are a lot more sensitive to color shifting which is my concern
this node should fix anything that happens
i know it's not ideal for it to happen to begin with. sadly it's a limitation of the architecture i'm using. i have a WIP model that has basically 0 color shifting, which may work better here
that doesn't help much if i'm working with a normal map though
the Normalize Normals node
it basically modifies the input normal map to be within spec
to fix roughness/specular/anything grayscale
and for normal maps
glass still randomly crashes for me :(
i'm using vphysics jolt, that might be why ??
(though sometimes pieces of glass get stuck because their collision gets generated incorrectly)
crashes gpu drivers randomly
thanks bbg
@fringe ingot do you know if its possible to have dx8 mode use pixel shaders only?
oh on hiatus whoops
sorry!
the patches seems to disable all shaders but i really only want to disable vertex shaders
The shader architecture does not let you do only pixel shaders, you have to have a vertex shader to feed it
Plus the patches do not disable shaders, that's probably just a side effect of the dxlevel argument
oh hmm
cause i had to comment this out to get anythign that wasnt shadermodel 0 in dxvk to work
because i thought like, shadermodel 1 was pixel shader only for some reason?
hmm ... I suppose that one does effectively disable shaders, it forces a function to always return false cause otherwise it would crash mid function
I could try to find some empty space in the dll to inject a check for the crash instead but that would definitely be less generic and iirc trying to skip the crash made other things fail later on
yeah it kinda breaks everything unfortunately :(
sorry for disturbing you during your hiatus though! appreciate you answering :D
i will be waiting patiently for better particle support so i have more of a reason to make a mod for all the mmod weapons
@keen rivet Whenever I have your addon installed and I'm on an HDR only map all dynamic entities stop rendering including viewmodels any idea why?
fullbright
but idk why my addon would be doing that...
ill look into it in a moment
Ight
[RTX Remix Fixes] lua/entities/rtx_lightupdatermanager.lua:60: bad argument #1 to 'pairs' (table expected, got nil)
1. pairs - [C]:-1
2. unknown - lua/entities/rtx_lightupdatermanager.lua:60
I get that Lua error
Yeah I know why there are no lights
alright ill look into it
Cool
uploading a fix i think
Alright lmk when it's live so I can test
Also I've had rare crashes when noclipping in and out of maps with this error in the mini-dump:
-Lua Stack Traces-
Client
0. DrawModel - [C]:-1
1. (null) - lua/entities/rtx_pseudoplayer.lua:96
I think it has to do with the fact that it can't find the player model entity
That's just a guess though I'm not great with code
I also get rare crashes when my weapons are stripped and/or reequipped with this error:
-Lua Stack Traces-
Client
0. Capture - [C]:-1
1. MaterialSet - lua/entities/rtx_pseudoweapon.lua:124
2. (null) - lua/entities/rtx_pseudoweapon.lua:185
I figured out what was causing the lights to disappear
r_occlusion was set to 1 by default
Set it to 0 and that will stop props from being occluded
I didn't see that in anyones config oddly enough
lol when i allow pixelshaders skeletons become fucked
idk whythat has anything to do with pixel shaders i wonder why it does that
ate too much ketchup
anyone got the stdshader_dx7.dll from portal rtx
Has anyone figured a fix yet for the really slow lighting properties like residual shadows and flashes?
illegal to distribute afaik since it's an official game file
I wonder if you could create like a smart texutre upscaler designed for source engine
since source textures utilise th alpha channel for effects
like some textures have it to mark areas as shiny
similiar to PBR kinda in a way if you think about it
Source engine textures are mostly just real images of things formatted as textures so I'm sure it's very much possible
you could probably add POM to textures really easily using AI upscaling
wonder if that data could be used if you made an ai model that took the vanilla texture, alpha channel and normal to upscale it and pbrify it
could throw in the vmt for surface type tags too lol, (wood, metal, plastic, concrete)
for a lot of stuff you could probably just use the game's own roughness maps for reference
source doesnt have roughness so the closest thing would be that alpha channel
fair
we just need people working on Source Engine like the STALKER folks who have basically rebuilt those games from scratch
community developed and modernized Source engine would go so hard
nillerusr source says hi
probably cant do too much to make source remix compliant unless we had a actual license for the full engine or the leaked source code (uhh for legal reasons we should not do that 🙂 )
well strata got a license to develop their own branch so there is a chance
or wait for blueamulet to get out of hiatus and start patching the engine like crazy 😆
Strata Source Wiki
Welcome to the Strata Source wiki! This wiki contains documentation that is
common to all Strata Source-based games.
