#Garry's Mod
1 messages · Page 29 of 1
so purely from the 2D viewport?
i still wouldnt compare it to native FG implementations
yeah. the latest release does a fairly good job, enough that i've had little issue using it on a lot of games... and i'm pretty harsh on FG implementations
and i agree, it's not the same
when the error gets fixed for remix ill show a difference with framgen on and off
i also hardly see how it can help in a completely GPU bottlenecked scenario, doesnt LS depend on spare GPU headroom?
i hope we'll have a fully functional FSR 3 implementation in Remix one day, either through a replacement mod or a proper implementation
it does, but so does DLSS FG and FSR 3 FG
if you're truly 100% maxing out your GPU, you'll often see no gain from FG being enabled in native implementations
in Remix it actually works completely fine. i haven't run into that issue
not sure why?
i don't get 100% gains, but often 70-80%
ah, unless you meant Lossless Scaling's FG. i agree it's not really worth it with Remix
yes
hmm but I use it and it works fine for me, the construct video I uploaded here was like running at 40 fps but with lossless FG on top
i find the latency of LSFG to be way too much when the base FPS is below 50 FPS
can't imagine playing with 20 FPS with LSFG on top
https://m.youtube.com/watch?v=3zyTF5CPsfg&t=13s 😂 here it is 18 fps, looks like a luma AI video
yea it's a mess at 20
you should definitely turn off motion blur in Remix's settings
for me I always try to target for 30 if I ever want to use lossless
I wonder what's causing the bridge crashes for everyone now 
I have an on-going ticket for it
whats a goood texture mod cus its kinda ugly the game for me and also i can see two mes
I kinda like motion blur, Just a Tini bit though
yep i haven't experienced any bridge issues myself
💀 Have no clue what triggers it, The game works and the next day u open your PC to play again bam suddenly the bridge error
Mine keeps "soft crashing" where the game stops responding and the audio repeats from the last thing I did lol
Feel free to upload your logs/crashes to the github page - it may help fix stuff 
do u know what causes it?
I thought it was my mods causing the errors because of the python script - but I just made a mod last night that never used the python script, so it HAS to be just gmod alone now 
Anybody else feel free to upload your logs/crashes/dmps to the github - this might be a bigger issue than I thought 💀
Woah, it looks like it's trasmitting light?
can you check tfa base or arc9?
with their 3d scopes
wait, it doesn't work?
I can't really tell 
is it casting light, check hl1 c1a01 (after the train ride)\
remix downloader downloads even failed checks?
no it just downloaded
it can't because the builds didn't complete
nope
Maybe mark
@lucid parcel can you shed some light on what exactly this update does?
In HL2 there are a bunch of security monitors and screens that broadcast Breen's speeches. Those are done by drawing a scene to a render target texture, then drawing the screen using that texture as the color texture.
My MR lets you flag those textures for ray forwarding, which causes the scene being drawn to the render target be added to the ray traced scene, then treats the screen sorta like a portal (in that rays which hit it get spat out from the camera in the other scene)
End result is that the scene in the security monitor gets ray traced instead of being rasterized
Interesting. Is this a new texture category?
yea, check categories
i think
is it work?
weait
oke
should also fix gmod mirrors
Don't see it
:gasp:
i think you need to enable this... sorry for my eppy head
where is it
it's brover
Split textures up by category and it should be easier to see. The option will only come up when you right click on a render target texture
Build failed
On github
What does it look like on your end
if you can even show
build worked fine on our internal repo, and that error looks like there was a server crash or something, not a compilation error
I'll ask around about that
Thx. WOuld love to see it working
set the jobs to rerun, we'll see if it was just some network hiccup
is this error getting worked on
sorry to ask if u guys brought it up
just decided to ask
That's just a notification that the runtime crashed - probably dxvk-remix, but possibly the bridge's server.
oh alr
The bridge server is just the 64 bit process where dxvk-remix actually runs. So any time dxvk-remix crashes, you'll see that error
oh ok thanks
looks like it finished rebuilding on github, all artifacts are available
about to try it out
dont know if this is happening for anyone else but once I get ingame, its about a frame every minute lmao
i was using dxvk-remix 0.5.1 previously which ran fine
not sure if it's the game or bridge as the first few seconds its smooth then it just dies
also debug options are missing for the debugoptimized build
ok after a couple of launches its fine, though i cant select the render target texture
clicking does nothing and right click does not have the option
Is that render target drawn to every frame?
