#Garry's Mod
1 messages · Page 23 of 1
Zoooooooommmmm
also bruh minecraft textures changed hashes for some reason so now all the replacementd dont wrk 🥹
What resolution is that ðŸ˜
its 1024 i think, i can get the 8k one though, also i just decreased the height and widt in map retexturer
this is how max height and widt looks like
is this even gmod anymore lol
extreme pom
the tool gun works now??
yus
you can even make the screen emissive by marking it as a worldspace ui texture
No, its GMOD Remixed 🤣
https://www.moddb.com/mods/flatgrass-classic-rtx/downloads/flatgrass-classic-rtx https://steamcommunity.com/sharedfiles/filedetails/?id=104609986&searchtext=flatgrass+classic
@meager oar do u think you’ll ever release these rtx assets as a mod on moddb
Cause @glossy mauve already did smth like that and it works really well
i already forgot how i did that
ill try
lovely pom
Try turning off temporal reuse for extra responsiveness
i just worder, why is temporal reuse enabled by default?
wow it's so much faster
can u show?
Helps with noise
added pbr to all of the m9k assault rifles
idk why the capture isnt capturing g3a3 and Scar l
Tbh it looks better without pbr
With pbr the gun looks very flat and pale
probably needs a proper PBR-ification, @meager oar what did you use to add PBR maps?
yea probably need to increase the metalness slider
Octatex
because it has a major impact on how noisy GI is, its like %70 pf what makes ReSTIR so effective
I'd only disable it if you can use RR and even then it will have issues here and there
I've reviewed all your screenshots and I can say for sure. It's still in Beta, and I won't be going back to RTX-REMIX. Since I've been in GMOD for 9 years, mods may not work correctly. If the mods and maps work well, and you don't have to do everything manually. Then you can make a masterpiece machine!
ok
no way really?

if only remix could just read the existing material mappings and not require us to generate our own
@quiet scroll i think your bigcity package file is corrupted
i cannot extract it
keeps throwing an error at every texture file
Something must've gone wrong when I zipped it - I'll fix it soon
I replaced everything by hand before, but now there's a script that auto replaces everything, should make it a lot easier 
oh also
uhm
do you accept some requests 🥺
Of course! 
You got it 
thanks <333333
Omg this map's beautiful, good pick good pick 
Uploading 
Uploaded! https://www.moddb.com/mods/crisis-response-rtx/downloads/crisis-response-rtx#downloadsform It might take a little while for the file to be authorized, but once it is you'll be able to download. I tried to make the cars outside windows into glass, but the models/textures were all one texture so I couldn't select them. I got the tv's tho!
Upscaled with PBRify 1.5.2
how mch time does it take for your mod to get authorized? https://www.moddb.com/mods/flatgrass-rtx/downloads/gm-flatgrass-rtx its been two days for this one
The most mine has ever taken was an hour
Did you also authorize the mod? There's a "go-live" button on that "checklist" page where you upload photos/add the files/videos etc
oh 🥹 😠🤣 dang it

@quiet scroll is there a way to use multiple mods?
I want to say yes? There has to be, I know for a fact RTX-Remix's has the water/fire, and I use CR's glass mod - so I'm using multiple. I've just never changed the mods "package" name, I don't seen an option to change it.
I'm gunna ask general if I can just rename the package folder to my mod titles.
Oh yeah it works I just tested it - you can just rename the package folder to anything else and it'll load along with other mods.
Idk what would happen if two mods remixed the same texture tho, that might happen a lot in gmod. Maybe which mod loaded last gets picked on top? 
happened to me, the new one should overwrite the old one
or if u liked the older one more, u can simply delete that texture in the new mod folder
tis just adds fabric materials to the 3 default sofas and 2 bed props
why tf each of your mods has such a description like ✨its poem✨
https://www.moddb.com/mods/fabric-sofas/downloads/fabric-sofassss ok this is the proper one, idk how on earth i added it to someone else mod uf
its just chatgpt, idk what to add in the 50 word summery
Brevity is the sister of talent
just say something like
replaces default prop textures with pbr
made with rtx remix in mind so probably go download that
https://www.moddb.com/mods/gm-bigcity-rtx Updated! Fixed the zip folder, you should be able to download now. Also updated mod as original was nuked - now uses PBRify 1.5.2 🙂
Did someone say RTX Nuke???
