#Garry's Mod
1 messages · Page 32 of 1
can someone try this in RTX remix? https://steamcommunity.com/sharedfiles/filedetails/?id=2813902415&searchtext=apex+legends
i wanna find out if it works with RTX remix
They crash the game when you load in
atleast on the 32bit version, I'm not sure about the 64bit version - I don't have that installed to test :/
i do wish it gets fixed soon though
in fact can someone do this?
Do you have an rtx gpu?
No i don't have that i only have GTX
i was just suggesting an addon
bro 💀
it's not really worth people's time to go in and try to fix just because you want it and no one will be utilizing
it'll likely work on the 64bit version of gmod though if anyone wants to try it there
i know but you have to understand my budget it will likely take longer for me to even afford an RTX GPU
and i would even have to reinstall windows for that installation of the GPU as well
maybe i will save that addon for later until i get a new GPU that might be good
No you’d just use DDU and $300 for 4060. Not that it’s a super good deal but that’s the base cost.
Oh that's a relief thanks for telling me that
But still it's gonna take time for me to save up money
Might as well get the 5060 cause it’ll probably be the same price and comes out in like 3-5 months
Or get a better 40 series if prices drop
still waiting for the 64 bit patches to exist
are model/material hashes consistent between portal and gmod?
(i.e could portal assets mounted to gmod automatically use replacements copied from prtx)
also i guess semi related: is there something that's set when models are imported into source that affects how hashes are calculated?
i've noticed almost every built in gmod prop changes hashes every frame they're moving, even when they don't have bones
most hl2 props have static hashes but there are some (i.e the tv model) that don't
wonder how many people have uploaded saves using remix and had people asking about their graphics
so uh gmod enhancements i got from moddb arnt working
Why's this look like those Gmod knock offs
Where did u put the zip files? They should go in rtx-remix/mods
Prices are about to skyrocket
I haven't thought about Garry's Mod for months
Working
Well, guys, I think I'll just stay on AMD forever
I'll never experience that magical DLSS
actually what are all the changes that were made for portal for portal with rtx
I kinda of just looked at what the newly added convars for portal rtx did and tried to locate the same code for other source 2013 games.
GMod 64bit is a different compiler and well, not 32bit, so it's been a little difficult to find the same code in it
Plus it seemed like some of the code to be changed was inlined in multiple places, but it's been a while since I looked
do any other source games use gpu skinning?
i'm assuming prtx does since last i checked turrets use skinned meshes
Source does GPU skinning?
They do
is it possible to somehow fix unstable hashes in gmod when choosing a weapon?
or nah
anything that's rigged'll have unstable hashes
Most likely the geometry rule string
Its how I got my weapons stable in rtxw
huuuuuuuh?
can you tell me more, I'm very interested to hear
One sec
rtx.geometryGenerationHashRuleString is positions,indices,texcoords,geometrydescriptor,vertexlayout,vertexshader
Changing those around until it's stable is what helped in rtcw
great, where can i find this?
You add it to the end of your config
can you post your config?
yea
The rule string for that one is
lmao i was wondering why that was your status
XD
rtx.geometryGenerationHashRuleString = positions,texcoords,vertexlayout,vertexshader
without any numbers or anything else, right?
I like to confuse my friends who don't know anything
Right
aye, ye just mess around with it until it does work
@near tartan you could probably benefit from this for ravenholm n such
Thanks
Now that you mentioned me about it tho
Expect me to come back with some questions
Aye
Should work all the same
Nova Prospect is worse and different
It should all work the same, you are editing one config, not each map
Base game lights don’t work just like raven holm, but the flash light doesn’t work there either, I use the geometry hash debug view to get around
It it’s some how mostly stable
This won't fix lights, just geometry hash stability
Also the video didn't embed
It was explained to me the lights couldn’t be added due to how unstable things were
In ravenholm
av1 )
Ah yeah, adding lights, it just can't fix base lights
Why is it an mp4 file bruddah
I can't even download to convert it
They didn’t work, so I was just gonna add em myself, then I realized I couldn’t, Nova prospect is something else, it’s tweaking out beyond belief in some spots, and in others, it’s completely stable, and the lights work in the spots that are tweaking out
It rlly don’t make sense
Aoght yea that should fix stability
Just write it like this in the config and change it around til stable
👍
Thanks
combine, right?
#1116089843479498782 message yeah do a combination of the ones I listed here
Ooo much stable
so, you can add and remove something, right?