Is it marked as world space UI or anything like that?
what does it look like i you unselect that texture?
nothing, that texture was already there before i placed the RT monitor
also the hud version did not work
just a black output and it was unselectable
fixed the hud version but it's still unselectable from the toolkit
omg it worked! And it looks like it already categorized the textures for me
but breen looks rasterized as usual?
i believe the point of this PR is to path-trace these RT textures
@lucid parcel it might be helpful to add the RT RT texture category to the right click menu
you sure? look at the difference of shading vs inside the room and on the monitor
you have the roughness at 0 and his face was shiny as hell and its not at all on the RT monitor
also there is no shading on his face other than vertex colors
Ohhh I see, the screen maybe?
the screen is emissive so yes it can cast light, but the content itself (breen) should be path traced
see its rasterized for me as well but the screen is casting light which existed before
eyes are blank on RT and there is strong shadows, on the monitor its fullbright and his eyes work
its definitely rasterized
you can also see it here without the monitor model
toying with it a bit 
he's path traced, but the screen itself might not be? I can't really tell
yes for sure now lol
how did you select the textures? just manually go through the uncategorized list?
i only have that 1 texture so idk how you have all of those
oh
i see
💀
Yeah
There were a bunch of black textures that came up so I kinda had to do trial and error
whats your pc
4090 + i9 14900k 
definitely working
very buggy with the thirdperson model (breaks pesudoplayer from rtx remix fixes as well)
if you mark them as player model texture again, you cant see yourself in a camera
any noticeable decrease in performance?
nope, not on my 2080 + 7950X3D at least
it drops maybe 5-3fps for me?
@lucid parcel @lapis delta
Try some of the other textures in that list 
They do nothing
works on props too lul
is anyone else having this playermodel issue though?
it only happens when the rt texture is active
there is literally 2 models co-existing at the same time
source engine sends two copies of the scene down, and we just add both copies to our raytracing scene (deduped, of course - but those player models aren't perfect dupes.) Maybe we would need to do something like the portal player model handling to fix that properly, but HL2 doesn't have any scenes where the monitor would show Freeman
gotcha
no notable performance loss 
that's... interesting
You should only need to mark 1 render target - and it should show the results of the raster rendering when it's not selected
Yeah it's freaking out a lot
Would love to see it work otherwise the scopes are a no go
Are scopes typically done with a render target?
In this mod, yes. There is however a non RT mode but it doesn't look as good.
It zooms your whole view
I only knew of the HL2 uses of it to test out, I may need to spin up gmod to test those out.
Are there any weapons in HL2 that use render targets?
if anyone has any flickering issues with the advanced rt cameras addon, max out the frame rate, fixes the flickering
Not to my knowledge
the test cases we all involved the RT camera being in a completely different scene from the regular camera. May need additional fixes to support having them both render the same scene.
This feature is still very experimental - there are definitely still image quality issues that I want to address. But it'll be great to have more useful test cases
guess more of a nitpick and im sure it was intentional, but reflections dont seem to show
nvm, maybe it just doesnt resolve that well at a lower res?
to save on perf the RT rays act like translucent PSR rays - which means they can pass through glass, but don't support perfect reflection
that may change in the future - it's just an artifact of the current implemetation which I'm already considering changing
Anybody seen Longlegs 
@subtle bison were you able to get the placable cameras raytraced?
oh wait uhh....some guns trigger it to work/not work? 
You need both a camera and a surface the camera is drawn to
yes
you need a RT camera addon
idk how your normal gmod camera is rasterized
that shouldnt ever be the case
Love Frame gen big on quality though, so I avoid using it, I run a 4070 SUPER at DLSS performance with no frame gen, which tends to be higher quality because it’s DLSS 3.5, I get a solid 80 fps at 4k
My normal gmods path traced, but I guess some guns in my addons misplaces the surface camera maybe? 
357 is cooking in the oven 🔥
the normals on the grip tho 😩 👌
aaand since the grip is a separate model, UV issues ensue
🤪 im gonna lose it

oh hello there
wasnt getting these until the newest dxvk-remix build
only happens on launch tho

UV issues wont stop me
bro thinks he is sewerslvt
also, maybe these glitches happen because of this
i asked arctic at server and he said that you can't set the refresh rate there for 3d scopes
it's over...