The markdown sources of the wiki are located here:
https://githu...
p2 revolution uses strata
Portal: Revolution is a fan-made mod for Portal 2 which plays before the events of Portal 2 in the dead and decaying Aperture facility.Over 40 new puzzlesThe campaign contains 40 brand new puzzles making use of new test elements and presents existing mechanics in a new way not seen in Portal 2. Resurrected "Pneumatic Diversity Vent" element New ...
yeah but i think they still need a license to get access to their code
the engine code is not on github
ofc
just a issue reporter
nillerusr's source is kinda on the gray side since he doesn't allow it for commercial purposes
since it's based on the tf2 leak
i firmly believe gmod is remix's bread and butter so i think patching/injection would be the best method for it, of course though for source mods having a licensed engine port would be awesome
started making my first map. how do I replace a material and make it a mirror? or glass?
what weapons and rig are you using that actually work properly with RTX?
did u install rtx remix? (not in gmod, in omniverse)?
#1116089843479498782 message
TFA is the only weapon base i find stable at the moment, i've never used rigs but im using the enhanced player model selector to replace the hands. for the gun im using: https://steamcommunity.com/sharedfiles/filedetails/?id=2224170889 and the hands: https://steamcommunity.com/sharedfiles/filedetails/?id=2768392266
I just followed Xenthio's tutorial. the one not using omniverse.
do i have to switch?
Ooooo is this through omiverse?
Rtx remix toolkit
in omniverse app, u download toolkit
you dont really need omniverse unless you want to mess with materials and model replacements
but its nice to have to mess with lights for art
which one should i select?
i am actually thinking of experimenting with model replacements later on cuz why not
"create"
alrighty, made the project and loaded the captured scene but all im seeing is just a black screen. Isn't there meant to be a 3d preview of the scene?
nvm i was just far from the spawn
it was on the edge of the map and hard to locate but found it
pbrify i think does a good job of actually upscaling diffuse textures
doing other info in something like chainner may be hard though
i think it erases colour data wherever there's alpha so you'd have to split the alpha out of the texture in another program
upscaling models trained on exclusively normal maps and roughness maps would be handy
here's the result ingame. i'll have to adjust a few things later on since the way i made the mirror was just to set the roughness value of the material to 0, but I added emmisves to the light which i like. I added normal map to the walls but for some reason it's not showing in game, but only in the rtx toolkit
you need to keep textures in your project folder
also, you need to do like this
like this "./rtx-remix/mods/(your project/mod)/replacements/"
@clear tendon
how do i change the project folder?
ohhhhh
wait
wrong directory lol, just realised
my captures folder is in Steam\steamapps\common\GarrysModRTX\rtx-remix
do i change the output path to the mods folder or to captures?
wait a min
can you make new project?
cuz it will be easy to explain, how to save changes
ye I probs should
- as soon as you start a new project, create a new layer under your USDA layer and name it differently, but save it in the same folder as the project itself
like this
then, click on this layer (left of the name)
click to the "ingestion" tab -> materials
swap your textures from folder to ingestion
can the project file location be anywhere?
if your textures named, like (something)_n or _norm or even _normal or something like that, it will automatically be "Normal" or "Metal"
yea, a shortcut will be created in the mods folder
but if it won't named like this at the end of name, you must to assign them their appointment
click to "add queue"
or what, idk, im not near my pc atm
BUT
you must to create "replacements" folder in project folder
and add output directory to your "replacements" folder
and thats all
you can make changes in your folder
oh, i mean, in your mod
in layer, that you added in layers tab like this
ofc you will need to save your mod like package to use it in future
so, choose the same folder as your mod folder
ok?
@clear tendon
alright, so im trying to save the project file location in the mods folder but im getting an error saying the path im wanting to copy to (my rtx remix mods folder) has a whitespace in file path
yeah cuz it worked in the previous folder for some reason
and i'd just copy and paste that folder into the mods folder inside of rtx remix once i've finished
yea im currently redoing some of the textures roughness etc a bit since i had to start a new project, but im nearly finished it anyway. bouta start on the wall pbr soon
havent tested ingame yet
you can, if you didn't know
cuz mod can be changed in game, you even don't need to restart
oh cool, i thought it would have to be restarted each time lol
so, can you check?
ye ill have to boot up gmod first
me who hasn't done this and it's somehow worked out
i just saw that in Nvidia's tutorial as "recommended step"
so yea
did normals working?
or nah?
send me this map, ill come home after school and check it
wait, nvm i changed normal_opengl to normal_ocathedral or whatever it was called and its working. yay.