Yep!
i left only this and only brushes work fine(
plus remix toolkit is unstable now
5 fps...
yeah you gotta have the right stuff
but now i can put big ass scope on whole map
i want to cry tbh
you tried all possible combinations
position can't be deleted, without texcoords gmod glitches, adding geometrydescription and indices cant be added cuz this bring you unstable hashes on brushes, vertexlayout and vertexshader don't change anything, but they significantly change the toolkit's performance
i don't even know what to do
it doesn't help at all, only with brushes
has anyone in here paired this with the nvidia profile inspector force acting AO into the game?
just curious what RTX and AO look like
I guess AO and RTX are redundant
but still
im also new to all of this and dont know if the RTX remix factors in AO
remix is a path tracer, so rasterized elements like AO do not exist
Ao can be path traced
yes but that's still only used for mixing with rasterization
For those from #1103495588374401115 @near tartan @loud mural @lament quartz
This addon called Primitive allows you to create custom meshes, they have completely stable hashes that can be saved and loaded at any time. Since they're customizable, you can create as many unique hashes as you want. The benefit of this is that you can set meshes/lights to a map by embedding it into a gmod save file as shown in the video. You can then hide them using the toolkit if you wish
its similar to xoxor4d's system he has in portal 2
@modern quest this might be worth pinning?
ty
ya
Thank you
I know this is going to sound stupid since I literally just asked on how to do it but why do we need to have stable geometry hashes exactly? I thought it was because we wanted to replace a model or something but your viewmodel is unstable yet it looks like you were still able to replace it? Am I missing something or just totally wrong?
the viewmodel was replaced in engine, the materials are replaced via remix
that's really the best method for source
you could "technically" replace map geometry with remix if you recompiled the entire map with a single collision model with nothing else and then place the assets in remix
iirc someone here has done that before
we really dont, we just need something to anchor stuff to
primitive solves this for gmod
What about animated models?
for meshes, still in-engine. material replacements in remix work fine with unstable hashes
Although Source has a pretty low poly limit
yeah
And also your rendering the verts in engine so it's slower than Remix I imagine so it's preferable to get geo hashes stable if we can
Thanks for the explanation that makes more sense
i guess for a full map workflow you could get away with a couple of hi-res models by doing this
- import the map into blender, turn it into a bunch of low poly models
- decompile the existing map, open it in hammer, remove all geometry and place in the low quality counterparts (prop_static, etc), compile without VIS.
- take a capture of the map with remix, open the capture in the toolkit, spawn your higher quality versions of meshes, etc.
- use the remaining engine budget for high quality meshes that have to be replaced in engine
- profit
So this will work on Half Life 2 through portal, or would I have to use the gmod method?
this is gmod only
Okay
hl2 via portal/prelude already has some stable geometry hashes
you just need to look for them with the debug view
i showed you before
Yeah I know it has some, but nova prospect is pretty much fucked the whole level so I’d benefit from this
I’ll try what Bailey told me about
#1116089843479498782 message
I just remembered it has little to do with vert rendering or shading. It's just draw calls.
Source is so bad at draw calls for models that it doesn't matter if I have path tracing enabled or not I get exactly the same framerate on sp_a4_finale4 with culling entirely disabled.
Static props enabled^
Static props disabled^
lol
(ik the screenshot is Portal 2 but this is applicable for all Source Engine games)
Honestly I don't think you'd need to do all of that you could just disable static prop rendering (r_drawstaticprops 0) and replace them with anchors for the new models.
I'm trying to stay away from map compiling so mutiplayer can still function for our rasterized buds.
would the collison models still be there?
Yes
Yup

r_drawbrushmodels?
its most likely talking about the brush physics models made in hammer?
That's for func_brush
r_drawworld 0 seems to work lol
ill need to find a map that's limited by drawcalls, i have a few in mind, one sec
yup
Nice 👍
guess the steps now would be using sourceio to import the maps into blender (so textures can be reinserted into remix), export as a singular model, line it up in the toolkit, and then use r_drawworld 0
i think its possible to exclude props in sourceio
That's way nicer than recompiling the map
ill see if it works later
Was this both static props disabled and world or just world?
just world
Okay, did disabling static props help at all in that scenario
ill re-check
Also use +showbudget to see what the engine is complaining about having to render
Yes
You need sv_cheats 1
Also r_drawothermodels is all other models but static props but we'd want to keep the enabled since we wouldn't be able to replace them because they can move
It still has awful performance but there usually aren't as many of them per map so they don't drag the performance down as much
nothing, r_drawstaticprops 0 only, r_drawworld 0 only, r_drawstaticprops 0 + r_drawworld 0
not bad
twice the fps
Yeah when I do the perf testing I turn off path tracing at times to actually be able to see the graph better and see what's actually bogging down the engine
But yeah in practice is what matters the most
i put em in Garrys Mod -game root folder- > rtx-remix > mods
thats where i put em
when i try to enable enhancements
it doesnt do anything
Open one of the folders in the mods and see if it has a SubUSD folder in it or has a different folder.
subUsd
it has a subUSD
can they be saved as a separate model?
or nah?
i'm going to make a very simple addon that just removes func_reflective_glasses on spawn
because i'm tired of doing it manually
it worked
like ingame as a dupe or a actual source engine .mdl?