@willow fog oh no...
you ruined their boy...
as opposed to just leaving the textures as they were 😛
i think we need to close every remix project
tbh i dont understand this weird hate, like why is it bothering them so much about a modder moding one of these old games, they worship these games or what?
they think that remix adds only "shaini teksturs"
like
they think that remix is
shader...
also, popo
can u check please skyboz?
with the latest remix build? gotta install that probably will take 8 mins
yea
oh, 8 minutes?
idk sometimes its fast and sometimes its slow, ma dang internet speed goes up and down alot
same, sometimes i cant play gta online
so are you downloading now?
yus
any results?
jesus causitics be patient 💀
naaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah
why can't you do these little tests?
im in school right now
here
it jiggles around when u move the mouse though
turn this option on reproject sky
and set the both values below it to 20000
to be honest, im already pleased with the progress
there was no skybox before
OH MY GAAAH
why these buildings began to shine brightly 😭😭😭
hold up i can remember that i did something that fixes skybox but makes really deep fog
Posting a crash example for my github page lol
Like i just typed r_3dsky 1
it was rasterized
but now it fully path traced
life is amazing...
had to put the vol fog dist to 555,000 or sumthing for the fog to reach behind da citadel 💀
u mean the flickering on the white walls? theres like another wall behind them in the 3d skybox for sum odd reason so when it jiggles that wall goes through the white one
hmm game seems to crash now if i alt tab out two times, no bridge or dxvk error though
does yours crash like this? #1116089843479498782 message
Tell him to cope
hmm i dnt think i have ever crashed like that maybe in early days of remix but i dnt remember
Also what server are you in? These people are idiots
but not anything like that in recent times
Huh weird, hopefully the nvidia guys can help solve all this, I've given them every log imaginable lol
i think the alt tab crash im getting might be due to the 3d skybox
Diamond Doves
yea i just tested it out its the 3d skybox causing the crash when alt tabbing the 2nd time
discord link is in arc9 page
Never heard of it
there are really most idiots there
fully path traced?
Yes
Burrito tried
so?
Didn't work
i mean, he enabled "render target", not "reproject sky"
It works with sky only
😭
how do i fix seing my self
is their a download link? i's love to get this!
how did you make emissive textures and PBR?
I'll release it as a pack on moddb when its finished
photoshop, substance painter, existing alpha/normal maps extracted from the original textures if they exist
oh nice thanks
whats a alterative to PS and SP if i don't wanna pay to use them lmao
I would google some PBR tutorials if you want to do your own. My method is mostly comprised of knowledge I've learned over the years
nothing for SP unfortunately, but for Photoshop you could gimp, krita, blender, etc
nice. thank you
i think substance painter is what you use for the emmisives and maybe the reflecty bits
np, there is also AI methods but in my opinion they dont really get the materials right
nope, substance just makes it easy to paint and manipulate PBR materials onto a 3D model so i dont have to do it in Photoshop
i also added a custom texture to one of my models and the texture just appears as a black flat texture.
i made the emissives in Photoshop
its usually a color traced on top of the element you want to be emissive, just make sure the background is completely black as that is your transparency
im not near my pc but it would look something like this
that means the runtime cant find your texture
how do i fix this
make sure it's properly ingested in the toolkit
ah thank you
and its inside your mod location
i literally forgot to do that
so i have to ingest
here it is in remix
i dont know is this is ingested or not but i made an output and it put it in here.
im not able to give you a step-by-step st the moment, but this tutorial by nvidia should get you there
https://m.youtube.com/watch?v=MQejylcuAeU
NVIDIA RTX Remix is a powerful tool that enables modders to remaster classic games with high quality PBR Assets, full ray tracing (path tracing), and NVIDIA technologies like DLSS and Reflex. This video gives you a crash course on RTX Remix, and serves as an introduction on using the Toolkit–except instead of modding a real game, you will mod a ...
thank you!
help me i see two player models
if you're using rtx remix fixes, it creates a duplicate of your player model for first person shadows, simply go in first person and mark the visible parts of your playermodel as a player texture in the runtime menu
what da apc doin
love this channel
one day ill buy the rtx 6090 and come back to gmod rtx
this is so good wtf
@meager oar whats happening?
