#Garry's Mod
1 messages · Page 21 of 1
looking at the texture here it's probably a case of garbage in- garbage out since the albedo is already quite noisy from all the rust. The source image needs to be processed to be cleaner before you can get a good normal map out of it.
yea, that's what i was assuming
that's why im gonna touch it up a bit in PS to make it more normalmap-friendly
i can include an optional step in the chain to denoise or blur textures first, but in many cases it can accidentally lead to bad results
yeah a denoiser or some kind of smoothing technique would help a lot of textures from source
something like a surface blur that uses edge detection to cordon off edges and only blurs flat surfaces might work.
also worth noting that blurring might introduce color banding which might manifest as lines in normal maps
i can try to do that
never mind. i thought chaiNNer's blur nodes had an input for a mask, which i could generate with canny edge detection
asked for it to be added
i cast gimp's remove noise filter
took forever but i traced the entire thing and blacked out the rest
oh yeaa that's clean
could you send the diffuse/albedo please
i need to use it to test
(the upscaled one)
lol it's okay
thank you
hm. this is the output with my blur setup
nice work. looks great 🙂
looks a bit better, but you can still see the noise artifacts
i think the detail is fine on the albedo, but rather the normal needs to be blurred (i think pbrify already has this?)
the normal is blurred after processing. i'm experimenting with blurring it before as well with RuneStorm's suggestion (using edge detection to only blur the noisy areas, but keep edges)
and this is hte output. definitely need to retrain the model. once i do, i think this will look okay
how is it?
performance looks pretty good at 1080p, less smeary
but at 1080p i get like 19fps with my 2080 lmao
by your opinion
does it help to decrease roughness loss?
wdym?
roughness looks about the same
no RR vs RR @720p DLSS perf
you can see a lot of normal detail gets washed out
oops forgot to fix the roughness
mmm rust 🤤
so yummy!
here is the materials in motion (running at DLAA 720p)
hopefully i achieved a good realistic look while also matching vanilla
i meant that
what am i looking for
wait a min
try changing the model to Default from ReSTIR finetuned
yea that's what im using
what in gods name am i doing lmao
re-living what everyone did back in 2007
autism: the room
Does the fire itself work?
yeah somewhat
Gmod in its purest form
Dunno what causes the issue then lol
is this with ray reconstruction?
yea
nice
also someone should def try adding lights to the nyan cat gun
lol
i'll give it a go
also i figured out what was causing my water flickering issues
rtx io being enabled means that theres a frame when a texture changes that the texture isnt replaced properly
no clue why
just trying this out now
it doesnt extract properly
no matter what i try to extract with
Uh oh, the original files been nuked. I did a clean install of windows and wiped my C drive, turns out my rams cooked so my systems down for a bit.
It's only some of the files in the archive broken
i've seen some people using ray reconstruction, i take it that's taken from portal with rtx's remix runtime?
Yes
ahh alright
phys_lobby is so fucking good with volt
tbh it's also really good with remix too since you can break a pole that disables all the lights
omg i love how the pistol looks
@onyx ridge can you upload your materials to moddb please?
what'd be the best way to go about it
Browse ModDB files to download full releases, installer, sdk, patches, mods, demos, and media.
there's a catagory for releasing pbr assets
like @glossy mauve released one
does it.. work?
i have no idea i just know the comments are like this
lmao
everything's from the mmod replacements redux addon
the models all already have specular, emission and normal maps
also i wanna ask has the method for installing rtx remix into gmod changed in any way?
i split the diffuse texture into its colors and alpha in gimp (because the alpha is used for emission)
then split the normal map texture the same way (because the alpha is used for specular)
inverted the specular for roughness, upscaled the textures
then did gimp magic to make it so just the most reflective parts (aka the slide) is metallic
made a metallic map out of that, then ingested them and applied them in remix
idunno i haven't checked in
as far as im aware it still works
only thing i changed was porting the new stuff from portal rtx
is there a guide for that?
and just optimizing rtx remix in general for gmod
just drag the things in the rtex folder to the gmod one
And stuff like stuff disappearing off screen is dealt with in the video?
i haven't kept up with the updates, check out what Xenthio is doin if you want the latest patches i guess
i have started on the gravity gun™️
i'm slightly confuddled by the crystal rendering
it has alpha and it's material is marked for it being for transparency but it's such a low amount it's barely noticeable
but it looks like it's emissive until it's somewhere dark where it just isn't ??
i'll probably just apply my own touch™️
(aka making it not transparent and just having it be emissive instead)
The crystal looks yummy
Also I didn’t know gmod was able to render pbr stuff if you can grab pbr stuff from that replacement addon
Unless I’m mistaken
it can i think but it's not very noticeable
there aren't many dynamic lights which i think are required for normal maps to be visible
there's no metallic properties which means you can't really have effective shininess
(this is what it looks like somewhere darker)
actually
i think it's game driven??