.mdl
can you throw a qc file of the model, which will have a stable hash?
if it's a static mesh with no bones it should work fine
@meager oar are u able to load into the map, or is dis a me problem? 
sike again, the latest runtime of remix doesn't let me navigate through the main menu, but the public latest build of remix does 
a 2020 build of boreal alyph has leaked, it has a pbr shader and viewmodel shadowmaps 😍
@keen rivet i tried your tutorial, but when the game launches it will not register any inputs and is stuck on the home screen
wait are you having the same problem as me
Yep, seems to be an issue with the latest runtime
Switching to the public release build fixes it
how do thar
how do i do that
didn't we already verify this is a light bug with one of the denoisers?
caustics are not actually implemented in remix at the moment
uhhmm
caustics arent necessarily "implemented" rather its physical phenomena in a light transport simulation (i made the video)
also theres no denoiser being used there
yes but remix is a biased path tracer
exactly
so i just took out all AI junk
and also abused restir to get it to steal more caustic samples
and there ya go 🙂
is this something you would publish as a fork or a PR?
a certain individual on here would go nuts for this
is it @lapis delta
🙂
yeah they havent woken up to see it yet
ill post it on my github
its just configuration
this is why i said its not caustics btw
#general-remix message
i thought a nvidia dev made a statement as well but i cant find the message
yeah all of that is caustics... ive written a offline pathtracer for gmod (many) so im well versed in how it works
the problem is that for the realtime performance there is just so much bias against the high-energy but relatively sparse transmission signals generated on each bounce
thankfully you can configure so much so its as simple as just disabling all that
i think i can make a cool example
if we had proper ReSTIR FG i think it could look a lot better, or maybe not since you're not using any AI stuff
nah restir fg would help because it essentially does what restir currently does but considers transmission in the light transport simulation
whereas normal restir just assumes the bog standard which is just reflection
finally i can fry the hl1 cockroaches using a giant magnifying glass
Is anyone else not able to use the main menu with the latest remix builds?
if so I'll open a ticket for it
yeah the latest remix is acting finnicky
Rtx remix caustics aren't real they can't hurt you
Which ones do I download (I assume the one labeled “release”) and where do I move them (I assume bin)?
yes and yes 
BORGIR
BORGIR
BORGIR
is it supposed to look like an abstract art piece
it just froze like this
oh wait forgot to enable the rtx fixes addon
ok it now works properly
is there any fix for the skybox objects not streaming to the map properly
my physgun also blinds me whenever i try to pick up an object
"reproject sky to the camera"
and r_3dsky
where find those
Describe the bug It looks like with the latest runtime versions, I'm unable to interact with the Garrysmod Main Menu. It looks like others in the Discord thread for the game are also reporting ...
skibidi
anyone know anything about this
yus yus yus
I reinstalled gmod rtx cuz I thought it was something I did lmaoo
I looked into the bridge.conf to see if maybe I set something, but nada
well guess i shouldnt be surprised that it worked
flatgrass only rendered with remix 🫣
static prop and world rendering in engine is disabled
bye bye cpu bottlenecks
a more extreme example lol
time to try a heavier map with some fps numbers 
am i trippin or are both of those videos only playing audio 
cuz they're h265, it might not work on some mobile devices
the desktop client should be able to play it just fine, at least I can
oh wait there it goes, enabling hardware acceleration makes it play on desktop
Very cool!!
the gains should be massive for maps limited by engine drawcalls
gm_cosmodrome is one i had in mind
importing the map into blender with sourceio, and ill try to line it up with a capture ingame
should work the same as i did for flatgrass
we are in business 
sourceio gives me the granularity to remove certain entities before i reimport it into remix
so i dont conflict with props, etc
No decals
hm? iirc there are no decals on the outside of flatgrass
When you hit the ground with the crowbar
oh yea
dont think there can be anything done for that
since it's an entirely separate mesh from the map
Glad to see you were able to get it working
In gmod you may be able to do something via Lua
i never got this working with maps imported by sourceio, the meshes never align correctly with the capture, even at the correct scale
might be something im doing wrong in blender
Кто знает, как настроить тут освещение правильно?
Who knows how to set up the lighting here properly?
дефолтный констракт имеет сверху огромный скайбокс, который перекрывает весь солнечный свет
The default construct has a huge skybox on top that blocks all sunlight
а, понял, спасибо
BLUE
since we're not getting rtx in dolphin for a while, here is smg in gmod
Needed
Have you putted dxvk.conf there?
if not add it with "d3d9.Shadermodel = 0" (Do note that its case sensitive)
i did
i need help evrything is blue and rtx wont work correctly ive done every step correctly
OOPS
replace Shadermodel with shaderModel
still dont work
inkopolis plaza in gmod (someone has to teach me how to remake games with rtx remix)
You could make all these look better if you hit alt+x and go to the bottom bar, look for (i think) advanced settings) go to the tab called game setup, look for the tab next to categorize textures
Inside there will be 2 more tabs to use
One is texture settings, where you could change the roughness value to 0.7 or 1
And the other is fallback light, look for that and set it to no lights present, then set it to distance
the mene is black for me, is there somehting I did wrong?
