#Garry's Mod

1 messages · Page 20 of 1

keen rivet
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yeah

quiet scroll
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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 HACKERMANS

keen rivet
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it makes the water use the simple version included in rtx remix fixes

loud mural
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@keen rivet Props using those worldmodels textures become invisible:

keen rivet
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did you enable unique hashes?

loud mural
subtle bison
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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

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liminal cs_office spooked

jade trellis
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who knew you could make office look so creepy OhGod

lapis delta
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THIS WILL BE PETER GRIFFIN IN RTX

keen rivet
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no light hits something youre standing on

subtle bison
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i guess it just looks off since there is no legs to actually look at my bad

keen rivet
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hey what do the other legs look like when you turn around

subtle bison
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one sec

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with the normal workshop version it has that bone issue

keen rivet
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oh thats going to be annoying

subtle bison
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lol wtf

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looks like a horse galloping

keen rivet
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rtx_pseudoplayer_offset_x -24
rtx_pseudoplayer_offset_localangles 1

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@subtle bison pushing these now, the legs addon isnt like, identical to the actual player animations, where mine is perfectly identical to the player.

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so it doesnt quite match up all the time

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i'll push it anyways and you can take a peak

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i'll continue looking at making it better though

subtle bison
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just out of curiosity, why not remake the gmod leg mod but as a part of rtx fixes

keen rivet
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might

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also the glegs model floats

lapis delta
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guys, do anyone know how to make mesh translucent?

quiet scroll
lapis delta
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wait a minute

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if there are two material shaders

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and they're customizable

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then we can also make our material shaders, right?

lapis delta
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hey @subtle bison how progress with converting from source to pbr?

subtle bison
lapis delta
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oh, im sorry for dm you

arctic solstice
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how do i make a mirror material?

glossy mauve
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honestly at this point im just waiting for hl2 rtx to get the models n stuff

onyx ridge
lapis delta
onyx ridge
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i probably should just upscale the original grass texture or something but

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it's kinda nice having a more clean look

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i marked the blood splatter as a decal texture and it's now emitting light

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and getting stronger and stronger

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it might be because i made it reflective

keen rivet
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also

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can i have your gravity gun textures lol

glossy mauve
earnest yew
lapis delta
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not mee or even rubat

glossy mauve
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fr if they allowed us to use all the tools nvidia has made over the years on remix it would be so fire

onyx ridge
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as long as the shader used can be rendered in dx7

onyx ridge
earnest yew
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ive talked about it with him

onyx ridge
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i'm guessing a specific shader's required for raymarching or something then

earnest yew
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wtf is raymarching

onyx ridge
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i think it's the way gwater makes water particles connect

keen rivet
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Mee would have to make them proper meshes for it to work

keen rivet
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I mean it's probably possible but would it be feasible is the real question.

earnest yew
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but ill be suprised!

keen rivet
lapis delta
earnest yew
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get it to work for 5 dollars

keen rivet
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it works :D

earnest yew
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pics

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NOW

keen rivet
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:D

earnest yew
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oh i thought this was gwater

keen rivet
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oh lol

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hold on lemme fuck with gwater i might be able to do somethhing

earnest yew
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do you have gwater 2

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nvm

keen rivet
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yeah

earnest yew
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5 dollar bounty

keen rivet
jade trellis
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Those are some of the angriest verts ive ever seen

keen rivet
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I've began to tame the dastardly direct x 9 mode

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this is not only dx9

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but 64bit

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isnt it beautiful

scarlet temple
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anyone who has garry mod working with the portal rtx branch can you send me your bin folder

winter radish
keen rivet
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Ok what ive learnt

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is that remix cant track the position of the world

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by creating a decal (shooting) remix suddenly is able to track the world (aslong as it is onscreen)

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so im just trying to figure out how to like

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idk

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ok first off

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r_drawskybox 0 must have so it can track the world

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it seems like theres like

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modelspace and worldspace

quiet scroll
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The main benefit of the 64-bit is more processing power right? But is there any other big benefits to it? monkaHmm More addon capabilities?