OMG WAIT THAT'S SUCH A GOOD IDEA
I forgot about the nuke mods 
with RR those would actually work 
Yeah, that's what a nuke is made for 
A little underwhelming lmao
gbombs?
sandy wood
i think need to use gbombs and at night time, thats where it might shine
Which gbomb should I use? the workshops out of control 
Gbombs 5 or Hbombs
Although your not going to see anything cool because env_projected textures don't get picked up by Remix
can you tie lights to particles O.o
hmm i installed gbombs but i dnt see any of it in entity tab, imma try hbombs
Gbombs 5 is weird because you need to get the correct fixed base to get it to work correctly
The original addon is unmaintained and iirc has a backdoor if it's still up
500lb bomb
problem is the sky box makes the particle disappear so a flatmap wont wrk nice with it
LMAOOO
even with godmode on you die and take damage after the blast, I've never seen anything trump console cheats 
It probably just calls the Lua :kill method on the player entity, instead of just applying damage instances
ok i found the video,, idk why the current version makes anything set as particle disappear in the skybox, it isnt doing it here https://www.youtube.com/watch?v=9ziM-HJ4HuE
we need RTX versions of mods lmao
or at least RTX compatible versions
would be sick af to have a volumetric model
wdym volumetric model? like a volume that makes any light in it volumetric?
idk if we can coerce remix into doing that but you can always make the transmittance lower so the volumetric lighting is thicker
well trying the new install gmod rtx and after patching it stops working
works befor i patch it after black screen crash
All textures are 8k res from Poly haven except some props which are just 4x res
how i go abhout making prbr gun texters for like gun addons such
Nice, what guns mods were those? Sounds like a war 
TacRP
some weapons cause the game to get rasterized tho
most calmest night in atlanta
memphis tn
Yay it works
Just have to slowly go through my add-ons and see what works and what doesn't now
Has anyone tested multi-player in RTX?
it works yes
I volunteer
Im sleepy now so lateeer
Note: tried spawing a tardis, rebooted my computer
lol
does anyone have access to gwater 2?
no but iirc it uses external shader effects to function
Meetric would have to do a lot of work to get it working with remix
Something I've noticed, TAA-U looks worse in Gmod compared to Portal
We really need FSR
too bad the glass pawns dont have shadows (because they are not implemented for non-thin-walled glass materials)
hopefully one day
anyone knows a way to force load l4d1 models 😅
i thought they would've worked with the patches if you have those installed
specificially the patch for datacache.dll
i do!
sadly most addons and stuff don't seem to work even with the patches
maybe i just need a reinstall or you know my pc is cursed
classic ghost stuff
liminal O.o
do not capture a backrooms map
the desc ðŸ˜
cant wait for someone to actually model a functioning lens for the scope 
You'd be surprised
#general-remix message
I see no issue
Gonna be honest, RTX back rooms in Gmod with the best realism packs can be something truly horrifying
I've seen Gmod look realistic already, imagine that RT lightning
i made some quick pbr materials and it looks quite cool honestly
well not best lighting to show them but
they're there X3
i might export them if anyone wants it
The urge to put weeping angels is strong
ðŸ˜
can you use 64 bit version for some reason i cant go into the 32 bit one
The 64bit version is even more broken
I try but only get a black screen and i don't care how broken it is
idk wont work
Wdym wont work
Like doesn't boot up? Or not ray traced?
i cant get into the 32 bit one
yup skuck on 64
Or crashes when loading into a map
instan
You probably didn't install the patches
It sounds like you are having the same issue my friend was having, and he was having it because he put shaderModel = 0 in his dxvk.conf instead of d3d9.shaderModel = 0
are u getting flashbacks to the liminal map u canceled
lol
anyone experience a issue where you load any map and it immediatly crashes on the loading screen
Only when I had my addons enabled, some of them were crashing the game
yeah probably too many addons or the map is unsupported
Guys, am I insane for modifying my main Gmod and not a copy
I do that
I couldn't get vrmod working properly
Hopefully I have a powerful enough GPU by then
My RX 7600 would not cut it
And I don't even want to imagine TAA-U in VR
oooh
i've tried vr dlss
it made me oozy
hehe but honestly path tracing in vr would be really awesome
hope for one day in the future we have Remix 2 that can work on most games lmao
Remix 2.0 goals
Honestly, might only be worth it if someone has a 4090 and plays at a lower native resolution
I know AMDs highest end card can only pull 1080p native at 30fps
maybe it does work nice
Probably still 100x better than the Steam Deck option
lmao the crazy fellas running half life rtx on that
wild
powerful little thingy that one
hehe put a thunderbolt port on it and plug an external gpu
That's gonna be me, lol
My goal is too at least hit 900p like in Portal RTX
hehehe taht's awesome
i really wanted to get remix working with l4d
idk why the models wont load even with the patches
The l4d engine is different from the other games
It's source but it's modified differently
oh sorry i meant the l4d maps on garry's mod
it would be really nice if it worked on the game too but yeah
hehe glowing boomer bile would be cool af
Ah
I've only tried getting l4d 2 working
I should try l4d to see if anything is different
I found two maps for l4d2 in gmod workshop that work and have everything shown nothing missing, one was the end chapter of the carnival map and the other the starting chapter of the first map
interestin
probably recompiled models
if i have to do that i'll need a tool to automate it qwq
Imma see if I can find them cause I tried those months ago
The carnival one was this one I think https://steamcommunity.com/sharedfiles/filedetails/?id=196351411&searchtext=Left+4+dead+2
These are the two ones that worked
thankies
Because L4D maps are HDR only and Remix runs the LDR maps since the game is in dx80 mode
For whatever reason that kills all the props if the map is HDR only
Well any dynamic ones
hey @quiet scroll u online?
i wanna say rq that ur zip files in ur gmod rtx files are broken
most of the files just fail to fully extract
Thanks for letting me know! That seems to be an issue. I wonder what's causing it to do that 
what are u using to zip ur files?