Stop encoding in av1 it doesn't load on my phone;(
u fixed it?
no magazine is still black
there was a guy here who said u need to like do some configuration in the mwbase vmt files to fix the void textures
tis
heres da deagle with fixed mag
this looks so zesty👅
two more guns done in #asset-creation
swinging ship
"delete these parameters on mwb vmts if you want color"
nad yes i realize its been said before
nad I don wanna do allat
u a big one fo dat
house
this fixed the albedo for the mmod crowbar, thanks
🥵
A house
A minecraft movie
procedural glass is still one of the best addons to compliment remix
Make cinematic mod alyx
me when i have to manually pbr anything
it looks fine when its not replaced but it breaks when I add replacement materials
How does it break
albedo is blank, so the whole weapon is grey
removing the 2 lines in the vmt fixed it
Ye so it's fine now, or is there still a problem
ye its fine now after removing those lines
Hella cool
PBRFusion at 30 guidance 🥵
dang have u uploaded this as a mod somewhere?
maybe? its just a fully transparent material, no textures or anything
shouldnt be hard to recreate
i dnt hav da toolkit installed 😭
hu, how are you doing replacements then?
octatex and paint3d hehe
💀
That is a lot of guidance
also i should probably rephrase my question, the procedural glass or the actual glass material?
da material
ill see if i can find it, i have so many mod usda's i have no idea where it lives
might be a bit
active windows makes this 1000x better
I NEED
Almost didn't make it out of City 17 getting this 😬
Anyway, figured I'd make a non-Shorts version out of this because a lot of people didn't see the original.
Models - Escape from Tarkov, Insurgency Sandstorm
Rig: DogSayingWoosh
Rig model: Insurgency Sandstorm
Sound...
same vibe ngl
who'll be the first to port the hl2rtxremix stuff to gmod
Hopefully hashes will be semi similar so it won’t be too much of a hassle
There’s issues still
anyone might know a reason why these replacements flicker?
it also does it in the toolkit and i dont have a clue why
its just these two textures
my other ones dont
Maybe the "Keep Lights" thingy is causing it?
Orrrrr possibly the rtx.io option being enabled in the confs
Or maybe there's a decal texture hidden on the mirror
you mean this?
ill see if rtx.io is enabled
yeah 
toggling it doesnt change anything
its just one texture so i dont think it's something conflicting
i didnt replace the albedo, i just made a reflection map based off a mask
i wonder if the albedo actually needs to be replaced, or at least pointed to a replacement
Ahhhh I see. Hmmm that's interesting, I don't think I've ever made a change without the albedo being switched...now I'm very curious 
its off
ill try exporting the original albedo as a png and reingest it and see if that fixes it
Good idea 
nope
still flickers with reingested albedo
wtf
ill post in toolkit help
#1286128955518091344 message
can be found here
trench warfare
yea without context, i would have no idea if this is gmod lol
AV1 is best
AV2 ftw
This is just Source 2 now
No need for S&Box anymore
Gmod forever
honestly if the 64-bit patches ever get completed, and gmod gets a lot more lua functions, it would definitely be better than S&box by a mile
so much modding potential
absolutely agree with you. especially if we are talking about infmap
or web player
or uhm
yea, true
no more bridge issues either
maybe this will fix also "out of memory" error
hu
when i download 10 or more addons
or when map doesn't load at all, stopping at "loading resources"
sort of
64 bit allows you to use more memory than usual
if i understand correctly
yea but the freezing issue on loading a map is exclusive to remix
32-bit gmod without remix doesnt have this issue
which makes me think its the bridge
yes, it's mainly because of the bridge, because if you go to a regular gmod with the same amount of addons, everything starts and works great
at least i'm waiting for 64 bit fix for two reasons
- infmap
- no more these annoying errors
Tbf performance will always outweigh graphics in my opinion.
well it will also run better on 64-bit since we dont have to use the bridge anymore, it has a lot of overhead
even with my old 2080, im cpu bottlenecked in quite a few maps
Idk if i need if i can post this here but when i use my phys gun on props it causes my screen to do this
using the grav gun on stuff works fine
and this is another problem i have
okay thanks
idk if xenthio's video covers this but his rtx remix fixes addon creates a copy of your playermodel so you can have shadows in first person, just mark them as player model textures in the remix texture menu
alright thanks
im gonna go double check to see if he does
ah he does just me not listening far enough
Question how far have people pushed the rtx remix for gmod like has anyone tried the vr mod with it?
VR won't work. Remix can only work with a single camera (the view in-game) at a time
the only way would be to simulate a second lens afterward with something like ReShade
ah okay thats sad
and it seems like reshade depth buffer access is broke with mainline builds of remix
only the portal rtx build had a working depth buffer (pulled from the rasterized renderer)
working on reimporting the gm_flatgrass 3d skybox back via model replacements, its a huge pain but i got somewhere
bleh
My wallet says no, but my heart wants a RTX GPU
do you mind making a steam collection of your addons?
What do you want specifically
maps, mw base weapons, idk whatever you got
I have many add-ons that simply don't work so I'll have to do a ton of cleanup first
all good
rtx 4090
Where can I sell my kidney?