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I'm trying to remember when the 64bit version came out and what that webpage said lol

loud mural
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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

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Also Chromium

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That is on the 32 bit version too just not on the main branch

lapis delta
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WAIT

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if i understood right

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dx9 and 64bit work together, yea?

loud mural
lapis delta
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YAAAAY!

keen rivet
lapis delta
keen rivet
lapis delta
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oh

keen rivet
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64bit dx7 works but blueamulet hasnt finished patches for it

lapis delta
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i hope

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there will be also patches for dx9

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cuz in some workshop addons they only have dx9 models

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and i need to convert them every time

keen rivet
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maybe

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you'll have to ask blueamulet. I'm not smart enought to do the patches :(

loud mural
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Could someone test this map?:

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For me it looks like this when I spawn in

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and if you noclip into any buildings Remix starts working again

quiet scroll
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Here's my rtx.conf, if that maybe has any differences

quiet scroll
onyx ridge
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it'd be nice to not have to worry about invisible models !!

onyx ridge
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emission's probably a bit excessive but eh

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huh

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screen space shader somehow captured a frame

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and then crashed the game right after i tried pausing

lapis delta
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APPLY PBR TO YOUR Q MENU

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PLEASE

onyx ridge
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map retexturizer discovered

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hell yeah

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seems like it does mess up lighting

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i think it does something to do with the original missing texture texture

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huh

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yeah

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anytime you replace a material it'll appear as a missing texture in reflections

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@keen rivet dunno if you can do anything about it but i think you'd be interested

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hmmm

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it's screenspaced based too

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didn't even realise remix did anything in screen space

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if a previously replaced material's in screenspace then it renders with the purple

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otherwise it just has the black checkers

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ohhhhh wait it's because i had it set as a player model texture

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** ** still kinda strange rendering behaviour though

onyx ridge
loud mural
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It's still broken for me oddly enough

loud mural
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I figured it out

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It was the shader skybox

grizzled cargo
quiet scroll
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Yeah, that happens for me too SadgeSitSipDank Some maps have a mirrored effect, it's always the bulky nice looking maps that have this issue

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No fix that I know of

grizzled cargo
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There must be a solution we dont know about, 50% maps that would be perfecty to remix is fucked

subtle bison
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there is a fix

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mentioned a few days ago
#1116089843479498782 message

quiet scroll
subtle bison
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@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

quiet scroll
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Y'all are the best, thank u thank u LUBBERS

keen rivet
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Yep I've got an idea I want to do

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I want to automatically replace mirrors with rtx ones

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I've just never got around to it

scenic jungle
grizzled cargo
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Now I only need a method to make physical sun for my life to be complete

quiet scroll
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What do you mean a physical sun? Like in the toolkit? Or a sun to have in the runtime?

grizzled cargo
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toolkit

quiet scroll
grizzled cargo
# quiet scroll

Maybe I am doing something wrong but when I did that and loaded into the game it wasnt working

quiet scroll
grizzled cargo
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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.

subtle bison
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most models for arc9 or mw base are only compiled for dx9

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so they wont render in anything below unless you dump the addon, decompile the models, and recompile them with sw.vtx support

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also arc9 needs specific settings for the models that do work

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as seen here ^^^

scenic jungle
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how do i make the model i used to replace a model but have the same skeleton as the previous model?

subtle bison
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for mesh replacements im not entirely too sure, though i think we cant even do those kinds of replacements in gmod atm anyway

scenic jungle
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do i have to do some blender shit???

subtle bison
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probably, you would have to make sure the animations fit the new mesh

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but yeah it can be entirely done with source/blender and then replace the materials with remix

scenic jungle
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damn

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i dont know how to do that dawg😭

half viper
scenic jungle
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i dont know source engine shit

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and source spaghetti scares me

subtle bison
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i used to dabble with model creation years ago but depending on what you want, it can be a nightmare for sure