thanks @lapis delta
glad to help 😀
better to name like _normal, nothing additionally
and choose, from what are you picking up this, from opengl or from directx
yes most definitely
I know the shining bar scene when I see it 
hello guys, just try gmod rtx and I follow all the insturction that post here #1116089843479498782 message but the game looks still not working properly, can anyone help?
thanks to @subtle bison
hmm, another issue, when I am using physgun attaching object the scrren become full bright, any solution?
rtx fixes?
like it deletes that "holo" effect
on your prop
and maybe
that holo is the problem that causes "full bright screen" bug
🤔 so how do i fix that
did u download rtx fixes?
can you post me a link? thank you
thanks man
(means i can get the original normal maps from textures and upscale those)
probably could have done a better job but whatevsss
to be fair it does look a lot better than with no enhancing at all
A whitespace just means that somewhere in your filepath there is a folder name that has a space for example "rtx remix mod" would not work but "rtx-remix-mod" would work because it has no whitespaces
Idk why this is a thing all of a sudden I was able to do it in a pervious version of Remix
damnit
i think i'm starting to hit the limits of my 4050
vram usage is consistently about 95% and i'm starting to get pretty consistent stutters
oh wait
never even thought of how remix unloads the textures for weapons not in use
hurrah
stutters are still making the game pretty hard to play
You could try lowering your DLSS mode if you haven't already
If that doesn't work I guess you'll need to lower the game res itself
it kinda has diminishing returns
most of the vram usage is because the gun textures are 8k
also a slight problem with the mmod ar2
firing uses a different set of textures
i can keep the metal, roughness and normal textures but i'll need to change the diffuse and emission
i may just use the current textures for now
i'm guessing the current public version of remix doesn't have rtx io
after a bit of firing when it returns back to the default texture it's pretttyy blurry
wonder if there'd be a way to store all of a gun's textures in memory and only unload when it's unequipped
okay
hmm
i think it's not strictly a vram thing
if i stand still in a completely blank map it works fine
changing weapons, spawning props doesn't affect performance
once i start moving it takes a few seconds and the game starts stuttering
(and occasionally it just crashes immediately on the first stutter)
mmmaybe it's an io issue?
whenever the stuttering starts happening my disk usage skyrockets
thing is i haven't
i'm pretty close to it but not actually using all of what remix can access
and my ram usage is only about 80%
i've had remix bleed into ram before and it wasn't stuttering then
not having the game focused for a while causes the stuttering to stop until i start moving about again
okay it's happening without the disk usage now
Rtx_localplayershadows
Why
any idea why lights wont appear
even with the light command
oh half-life source has lights that are not in the map but baked from textures
so like theyre not lights i can read from the bsp to update
they're updated maps
that include lights
resized maps
if im correct
HELL NAH💀💀💀
8K TEXTURES?
ARE YOU SERIOUS RIGHT NOW?
#dumbass!
try and use under 4k....
please
using 8k will do you no good
rtx remix does NTO
NOT
like portal 2 maps
I wonder why remix takes portal 2 maps through gmod and not portal 2 itself, I wonder what the engine difference is 
no direct x
support
in portal 2 branch
its not just the maps
its the actual .exe
and dlls
yeah well too lazy to downscale ....
well your game will be fucked
so how i go abhout adding upscaled texters in game
i will persist
because it is definitely worth it
i restart my game and the gun particles are working??
oh wait
they're kinda
they don't render as white squares any more but they cause a flickering triangle to take up part of my screen
wait it depends on the map
@keen rivet if particle rendering can't be fixed outright would it be possible to just not render them at all?
i know you can disable rendering of all particles but there are plenty that render fine
on the remix side it could probably be fixed with some sort of "don't render if this model is missing a material" option buuuut i don't think anyone here has the expertise for that
8 FUCKING K!?!???
You realistically don't need higher than 2k
Holy shit that's 8k normals, albedo, roughness and metal
even 1024, lol
i have zero idea how it fits into like 2gb of vram
Yeah that's a lot
i may lower it to 4k
i definitely think viewmodel things are worth having at 4k and terrain textures at 2k
But I think 2k will be perfectly fine
Because they're small models and not a giant wall 2k will work well
you'll usually only have like one viewmodel loaded at a time up close
They're not unloaded
the only time you'll have more than one loaded is if you're using an addon that uses the same material for worldmodels
They're always loaded
they definitely are
Unloading them would be laggy
unequipping the ar2 drops my vram usage from like 90% down to 80
it would need to read from ram or disk and that takes too much time
maybe it keeps a low resolution copy in memory but it definitely doesn't keep the full texture
i was having problems with that with the ar2 because the mmod replacements use a separate texture when it's firing
so when you started or stopped firing the texture would be low resolution for a moment
Are you guys having issues with rendertargets or just mirror ones?
i think it depends but i'm not a super nerd so idk
i've noticed anything that renders another view in world is kinda iffy on if it'll work
the screen space shader shows a static frame at best and crashes the game at worst
the camera in kleiner's lab seems to consistently work for some reason but the last frame carries over to other maps
(and it won't update again??)