it seems like it's taking its brightness from what would be the lightmap
speaking of pbr
i remember seeing someone like use a really scuffed method
to get pbr working kinda
lemme find the video
nvm i think the video is gone
but it was a destiny 2 character iirc
https://github.com/Derpius/gmod-pbr
#gmod #gmodrealism #realistic #realisticgraphics #graphics #source2 #sourceengine #garrysmod #unrealengine #ue4 #pbr #texture
also there's this
I believe Day of Infamy is the only source engine game that implemented a GGX shader for PBR.
dear lord these models are delicious
nice
i want to try getting physgun colours working but im not entirely sure where to start
i've noticed the mmod replacements mod's physgun is blue but flashes red
i'm not sure if that's a hint since i haven't actually tried changing my physgun colour yet
another thing i want to try is automatically fixing up particles from lua
that i will wait patiently for
i wouldn't be surprised if i slowly chip away at all the mmod weapons in the next week or so but not having white squares/rainbow triangles taking up my screen whenever i shoot would be a good motivator
can you link the mmod weapons addon you're using?
i'm pretty sure it's supposed to be muzzle smoke(?)
that sounds like a different issue entirely
this?
i think so
looks like something made is a peice of UI that isnt classed as so
woah
i've never had it that bad
for me i usually just get the white squares but sometimes get rainbow triangles on certain maps
these seem to be drawcalls without textures
tried capturing them once and in omniverse they were material-less so checks out??
Trying to draw a crosshair
fucked up refract effect maybe?
ok with the way these fixes will work i think i'll be able to do some pretty cool stuff
such as automatically flag water materials to show up properly
automatically fix particles
and automatically hide textures and shaders that are broken
xenthio just making fire after fire 🙏
hell yeah!!!
only worry is that doing this makes the game freeze for like 20 whole seconds lol
i'll try making it async
@onyx ridge ok
tell me if it works
it's uploading right now
the broken material should now be replaced with a material you can ignore
uploaded
For texture tagging, sv_cheats 1 and then host_timescale 0.1 makes textures a lot easier to tag when they only appear for a few seconds if you want the point and click method lol
lol
oh
i forgot to mention
you need to run rtx_fix_materials
for now lol
i'll make it automatic once i perfect it
ok
now it's automatic
its funny the idea of doing this fix like this came to me in a dream lol
for any mac users - gmod 64bit fix for steam, it works!
https://github.com/solsticegamestudios/GModCEFCodecFix
oh i fixed ui too
UI fixed how?
no i mean what was broken about it?
yknow how things would dissapear
oh shit so the flickering is fixed?
yeah that
mr magic ✨
like this would have its middle part removed
yeah
🙏
so when are you going to integrate the entirety of rtx remix into the addon? /s 🤣
ah so remix was confused the whole time
yeah the ui that was drawn as a solid colour didnt have a texture for remix to remember
so i gave it a 1x1 white pixel texture
k uploading to workshop now
if you guys appreciate my fixes I would appreciate throwing some help my way
https://patreon.com/xenthio
I do all this in my free time and will even spend entire days working on these things lol. And it's all free for anyone to use or edit for themselves :)
<3
just consider it if you want
if my financial situation ever gets better ill be sure to join ur patreon
u have done so much 🙏
what about the gmod legs remake?
low priority currently lol
gotcha
so how would you go about projected textures? i thought that used CSMs which are dx9 only?
no its just a shadowmap and a projected texture
really what i'm going to do is just replace those functions with regular old lights probably
ahh ok
ui being fixed feels cursed
i feel like i'm about to be arrested by the source engine police just looking at it lol
lmao
think about it the other way, source does a lot of cursed shit to make it work the way it does
and you are basically undoing a lot of that 😉
i'm doing cursed shit to make it work lmao
so then it evens out 
i just turned something uncursed into something cursed for gui to work lol
if it doesnt have major performance penalties and it makes the remix experience better its not cused for the person using it in my eyes 
lol yea prob not
its a 1x1 pixel texture lol
nooo my 0.001 fps
what about the possibility of getting the dynamic sky's working?
👀
uhhhhhhh
low
i mean, they might work if i create the texture from lua but they wouldnt look the same.
oh crossbow scoping works 0.001% more than it used to
hm? this just works for me already?
also adding rtx_pseudoweapon_unique_hashes_downscale as i'm noticing that a brief stutter occurs when you switch between the mmod weapons.
hey what hand models are you using?
using the mk v from this
the mmod fix works too, awesome !!
though for some reason the hash of the ar2's firing texture's changed
I thought it was just me, his heads missing for me too 
okay to be fair they don't seem to be path traced but at least they render
@keen rivet i've noticed that since remix fixes got the material update™️ any map glass replaced by destructible glass is invisible to remix
resetting the material with the material tool fixes it so maybe it's a texture i've ignored but idk
yeah i noticed that
need to fix
@onyx ridge share your weapon replacements when you can I would love to try them
this is just the pistol textures taken from my ingestion folder i have no idea if it'll actually be useful
(i'm kinda speed limited atm)
i have also realised that the emission texture is kinda not entirely fully black so the pistol's a dark grey in pitch black i need to sort that
hunter from l4d be like
what is the best and fastest way to make upscaled pbr texture?