I'd have to save for a whole new computer because my current one would be a bottleneck
😭
just got gmod, is this still the way? i'm not a py user i don't wanna keep installing/uninstalling it 😦
Yes
Keep it on
@keen rivet now that we have bridge api, im pretty sure there was a way to interact with binaries through Lua in Garry's mod
Like how mee got Nvidia flex working in Garry's mod
indeed there is
I wonder what we can do with the api
better light addons, create remix lights directly ingame
could also have it replace env_projectedtexture
how would you even run that? RTX 8090? 😭
Wait like replaces all lights or has a light
idk any of that could be done
though i meant like spawn remix lights like the normal light/lamp tool
we could also possibly use the api for map edits? create a stable instance hash to add stuff from the toolkit instead of using a model replacement
possibilities are endless
I mean as long as I can pull of 75 fps u will be fine
good luck
DLSS ultra performance, low SteamVR scale, and then frame generation
might aswell use a oculus rift, 600p res
I’m not too familiar with VR but my understanding is it uses VRAM and CPU mostly, so if I am correct, you probably could do it with a 4090

If you're not too familiar then maybe don't talk about it
High framerate and High resolution ray tracing is like oil and water
not to mention path tracing two full res viewports 💀
it might be runnable with a 4090 but the latency, denoising artifacts, and most definitely low framerate will make it sick inducing immediately
Just my overall understanding
how did you fixed the arm colors?
Never said it would run great but my estimate is about 30 to 40 fps
what is that estimate based on? you would need to factor in the base vr headset resolution, the game vr resolution, what gmod map (there are a lot of maps that run sub 20fps normally on remix), DLSS value (if DLSS even works for stereo rendering), etc
estimates cant really exist here since there is no technically feasable way of running this current day
most VR headsets are 2K per eye
even the 4090 would probably run into vram issues with how much vram remix uses
My estimate was based off DLSS performance a 4090, and a 7800X3D with 32 gb of RAM, lien I said don’t know all too much about what VR demands, also come down to what you consider “playable”
No frame gen cause it’d use a lot of vram
framegen would not work in VR since those artifical frames are not perfect representations of real ones, that would definitely make someone sick
not to mention the added latency
Frame interpolation was always used in VR actually
when you're running under the target frame rate, its mostly used for reprojection
i could be wrong but steamvr's current implementation seems a lot cleaner than DLSS3 FG
at least for its intended use
Addon arms
But if I’m correct, roughy 30 to 40 fps
In my book, is playable
my estimate was 20 fps running that Nvidia rtx xr demo, and that was more nauseating than a rollercoaster
no
you arent hitting 30 fps
im sorry bro
with unpotimized rtx
rt
although maybe with the rtx 6090 or 5090
Nah ya just gotta use the automatic overclocking, Trust
Not at all, you aren't getting above 25 if you do vr rtx
Who was gonna fix the shaders on the guns
Me, rn I'm welding a tanker and am working on it, like 5% done
Better not burn Ur hand or smth
that automatic overclocking is crazy as shit, I used it myself and went from 20fps up to 50 at times but it averaged at 45 on cyberpunk max settings 4k with a 4070 SUPER
I've done much worse than merely burn my hand, and I have a hole in my foot to prove it
Epic
Worst I've done is solder my finger
That's just a little tickle to me now
Well I've been in numerous motorcycle accidents
Weak shit, stop riding motorcycles
Never
scale is the same but bias i at -0.110
Gastly_Furby_777's Gm_Pool_Complex_v2 remastered using Nvidia's RTX-Remix. This mod actually was supposed to look a bit different with the lighting, but the mishaps with the unstable meshes actually worked out perfectly. I didn't know until AFTER I was in the middle of making this mod that there were jumpscares. I really enjoy exploring this map...
0.2 totally
i try to make sure any legacy materials are completely flat
still have no idea why, but yeah depth works with reshade if you use the portal rtx remix build
latest master or release does not work
Did quite a few PBR materials for the HL2 MMod replacement weapons (except the grenade and RPG) and some Gmod building materials. I got reshade working with RTX Remix so I'm using my own tonemapping and bloom implementation, as Remix's built in one doesn't have enough controls and looks weird in a lot of scenes. Sorry about the blurry visuals an...