Those are monitors with in render order are appearing early on so it makes sense
I'm asking because I think the camera order may be fucked
It's mistaking the mirror in certain maps as a main cam
Xenthio has started diving into DXVK contributions so it might be worth experimenting with the skycam detection and use maincam as the last in the list
no
2k
not even portal rtx viewmodels are fucking 4k
you don't have ads in portal
moving materials look so nice 🤤
advanced material tool is OP
waittt, is that moving emission?
This reminds me of that one part in the HL2 2003 techdemo where Alyx is made out of water and there is fire refracting through the water shader
Has anyone had the bug where the game freezes when you try to load the original menu?
No, I exclusively use the original menu now
ok so I've been trying to see what's been causing gmod to crash on startup, and I found this
Exception 0xc0000005 at 000003F191270000
oh shit he's coming
@keen rivet is the fix for invisible dx8/dx9 models pushed to the latest release for remix fixes?
or was that a dll patch
im not at my pc rn to double check lol
It's a .dll patch
This is it^
ty 🙏
converting materials from vertexlitgeneric to pbr. again
to be honest, in my opinion it looks great
cs2
cs2
cs3
what can i do to decrease path tracing bounces to improve perfomance on 2060 super?
cs8?
Nah hopefully it doesn't take that long for grandma cool's future computer to be able to run realtime shiba tracing
really?
does normal nuke not work for you
laggy(
lemme go on de_cache
already used that patch
did you got bin/datamodel.dll inside patched dlls?
smh modern warfare weapons work properly without rtx remix addon patch
everything is fucked for me lol
IDK
I DID
then idk
probably the best showcase for remix
Well first you need to ignore all those detail textures
modern assets with high poly counts just does wonders 🤤
props dont work
first issue
you need to use xenthios new patch
i did,,,,
It was 1 fps for me
datacache.dll
yes
That picture you replied to is also shortnuke
gpu?
4090
OH MY
i really want better rtx remix perf on my old rtx 2060 super(
it's an honor to meet you. i just finished your game
The director 🙇♂️
Can I have the mod for this lol
lol no mods
its one of the materials that come with gmod
its near the top of the material list, you should be able to find it
Thank you
sometimes. Only a few guns work. Most handguns and a few SMGs and rifles
unless it got updated today or something in which case pardon me
gm_grunt_hill looking real good with xenthios model fixes
gm_voidplaces also working correctly now
the pixel artstyle meshes so well with the pathtraced lighting 🤤
mw2 van model now shows 😮
Oh is it naturally emissive from additive blending
yea
Ah
Is that with RR?
Can you try turning off temporal reuse?
this makes me wish for CSM weapon self shadowing...
I wish I could in real csm :(
wait, how did you get that graphics?
damn, i just love these clouds
they look amazing
i wish we could replay this scene with remix
attempted x64 and it works for the most part (with xeth's tweaks ofc), although shooting an npc does seem to crash the game. any ideas?
here's the log file (seems to have been ruined by a lot of null data...)
XD
agreed
r_drawparticles 0 fixes it
I was confused as well when I tried to open it and saw nothing ;-;
karma
I’ve been playing gmod rtx for so long that regular gmod looks weird 
Mac gmod at that
i can never go back to gmod without RTX anymore
hmm some guns from scp:5k arc9 still dont render even with xenthios patch
basic physgun emission texture test
for some reason the viewmodel doesnt light the world?
did a makeover in substance 😋
before/after
i used pbrify as a base for PBR then did my own material work
wish the emission blended better lol
gonna work on it more
fixed, no longer painted on, just used levels to crush the whites into a usable mask
hmm i should probably make it SSS so it blends even better
made the little dial emissive too
(world emission is fake, i just placed a light behind it)
color is easily changable just by changing the hue of the emission and reingesting
something is wrong with my gm_construct 
Disable view models
In rtx remix settings
Can you show me the view models settings im pretty sure its there
yeah it was on
it works with it off but it messed up the viewmodel fov
i tried changing it in console but no effect
dw, it also seems like it breaks the shadow fix by xenthio
There should be a console command
hm, i think you need to recompile model, but really strange, how scp 5k dont work
@subtle bison did you try this?