Anyone had any luck changing the white water rtx-remix fixes addon doesn't cover yet? I tried adding the water and redirecting it to the rtx fixes, but no dice 
maybe something related to da lua menu mod i think reinstall that again
Close combat
Chromatic aberration = realistic?
nah, i think he's trying to do the "UNRECORDED BUT GMOD, BUT RTX, BUT REAL LIFE (NO FAKE)"
indeed
he just added the vignette, higher fov, ca, and changed the camera and called it bodycam
I didn't add it, it's a mod on gmod workshop trying to replicate the game bodycams movement in Gmod it's still in beta
There is no perfect camera
Mimicking the imperfections makes it more believable
Your mom
That doesn't look like an imperfect camera
That just looks like a heavily faked image with that post processing
No matter how bad your camera is, chromatic aberration will never be that bad.
Obviously
I was talking generally
chill out or imma give u a new name
😂
Dunkle Donkirito 😏
This is cursed gmod footage
Imagine this on a more fleshed out map and remove the hud + less auto exposure so the camera blows out a bit like in bodycam.
https://github.com/NVIDIAGameWorks/bridge-remix/commit/6559f0d3ba82bd2eaefc0bf2898e3c9cf5af8cb7
seems to break input
going a commit back works fine
hmm funnily enough one time i detoured the wndproc for gmod on an unrelated project and it also broke input
wondering if it does something dumb
anyone redone the main weapon textures for gmod? If you where could I get them
fun messing around with remix's motion blur
man wish i could use RTX in gmod but all the stuff i got atm relys on 64bit [well not everything] and well theirs no patchs still for that branch last i checked. and well frankly i dont even know if the maps i wanna use would even work with RTX.
all this stuff looks pretty nice [though ima guess its abit of a process for example to make like guns look good and such same for maps]
how gmod looks good when remixed
its just amazing
but I would like sharc cache to be added
it makes the visual even better
I've tried porting some of the missing 64-bit patches recently, unfortunately i believe facepunch is using some compiler optimizations because while my patchset works for tf2 64-bit, when trying to move it over to gmod, a lot of subroutines dont match at all and finding similar instructions have been a royal pain
i wonder how much we can do with lua
make the patches with lua instead of python lol
really depends on what's available on the lua side
ill try looking into it sometime
cant wait for the rtx 5090
someone have a rtx.conf file that doesnt got that decal error when turning on flashlight? pls😫
r_usenewflashlight 1
12vhpwr ignites and melts
do you make these pbr maps or are they ported from another game?
They're the original glossiness/specular maps from various CODs converted to rough/metallic
Have you done any bo1 weapons yet or nah
It's very straightforward since glossiness is inverted roughness and there are plenty of tools like GameImageUtil that are useful for extracting and sometimes converting them
Bo1 weapons would look kinda ass since they only have specular maps afaik but I could try
Dayum how u got grass looking like tat
Very carefully
Kinda just by playing with the fallback lighting, it appears patchy black in areas when lights pointed in other directions

any one has issue of not being able to select stuff in the menu in latest remix build? reverted back to old build and menu was working
its one of the newer bridge builds
?
Got a ticket open for it
Switching to an older bridge fixes it 
RAAAAAH I WANT THIS
there is a tutorial video or a installation guide to use Nvidia remix with gmod?
You thought you could trick us, we know this is just Source 2 /jk
Is there a mod for good npc combat?
Like, I don't want them to all rush over to me and start shooting as soon as I take the first shot.
I want them to actually play smart, hold their positions and use cover.
Need it to showcase my mod.
theres some vj base half life alyx combine
you could port their pbr maps over as well
🤯
but there are some with only hla ports
are these the original glossiness maps converted?
also your 1911 is kinda... $color2 [0 0 0]
deagle looks pristine
I'm doing the bo6 tanto right now
Would like to see how these camo masks work
I heard the mwb developers tried but they couldn't get them right
Everything original
ALTHOUGH
Normal maps are ALL incorrect.
Apparently the somehow packed 5 maps in one texture
And I found out after like 50 hours of work.
I'm guessing you're using GameImageUtil
No. Custom blender node setup
Found a nog converter and setup rest of the converstions meself
Quick setup to bake the textures out
And then ingest.
just use GIU
The onoly thing I took from someone was the nog converter because I'm not smart enough to do the maths for it
poopoo.
it splits nog and cs
and you can just ingest them
If that's your thing then so be it
this really has the source 2 stank
Just shows how good Source 2 is
i think source 2 looks really basic
and plasticy
in my op
but this looks like source 2 in a good way
if valve wasnt scared of actual shiny materials
It's weird because they have all the excuses to do shiny stuff with better quality and parallax corrected cubemaps
I fw hla and cs2 artstyle tho
Mostly hla
cs2 is sometimes meh
i feel like most of cs2 legit just looks like plastic
hla was better than cs2 quality wise
why do i get black screen
Yeah, I recently ported the original pbr mats for the cs2 pistols and all except for the deagle look like they just got painted with the most matte and plastic-y finish possible
like i get what valves going for
the most nondistracting shit
like how valorant dosent have as single piece of shiny material
cause competitive bullshit
but i feel like the game is legit just so fucking plastic
especially the guns
if it helps, valorant uses UE4's mobile renderer on all platforms
so it can run on REALLY low end hardware
https://en.wikipedia.org/wiki/Valorant
These modifications included editing the renderer using the engine's mobile rendering path as base
thats crazy i didnt know that
plus i was just assuming it was cause of the artstyle
blood is non existant
In source 2? They're very much not
In the end of source 1's lifespan they hella were
well we havent really seen full graphical capability of s2, its used in s&box, dota 2 and valves newest game which both are cartoonish graphics, used in cs2 which is a e sport title so great graphics arnt needed in that game and hl alyx wch is a VR game so graphics are probably compromised for perf since VR is intensive
and freaking hammer 2 has real time ray tracing bruh 💀
Same with s2fm
Now imagine mp with these tracers
I can try tat in CSS 💀
Gmod MP just eats too much fps
Tanto .22 from bo6 or...?