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i would start goolging modeling for source guides like the one i sent

scenic jungle
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oh

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oh jesus

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yeah im gonna stick with the vanilla animations and the juniez models

keen rivet
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wonder if loading dx9 models would be possible in dx7 mode

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like why wouldnt they in theory when its loaded on the cpu and should be able to be turned into a dx7 format

loud mural
loud mural
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They are basically the same since you can just rename the 90 version to 80 and it just works

keen rivet
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LMAO

loud mural
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You can software render verts but Jesus is it slow, I get like 30 fps on a 13900KS

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and it just instantly crashes when you change visleaf

keen rivet
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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

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@loud mural whats a map or mod with dx9 models

loud mural
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Just remove a dx80.vtx from a model and that will make it not render if your patch isn't working

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I can't remember any particular mods or maps off the top of my head

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The maps I do remember are only compiled in HDR which doesn't seem to render anything but brushes at least for me

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OH

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Wiremod!

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Try spawning in anything from Wiremod

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They recently got rid of everything but dx90.vtx

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@keen rivet ^

keen rivet
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trying this

loud mural
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Ahh

keen rivet
loud mural
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Ayyyyy!

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gg

keen rivet
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i dont have a 64 bit dll on hand to look at so i only did 32 bit

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CSGO MAPS LOADING NWO

keen rivet
half viper
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This is so cool

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It had the same issue with assets disappearing and whatnot

half viper
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Thanks <3

half viper
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Most props didnt load there

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So yes it got fixed yippie!!

lapis delta
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not only this map

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bigcity also

half viper
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Uhh

half viper
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Or whatever it is

lapis delta
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nah, suppress light keeping is the problem

woeful phoenix
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@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

woeful phoenix
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Yep

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I'll DM you the d3d9

loud mural
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Damn I'm so excited

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Also has anyone ever seen this on maps when you have rtx_experimental_lightupdater set to 1?:

keen rivet
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and they arent supposed to be culled either

loud mural
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Well I enabled the debug stuff to show you that they were there

keen rivet
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oh

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that makes sense lol

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looks like theyre being culled then

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what map is that

loud mural
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ep1_citadel_02

keen rivet
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right

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does anyone else experience water flickering?

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its an issue ive had for a while now

loud mural
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Can you show what it looks like?

quiet scroll
lapis delta
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damn, i LOVE RTX REMIX

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i thought that there would never be normal reflections, shadows, or even more so global illumination

quiet scroll
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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.

modest whale
lapis delta
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does anybody know how to increase performance without touching fg and dlss?

modest whale
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or download ram

lapis delta
lapis delta
lapis delta
lapis delta
keen rivet
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gmod_mcore_test 1

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you can also set denoising quality lower

modest whale
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also 4070 isn't that good, It's last gen but not very powerful

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For something like remix i mean

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it's a really good gpu overall

subtle bison
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how is it last gen? the 4000 series is still current lol

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if you mean compared to the super, its a minor spec bump but the architecture is all the same

onyx ridge
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(said heavies did not render previously)

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also the rtx version of construct doesn't have a navmesh

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not sure if you can just copy a navmesh over from another map but#

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oh yeah you can

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would still be handy to have as part of the addon though

earnest yew
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PLEASE

earnest yew
onyx ridge
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never even considered using like

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regular model replacements

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guess i'm going back and redoing the gravity gun, revolver and ar2 but at least they'll be mmod !!!

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strange

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the tinting kinda works correctly but it also flashes red

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okay well particles are messed up but still !!

keen rivet
earnest yew
keen rivet
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But like, I don't see any reason why we can't be in dx8 mode and use pixel shaders only

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so maybe...

earnest yew
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i want a fix for tf2

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cause the particles work in dx8 mode

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but they must be relying on a shader or some shit

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cause they dont work w remix

onyx ridge
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wow that was not really worth the time i probably should've done the ar2 or something

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this is pretty much as close to me upscaling and converting pbr textures straight from the game

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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
keen rivet
onyx ridge
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it wouldn't be that painful if it could be automated but good luck