7zip, I should probably move to a different one
ya 7zip is prob the reason why its not working
i've used both rar and windows zip thingy
doesn't work when i extract
@quiet scroll have u tried using ur old zipped mods
and trying to unpack it with windows built in zip thingy
I got the game working, but now the maps won't open, and the menu is broken.
Ruh oh some of them aren't working
Bigcity worked for me, but I recently reuploaded that one. I'm gunna switch to WinRar. That's crazy, it didn't give me any errors I just kinda trusted 7zip 
Thanks again! I'll start working on reuploading all the broken ones. There's a new PBRify model coming out soon, all the maps will get a nice upgrade 
Just to make sure the results aren't just on my end - are you able to extract this one? https://www.moddb.com/mods/the-emil-residence-rtx/downloads/the-emil-residence-rtx
ok ill try
ya it extracts fine
Thanks! And thanks again for the heads up 
tbh i had this problem for like awhile i just didn't know who to tell here lol
until i saw u were the ones u made the stuff
when do u plan on updating the maps with the new model
also who's doing PBRify?
Kim at #1216200397497045002
As soon as the new model releases, it looks like within the next week. If you have one you want me to work on first when it releases I’d be happy to do it 
i have a request 😛
that one you did early on with the lake and the giant glowing thing
You got it!
The dock has a lot of different kinds of wood, it’ll be cool to see what they look like now
hopefully a ton better
as the main upscaler improves, the PBR does too as it has a better base to work with
Ruh roh, is anyone able to load into this map with remix?
Are hdr maps no longer supported? This one used to work 
bruh somebody try this map please https://steamcommunity.com/sharedfiles/filedetails/?id=3234757737
ma windows broke so I can't try it ðŸ˜
Just wondering, how you guys package your per-map mods? Don't they conflict in some way?
i usually just make a new mod and import only the layers that are important
I make a new project per map, and make sure my captures are only of the map. I'm sure if multiple map mods are installed there'll be some conflict as the textures in gmod get reused etc. This made me think of a new feature request - it'd be cool if we could disable/enable mods in the runtime rather than just 1 "disable all enchancments" button. Hmm 
would also be nice to know what layer i have selected in the toolkit while editing so i don't have to redo all my work because i was in the wrong layer the whole time ðŸ˜
Omg I crash when I get into this map too. What's going on 
Is anyone else crashing when loading into some maps now? Dropzone and bigfekingmountain are doing it for me
huh
Can you try that mountain map and see if it crashes for you?
it prob will lol
Is every map crashing for you?
ay it loads
So far just those two, I'm able to load into everything else. It's concerning because dropzone used to work no problem, I wonder what's changed
crispy 2 fps
Da heck is happening in there
gumball can you send your rtx.conf and dxvk plz?
I wanna see if it's a me thing lmao
the map has like some cloud like particles at the top of the mountain, maybe that's what might causing less fps, imma check it later when I fix ma windows 10
You can try disabling the alpha blended options and it should remove stuff like decals and particles like those giving a very huge fps boost
oh interesting
Thank you!
Hmm I get a black screen upon opening gmod with those
You haven't updated gmod with the latest install youtube video?
I'm wondering if there's a compatibility change between the two installs for some maps 
That's ok! 
Hey @keen rivet, are you able to load into this map, or the one a little below it? Dropzone used to work for me on the old way we installed gmod, but I'm crashing upon loading into it. Think there was any compatibility change from the old install to the new one? 
Going to see today if I can get this working on the Steam Deck, wish me luck
ooo show pics if you do!
Will do
For some reason, the d3d9.shaderModel = 0 is crashing Gmod on the Steam Deck
That's the only barrier right now
finally got around to testing reshade
it works but i can not control it at all with a keyboard and mouse
i have to use my controller
im using reshade because i wrote my own ACES RRT tonemapping shader and a HDR post-process pipeline preset and I wanted to see how it looks with RT
i definitely prefer the bloom of my preset as it doesnt have that "halo" effect the remix bloom has
Yeah, so it seems Gmod RTX will not load on Steam Deck because of the dxvk.conf
damn
that POM, even if a bit too exagerated for me, looks very nice
I wonder if you can set values for different hashes?