Yes
Max payne
and why u post on gmod ?
Its a gmod map
did anyone figure out why the flashlight doesn't work?
I have rtx remix fixes but it doesn't exist lol
so the flashlight appears in random parts of the map when enabled
idk if that makes sense
but in these spots will toggle when toggling the flashlight
also does anyone know why these random triangles appear on the screen?
the size and color is based on camera position
rtx remix fixes on workshop
I see
cs_ciege
niknaks?
that scared the absolute piss out of me 
The rtx remix incident
bro is gmod arg
Do y'all have legacy fog remapping on or nah
does the pinned guide still work for gmod?
Affirmative 
https://www.moddb.com/mods/gm-csgosafehouse-rtx
Practicing Asset Replacement within RTX-Remix. I've mainly been doing texture replacements and working with lights but I thought I'd release a map that had some high quality replacements. Mind boggling how any of this is possible.
Credits:
Map by Loadingue: https://steamcommunity.com/sharedfiles/...
yo can u tell me how your using the latest remix build in gmod? when i use it the main menu doesnt work
Yee download the latest remix, but then manually replace the bridge with this old one, the latest one breaks the menu https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/11673272760
I have a ticket in letting them know the bridge broke gmod 
what commit broke it?
I thiiiiiiink they might've taken it down? It was the latest bridge, but I could've sworn it came out a week ago, not a month lol - this is the latest listed https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/11752046900
oh wait yeah I'm wrong, that is the one that broke it. damn, it's already been a month 
so pretty 
is the fire and its emission working for u aswell?
negative, I even tried the workaround fix and still no bueno 😦
idk why it suddenly started wrking for me
did you do the garrysmod/garrysmod/addons/rtx-fixes way? or subscribe from the workshop?
It's a shame cuz I can tell it'd be so pretty lol
i have the remix fixes in the addons folder
and you're on the 32 branch?
yus
i think its a octotex thing?
it does stuff the toolkit cant
@meager oar try disabling your enhanced assets and see if fire is still emissive
I tried taking a nap but I couldn’t fall asleep because this is keeping me up 
I feel like it’s solvable
still wrks
holy fuck, I accidentally unsubbed from all my gmod addons but found a way to resubscribe to all of them
https://www.reddit.com/r/Steam/comments/18vlw8e/comment/kyc46d7/ this guy has a python script that fetches your workshop logs and resubs to the latest memory
maybe I should've just started clean 
do your launch options look like this too?
I think I don't have some of these commands in my launch options, I have launch options in steam Library of Gmod
this method still work to install remix into gmod?
how do u change sun position in this clip?
is there a way to make lights bounce on mirrors? in this clip i was supposed to be lit by that lamp reflected in the mirror
Install Xeniths remix fixes off of steam workshop, I THINK that’ll do it
its a large hdri dome mesh
can u post that addon online?
gmod with composite view looks lowk cool
love the color grading
this will be gmod in 2013
This is what DLSS sees
that requires caustics which arent in remix yet
not atm, setting it up is very difficult, it's all happening in remix and not in-engine
Don't say the C word, you'll summon him...
lmao
hmm seems to dont wrk except a png texture , wish it wrked would look so cool in night time battles
friendly fire! 
😭
dayum the details on textures in quality dlss 😍
I gotta try them 16k textures that looks pretty 
they tank the vram alot 💀
When fire starts do you get a bunch of sprite errors in the console? 
nope
the red ones are related to vj base
imma ask chatgpt if it knows what these mean lmao
it doesn't have a way to render the sprites used to display fire
Hmm I wonder if it's the load order of the mods - maybe somethings disabling sprites
no this is an issue with fixed function rendering, xenthios rtx mod replaces a lot of those particles with FF friendly ones
if fire isnt working, you need to install the mod as a extracted addon instead of the workshop version
#1116089843479498782 message
changing load order where rtx remix fixes is 1st might also work though
Yeah even manually placing rtx-fixes in the addons folder didn't work for me. I disabled all the other addons besides vfire and niknaks for fixes but still nada 
Is this one still the latest?