Them framed
super buggy but i got emissives working for ropes
i gotta retoggle emissive blend translation a few times before it shows correctly
alt-tabbing seems to break it too
that or switching to the camera nearby the ropes
really weird
i wonder if xenthio can do some lua magic to fix this buggyness, its definitely game engine related
Looks fine to me
you dont see the emission literally disappearing midway in the video?
i made it pretty obvious
nah the game is sending some funky d3d9 info back to remix, as it disappears in circumstantial cases
it looks fine in the toolkit
im sure source is doing some cursed stuff with ropes that isnt seen when rasterized
Would they be recolerable or just red btw
nah its not recolorable
you would have to edit the emissive map
same case as the physgun
only way possible for both of those to happen is if we had the remix api or something 
it's cool how the water decals get path traced 
Nah man iont wanna work on another custom renderer I'm already tryna figure out and learn 2 different rendering engines
How did you get underwater to work
if i remember this correctly, you removed the nodraw for fixing the underwater?
Yeah Gumball found a way to fix it https://www.youtube.com/watch?v=9ERl1WIwGeo I haven't tried it yet. This map pool_complex_v2 just had it working naturally
Water by Xenthio: https://xenthio.github.io/stuff/RTXRemixWater-v1.zip
quick showcase on how to make proper water brushes for RTX Remix.
RTX Remix Discord: https://discord.gg/rtxremix
I guess the map author removed it, I didn't have to use gumballs method 
wait is it just literally just changing to the dx7 water material?
cant we do this in lua?
Them map devs be thinking of us for sure, and it's not just pure muck
Luck
It's changing plus removing nodraw brushes from the area iirc
still cant do that in lua?
im not the coding expert but it doesnt sound like we need to recompile maps for this
perhaps possible?
Wdym
I wonder if BlueAmulet has seen this
to do the method in the video, for existing maps you would have to decompile them, make the water edits, and then recompile
oops meant to reply
Correct
I feel like when stage manager comes out we'll have a lot easier time adding lights to particle textures 
damn it
also gmod is showing only a black screen for me, i did use the patcher and
oh wait never mind
i forgot gmod uses bin instead of right next to the exe
well no, its still black screen even now
why have you not disabled spawn effect???
im curious to see if emission will work on the fire textures or be a buggy mess like the ropes, only one way to find out 
yea its broken in the same way ropes are
Interesting
it looks good in the toolkit tho
sorry for the 144p viewport
one thing that bothers me is that the toolkit has a remix category called alpha blend to cutout, which is what makes the particle emissive, but this remix category is missing in the runtime
you can try to turn it on inside the toolkit but it doesnt stick
i just brighten the image
yea i did that for the emissive map
but also added a black background so it applies correctly
hmm i used octatex to make it emissive
and it just works ootb?
yep it wrks after brightening the image
i cant even get my emissive map to apply to the fire/rope without fiddling with these 2 options in the runtime
imma try to make it even mureee brighter
i got remix to ignore the game's alpha blend and now my emission map shows but its not casting light lol
why is this so cursed
fixes ropes a bit but the alpha on the actual rope is brokey
remix pls
Tag it as a beam texture
no change
im probably going to reimport the albedo with a alpha layer
(was not replaced prior)
Tag it as dear lord rtx remix please fix texture
is this the red laser looking rope?
ye
huh it was full glowy when i used it imma check it again
i have no idea what cursed shit octotex does
anyway, the alpha albedo definitely helped
it still not fully correct
ok and now emission light casting broke again
wtf remix
i didnt even change anything
and ofc it looks fine in the toolkit
Maybe the ropes tagged in the rtx.conf as something? 🤔
nah i untagged it
tagging it doesnt really do anything since the assets are replaced too
crap now the fire is not emitting light anymore after i switched my weapon idk why it caused that
yea legacy alpha is bugged (controlled by the game engine)
well atleast have a image of it
wait a second imma see if its cause the hash id changed
if i can figure out the ropes, i can probably figure out the fire
😮
the magic sauce
fucking finally
omg it works so well now that the game engine isnt fucking it up 
time to try this on fire
😮
the alpha is gonna need some serious touchup but it fucking works 🔥
also fuck my ISP who is graciously throttling my upload speeds 😭
Fire
Literally fire
wish i had a higher res version of the vanilla fire textue
this is gonna be hard to fix...