It does wonders on the wall but the floor is maybe too much
lemme give it a try
Yeah, I used an automated script that added heightmaps to everything without any fine tuning - it would've been nicer if I made fine adjustments 🙂
the POM strength is definitely too high there. i usually use 0.01 iirc?
but yeah that looks great overall. i'm glad it's working well
loads but no sun for some reason lol
hmm, are these your launch configs as well?
something like that yeah
Sadge, I wonder what's going on on my end 
interestingly, some very tiny lighting detail is lost with ray reconstruction
off
on
you can still see some lighting on the floor but on the roof and walls it's almost gone
It should work
If rtx.conf loads then so should dxvk.conf
hey @subtle bison can you test this takedown?
Bro that music 💀💀💀
I tried different shadermodels and only 2 works, 1 loads but there's no UI, and 0 just crashes, so it's loading the conf, but it's just not working for some reason
Did you apply the patches?
Yep
Something went wrong with the patches
Did you replace the patched files with the old ones?
Now I know what I did wrong
I'll try again today
Update: I won't be able to try today
@winter radish ur on an amd gpu right?
Yep
Already got Gmod RTX working on my RX 7600
How’s it like trying to run rtx remix on amd?
RDNA 3 is a pretty good experience, RDNA 2 is what requires the most tinkering to get working playable
I wanna try getting Gmod RTX to run on my Steam Deck which should be similar to Portal RTX
My RX 7600 gets like 30-40 fps at 1080p with upscaling set to performance and medium RT settings
If I customize the upscaling to 33% which is essentially ultra performance, I can hit 60fps at 1080p
I hope someone gets fsr 3.0 working on rtx remix some day
I hope so too, TAA-U and NIS are not the best
I just want the frame Gen of it
ya but then people with amd gpus can use rtx remix and actually make it look good
The only AMD GPU I know that can play at native 1080p is the RX 7900xtx
60fps?
30fps
Ah
Sad
I really wished it did better than this
The 4090 can do 2k native 60 fps right?
not really. 45 to 50 FPS a lot of the time
Good enough
It seems to perform like around a RTX 3080
Have anyone tested lossless scaling, I’m planning to buy it, is it worth it or nah?
I use it, yea its good makes 30 fps feel smooth but it has some artifacts on the side which is improved in LSFG 2, not good for competitive games like css though cause frame Gen also adds input lag.
Also it has a lot of upscaling options which you can pair with ultra perf dlss and make it crisp looking instead of blurry
All in all a very useful tool imo
The latency part does make sense
And overall I think this is really good program
It’s like download more fps but real
Bytw thanks @meager oar
can someone try this in gmod
it won't work at first, cuz there is no file for dx8 (how i remember)
i swear arc9 works with rtx remixx
i mean, models dont have dx8 file
there should be a file like this but "_dx80" or "_dx70"
you can get these files, just recompile model
via crowbar or what you're using
dont need them anymore
if youre on latest version of blueamulet's patches
gmod will always load the dx90 version instead now
Does the Mwbase weapons work now or?
it doesn't for me ðŸ˜
I finally got ma windows set up, win 10 just refused to install idk why so I got win 11 and it worked
what are you testing
any model really
anything dx9 just won't compile for me
compile?
idk about compiling models but loading them ingame should be fixed
sorry i meant load
yeah i mean
it just doesn't for whatever reason
even with the patches
very weird
wait, models with dx90 don't work?
tried a really old build of remix uff the ultra perf dlss is soo bad compared to current one woah
and plus remembering the night mares of using the old menu to find a specific texture. when selecting by clicking on the geometry wasnt a thing uff
hmmm idk but i dont think i have seen sun shafts like these in the modern build, miss them
let me check
oh ok its working hmm looks like my old config had settings to make shafts more visible
but wow the difference of ultra perf from the old build and new one is insane how did they made it better
Does anyone know why im getting this when i spawn props and npcs?
car
car
berserk
berserk
Berk
I'M BACK IN EEEEEE!! 
idk what happened, but I updated to the latest bridges etc etc and it worked again
It's kinda cool when you add a sun to it
dang, I forgot to test this map
Anyone able to solve the flashing water issue?
probably one of the water textures isnt replaced
or got overwritten by another mod that has one of the water textures not replaced in it, can accidently happen and overlooked
check the recent replacement mod u added and see if it has a water texture in its folders, deleting that water texture should fix it i think
you're an actual 5head mega genius Popo, thanks!! 
dang this mountain is huge but uff the fps
lossless scaling makes it a bit playable but not so mch
Do u also get issue like this with the glass in interiors of a car?
set it to thin walled
yea looks like the glass replacement is broken in octatex, time to install remix toolkit again for the glass i guess
huh
i made the texture as glass in octatex. theres a option for it but seems broken
i'm dum and don't understand what octatex is but
just setting it as a glass workd
sorry lmao i have the artist tag idunno about anything X3
ohhh i forgot, yea its like a non remix toolkit just like pbrify and etc
interestin
even with patches my water will never work 🥲
Did you put the water mod into the rtx-remix mods folder, like this? From the steam rtx fixes page?