its the one i have been using
i dont think xenthio has updated the addon in a long while
disable vfire, i dont think it works at all
Yeah I'll disable, it's gg's until xenthio saves us 
i think for vfire and other heavily shader based particles to work, is to use xoxor4d's method of getting source to run in FF
tl;dr stop patching files and just translate the necessary shader calls back into FF while keeping shader for stuff that needs it
i tried to port his portal 2 mod over but im in a litte over my head
in technical theory it would work well here for gmod but i would need to find the right addresses to hook
I still have a black screen sadly 😔
That'd be siiick 
Beamm
My overall favorite part of remix
me to, they will stand out more and look alot better when the volumetric lighting leak issue is fixed
this is wat im talking bout, see that fog leaking in dark areas behind the shaft
Yeah ik about the leaking
😭
depends on the weapon
it works with sum
only the really complex guns it breaks
for me it worked for every gun expect the cold war ones
Probably an addon
correct gameplay gmod rtx
it breaks for a toolgun too
hey all, this method still working ? i think i asked this yesterday but no one give me an answer
yeah
Is this possible in motion or do you have to render stills? Is 8gb memory too little?
its playable in motion, im getting 80 fps on tis map and i used to get 50 fps on my old 2080 super wch is a 8gb card in this map but in ultra perf
tis map only has 1 16k texture, i was talking about having more then 1 16k texture, i tried that with wild west mines putting like 4 16k textures and the vram on my 2080S was getting maxed out and alot of stutters
I have a 3070, so performance should be roughly the same. Thanks for the info!
I was considering viability for scenebuilds and what not.
try using map retexturizer, let it load the default texture, for some reason it overrides the missing texture and remix goes back to normal
works with mwb marksman rifles and some other guns
Yep
A video where I spawn in lots of props with RTX and VOLT.
VOLT replaces the original physic of source with modern physics, allowing the player to spawn in hundreds of physics props before the game starts to lag, it's still in development, but it's still really cool.
Link to VOLT on GitHub:
https://github.com/misyltoad/VPhysics-Jolt
The map is ...
I thought volt was 64bit only, but they have a x32 gmod version 
What even is volt
better physics + optimization
yeah like more stable physics, better performance
@upbeat jewel incase you wanted to see more of the water 
now we don't need s&box (jk)
ngl that's sorta the only reason I was looking forward to s&box 
physics?
Yeah, better physics 20 years later with maybe more destructibles, and maybe native path tracing 
kinda like teardown, but not pixel art
(i love pixel art)
i think with all this its more better than s&box
awesome graphics, better physics, 1000000 addons
and everyone can download and configure it now
Haven’t got the slightest idea how that’s possible
. I guess if the normal is the only thing changing I could see it, but if the mesh is always changing I’m confused.
I guess if it repeats you could include them all. I’ll have to take a look at it in more detail
You should shine a bright light through it with fog maybe and see what happens
they released a 32-bit ver
https://github.com/misyltoad/VPhysics-Jolt/releases/tag/0.20
What’s the bomb mod? 👀
need to tinker and set the effects as particles in remix menu
Thanks! 
anyone else crashing with the new runtime?
its the bridge afair
use a month old version of the bridge
but you should ideally keep the dxvk-remix intact
Actually yeah
It feels less stable. I’m using the month old bridge but I’ve crashed 3 times already
Gunna keep an eye on it
yeah imma wait for a lil too
It's a shame that Gmod runs out of memory with a bunch of addons with RTX enabled, I'll probably just wait until the 64bit version of rtx exists whenever that happens
64 bit remix is already a thing, gmod would need to be 64 bit though
Gmod has a 64 bit branch tho
patches are still incomplete for the 64-bit branch and its much more unstable than 32-bit in its current state
i tried my hand at porting some of the patches myself but i didnt get anywhere
i pray xenthio or someone ports his p2 compat mod to gmod as that's much more likely to happen
I assume you mean #xoxor4d
What makes the 64 bit branch so different tho? Other than being 64 bit and supporting chromium
gmod x64 uses different compiler optimizations compared to other source games so for me at least it's difficult to find patterns of instructions that line up with their 32-bit counterpart
tf2 64-bit doesnt have this issue for example
im nowhere close to being good at reverse engineering so there are probably better methods of finding the right instructions
Got it
Keen on Stargate RTX with PBR lol. It'd essentially make me go back and relive my 2009 childhood.
is there a fix for this? ARC9 Base
disable blur in arc9 settings
is this one easier to learn rtx remix than the broken gta sa implementation
or same crap
https://www.moddb.com/mods/gm-liminal-bowling-rtx
Really loved this map in the workshop, really hoping the creator Immolate continues working on it. Added some heavier volumetrics to give it a liminal space kinda feel. Some lights for the bowling pins exist in the mod file if you'd like to re-enable them, I ended up not wanting them in the final...
lmao thats what I do with guns
nah its me
oh
Yeah ask skurty
Basically you need the mod that he made for the game to look like
i did ig that he's offline
You probably don't have any enhanced assets rn
oh
where can i get enchanced assets
Check the video description
at the veryyy tippy top 
i just need to download the map?
That fixed it thanks
Is the mod unzipped in your mods folder?
yes
If you press alt+x and go to the enhancements tab, are enchancments set to on?
yep
Uhh screenshot your mods folder and main gmodrtx folder
Are you on the 32bit version of gmod?
Hmm, and you’re on 32bit version?
i think
ive used this tut for rtx https://www.youtube.com/watch?v=JeMrlemVSl8&t=228s
(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...