octotex is good for full automation but you need a gpu with a lot of vram, though the actual accuracy of the generated PBR materials are not as good as doing it yourself
i have 6 gb of vram
that might cut it? im not too sure what models octotex uses for stable diffusion. PBRify would be preferable as it's a lot lighter and more authentic with its generated materials, but you still have to manually export and import to and from rtx remix
but, in pbrify there is no height map
do you need heightmaps? also it should support it with the latest version, but its an optional feature
yes
dangit
i tried replacing one of the curved wall things in phys_lobby and it permanently broke the texture used for it
it somehow deleted the original mesh instance but still has a broken version of my imported mesh
said mesh has a material that has all of the textures applied but when loaded in-game show up blank
i hate how buggy the remix editor is
yes please i love my program that for some reason permanently drops from 90fps to 20 after losing focus
i also hate when you can't select any objects in the viewport after alt tabbing
i have to reopen the whole project to fix it
you can it's just the cursor gets way offset
this might be why my cs_office has no ground lmao
odd, I haven't encountered something like that so far.
any way to permanently fix it?
its extremely frustrating
nope, i just try dealing with it
phew, wiped the reference to it in the mod's usda and it's fixed
i wanna recreate this image in rtx lmao
the world if atmospheric house worked correctly:
Why doesn’t it work?
last i checked it was an hdr only map which means that no models render
Didn't xenthio fix it through the patch?
He fixed the models without a dx80.vtx not rendering
HDR maps are still busted
Only prop_statics render in HDR maps atm
Ah
It only happens with his addon mounted though
This is an HDR only map and dynamic props render just find when Remix Fixes is unmounted
We still have no lights though
The only reason why there is any light is because of the skybox textures
i shall make my own
i feel really dum for asking this but, can someone give me a hand??
changes in the Editor won't apply to the game
i really don't know what is going wrong since i didn't change anything from last time
do you save layer?
and is your textures in mod's folder?
ctrl s often and reload enhanced assets. also if its a newly made mod file, you need to restart the game to load it
awesome thx
i'll fix the glass bug now i'm awake
bitch im back out my coma
looks like procedural glass copies the texture the glass in the map uses and places it on the glass
you should totally package these up as mods and upload them onto moddb
i'm guessing somewhere it gets messed up with your fixes since the glass texture used by the map works fine without the mod
i should !!!
but i also kinda wanna wait until i've done all the weapons
i'll ask the creator of the procedural glass addon for a favour hold on
(by 'the mod' i mean procedural glass)
ye
upload them individually :D
it'll be better for people who want to pick and choose their favourite replacements
nope, not working at all :<
even tried reinstalling the .trex file and engine dll
it's pretty bizzare
cuz my old changes still work just fine
oh i was gonna say maybe an addon's messing it up but if old ones still work then strange
alsooooo
this happens sometimes randomly???
player head and some random textures get replaced with another material in the scene
viewmodel gets assigned a random blank texture
persists until the game's restarted
sometimes when it happens the game'll error about something something derma gwen and an invalid texture
what in the fuck
i've never had that
i've found it most consistently happens in phys_lobby when opening the spawnmenu and hovering over a ton of items in it
used your pistol replacements but left out metal texture as i felt it looked strange lol
lmao i think the emissive is very very slightly on
yeah that's the problem i sorted with the newer emissive texture
oh right
i think the original is supposed to be metallic
tbf i don't think it's as metallic as what i've done but i don't know if that's artistic or vertexlitgeneric limitations™️
guh your screenshots are way cleaner than mine
having a 4050 SUCKS
though it's better than not having one at all
i have ray reconstruction on
lol
shoulddd be it
i could do some metalwork for it if that's ok @onyx ridge
if you want to!!
should I share my physgun replacement?
exception
my beloved
the current metal texture for it is pretty much just me doing minimum shenanigans with the specular texture
** ** i think
i should do what i did with the smg more
(which is opening the model usd in blender and manually selecting the metal parts and painting a texture)
that's probably more accurate to both how it works in real life and how it's handled by source
i should try and find a stable hash somewhere on office extended
and like sort out the window lights!!
@onyx ridge
k mee said he'll update it with a convar that disables the usage of the old map material for the glass
thats whats causing the issue
its only happening now because yeah i recently fixed the SetMaterial function
me indirectly causing a mod that hasn't been updated for like nearly two years to get an update
muahaha
i originally started using it because i realised base hl2's weapon animations are slightly jank
then realised "oh wait these have higher quality base models which is great because i can't replace them with remix"
then i realised that they have like half a pbr set built in
some of cs:s's textures have normal maps surprisingly
also excuse the fact most of my comparison screenshots don't have the same lighting for some reason screenshotting causes rendering to flicker for a moment
lol
full resolution, DLAA
damn, 90 fps..
honestly with ray reconstruction even performance mode looks great
me with my 2080 at 1080p dlss perf getting like 22-30fps on flatgrass 
i got a idea for this one, since the light is painted on the textue, i could easily make a emissive map and then remove the source light in the room and bam
ill go ahead and try it
🤤
havent fixed the brightness but my trick worked
all source lights disabbled
there we go
You are the best!