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the world if chainner let you separate channels:

keen rivet
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Can't you upscale a normal map like any other texture?

onyx ridge
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not to mention the fact the mmod replacements have broken particles

onyx ridge
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using pbrify's upscaler on the 'specular map' gave it a slight red tint

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and that was already greyscale

keen rivet
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If it's only a little it's probably fine

onyx ridge
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upscaling a normal map with something not made for it could easily mess up the information in it

keen rivet
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I think I upscaled normals in octotex and it worked out fine

onyx ridge
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i may look into that but for now all i really have to work with is chainner

keen rivet
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Yeah I meant like just as general I upscaled normals and it worked fine

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might work fine in chainner too

glossy mauve
earnest yew
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nu pogodi my love

onyx ridge
lapis delta
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you did like i said

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right?

onyx ridge
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i can't remember you saying anything

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i just looked at the mmod replacements and thought "hey these use specular maps" so assumed they'd have normals too

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hey wait

lapis delta
onyx ridge
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@modern quest you're the one who made pbrify aren't you

onyx ridge
onyx ridge
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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

onyx ridge
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is pbrify trained on normal maps at all?

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(and if not would a model for that be feasible)

modern quest
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there's a model meant for normal maps

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it converts albedo to normals

lapis delta
onyx ridge
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i mean for like
upscaling normal maps provided you have one already

lapis delta
modern quest
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you said upscaling normal maps with the existing model yields a weird tint?

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to fix that in chaiNNer, just connect this node between the output and the save image node

onyx ridge
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i haven't tried that yet admittedly but i tried it with a greyscale specular map and it gave it a slight red tint

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which worries me considering a greyscale map should be easier to upscale than a normal map

modern quest
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ah. you can use this then

onyx ridge
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ooh

modern quest
onyx ridge
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i know normal maps are a lot more sensitive to color shifting which is my concern

modern quest
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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

onyx ridge
modern quest
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the Normalize Normals node

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it basically modifies the input normal map to be within spec

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to fix roughness/specular/anything grayscale

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and for normal maps

onyx ridge
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i'll give that a try later then

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on a completely unrelated note

keen rivet
onyx ridge
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i'm using vphysics jolt, that might be why ??

keen rivet
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no i mean

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glass on anything

onyx ridge
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(though sometimes pieces of glass get stuck because their collision gets generated incorrectly)

keen rivet
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crashes gpu drivers randomly

onyx ridge
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strange

keen rivet
earnest yew
keen rivet
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@fringe ingot do you know if its possible to have dx8 mode use pixel shaders only?

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oh on hiatus whoops

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sorry!

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the patches seems to disable all shaders but i really only want to disable vertex shaders

fringe ingot
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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

keen rivet
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oh hmm

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cause i had to comment this out to get anythign that wasnt shadermodel 0 in dxvk to work

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because i thought like, shadermodel 1 was pixel shader only for some reason?

fringe ingot
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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

keen rivet
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yeah it kinda breaks everything unfortunately :(
sorry for disturbing you during your hiatus though! appreciate you answering :D

onyx ridge
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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

loud mural
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@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?

keen rivet
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but idk why my addon would be doing that...

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ill look into it in a moment

loud mural
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Ight

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[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
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I get that Lua error

loud mural
loud mural
#

Cool

keen rivet
quiet scroll
loud mural
loud mural
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Also I've had rare crashes when noclipping in and out of maps with this error in the mini-dump:

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-Lua Stack Traces-
  Client
    0. DrawModel - [C]:-1
      1. (null) - lua/entities/rtx_pseudoplayer.lua:96
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I think it has to do with the fact that it can't find the player model entity

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That's just a guess though I'm not great with code

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I also get rare crashes when my weapons are stripped and/or reequipped with this error:

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-Lua Stack Traces-
  Client
    0. Capture - [C]:-1
      1. MaterialSet - lua/entities/rtx_pseudoweapon.lua:124
        2. (null) - lua/entities/rtx_pseudoweapon.lua:185
loud mural
#

r_occlusion was set to 1 by default

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Set it to 0 and that will stop props from being occluded

keen rivet
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oh

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that makes sense

loud mural
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I didn't see that in anyones config oddly enough

keen rivet
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lol when i allow pixelshaders skeletons become fucked

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idk whythat has anything to do with pixel shaders i wonder why it does that

onyx ridge
#

ate too much ketchup

stuck wing
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anyone got the stdshader_dx7.dll from portal rtx

random hemlock
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Has anyone figured a fix yet for the really slow lighting properties like residual shadows and flashes?

keen rivet
#

enable surpress light keeping

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set rtx_experimental_lightupdater_count to like 1024

random hemlock
keen rivet
#

I wonder if you could create like a smart texutre upscaler designed for source engine

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since source textures utilise th alpha channel for effects

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like some textures have it to mark areas as shiny

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similiar to PBR kinda in a way if you think about it

random hemlock
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Source engine textures are mostly just real images of things formatted as textures so I'm sure it's very much possible

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you could probably add POM to textures really easily using AI upscaling

keen rivet
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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

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could throw in the vmt for surface type tags too lol, (wood, metal, plastic, concrete)

random hemlock
#

for a lot of stuff you could probably just use the game's own roughness maps for reference

keen rivet
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source doesnt have roughness so the closest thing would be that alpha channel

random hemlock
#

fair

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we just need people working on Source Engine like the STALKER folks who have basically rebuilt those games from scratch

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community developed and modernized Source engine would go so hard

livid rapids
#

nillerusr source says hi

subtle bison
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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 🙂 )

livid rapids
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well strata got a license to develop their own branch so there is a chance

subtle bison
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or wait for blueamulet to get out of hiatus and start patching the engine like crazy 😆

livid rapids
#

p2 revolution uses strata

subtle bison
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yeah but i think they still need a license to get access to their code

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the engine code is not on github

livid rapids
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ofc

subtle bison
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just a issue reporter

livid rapids
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nillerusr's source is kinda on the gray side since he doesn't allow it for commercial purposes

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since it's based on the tf2 leak

subtle bison
#

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

clear tendon
#

started making my first map. how do I replace a material and make it a mirror? or glass?

random hemlock
lapis delta
clear tendon
#

do i have to switch?

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Ooooo is this through omiverse?

quiet scroll
#

Rtx remix toolkit

lapis delta
jade trellis
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but its nice to have to mess with lights for art

clear tendon
clear tendon
lapis delta
clear tendon
#

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?

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nvm i was just far from the spawn

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it was on the edge of the map and hard to locate but found it

lapis delta
#

what result?

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@clear tendon

onyx ridge
#

doing other info in something like chainner may be hard though

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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

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upscaling models trained on exclusively normal maps and roughness maps would be handy

clear tendon
# lapis delta what result?

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

lapis delta
#

oh, i had the same problem! did u add another layer?

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i mean, wait a min

clear tendon
#

no i'm using the same mod.usda

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didn't add an extra layer

lapis delta
#

you need to keep textures in your project folder

lapis delta
lapis delta
#

@clear tendon

clear tendon
#

how do i change the project folder?

lapis delta
#

not in here

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where is your capture's folder

clear tendon
#

ohhhhh

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wait

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wrong directory lol, just realised

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my captures folder is in Steam\steamapps\common\GarrysModRTX\rtx-remix

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do i change the output path to the mods folder or to captures?

lapis delta
#

wait a min

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can you make new project?

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cuz it will be easy to explain, how to save changes

clear tendon
#

ye I probs should

lapis delta
#
  1. 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
lapis delta
lapis delta
#

click to the "ingestion" tab -> materials

#

swap your textures from folder to ingestion

clear tendon
lapis delta
lapis delta
lapis delta
#

click to "add queue"

#

or what, idk, im not near my pc atm

#

BUT

#

you must to create "replacements" folder in project folder

lapis delta
#

and thats all

#

you can make changes in your folder

#

oh, i mean, in your mod

lapis delta
#

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

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

lapis delta
#

huh, strange

#

maybe in that folder that you created for mod, not mods

clear tendon
#

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

lapis delta
#

did anything change in game?