Oh yeah that’s perfect. Hmm I’ll take a look when I get home 
alr
Weird, it's working fine for me. If you right click gmod and go to the beta's tab yours should say none like this. Otherwise it looks like you have everything installed right 
yus 😅
oh wait sorry popo, wrong person LMAOOOOO
HOLY FUCK 
@fast epoch see a little above
this would've given us a stroke in 2004
I wish I could play gmod rtx but for whatever reason no matter my attempts it won't work
Did you try a clean install? 
Three times
try using my rtx.conf in your main game directory. Are you subscribed to the rtx-fixes addon?
sure wait
Are you using the launcher to start the game? Maybe an addons interfering? 
Did you install gmodrtx to your regular gmod? Or make a new folder?
to my regular
And that little guys checked?
@meager oar whenever you get a chance, want to test if my csgohouse works for you? I was able to do a clean install from moddb with it, but idk it could be on my end
When does it crash?
Have you tried older versions of remix?
It doesn't crash, it only shows a black screen
Thats weird
And yeah I tried 5.4 which also failed to work
Mention me later, im going to take a nap then try to help you myself
Alright (it's 3 am anyways I need to sleep lol)
Yus share da map
wrks for me
Thanks! 
@fast epoch sorry I'm totally stumped on how else to fix it
I'm confused because it looks like the lighting I added to the map is showing correctly, it's the textures that aren't. You could open a ticket on github and the nvidia team could look into it, might be another underlying problem
alright ty
You know what
I just saw someone with that problem
A few days ago
He got it to work I think
I don’t remember his user
I’ll get back to you when I find him
as it turns out it was @fast epoch
He may know the fix
damn man.
who
You fixed the black screen on gmod RTX
yes
oh
Mind telling how you fixed it
download the oldest* version of bridge and extract the zip files inside the bin same as the dxvk (inside the .trex)
oldest version available
@lament quartz even if you tried it, are you willing to give it one more shot
the oldest that u can download is 3 month-old
I love boosting up their health and letting them have battles 
the ragdoll physics are drastically better with volt 
i think i spent most of my hours in gmod by just doing npc battles
can finally handle atleast 20 or 40 vj npcs depending on the map without it being unwatchable and a lagfest
is the game fun?
yus, well its a sandbox game so u kinda make the fun on your own
and with Path Tracing its even better
Anyone know the fix to not being able to click on anything in the menu?
It's a issue with the latest remix, menu of some source games don't work, reverting to a older remix build helps like the version portal rtx has. Idk the exact build where this issue started
I have a custom menu mod in CSS and the latest remix build seems to work there
Yeah, CR helped me with this but sent the message by accident in the Half-Life 2 Threwad thread, but thanks for the help anyway man
try to do underwater caustics by putting a bright light on the surface (has to be directional). the surface already has a ripple through the normal, maybe it will distort it
I had hope 
noooooo
would have been pretty cool. these look great though: #1116089843479498782 message
its insane how good gmod works with remix
I wonder if portal rtx shaped easier compatibility with remix while they were developing it. 64 bit gmod and rtx will be crazy, we won’t need the bridge 
I'm also having a similar issue to where no enhanced assets are being replaced (on any map) but lighting is applied lol
my map looks like this
very cursed
okay actually maybe this is a bigger issue
This is bad
You just need to set the textures to decal or just ignore click ingore on this invisible ones for these
I did also try this
and I got no enhanced assets myself
Yeah, but then it either bugs out looking like that second image or it actually works as intended
remix doesn't seem very stable as of now for whatever reason
in the second image, are you in the map that is designed for path tracing
or the regular map
the one that's included in RTX remix fixes
the normal map is even worse
I did try and reset the config file but the issues come back regardless
Well if you reset the config file it comes with you probably lose all the changes 😅 and whatever stuff is applied to make it work, like hashes.
So yeah, that makes sense
I did make a backup but regardless stuff seems to be broken still, I have a better example in another map where the textures are just straight up glitched and unselectable and appear black in the menu
though it's not just limited to one map but it has the most issues, I'll show it later if I remember
You should put your configs, exact bridge and dxvk versions, exact mod versions up somewhere skurty
Since nobody can seem to figure this out
Like wherever your game strays from retail it needs to be documented. Just slapping remix into Garry’s mod is apparently not working
If you have a hundred mods installed how can anyone know that one isn’t conflicting or randomly fixing. (If even a single mod changes the hashes for an object, you’re screwed)
Just as an example
Idk don’t take this the wrong way, I’m not trying to be rude but this is like the 10th person
I wish I could help but I don’t know anything about this game
i agree
any time i point people toward this mod i just have to hope the old tutorial works, and most of the time it doesn't
I’d like to play it myself. It seems like a really fun game to test remix code changes in without worrying about the compatibility of other games
Like I want to implement scrolling water. I’d rather do that using gmod then my busted ass bioshock
But idk where to start
A list of path traced maps would be great
That's a good idea, I'll open a github page that will periodically have updated versions of remix, a pre-configured dxvk.conf along with a steam workshop collection of mods I currently have installed (including rtx-remix, nikknaks) that way it's easier for people to jump in 
this is a brilliant idea 
thank you for doing this
You got it! I'll also make it so it's just drag and drop, placing stuff in bin where it needs to go, and the main directory 
if you want someone to help you test it that has never walked through it before or even installed gmod I can probably help
Thanks! That'd be great, I'll let you know when it's all polished 
Hmm, would I put MIT license like how nvidia has for the repository page? 