<3
So, are you using 64bit build already?
I'm still sticking to 32 for now
Still with dxlevel 70?
@onyx ridge got a weird issue with the remix toolkit not showing the correct texture for the pistol, the albedo only shows the emissive dots?
same goes if i click the slide
nvm i guess the toolkit is drunk
it shows fine in photoshop
did anyone figure out how to fix mw base?
nah not yet
90, but shadermodel set to 0
What's broken about it
its invisible
got annoyed with how remix split the pistol slide and body separately so i merged them back in blender so i can finally start painting 🖌️
Did you try with the new datacache.dll patches?
no
Oh, texture fixes are kinda expensive
where can i download them?
im also gonna re-do the normals
Here
Are they? They should only run once at load and never run again
But they are calling from Think as coroutine. Kinda strange
Oh yeah but they'll stop as soon as they're done
I can probably remove the coroutine stuff I was only using it to debug a crash
@keen rivet what about collecting materials once? To make it less expensive. Not sure if mat object is being updated while playing, so did it with pathes
Oh, so no sense, my bad xD
Works good without calling it infinitely ❤️
i dont want to override the materials perminantly
its better when done at runtime to avoid issues with file mismatch in multiplayer for example
some of the materials cant be written as theyre dynamically created
Understood. Thanks
no worries! I hugely appreaciate you looking over the code and alerting me about a potential issue
the weapons are still invisible
bitch im back out my coma
looked up a good reference model online and added some real rubber to the grips
lmk if this is a good change or not
any criticism is welcome
here is the original as well
here is the pistol so far
i dont have emission yet but here is the somewhat finished material work
tbh it looks almost the same as jessica's lmao
i guess i could go back and make it more scratched up?
ngl this model is pretty good already
here is a better angle
i definitely forgot to fix some things so yeah unfinished
fixed, redid the normals again, every piece on the gun should have the correct material now
the whole gun except for the slide should be a slightly glossy metal, while the slide is rough, and the grip is rubberized
im still kinda indecisive on the rubber texture, i dont think it fits with the gun style but i can re-do it later, it cant be seen in first person anyway
yeah im convinced that rubber grip is shit
ooh, looks pretty alright
i still kinda prefer my set though i think i'm just biased towards shiny things
RIP
i should play about with some ported model addons
they probably have the same uvs as the original models so there's nothing stopping me using the original textures
bruh what gpu do u have for it to run this well at full resolution?
hmuh
for some reason h0l-d4 has incredibly slow and choppy animations
(for elements appearing and disappearing)
but it otherwise works fine??
(though you do have to play about with a render target if you have blur enabled)
wait it's something generally with the game's hud??
hints are really choppy too
the hl2 hud replacement works alright but it's a bit too snappy
it seems to error pretty often too because info from the original hud isn't being processed when it should
tf??
curious, does doors work with remix?
i'm guessing ray tracing through portals isn't really feasible without a source code portal implementation
... on rtx 4090
vro, even numbers are fucked up
yea, it glitches out when u enabled fg, but your fps is low
always is™️
made both regular and 'rtx' icons
(the rtx one was supposed to have a shadow but blender wasn't agreeing with me)
i wanna ask what res and dlss are u on rn?
u should actually make the icon in gmod rtx for that added authenticity
1920x1080, dlss quality
balanced has little to no performance and vram difference
any less and i think there's too much detail loss for it to be worth it
me at 720p DLSS Perf 😭
you mean like the ones already in rtx remix used for portal rtx lol
i have no idea
i actually do not know how portal renders portals but i'm betting it's different to what you can do with just garry's mod's lua
and even if it is possible to perfectly replicate it i wouldn't be surprised if lightspeed studios tweaked it so it works better
what res u playin at?
2560 x 1440
dang no wonder ur performance is bad, play at like performance or smth
dear lord at dlaa as well?
yeah dlss full res is that
how tf does ur pc not overheat?
performance gets me like 5 extra fps
You're going to be limited by how fast gmod itself can run
well if i'm somewhere where i can look at the sky without much around me i can get like
wowie, have u tried seeing what ultra performance does?