yeah!
it refuses to work
i even made my own patches but that also just
it refuses 🥲
the water becomes a total mess whenver i use a animated texture
what happens to it? like it becomes white?
hmmm just blur no reflections?
weird yea need to see it then can get an idea. when u can show it
Yoo if its only doing it when u add the replacement in the mod folder then some settings might be messed up in your config causing that i think, idk try mine
Got another mod out! 🙂 https://www.moddb.com/mods/croft-manor-hall-rtx
guys, can anybody test dx90 models?
a disaster
Can you add compression artifacts and lower the resolution?
how i do that
Lego Chiron
Lmfao
lego car how
How to make backroom photos 101
dang it looks like real life
its a lego car mod from da workshp
crazy
backstory for tis photo: i just attached dead combines with ma mazda using ropes but unfortunately when racing the ded combines push ma car into the deep water
its Xenthos water mod thats broken for u
i think so, i only see normals in the mod folder for it
ah
oh yeah lemme show what happens when i use it
huh
enabling ray reconstruction fixed it
weird
that's funny
💀
I went ahead and redid the PBR for the mmod physgun
some of the original alpha textures were used to get roughness right and then there is some stuff added with substance
it looks good so far but i gotta fix the normals on the gun handles and some other small stuff
improved the look of the xen crystal, more glassy
made it more reflective for those who like shiny metal
its not correct on a material level but yeah it does look nice
here is what it looks like in first person
dang, can u share it? also wch mod has this phys gun model
https://steamcommunity.com/sharedfiles/filedetails/?id=2035609495 the addon
as for sharing, relatively soon, ill be uploading it on moddb
its out
Browse Half-Life 2 : MMod PBR Physics Gun for Garry's Mod files to download full releases, installer, sdk, patches, mods, demos, and media.
oh right it takes a day for the link to show
for those who want to try it now
Nice work! It looks great ingame 🙂
it looks a little different on your game for some reason, by any chance do you have any of the PBR modifier sliders adjusted in remix?
I thiiiiiink just the roughness set to 1, I think the default was .50 or something
I think 1's the default parameter that comes with the runtime - it's set to 1 in a game I'm certain I haven't touched
huh, let me double check my ingame results with substance, i probably changed mine for some reason
oops meant to keep my remix panel open in the 3rd pic, metallic is at 0.5
This might sound crazy, but I actually like the shiny rustic fried look - when the metallic is 1 - it reflects the lights as it passes by stuff 
is my physgun mod the only thing that looks deepfried with metallics at 1 or does other PBR stuff as well?
i could reduce the roughness and metallics in half to compensate for remix
I don't think I've actually seen a lot of metallics in gmod - I thiiiiink ocotex can make them, but I haven't really tried yet. But so far with mettalic at 1 nothing's looked wrong/out of the ordinary 🙂
personally for me, with how it looks with metallics at 1, its definitely too shiny
the physgun has very rough metal so it shouldnt be almost a mirror
that's just my take though
so ill try to get a middle-ground between realistic and shiny
It looks great! 
adding some shinyness to these emissive lines towards the end of the gun
i dont know what material its actually supposed to be but it looks better than being a flat albedo texture
should be nice for reflecting light
it's kinda like plexi-glass
this is how it looks for me, the rusty metal reflective metal looks nice
https://steamcommunity.com/sharedfiles/filedetails/?id=2665902404 I wish this guy would make a weapons replacement, these are the best hl2 weapons in my opinion. It adds swaying and more animations
Here's it compared to the regular weapons replacements. I love moving around with them
i still have no idea why the albedo looks deepfried for both of yall lmao
i guess ill reset my PBR modifiers
the metalness might be set too high? setting it max makes everything deepfried
yeah but from what skurtyyskirts said, metallics default is 1?
i think i was fighting this setting a few months ago which is why i probably set mine to 0.5 lol
this is how it looks like at 0 metalness
yeah i imagine its going to lose a lot of contrast lol
most of the reflectiveness of this replacment is in both the metallics and roughness maps
i think i figured out the issue
i have some layering issues in substance so im gonna spend some time organizing it so it works properly in remix
yeah the metallic texture was not working correctly lol
the slider now only controls the metallic map as it should
Endless desert
kinda cool how the eyes also emit in first person
wait, what
probably because of xenthios playermodel shadow trick
the playermodel shadow is separate from the viewmodel buffer
so it can also emit light onto the world
remix bloom again proves its the most dogshit
that is why i promptly switched to reshade 
only post effects i have on remix is the auto exposure and tonemapping without aces
the remix bloom is tweakable to look nice but it really makes the whole image washed out
tried to make gmod look like it was recorded on a digicam
i wish remix could output in HDR
I can't wait for all the super hyper realistic Gmod RTX screenshots
is it real life?