Do you know the filename of the original? I might have an upscaled version 👀
9EB2F7B527E7A646.dds
i used popo's albedo which was higher res than mine
but i dont think a upscale is gonna help for alpha
idk maybe
its gotta be manually cleaned up in photoshop 😭
you can see all of the black pixels
maybe we can use a different texture?
i really dont wanna clean this
Yeah damn I don’t have an upscale
And yeah no way that’s too much to cleanup 
Make a new fire texture
im gonna try resubbing to these 3 addons and pray fire still works
#1116089843479498782 message
and then ill just make the new fire textures emissive
ok well nvm all 3 dont work
i think rtx fixes overrides it since its manually extracted
so ill have to edit the rtx fixes addon kill me
ok i got a idea
ill just use the mmod fire texture atlas and make it a remix mod instead of replacing it in the rtx fixes addon
that should work fine
it breaks other things if you do that
its best to leave it and the override on for legacy materials
now that we have a way to fix emissives in toolkit we dont have to mess with those options anymore
heres the weird part though, if i disable translation, then disable render alpha, enable it back and enable translation back this happens, the light emits
yea this is the issue i was running into yesterday
i gave up using legacy alpha blend so i wouldnt have to mess with that anymore
Why don't you just change the global emissive intensity
yea its buggy as heck, switching to weapons makes it stop emitting light
i think with octotex his emissives are replaced so global emissive wont do anything
its only used for legacy assets
@willow fog do you still need the guns shaders removed or
I do
Alr
dear lord this looks much better
its still a bit blocky if you really zoom in but i hope its not noticable ingame
hmmm https://www.youtube.com/watch?v=GQZxG2f9Efc these ropes wrked flawlessly a year ago, no replacements or anything
now this dayum
might be because of the specific portal rtx build?
i remember all particles casting light
yea this is using the first portal rtx build
yea and setting a texture as particle didnt make it disappear in the skybox, here its wrk so nicely https://www.youtube.com/watch?v=9ziM-HJ4HuE
yea look at the tornados casting shadows that like at that time really blew my mind, i wish it still wrked
Bro has never played modern games
well i added the new fire texture but both gmod and remix literally do not apply it correctly
its still showing the old fire texture despite it showing in the toolkit preview
i wonder if it caches textures, maybe ill try different names
can u share the new fire texture, imma see if it will apply for me
one sec, im still trying stuff
ok well its definitely using the new texture
even though the new texture is 1.5x higher res and a hell of a lot cleaner, the black pixels are still easily visible
💀
i think its because of the alpha sorting/filtering
ima keep fiddling with it
so i can either fix the blending and lose emission, or get emission and lose blending 💀
gold pp
How did popo fix it
idk but now its not wrking even for me after i switched weapons
he has a emissive texture with legacy alpha state
aka the game controlls the alpha
which seems to be the only way to get the correct blending and emission
but the issue is that it doesnt work most of the time
btw @meager oar
you can fix the skybox particle issue by turning down particle softness to 0
dauyyum imma check it out
What
hmm not wrking still for me
The color of the ray is controlled by the shader?
Btw is it still selected as a beam?
no, it doesnt make a difference for replaced assets
Because its supposed to solve the issue where it casts shadows
Its not supposed to
ah

geometry hash is unstable so that aint gonna happen
unfortunately
i dont think its supposed to cast a shadow lmao
I know
Grrr i started this thread!!
No need to tell me!! /J
And I deleted the thread soooo
well at least i got another thing working well after getting rid of legacy alpha
smg scope emission works correctly now
Hooray
oml yess
it finally looks correct
i was scratching my head on why i couldnt have reflectivity and emission working at the same time
Why isn't the bottom red one glowing
i forgot to add it 
!!
idek if it actually glows in the base game

i might have another idea for the fire
replace it with a static texture instead of a atlas, and then import the atlas as a animated texture into remix?
idk if that would actually work tho
especially for emission
you just throw it in your mod folder?
for gmod it's GarrysMod/garrysmod/addons/
worked for my friend on hl2 with portal so ima try it
his dumbass don't remember where he put it so ill do some experimenting
btw in order to make it work for portal hl2 all you have to do is make a folder in the hl2 folder called "custom" and then just extract the file to there
ye
Really starting to see why roughness maps help things make sense lmaooo - Lara has PBR and Eli doesn't
This is with roughness at 1 and bias at 0
Uhhh
Change the legacy materials parameters
why is my sky grey?
hi, Where can i dawnload the remix?
increase sky brightness
i also think the volumetric fog is too strong
idk if its my screen but i can barely make out the blue
how do i turn it down
i tried
open the froxel tab and turn all the three scattering values to a value like 0.2 or 0.1 or u can completely disable volumetric lighting in the same tab
ok so it works now i just checked its just the rtx contruct
wait no
i lied
i thought
but nah
wtf
my thing is so broke bro
did you follow the guide pinned in this channel?
yeah
(Edit: Something keeps turning comments off on the video and it's not me!)