you just need to keep the ones that come in the actions build zip files, if any
Oh sweet, thanks 
@quiet scroll to be clear it's only included in the master build (rtx-remix), you can find them in remix-0.6.0-release.zip
Looks like I'll be using a python script from Blue Amulet to have the game patched - is it ok if I include these fixes in my github repository for a drag 'n drop method for installation? @fringe ingot 
Credit to be given 
@keen rivet would it be alright if I include a preconfigured mods folder in the repository that has your water mod? I'll include credit 
I'm building a drag 'n drop solution to gmod rtx
Thanks! Oh in the remix discord? Or out in the wild with the source community lol
Oh shit
I'm now in baileys shoes, black screen
I think something changed
I noticed the hl2.exe isn't in the gmod folder anymore, the backup I made before doing all of this has it
hmmm
heh, this is exactly what I mean, there's a very specific order to this and unless you get it right, rip.
there was no hope in the first place if you were going into this with basic info
what patcher are you using and what are the steps so far?
I was going to have 2 options for them, either being able to copy their existing garrysmod folder into steam/common and rename garrysmod - copy garrysmodrtx, and then let them drag and drop all the files into that folder - or simply drag it into the main game directory, either works.
The current method is still xenthio's youtube video, basically
- Drop Remix into the bin folder
- Create a dxvk.conf file in the main game directory containing d3d9.shaderModel = 0
- Run Blue Amulets patch, then move the contents of the Patched folder into the main game directory
- Create the rtx-remix/mods folder
- Subscribing to xenthio's workshop addon/dependencies and move the Water mod into the rtx-remix/mods folder
- Then using the launcher to start the game
here's the launcher 🙂
I'm gunna research why the hl2.exe isn't moving over to gmod anymore, I reverted hl2 back to the pre-20th anniversary edition
I wonder if reverting fixes it
But yeah I’ll be just dragging into the directory with all of those steps already completed
Drag and go as possible
okay, I;ll try to repro this or get up to the same point
Sounds good, I'll keep messing with it and see if I can get it back up 
ahhhhh it was the hl2.exe not being in the gmod folder anymore, they must've taken it out just recently
I clean installed hl2/gmod and then rtx, the launcher wouldn't start without hl2.exe being in gmods directory
@lament quartz found a black screen fix, copy hl2.exe into gmod directory 
damn, having hl2.exe included in the drag and drop method is probably a nono 
so explain this for my cluless brain plz :P. Why does garrysmod need hl2.exe
what's the difference between that and gmod.exe?
you can just say in the README.md you need to have hl2 pre-installed, and that it needs to go in X folder
I can make you a quick program that asks for the users path to hl2.exe and copies it if you want
would literally take 5 seconds
That'd be awesome! I'm not actually sure why it needs hl2.exe, in the garrysmod menu there's a "mounting" option where you pick other source games like hl2, counter strike, I thought all of those rules were done in a separate spot
okay, I'll modify this then, but for HL2, and have it automatically create the shortcut (after copying hl2.exe) with the launch options you specify as "gmod.rtx.exe"
basically it justs asks you where bioshock is installed, copies it and makes a custom shortcut with the launch options embedded
MEGA GENIUS
I've almost got the drag 'n drop folder finished, just need to make the github look pretty
so let me just make sure I have this straight. We're going to copy the hl2.exe from the HL2 installation folder, and copy it into the gmod game folder where gmod.exe resides. Then we're going to put a custom shortcut in that folder which is going to launch hl2.exe with the launcher options?
Yes, but we're going to be launching gmod.exe with the launch options, not hl2 with the launch options 
huh ... ? then what does hl2.exe do?
does it somehow run both of them?
if it never runs hl2.exe then something else is going on
That's a good question lol, gmod uses a LOT of half life 2 assets, basically all of the npcs/materials/models/tools are from hl2, garry only has a couple of unique textures/models included. Lemme see if I can find a definitive reason why
Because it looks like they recently stopped needing it
well the only thing I need to know is, with all the steps you've done, if you don't put hl2.exe in that folder does it still work
Nope, just a black screen. gmod.exe opens, but it's just all black, no menu or game up 
Ahh wait, I'll get a video
okay, I'll need to debug this a little then. For now I'll just make sure the script locates hl2.exe. I can also copy the files into the gmod folder for you through that if you want, but lets just test everything first
very odd 
Here's the first draft, should just be able to unzip and drag and drop into your gmod game directory
or, if you want to keep gmodrtx and your regular gmod separate, you can copy the gmod folder and paste it into steam/common, and rename it garrysmodrtx and then paste the files