50+ fps
i get another like 10ish
wow those fans are uh, massive
whats the difference between a cooler and fan?
ik this sounds like a dumb question
im not that much of a pc nerd
ah ok
metal fins attached to the cpu that they basically transfer heat from, that air passes through to cool.
beefy ass computer yet rtx remix still crashes the gpu drivers when playing with glass :(
have no idea how mine handles it !!
anyways, to speed up gmod it might help you to try these commands.
mat_viewportscale 0; gmod_mcore_test 1; mat_queue_mode 2
189 -> 210 fps for me
at ultra performance the command makes a bigger difference
230 -> 322 fps
since remix will only run as fast gmod can.
i have the latter two commands and it didn't make much of a difference
yeah it might be tiny
heavily doubt i'm being limited by gmod, since my 1080 in the same situations can easily push 120+ fps with a lot of graphic mods
well consider that your cpu and gpu are now not only just doing gmod, but also now doing gmod and rtx remix
that is true
ooh
what was the optimization specifically? just curious
adding an option to remove a loop that might not be needed when rtx_experimental_lightupdater_count is set to a high value
also renaming a couple of convars
throw in a shiny new workshop icon too lol
tell me if the update causes any new issues
for some reason switching weapons makes the game freeze for a few seconds
ok seems to be fine when disabling pseudoweapons
theres a console command
rtx_pseudoweapon_unique_hashes_downscale
turn this up
the mmod weapons must have some insane highres textures or something because theyre the only thing this happens with
are lights supposed to break when disabling vertex lighting as well? i havent messed with the option before the UI update
its more severe in some other areas in construct
uh
lemme see something
here is the severe spot
culls really up close
this doesnt do anything for me...
whats r_PhysPropStaticLighting set to?
1
on another sidenote, maybe not related to remix fixes, but the terrain texture seems to be bugged on construct
the scale is much higher than its supposed to be
yeah you have a map installed replacing the texture
its annoying i think the map is 7/11
issue in vanilla gmod too
pushed a sorta fix
works
doesnt matter if vertex lighting is on or off, lights are completely stable 😎
ok so l4d characters have eyes?
well fake eyes like shown a while back but hey they aren't stretched
cant adjust them with the eye tool either
for some reason in enclosed spaces sun lights tend to not render in areas they're supposed to
it almost seems like they render when you're outside the room they're in but don't when you're in
its because the window that blocks the light probably loads into existance.
oh probably
ye i did this a while back
ah your a legend, didn't realise till now
off topic but if u ever get the chance try play without global illumination
and just direct illumination
its a vibe
texture's probably a biiit too clean compared to the original but eh
eventually i'll have a scene that's 100% pbr assets
Looks awesome. Gj
mat_viewportscale 0 is spamming Material dev/upscale has bad reference count 0 when being bound error
There's anothe command to upscale it I can't remember it right now
Errors in console?
Fix materials does this^
Looks like material issue with rtx.conf
None from your addon
Fix materials fixes that for me
Same
It only happens when I go to switch weapons
Hmm
Are you using rtx remix fixes?
Yeah it breaks it for me
That's super odd
Yeah that's what's breaking it, that's why I replied to his message saying that to let him know if the update causes any issues
Except rounded box function with transparency
Try reload the map make sure fix materials is on
Yep, prob it didn't fixed it for him because called too early
Still happens
While LocalPlayer is nil
It fixes my hud and stuff as long as I don't try to switch weapons
Run rtx_fixmaterials_force
Still broken
Give yourself all the weapons
Huh...
I have no addons enabled
Turn net_graph off
Darn
hold on I'll get out of bed and play around in a moment to see what I can do
I just woke up lol
Gotcha np
i've found it happens randomly either way
That's annoying why did it break now :(
works for me
maybe you need to mark a texture of some kind as ui
I marked all of the UI textures as UI, that was part of what I tried before I messaged here
So I just decided to nuke my rtx.conf
And it works now
heres my config if you wanna give that a whirl
Yeah I'll try it
oh great
Yeah I tried yours and that works also so I definitely messed something up
Sorry about that
no thats fine :D
no i get that
ive never been able to figure out what to do with the underneath of water
It seems like it just stops rendering the world above for some reason
Also idk if you've seen this yet but I just wanted to bring it to your attention;
@keen rivet autorun/cl_init.lua - in FixupMaterial material can be nil. s is nil
where did s come from wtf
Prob it was filepath
yeah its meant to be
And 10 seconds cooldown for "optimised update" is too much
RTX = RTX or {}
RTX.Ents = RTX.Ents or {}
local lights = NikNaks.CurrentMap:FindByClass( "light" )
lights = TableConcat(lights,NikNaks.CurrentMap:FindByClass( "light_spot" ))