......
now live in rtx remix fixes
@hushed trail are you guys still using the 2d flat release build style fire in HL2 RTX?
fire!!!!!!
That’s a great question. I’m not really sure what I can say :/
Wow that’s pretty incredible
vfire my beloved
does not seem to be working for me
(game still complains about the character fire renderer not existing or being valid or whatever)
on a different note
for some reason remix fixes and this model causes remix to fail horribly
remix immediately crashes when it's rendered in-world and whatever error dialog it generates immediately closes too
yeah vfire doesn't work either
the game worked great for me until now, but now out of nowhere every map i try to load (even gm_construct etc.) crashes. I have no idea why
every time I try to load a map it just gets stuck on the loading screen and then crashes. so weird
nah
does anyone know how to fix this problem? 🥺
oh shit
wait, are you using rtx remix with dx9 and 64bit?
no 32-bit dx7
i use 32bit dx9
i thought its always dx7 as the d3d9.shaderModel = 0 flag in dxvk.conf enforces no shader model? the game should default to dx7 with that flag
wow preset E for DLSS 3 almost like black magic, fixes a lot of the ghosting introduced with RR
@keen rivet getting this error when igniting stuff with the fire fix
spams the console like crazy
PBR-ified the plastic building material, added some smudges to make it a little more realistic (might change later)
woah what on earth did you use to make that
substance painter + pbrify
AI upscaling makes a good base to author materials
i also PBR-ified the wood but the difference is so small lmao
since its completely rough
tl;dr the albedo and normals are upscaled, there wasnt much i wanted to add in substance
trying to keep the vanilla look
wood looks good up close though
here is the normals
too bad DLSS makes it almost invisible with a normal fov
is that height map custom?
also, hopefully if/when DLSS preset customization is added, issues like that will improve
using DLSS 3.7 with Preset E + auto exposure almost entirely eliminated ghosting for me + improved finer details like this
no, its just a normal map
yea im already using DLSS 3.7 with preset e
autoexposure was already on
oh, is that just a mesh then?
yeah
for me it was off, weird
try Preset C maybe
would that help in performance mode?
i cant go above with my 2080 without destryoing my fps
to be honest i think the issue with normals is that
- the base resolution of my game is low
- the model texture has a lot of details so i assume the denoiser blurs it all
im not really too concerned as I can use DLAA for proper screenshots
it's a lot like preset E, but even sharper. however it's also a bit more shimmery
it may actually be used for Ultra Performance already. not sure about Performance
ill give it a try in a bit
🤤
ngl i wish the outer materials came out better as the normal is almost invisible in normal viewing situations
i'm not sure why it wouldn't be good
i've noticed that in a couple situations in my own testing. but the actual maps themselves appear to be okay?
yeah it looks great in substance, but in remix it looks awful lol
😦
PBRify V1.2.x looked better in remix, despite the maps looking kind of awful
i wonder if RR would help
i think for this the albedo is the only thing i kept from pbrify
that would make sense
but this is all PBRify? or is that what you're talking about with other PBR maps
no, most of what you've seen is custom substance/pbr map work on top of PBRify's albedo
except for the wood
Hey, are the instructions from Xenthios video the best way to get GMOD working?
the second pinned instructions are more up to date
np
hmm even with DLAA the normals look off
i might as well make those from scratch lmao
same goes for the reflective map
its supposed to be rusty as it is in substance but i have no idea why its so different here
can you share the normal map?
i used a online tool so i could adjust it in realtime
Online NormalMap Generator FREE! Create a Normalmap directly inside your browser! No Uploads required, completely client-based
works pretty well in most cases
i think its picking up noise/artifacting from the albedo
so ill probably have to make a masked version in photoshop and remake the normals
that does look quite flat
yea if i try to make it any deeper the artifacts show
sorry, i'm still a bit confused. was this generated by PBRify, then just modified by you?
so i took the albedo from PBRify and threw it into that online tool, then adjusted it to prevent the artifacts from showing
ah. i'd be surprised if PBRify's own normal map looks/works worse than the one generated from that website
its almost the same between the two with stock settings on the site
here is PBRify's
im just trying to keep the line detail while avoiding all the noise
yeah, that makes sense
ill go ahead and try masking in the albedo in PS and see if the site can generate a better normal
ill probably blur it, use a unsharp mask, then greyscale it
given some of the more recent maps i've seen generated, i will try to retrain the normal map model again. my last attempt didn't go well, but i have some ideas as to why
so new normal map model + new height map model will be in the next major release hopefully
i've messed with stable diffusion with upscaling textures before (not with octotex), and i have seen that noise issue before
you're talking about this, right?
yeah