#

also, you need to save your layer

lapis delta
#

are you here?

#

@clear tendon

clear tendon
#

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

lapis delta
#

so now

#

its working

#

right?

clear tendon
#

havent tested ingame yet

lapis delta
#

you can, if you didn't know

#

cuz mod can be changed in game, you even don't need to restart

clear tendon
#

oh cool, i thought it would have to be restarted each time lol

lapis delta
#

so, can you check?

clear tendon
#

ye ill have to boot up gmod first

lapis delta
#

first of all, save your project

#

i mean, layer

#

jesus

onyx ridge
lapis delta
#

so yea

clear tendon
#

oh wow it's actually updating realtime

#

saves me a lot of time

lapis delta
#

did normals working?

lapis delta
clear tendon
#

getting a weird error in the ingestion tab

lapis delta
#

send me this map, ill come home after school and check it

clear tendon
#

wait, nvm i changed normal_opengl to normal_ocathedral or whatever it was called and its working. yay.

#

thanks @lapis delta

lapis delta
#

glad to help 😀

lapis delta
#

and choose, from what are you picking up this, from opengl or from directx

clear tendon
#

yes most definitely

quiet scroll
#

I know the shining bar scene when I see it WICKED

muted basin
#

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?

muted basin
lapis delta
#

like it deletes that "holo" effect

#

on your prop

#

and maybe

#

that holo is the problem that causes "full bright screen" bug

muted basin
#

🤔 so how do i fix that

lapis delta
#

did u download rtx fixes?

muted basin
muted basin
#

thanks man

lapis delta
#

rtx remix fixes already has that addon

#

i think

onyx ridge
#

hohoho

#

vpkedit is in my possession now

onyx ridge
onyx ridge
onyx ridge
#

probably could have done a better job but whatevsss

#

to be fair it does look a lot better than with no enhancing at all

loud mural
#

Idk why this is a thing all of a sudden I was able to do it in a pervious version of Remix

onyx ridge
#

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

loud mural
#

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

onyx ridge
#

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

onyx ridge
#

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

subtle bison
#

sounds like vram leaking into system memory

#

pretty normal once you run out of vram

onyx ridge
#

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

earnest yew
#

@keen rivet

#

how do i disable the fucking playermodel

keen rivet
earnest yew
#

thank fucking jesus

#

it was actually making me tweak

keen rivet
#

Why

earnest yew
#

broken texture that cant be selected on playermodel

earnest yew
#

even with the light command

keen rivet
#

so like theyre not lights i can read from the bsp to update

earnest yew
#

that include lights

#

resized maps

#

if im correct

lapis delta
#

8K TEXTURES?

#

ARE YOU SERIOUS RIGHT NOW?

earnest yew
#

try and use under 4k....

#

please

#

using 8k will do you no good

#

rtx remix does NTO

#

NOT

#

like portal 2 maps

quiet scroll
#

I wonder why remix takes portal 2 maps through gmod and not portal 2 itself, I wonder what the engine difference is monkaa

earnest yew
#

support

#

in portal 2 branch

#

its not just the maps

#

its the actual .exe

#

and dlls

onyx ridge
earnest yew
#

well your game will be fucked

empty leaf
#

so how i go abhout adding upscaled texters in game

onyx ridge
#

because it is definitely worth it

onyx ridge
#

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

keen rivet
#

You realistically don't need higher than 2k

onyx ridge
#

oh the funny part

#

it's not a single 8k texture

keen rivet
#

Holy shit that's 8k normals, albedo, roughness and metal

onyx ridge
#

the guns with emission?