local c = Color( 255, 255, 255, 1 )
local light_poses = {}
for k, v in pairs(lights) do
if v.origin then
table.insert(light_poses, v.origin - v.angles:Forward() * 8)
end
end
for k, v in pairs(RTX.Ents) do
if IsValid(v) then
v:Remove()
end
RTX.Ents[k] = nil
end
local amount = 128
for i = 1, amount do
local ent = RTX.Ents[i] and IsValid(RTX.Ents[i]) and RTX.Ents[i] or ents.CreateClientProp( "models/hunter/plates/plate.mdl" )
ent:SetModel( "models/hunter/plates/plate.mdl" )
ent:SetRenderMode( 2 )
ent:SetColor( c )
ent.Draw = function( self )
self:DrawModel()
end
ent:Spawn()
RTX.Ents[i] = ent
end
local next_update = 0
local last_light = 1
hook.Add("Think", "RTX.Shuffle", function()
local now = CurTime()
if now < next_update then return end
next_update = now + 0.15
for k, v in ipairs(RTX.Ents) do
local s = light_poses[last_light]
if not s then
last_light = 1
continue
end
last_light = last_light + 1
v:SetPos(s)
v:SetRenderMode( 2 )
v:SetColor( c )
v.RenderOverride = nil
end
end)
I use an entity to easily start and stop its functionality at runtime
Tested with 128 on big maps. 128 is the best ( 256 is giving me 1 frame per 3 seconds ), updating every 0.15 seconds is just good ( no freezes, fps is good )
I just shared my numbers
excuse my intrusion
uhh
i use 1024
with my code 1024 is fine
I'm testing it on rp maps xD
i use 2048 and it gives me no different performance to 16
(again, it's likely my gpu's being too hammered by path tracing for anything cpu wise to have much of an impact)
so it needs to be 1024 if surpress light keeping is on
Tested it on rp server for my friend
oh it is wayyy too long if you dont have a high light updater count yeah
lol
its meant to be automatic so if theres less updaters than lights it'll constantly update
Understood, nice idea
but i totally forgot to implement that sdo thx for the heads up lmao
You are the best person in whole rtx remix community, I'll try to help my friend with implementing rtx-remix for his hl2rp server
Just wanted to give it a try
local convars = {
["r_drawsprites"] = 0,
["r_drawdecals"] = 0,
["mat_dxlevel"] = 70,
["mat_disable_d3d9ex"] = 1,
["mat_softwarelighting"] = 0,
["mat_queue_mode"] = 0,
["r_novis"] = 1,
["r_frustumcullworld"] = 0,
["r_occlusion"] = 0,
["r_lod"] = 0,
["r_staticprop_lod"] = 0,
["r_worldlights"] = 16,
["r_unloadlightmaps"] = 1,
["r_shadows"] = 0,
["r_glint_alwaysdraw"] = -1,
["r_3dsky"] = 0,
["cl_first_person_uses_world_model"] = 0,
["r_WaterDrawReflection"] = 0,
["r_WaterDrawRefraction"] = 0,
["r_radiosity"] = 0,
["r_PhysPropStaticLighting"] = 0,
["r_colorstaticprops"] = 0,
["r_lightinterp"] = 0,
}
If someone is interested in "breaking cvars"
lol
Doing it like that
local convars = {
["r_drawsprites"] = 0,
["r_drawdecals"] = 0,
["mat_dxlevel"] = 70,
["mat_disable_d3d9ex"] = 1,
["mat_softwarelighting"] = 0,
["mat_queue_mode"] = 0,
["r_novis"] = 1,
["r_frustumcullworld"] = 0,
["r_occlusion"] = 0,
["r_lod"] = 0,
["r_staticprop_lod"] = 0,
["r_worldlights"] = 16,
["r_unloadlightmaps"] = 1,
["r_shadows"] = 0,
["r_glint_alwaysdraw"] = -1,
["r_3dsky"] = 0,
["cl_first_person_uses_world_model"] = 0,
["r_WaterDrawReflection"] = 0,
["r_WaterDrawRefraction"] = 0,
["r_radiosity"] = 0,
["r_PhysPropStaticLighting"] = 0,
["r_colorstaticprops"] = 0,
["r_lightinterp"] = 0,
}
local convars_runconsolecommand = {
["mat_disable_d3d9ex"] = 1,
["mat_softwarelighting"] = 0,
["gmod_mcore_test"] = 1,
["mat_queue_mode"] = 2,
["r_frustumcullworld"] = 0,
["r_occlusion"] = 0,
["r_lod"] = 0,
["r_staticprop_lod"] = 0,
["r_worldlights"] = 16,
["r_shadows"] = 0,
["r_glint_alwaysdraw"] = -1,
["r_3dsky"] = 0,
["cl_first_person_uses_world_model"] = 0,
["r_WaterDrawReflection"] = 0,
["r_WaterDrawRefraction"] = 0,
["r_radiosity"] = 0,
["r_PhysPropStaticLighting"] = 0,
}
local function ApplyConvars()
if util.IsBinaryModuleInstalled("cvar3") then
for k, v in pairs(convars) do
GetConVar(k):SetValue(v)
end
else
for k, v in pairs(convars_runconsolecommand) do
RunConsoleCommand(k, v)
end
end
end
I'm not the best person here
So person with cvar3 module shouldn't get any errors
I just like thematic servers so much
shoutouts to people like
BlueAmulet (All the patches I'm not smart enugh to do)
ALEX (OctoTex)
everyone else in this discord
I can't ever imagine how BlueAmulet did it
He did a nice job
And I can't imagine how you did such things with mats ( it's awesome, dude )
you can imagine it, you've seen the code lol :)
I can remove global functions and tables if you want
But later
looks great other than the fact it no longer looks like hl2 except for the viewmodel giving it away
If anyone had the same issue I figured out what was causing it, I accidently ignored his 1x1 fixup texture
oh lmao
wtf
can you tell me what texture that is meant to be ontop of that prop?
mat_crosshair?
and give me the map too
Sure
hit material "maps/zm_rig_v4e1/metal/metalfloor001a_920_331_1684"
It's hitting the brush texture
Even though I'm staring directly at the prop
It's a prop_static from the looks of it
It's only the tank props on this map for some reason
I'm on zm_rig_v4e1
I haven't tested the other ones yet but I imagine they are the same
can you show me your console
like the part where it spams with "Found and fixing material"
Sure
does it happen with my rtx.conf too?