You MIGHT need a GitHub account to download the following:
DXVK-Remix: https://github.com/NVIDIAGameWorks/dxvk-remix/actions
Bridge-Remix: https://github.com/NVIDIAGameWorks/bridge-remix/actions
Patcher: https://raw.githubusercontent.com/BlueAmulet/SourceRTXTweaks/main/a...
ill redo it
make sure you're using the provided rtx.conf
i am
arghhhh lmaooo I switched roughness to 1 on the wrong tab - thanks 
wtf is froxel tab
you need to install python
I did
from where
the link under the video
like python.com?
in install did you click "add python to PATH"
it was python.org
yeh org mb
I don't think so, I just clicked install and that's all i remember really
i did it quick so I wasn't rlly paying attention
okay
dont click through options look for add python to path option
and turn it on
and then make sure to close cmd prompt and open it back up again after install
new error that don't make any sense
im 99% confident I see it right there
@sombody
explain how ts is possibe
That file isn't a python file, it's a txt file name .py
so you'll need to open it
Click save as
Then under type it'll say python file (icon should change too)
And run that command again
I'm doing smth wrong
send that file here
no i mean when I save it coems back as a txt file
ill screen record and show you what i'm doing to see if somethings wrong
i understand ill fix it for you if you send that txt file
so i just install and put it in the folder now and it should work
You put it in folder instead of that txt file and run the cmd command again
yeah okay thanks
yep thats what i was thinking
It's fun watching NPC's move around casting their own shadows and shift the light in the room by being in the way of a light source etc
dynamic lights are awesome, i love seeing physics objects change it on a explosion
It's cause on the far right you have to change the context menu from Text Document to All files.
bro hasn't played a game in the last 15 years
yep it makes npc battles in Gmod more atmospheric and cool but spawning more then 7 npcs just lowers my fps to 30 idk why, wish there was a mod to optimize it like Vphysics does for props in Gmod
hit it right on the bell, remember playing mw2 2009 and being mesmerized at the npcs casting shadows from lamps and shit
L
Ping someone for that
Looks like it’ll look amazing if functioning correctly though!
yo
someone there like whats the bst version for python in this?
i forgot
since its been some years
i forgot i can replace da sky
anyone know how to fix the verex buffer error?
using the most realistically accurate lighting models for abstract art ✨
anyone know how to fix the verex buffer error?
modellin is har
ok, I have rtx gmod and I have the whole scene captured my first goal is to remaster/upscale all the textures using comfyui, but I have no clue how and there aren't any tutorials I could find
There are some upscalers the community here has made that I highly recommend, https://discord.com/channels/1028444667789967381/1263287747905327236 and https://discord.com/channels/1028444667789967381/1216200397497045002 the instructions for PBRFusion are in the workflow charts, and for PBRify the instructions are here under the "steps". Make sure to only get the Comfyui version of PBRify https://github.com/Kim2091/PBRify_Remix?tab=readme-ov-file#comfyui
chat I'm cooking, I made a theater projector 
added melon racer to the pbr pack (just the melon n some other stuff)
Most important game mode of my childhood
now in RTX™️
Wow, high resolution melon, shits literally triarch call of duty
the one in xenthio's video
Do you guys know how to fix the viewport being all black in a capture?
I can only see the captured lights sources icons.
what the
Not cash money
thanks
Anybody remember how to mount black mesa 2012 mod version to gmod? I'm adding "C:\Program Files (x86)\Steam\SteamApps\sourcemods\BMS" to mount.cfg but nothing appears 
yippeeeee I got it, mym folder was "blackmesa" rather than "bms" in all the tutorials 
wat was the console command that fix the invisible geometry on maps? need it for a map
mat_forcedynamic 1
ok when the offical rtx remix for half life 2 realeses will we be able to take it's assets/textures and put them into gmod?
Most likely yeah
As long as the hash is the same I guess?
yus portal rtx assets didnt wrk on gmod cause the hashes were different i think idk
U got blu amulats patches?
Did you take out the contents from patched?
yes
hmm well I mean I can help super easily...um let me see
peen
How brokey we talkin
And that's with none of the tecture vmts edited?
ye
Right and you aren't going to edit any of them, your asking me to do it?
You offered first

Wait where are the addons downloaded?
Reddit is being super useful rn
In the workshop folder, I think you'll need to search the entire pc for the addon id if yk how to get that