uff i gotta try reshade
this looks cool
how did u install reshade? for me it seems to conflict with remix d3d9.dll
doesnt reshade only work in the outputted colorspace, meaning a tonemapped, sdr image?
wouldnt that lead to the image looking overexposed
using the bloom shaders, i mean
in a technical sense yes, but i wrote my own tonemapping shader that has gamma control so i can match the luminance of the original game output
and every other shader plays off the tonemapper.
i wrote the shader for reshade and made the preset for non-rtx source games to have a HDR post-processing pipeline
all reshade
i still use remix's auto exposure with the remix tonemapper with aces disabled as i have my own aces rtt implementation
it integrates very nicely
hey @quiet scroll how do you add that muzzle flash effect in this video? https://www.youtube.com/watch?v=Elxi64kDfjs
Playing Garrysmod remixed using RTX-Remix.
Assets upscaled using PBRify by kim2091 https://github.com/Kim2091/PBRify_Upscaler
Map by BigWig: https://steamcommunity.com/sharedfiles/filedetails/?id=105982362
This mod! It's different than the regular mmod guns - adding sway animations and different animations, it's my personal favorite. Should change the effects shot from the guns as well https://steamcommunity.com/sharedfiles/filedetails/?id=2665902404
thanks but i meant like the npc shooting and having like muzzle flash lights sorry lol
and i cant really explain it that much
Ahh, hmm I wonder if it's a texture I tagged. Here's my rtx.conf
thanks
doesnt muzzle flash already have point light attached to it?
you need to install reshade to GarrysMod\bin\.trex\NvRemixBridge.exe and select it as a vulkan application
the one major issue is that you cannot control reshade with a keyboard and mouse
i already had a preset configured beforehand so it wasnt much of an issue for me, but if you're doing it from scratch you'll have to use a gamepad
you'll get this error
rip, I just accidentally unsubscribed to all of my mods 
oh well, if I don't remember them resubscribing to stuff I guess I didn't need/use them
Is anyone able to load into gm_construct_in_flatgrass_rtx from the rtx-remix fixes addon? It just takes me to the regular non rtx construct
made the rtx water texture portable 😎
really good for maps that have broken instances for water (such as the one im on, cannot be replaced in remix so i got creative)
That's not water, it's the tears of all the PCs trying to run this

Omg how 
its two very large plastic prop planes with different materials
lower one is a random dirt texture, 2nd is the rtx water texture
mmm indirect light bounces my beloved
probably looks better when the water texture isnt super sized lol
when did 3rd person in gmod get so good
the camera is taking 3 to 5 business days to caught up
when they stole Fortnite animations I guess
how to fix this? I rolled back the driver to 552.44, reinstalled game, not working
all this water stuff makes me wanna recreate this pic
bet
holy crap I added a light and it actually showed up in-game
cant wait for rtx only maps to start popping up then gmod showcases are now actually gonna look insane
hehehe i'm working on mine
I can add lights to objects that didn't previously have lights now as well?!
I can't believe remix is actually working.
are these props/models or instances? you can tell in the debug view
xenthio fixed hash stability for most models a while back
I'm not sure what they are.
They have a stable hash though.
In toolkit it's one mesh with a TON of instances around the map
yea its probably a physics or static model
brush geometry still isnt stable in source yet other than portal rtx iirc
I notice the walls and floor are all over the place
screenshot?
good thing I don't actually have to mess with it outside of textures
yea
the only thing i can find it important for is custom placement of imported models/lights
adding a light to a mesh is less practical as every instance will have that light lol
really bad for map edits since other maps might use the same prop
In this case it just so happens to work.
Being able to piggyback off of detected lights is nice as well.
I can put them wherever, as any type, and there is only one instance
i do have a theory that might work around this issue
there is a addon called primitive that basically adds procedural props (vary in size, shape, etc), they can be customized in any way and the best part is that they have stable hashes
the part that needs to be tested is if each procedural prop has its own hash, if so, you can spawn these around a map and add custom assets to them
and it would then be map specific
Isn't that related to what you had to do pre-toolkit to add lights
I thought I remember something about needing that special lines and checkbox or something with a primitive
That one edit I made casually tripled the light count
not sure, most of my remix experience with garry's mod at least has been with the official toolkit
rn I'm trying to figure out why Ray Construction is nuking shadows
It's so bad I thought the toggle box was reversed
make sure NRD training is off
guessing that's new?

it works
if you combine this with map saves, we can actually make rtx specific map changes now
lmao
I don't have that setting
Also DLRR is adding way more noise
mostly light boiling
I noticed changing the preset helps a lot with shadows, but adds way more noise on top of what's already added
must be a specific setting for the portal rtx build
i can share my remix config if i can remote back into my pc
Hm
I wonder if it's just on but not visible here then
All I know is DLRR looks like pre-restir denoising currently.