I tested a blank rtx.conf but I'll try yours
I left in some other stuff just in case the context was important to you
Okay so trying with your rtx.confg it looks okay but the rest of the map is partly rasterized
odd
i wonder whats putting the material ontop of that
What are your launch args rn? I want to see if mine are different in a significant way
So with your launch args and your rtx.conf I still get a half rasterized game like I showed above
hmmmmm
what games do you have mounted?
HL:S, HL:DMS, CS:S, HL2, HL2:DM, HL2:LC, HL2:EP1, HL2: EP2, DOD:S, Portal, Portal 2, TF2, CS:GO, L4D, L4D2, and G-String Retail
hmm
try unmounting them and see if it helps
something is adding a texture to something and i dont know what
if it helps i have hl2, ep1, ep2 and tf2 mounted and it works fine
Okay I think I may know what's happening
I dug out the files that were packed inside the map and this prop is missing a texture
In the first slot which may be why it's being replaced with the 1x1
oh
models/dimidrol/equipment/a4815673.vtf
There is another larger tank with a different texture but the same issue;
models/dimidrol/equipment/5c9e9d62.vtf
for some reason models are low poly???
@keen rivet I need your paypal. My friend told me your work is awesome, so I should donate you 🙂
Oh that would be lovely I really appreciate that
And we are going to launch it on rp server
wouldnt that be sort've an issue as we dont have a fully actualized installation guide for end users outside this discord?
or rather a easy to use installer
@keen rivet @fringe ingot thank you for all your hard work!!
My YouTube video exists
my bad, I was under the impression it was out of date
this is tricky, projected textures i cant easily get as theyre not always entities
so my garry mod rtx no longer woks i go into a map anmd then it crashes with a wight box comes up with err box so fast i cant even see wat it says
nor am abile to dounload the lastist brige remix
fixed it myself it was addon cxonflicting
Interesting discovery
this isn't an issue when you use the vanilla gmod stdshader dlls
My game crashes though if I use the vanilla dlls
yeah same on most maps lol
iirc i remember there was a console command to make it so that stuff renders underwater
u have to like disable smth
try check the old hl2 thread in #general-remix
yeah i should probably Definitely Legally obtain substance sometime
though i think as long as a texture generally fits the tone of what it's replacing it's fine
how does remix work with x64?
it apparently does 'work' but tends to crash often
We don't talk about leaks here
@glossy mauve u there? i wanna ask smth
i got gmod rtx setup, do u want me to test if ur rtx mods work?
what props should i use?
uhh
gosh that is a old version
i think try the construction plates
those tile things that look like plastic
ok thx
tell me how it went if you manage it! I'll have to go now but I'll be back soon
sadly i couldn't test anything
cause for some reason today
gmod rtx started stuttering like hell
for no reason
and freezing
its not caused by the mod
@glossy mauve what do u think could cause the game to suddenly stutter and freeze?
like i did nothing with the game at all
lemme try smth rq
idunno
i just make silly textures i have no idea how it works
fucks with the game
okay i have the same problem
it seems like it starts and stops randomly
for me it happens instantly and it has constant second long freezes
might have smth to do with vram and ur pc getting to hot
i have the same issue too
iirc its ur stuff overheating and slowing down so it doesn't get hotter
some days it'll run smooth as butter (as smooth as 20 frame genned to 40 is), some days it's stuttering every few seconds and crashes when i spawn stuff
@glossy mauve hiya
ok im noticing an issue
if i have too many addons mounted
(by too many i mean like 30)
the game dies
im guessing poor gmod couldn't handle it when portal was mounted cause it was too much content ugh 
@onyx ridge is this normal?
maybe ??
speaking of i should probably unmount tf2 considering i don't use its content
i've noticed it does in fact load all of tf2's ui elements into memory
oh i don't have my gold replacement material anymore
i should probably just make an addon that adds a bunch of materials
multiplayer
multiplayer limits my capabilities.........
and also i don't have anyone to play with
who won that round
innocents
you can play on any server..