#

5 8k textures

keen rivet
#

Fucking stop please 2k

#

Yeah 200gb of vram

modern quest
#

even 1024, lol

onyx ridge
#

i have zero idea how it fits into like 2gb of vram

keen rivet
#

Yeah that's a lot

onyx ridge
#

i may lower it to 4k

keen rivet
#

2k trust me it'll run better too

#

4K at MOST

onyx ridge
#

i definitely think viewmodel things are worth having at 4k and terrain textures at 2k

keen rivet
#

But I think 2k will be perfectly fine

#

Because they're small models and not a giant wall 2k will work well

onyx ridge
#

you'll usually only have like one viewmodel loaded at a time up close

keen rivet
#

They're not unloaded

onyx ridge
#

the only time you'll have more than one loaded is if you're using an addon that uses the same material for worldmodels

keen rivet
#

They're always loaded

onyx ridge
keen rivet
#

Unloading them would be laggy

onyx ridge
#

unequipping the ar2 drops my vram usage from like 90% down to 80

keen rivet
#

it would need to read from ram or disk and that takes too much time

onyx ridge
#

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

woeful phoenix
#

Are you guys having issues with rendertargets or just mirror ones?

onyx ridge
#

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??)

woeful phoenix
#

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

earnest yew
#

2k

#

not even portal rtx viewmodels are fucking 4k

onyx ridge
#

you don't have ads in portal

earnest yew
#

with the normal maps

#

it will look perfectly fine

subtle bison
subtle bison
lapis delta
loud mural
loud mural
#

Has anyone had the bug where the game freezes when you try to load the original menu?

keen rivet
#

No, I exclusively use the original menu now

onyx ridge
#

should probably get to redoing more of office's textures

weak moon
#

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

lapis delta
subtle bison
#

@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

loud mural
#

It's a .dll patch

subtle bison
#

ty 🙏

lapis delta
#

converting materials from vertexlitgeneric to pbr. again

#

to be honest, in my opinion it looks great

humble mango
#

without remixed assets

earnest yew
#

cs2

humble mango
#

YOOO

#

mwb is working now

earnest yew
#

cs2

loud mural
#

cs3

humble mango
#

what can i do to decrease path tracing bounces to improve perfomance on 2060 super?

earnest yew
loud mural
#

Nah hopefully it doesn't take that long for grandma cool's future computer to be able to run realtime shiba tracing

lapis delta
earnest yew
earnest yew
humble mango
earnest yew
#

csgo maps wont even work for me

#

what dlls did you replace lol

humble mango
#

lemme go on de_cache

earnest yew
#

already used that patch

humble mango
#

smh modern warfare weapons work properly without rtx remix addon patch

earnest yew
humble mango
earnest yew
humble mango
#

oh

#

go and paste datamodel

earnest yew
earnest yew
humble mango
#

then idk

humble mango
#

sometimes

subtle bison
loud mural
# earnest yew

Well first you need to ignore all those detail textures

subtle bison
#

modern assets with high poly counts just does wonders 🤤

earnest yew
#

first issue

subtle bison
#

you need to use xenthios new patch

earnest yew
#

i did,,,,

keen rivet
keen rivet
humble mango
keen rivet
humble mango
keen rivet
humble mango
#

i really want better rtx remix perf on my old rtx 2060 super(

modern quest
#

it's an honor to meet you. i just finished your game

modern quest
quiet scroll
#

The director 🙇‍♂️

keen rivet
subtle bison
#

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

random hemlock
#

unless it got updated today or something in which case pardon me

subtle bison
#

gm_grunt_hill looking real good with xenthios model fixes

subtle bison
#

gm_voidplaces also working correctly now

#

the pixel artstyle meshes so well with the pathtraced lighting 🤤

subtle bison
keen rivet
subtle bison
#

yea

keen rivet
#

Ah

half viper
#

Can you try turning off temporal reuse?

livid rapids
#

this makes me wish for CSM weapon self shadowing...

keen rivet
livid rapids
#

it's joever

#

anyways nycity loads

#

1 fps

lapis delta
lapis delta
#

they look amazing

lapis delta
silver barn
#

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...)