Absolutely atrocious
yeah that swimming behavior shouldn't be happening
Yeah I don't remember this happening when I used the Portal RTX release
Just found out the windows are acting like lights for some reason
this is with game lights and all lighting disabled too
make sure they're properly tagged, you could try enabling stochastic alpha blend
here is my rtx.conf for the portal rtx remix build
For some reason toolkit won't launch anymore
just get's stuck on the splash screen
the remix toolkit splash screen or omniverse?
since its stone it probably wouldnt look that much different other than some normals lmao
remix toolkit
Restarting omniverse does nothing
Can't wait for Gmod RTX horror to become a thing
rtx.rayreconstruction.enableNRDForTraining = False
stealing this line
btw have the launch args changed
i use xenthio's, so not really
hl2.exe -window -noborder -w 2560 -h 1440 +sv_cheats 1 -dxlevel 70 +mat_dxlevel 70 +mat_disable_d3d9ex 1 +mat_softwarelighting 0 +mat_queue_mode 0 +c_frustumcull 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
also i dont think that one line will fix everything, i would try the config itself first just to see if its a issue in the master build
ok
my launch args (cant put it into a code block as my tilde key isnt working)
hl2 -allowdebug -condebug -dxlevel 90 +mat_disable_d3d9ex 1 -w 1600 -h 900 -noborder -windowed -debug +sv_cheats 1 +r_3dsky 0 +r_WaterDrawReflection 0 +r_WaterDrawRefraction 0 +r_shadows 0 +r_frustumcullworld 0 +r_unloadlightmaps 1 +mat_specular 0 +mat_bumpmap 0 +mat_normalmap 0 +mat_parallaxmap 0 +r_staticprop_lod 0 +r_lod 0 +gmod_mcore_test 1 +mat_queue_mode 2
that's your cfg
gonna grab the old one
I changed tonemapping settings so it looks a good bit different
oh right, i have most of my post process off as im using reshade instead
^
sorry i should've mentioned earlier
Welp I can't steal that one line
okay now the game doesn't launch without your conf
wut
bridge crashes instantly
even if I remove the line
I just generated a new one
lmao now everything is untagged I forgot
oh wait
very cursed
good news is that we can import new meshes into a map without replacing an existing game one with the primitive trick 
\\\\\\\\\\\\\\
oops
fresh generated conf vs yours
I guess the old one I had was just broken
since the game stopped working after I added yours and tried reverting
what is that in
blender
im importing the mesh im gonna replace (not that in the screenshot) and the remix capture
then manually aligning them, then i add new meshes, delete the capture before export and boom done
we'll see if it works
any idea why shadows get blurrier the closer they are to the edge of your screen
holy fucking shit
its possible
🔥
all that's left to do is hide the primitive mesh and disable collision and them boom, custom lights and models on a map
default cube in gmod
blender for reference
ill probably make a video tutorial for this
this is gonna change mapping big time
What about texturing
since im working with USDs in blender, you can add the textures to new meshes in blender and then export it into remix
it should load it all when imported into the toolkit
See you just import your remix project into blender?
im importing the capture and the procedural model, then aligning them so when any changes are made in blender, they are 1:1 back into the map
Guess I’ll see when you make a tutorial.
might be a bit, still at work and ill see if i have time when i get home. i can at least say i can make a text tutorial in this channel sometime today
Do the material replacements still require the stock aperture materials btw?
Idk how it works now that it’s in toolkit.
Say I want the glass panes to be glass material
Before we had to use aperture_translucent as none of the Omniverse materials worked
And then there was aperture_opacity and something else. Had to import from portal RTX
Not at my computer anymore so I can’t just check
oh nothing like that now, its as easy as ingesting your materials through the toolkit and then replacing the material
Well I don’t mean textures
It’s the actual PBR material. Lemme see if I can find an example from the past.
like a roughness map?
wait hold up what does this mean
ah no it doesnt really give the user any choice of what material type it is, the way how its done in the toolkit is defining a roughness map, or other PBR maps from what I have seen so far, though i am interested in trying that other method. I assume you do this in USD Composer?
That’s how it was done in the past yeah
it means you can overlay new meshes and lights in a map
It think it might be in the asset creation thread at the top. People have talked about it in here as well. I think also in general from when I was asking about it.
Other PBR maps like metalness and such make really good one way glass.
was it not possible before?
yes but using a procedual prop with stable hashes fixes a lot of issues
ah ok
so changes can now be map specific instead of model specific
Would this work to replace something existing though?
ohhhhhhhhh
Or just add to the map?
you could technically flag textures for remix to ignore and then manually add new stuff back in blender
as for meshes, probably not
though you can do a lot of that work in gmod itself
overlaying new stuff is probably the best route anyway since we can respect collision ingame
(sort of, depends on what assets you're adding)
my question is there any benefit to using defined materials vs PBR maps?