@keen rivet when new video about rtx
Tomorrow or the day after
Ye
You can also find a settings menu in the spawnmenu too now
So after getting an rtx gpu for my desktop I'm trying to get gmod to work with remix on my desktop. I have copied all my files from my laptop which work fine but when I launch gmod my game crashes when it gets to the main menu
did you install lua menu?
anyone by any chance have legacy csgo content mounted and wanna try a scenebuild i made a while ago with Remix?
here's the file if anyone's interested, i can't remember if it required any other addons (it probably requires some material ones but i can't for the life of me remember them)
ok discord thanks for trying to embed a .gms
here's the thumbnail for it, i can't find any big pics of it
might also require effect resizer iirc
alternatively i also have this one which is just vanilla cs go s1 assets
I would try them myself, but I'm on an AMD card and I don't know if I should bother
both are on flatgrass
whoops uploaded an older one, this is the correct one
i've got a prettier pic for the first one from the old thumbnails, this is what it looked like with some lamps
yep
would love to see some screenshots if you can be bothered
does that include some addons?
they're pretty old so i can't remember what (if any) addons are required, but i might have some other decent looking ones in my list, im chock full of scenebuilds
the 2nd one should be just cs go assets
the ground grass material might be wrong because i think i used to do some code stuff to generate a proper material for that back then
i've got this one which looks decent enough
requires this addon https://steamcommunity.com/sharedfiles/filedetails/?id=2886241611
ok
here's a bigger pic of it
i can get you exact coordinates for a comparison, sec
lua_run Entity(1):SetPos(Vector(-12301.311523, -2441.275635, -7161.724609))
lua_run Entity(1):SetEyeAngles(Angle(19.466, 53.820, 0))
you can paste these 2 in the console to get the same position and angle
oh and it requires CSS for the trees
but i think those are included with the cs go content as well if im not wrong
I would love to try this in the morning
I have the fixes for dx9 models so it should work
CSGO stuff is invisible for me idk if that is fixed
That's fixed with the dx9 stuff
i could supply even more scenebuilds if you want
I'll try out any you want to see
i could even make a new specific one if you have something in mind that would look good with remix
Though not right now because it's 1 am for me and I need to goto bed hehe
that's fine
So in about 7 or 8 hours ping me hehe
that'd be around 5 or 6 am for me so i don't think i'll remember lol
did we ever get a fix for maps that just stop rendering brush details?
map is gm_denizen
added some emission to the mmod physgun
i selectively removed the glowing parts from the albedo and then adjusted them in photoshop
so its not painted this time
glowy pressure gauge
yeah i thought it would make sense for it to be illuminated
old gauges like this usually have some kind of bulb behind them
i think it needs some more adjusting to be authentic but it looks good enough for now
iirc the vanilla gravity gun texture has something similar
@onyx ridge how did you extract the specular maps from the mmod weapon textures? all i see is the normal vtf's with some vmt's that specify a material type such as brass and chrome
im not too experienced with vtfedit other than exporting '
the specular maps are the alpha texture of the normal maps
What do you mean by this, do you mean they don't always have names? Because NikNaks can get prop_statics so I'm confused as to how and why it wouldn't be able to get a projectedetexture
i hate that theres two of us
i keep thinking people are pinging me
ik its not yellow but its faking me out ngl
I've had a fix for this for a while but I've been waiting for my friend to finish his PR for Blue's patcher
For now you can use mat_forcedynamic 1
Depending on the map it can kill your framerate though
So if your on a map where it isn't required and/or when the patch comes out be sure to set it back to 0
thanks
Consider advanced light entities, I have no way to get the projected texture they spawn
welp, thanks for trying
#strokingit
np
https://github.com/BlueAmulet/SourceRTXTweaks/pull/10
@fringe ingot do you think you could merge in my pr?
vfire replacements, proper emissives.
Just about how I imagined it looking in my head when I was making it
Weird that the ground grass was invis
Also the blocks around the tree are supposed to be wireframe as they're just for collision (the tree is an effect prop)
Thanks for testing it
Can I steal those for the dark messiah flames 😮
Well reinstalling it fixed it but now when I try load a level the game crashes
yeah if you want
is it just me or the particles don't get effected by the post processing pipeline?
do you have bloom enabled?
I just think the particles are not bright enough like in the raster renderer
Hey, do you think remix could work with the gmod's chromium x64 version?
Sorry if the question was already answered or if its obvious, I just got here, searched a little but couldn't find anything 😔
how do i have sunshafts like you?
untextured drawcalls?
ooooooo
I'm working on a mod to give every texture PBR materials in garrys mod. Well, more specifically all vanilla, css, dod, l4d2, portal, and tf2 assets. Is there already something like this i.e would this be a waste of my time?
AI generated PBR so this wouldn't necessarily be the best quality you could get, but just a good place to be in for having entire levels PBR'd.
I've already PBR'd all of the CSS levels
I also fixed all (or most )the decals through all of those games in my conf since that was making issues, not sure if anyone would be interested in me sharing that.
One thing I can't figure out though is how to get glass to look like glass
my weapon worldmodels are rendering in firstperson 😭
You can mark them as player model but unfortunately it will hide it from other NPCs. I would like to know how to disable the worldmodel showing in first person outright though