silver barn
silver barn
#

r_drawparticles 0 fixes it

onyx ridge
silver barn
#

I was confused as well when I tried to open it and saw nothing ;-;

lapis delta
quiet scroll
#

I’ve been playing gmod rtx for so long that regular gmod looks weird Buh

#

Mac gmod at that

clear tendon
#

i can never go back to gmod without RTX anymore

subtle bison
#

hmm some guns from scp:5k arc9 still dont render even with xenthios patch

subtle bison
#

basic physgun emission texture test

#

for some reason the viewmodel doesnt light the world?

subtle bison
#

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

subtle bison
#

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

subtle bison
#

made the little dial emissive too

#

(world emission is fake, i just placed a light behind it)

subtle bison
#

color is easily changable just by changing the hue of the emission and reingesting

#

something is wrong with my gm_construct horror

half viper
#

In rtx remix settings

#

Can you show me the view models settings im pretty sure its there

subtle bison
#

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

half viper
#

Uhh

subtle bison
#

dw, it also seems like it breaks the shadow fix by xenthio

half viper
#

There should be a console command

subtle bison
lapis delta
subtle bison
#

adjusted the intensity of the lower part of the gun

#

should be more accurate now

lapis delta
keen rivet
#

the reason why fire doesnt work is because this

#

was never implemented

keen rivet
#

......

#

now live in rtx remix fixes

#

@hushed trail are you guys still using the 2d flat release build style fire in HL2 RTX?

onyx ridge
#

fire!!!!!!

keen rivet
#

now heres vfire

hushed trail
keen rivet
#

ah

#

dont worry then

hushed trail
#

Wow that’s pretty incredible

keen rivet
#

vfire my beloved

onyx ridge
#

(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

sinful vigil
#

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

sinful vigil
lapis delta
lapis delta
subtle bison
#

no 32-bit dx7

humble mango
subtle bison
#

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

subtle bison
#

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

subtle bison
#

PBR-ified the plastic building material, added some smudges to make it a little more realistic (might change later)

onyx ridge
#

woah what on earth did you use to make that

subtle bison
#

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

modern quest
#

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

subtle bison
subtle bison
#

autoexposure was already on

modern quest
#

oh, is that just a mesh then?

subtle bison
#

yeah

modern quest
#

try Preset C maybe

subtle bison
#

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

  1. the base resolution of my game is low
  2. 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

modern quest
#

it may actually be used for Ultra Performance already. not sure about Performance

subtle bison
#

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

modern quest
#

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?

subtle bison
#

yeah it looks great in substance, but in remix it looks awful lol

modern quest
#

😦

subtle bison
modern quest
#

PBRify V1.2.x looked better in remix, despite the maps looking kind of awful

#

i wonder if RR would help

subtle bison
#

i think for this the albedo is the only thing i kept from pbrify

modern quest
#

that would make sense

modern quest
# subtle bison

but this is all PBRify? or is that what you're talking about with other PBR maps

subtle bison
#

no, most of what you've seen is custom substance/pbr map work on top of PBRify's albedo

#

except for the wood

magic wyvern
#

Hey, are the instructions from Xenthios video the best way to get GMOD working?

subtle bison
#

the second pinned instructions are more up to date

magic wyvern
#

from Kamil?

#

got it

#

thank you

subtle bison
#

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

modern quest
#

can you share the normal map?

subtle bison
#

i used a online tool so i could adjust it in realtime

#

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

modern quest
subtle bison
#

yea if i try to make it any deeper the artifacts show

modern quest
subtle bison
#

so i took the albedo from PBRify and threw it into that online tool, then adjusted it to prevent the artifacts from showing

modern quest
#

ah. i'd be surprised if PBRify's own normal map looks/works worse than the one generated from that website

subtle bison
#

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

modern quest
#

yeah, that makes sense

subtle bison
#

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

modern quest
#

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

subtle bison
#

i've messed with stable diffusion with upscaling textures before (not with octotex), and i have seen that noise issue before

modern quest
#

you're talking about this, right?

subtle bison
#

yeah