Yeah. At least for glass, you get refraction and all that other fun glass stuff
hm? refraction also works with normal PBR maps in the official toolkit
lemme reply to an example
Yeah maybe they’ve update how they work compared to composer
The glass material always looked way better than just a map before
the only issue with refraction is that it doesnt cast light or shadows
nv mark said its not implemented yet since the last time i asked him
so glass only has shadows if you mark it thin-walled which removes the refraction
#1103377328530276403 message
Guessing I’ve only really tested on fake windows
The metalness map carries.
Is that the same texture just with the thin wall toggle or?
Guessing the second one is thin wall?
1st one is, it's casting shadows and has no refraction
im trying to find my video example
one sec
Oh I forgot you said no refraction
yea thin-walled disables it for some reason (i assume its intentional)
Can’t even tell it doesn’t have shadows due to the refraction and thickness anyway
finally found it
this one shows you
you can see the lack of any shadows on the cube
i verified this with a thinner object and its the same issue
Guess I never took an image with colored glass material replace
Fairly certain all the features of glass worked with the material replace
if you can reproduce it please let me know
I’d have to reinstall composer and look for the guide again
Idk if it’s still as jank as it used to be since it was almost a year ago. I saw something about someone doing a gold metal material in here a month ago
For the Freddy fazbear thing
Just saw something about clicking on a material to make it translucent
Still looking for the original guide just takes forever on mobile
#1116089843479498782 message
Looks like it’s possible
But idk if it the same as the old material swap
oh yea that's just turning down the roughness in toolkit
if there is no map specified you can just change the variables
same for metallics, etc
#1116089843479498782 message
This is me manually replacing the material in the same map
#1096847508002590760 message
Here is the old guide on how to material replace
I just did that
bigtitty
did anyone say photogrammetry?
I just realized the fnaf map could get remixed
sb did it
Where can I get it
it was mostly ai textures so
Dang
lol nice
now that we have the primitve method of replacing things, original props dont have to be replaced now
i've been using physboxes the whole time
nice
Ryan Gosling
I wonder 
It was made in 2012, most likely won't work
Huh, I've never heard of the alien swarm engine. I took a peak at some youtube videos on source filmmaker - it looks wayyyy too complicated for me to want to mess around with lol
i wouldn't really associate the release year with compatibility, at least for source games as most source games have fixed function fallbacks
That's so cool
I figured they only added features here and there on top of source, this makes more sense
what map is this so i can try reproduce
Don't know if you see further down, but I had a legacy config and it seems to work now
Also those pics are with non default lights
Well I would suspect it indicates the version of the Source engine they're using, fixed function was removed around Left 4 Dead
I'm still hoping for NMRIH compatibility
I wish I knew what was special about it that breaks it
yes but source games branch in different directions, such as black mesa, its one of the more modern source games but it still has dxlevel controls
Mmm, it would seem dx8 was supported till the 2013 Source engine
its still supported in sdk 2013
Makes me wonder if Portal 2 could be ported to a dx8 compatible engine
Someone ported Portal 1 to a newer engine
if you had the source code naybe, but portal 2 is based on l4d's engine iirc
ah nvm it has its own branch
Yeah, I believe Portal 2 got it's own modified engine
One of the most advanced out of the branches
welp i just had a power outage and the server that had my gmod rtx install and all of the mods is dead 
while the drives themselves might be fine, they're SAS only and it was in a ZFS array which basically means it was unique to that machine, the data might not be recoverable
ill manage as i have uploaded plenty stuff here and online so it shouldnt be that much of a setback
get a good surge protector if you don't have one
yeah it was plugged into one but i didnt bother trying the surger protector on another outlet until just now 😅
yeah i definitely need to implement a 3-2-1 backup solution after this
ive tried
it takes a whole rewrite
Okay I lied about getting a light to be where there wasn't a light before
I got it working for real
how do you do it?
i dont wanna use rtx captures
its a pain in the ass to use
blender tho
@keen rivet can you add a way to control the brightness of the flashlight?
plus is there a way to disable the ingame flashlight?
because it causes blood and bullet decals to lose transperncy and go white
need that ðŸ˜
uhh
i replaced the rtx conf
and now the map has shitty fog
make sure volumetric fog is off
how does turning it off make it look "uglier" lmao
the fog is either on or off
look at this
it burns my fucking eyes
there is something very wrong going on
Uh oh. You know, I wonder if there’s something funny going on with sharing rtx.confs - I tried POPO’s rtx.conf and my game got cursed lmao
lmao
It’s like it’s not translating like it should when used on someone else’s machine
hold on mine doesnt have this fog issue, i can send it
(if it doesnt make it worse lmao)
HOPEFULLY
i have a lot of post-process stuff off so you will have to turn it back on if you prefer
its also based on the portal rtx build and not the master builds on github
I wonder what mine was doing 
I can add a way
I can also add a way to do this
In froxel tab turn all the single scattering albedo to a lower value like 0.1 or less

