#Garry's Mod
1 messages · Page 47 of 1
eyes in source have to be assigned a different material and they are shader based, there's no bones, looking at that house model it seems the eyes are just part of the base texture
Set the outwards to like 1 or 2
There’s no silhouette change, that isn’t implemented.
I wanna ask are you able to see the displacement changes by default in the editor? For some reason they just refuse to appear for me
so has there been any change in the game?
maybe remix doesn't support outwards yet
Nah I mean displacement in general
They refuse to appear for me in the editor
I think I'm gunna make two variations of the mall - one that's scary and spooky and one that's vanilla like the original 
I started working on the spooky one but I think it's *too * spooky 
damn i feel bad i havent beeen helping that much recently
Nice try, we all know that's just Source 2 /jk
you're good man, its a community project so contribute whenever. I've had a lot of spare time so i've been cranking anything I can think of
You already did alot to us
The mall map miiiiight actually just be a PBR upgrade with added glass, I'm kinda stumped with replacement textures as the OG's are actually really solid choices

I'm pretty proud of this one, Gmod RTX recently had a huge upgrade thanks to CR's hard work getting the 64bit version of Garrysmod more stable and compatible with Remix. There are a few minor things to fix like displacement culling and various other things, but this is MILES ahead of where we were a few months ago. I added a few easter eggs in t...
very scary version of mall coming soon 
why that happen
I'm not sure why the texture changes itself
i think i know why. some models have texture skins that can be changed depending on a couple conditions, but they're not supposed to change by distance, at least not that close
try turning off the view frustrum addon and see if it fixes it
I'm guessing render bounds are messing with these types of models
yes it's solvable
i wanna ask do any of yall know why the rtx remix toolkit isn't denoised
it was denoised before so maybe there's a setting im missing?
you turned off de-noise in game ?
nah its denoised ingame
is it a capture thing?
oh btw i wanna ask have you tried to see if height maps properly work on walls yet?
or just anything upright
cause this is what it usually looks like (extreme example but u get the idea)
seems we got the same issue
wait, is that SUN IS LEAKING
THE SUN IS LEAKING
THE SUN IS LEAKING
what the
outwards displacement in remix 😆
tbh when that hl2 mod released i felt bad for the dev how everyone was hating on em for whats seemingly just a mod not supposed to really be serious and just be an insane wacko fest
but after that whole uh, y'know
nah i don't have much sympathy for em anymore
the whole what
they added code in the mod to ban people playing the mod who talked shit about them 😭
boring
i hope the new ray reconstruction model fixes how some of the slight details seem to not appear as clearly compared to a normal denoiser
It would be good if we could automatically extract normals from meshes, most of them look much better than the generated ones
Like I see that option to capture normals from vertices but it doesn't work
okay i figured out whats causing the stanley parable maps to crash in gmod remix, its smth to do with the remix gmod addon that comes with the x64 install
@subtle bison how should i format my issue on the github for it?
do you have the workshop ver of rtx remix fixes uninstalled?
the noCEF version of the compatibility mod shouldnt have any crashes with maps
i know the normal CEF version does and its not something fixable atm
I’m on no CEF and I have the workshop remix fixes uninstalled iirc
if you're on the newest ver, uninstall the workshop version
No sry I meant uninstalled
Weirdly other maps work fine
Like the main first map or the baby game
the only thing i can think of that would cause crashes is the models compiled for a newer version of source
The game was made in the portal 2 branch of the source engine
not entirely sure that's the reason though. When I get home ill try loading the maps and see what the visual studio debugger shows
yea i assumed so
its weird because portal 2 maps worked fine for me since the last time i tried them
What’s weird is that there should be nothing special in the serious room (one of the maps that crash) that the other working maps don’t already have (other than the serious table)
Or the confusion ending maps that’s just literally the start of the main map that already works
It’s so jarring
sounds like some kind of problematic entity/model
im gonna assume its crashing in shaderapidx9 like it always does when it comes to that stuff
How would that connect to the addon though? Since it launches fine without it
wdym, like vanilla gmod?
I tried disabling all settings on the addon before loading into one of the crashing maps and it still crashed so it has to be smth with the core of it
The remix fixes addon from the x64 remix install
so if you delete the remixbinary folder, it works fine?
Ya
Ikr?
Even when everything is disabled on there still crashes
But nope works fine without it
try 0.3 of the compat mod, but install the workshop version of rtx fixes
Maybe it’s smth to do with the lights since when I loaded into the serious room map it was pitch black with only the physics gun illuminating the scene
the only thing i can think of causing the crashes is the merge of rtx fixes in 0.4
Iirc it crashed even then
oh nvm then
Nah I’m running a clean install of x64
Devs banning people who shittalked them
GIF in color, 2024
Thx, it’s fine dw take ur time
isnt the mod like half life 2 overdrive or something
Overcharged
i think it deserved the hate it got lol, especially with how clunky it was and the dev's response to it all
it broke a lot of vanilla stuff
I feel if the dev took it on the chin and went out to improve the mod, or even stated that this was his vision for the mod to be a crazy buggy experience but be appreciated the criticism and people opinions
People would respect him wayyyyy more
But instead he just went Steve Heines move
smod continues to be ontop
smod my beloved
Yeah I played SMod before Richter Overtime made a video on it, how could you tell?
i remember playing smod with a cracked copy of hl2 and sdk 2006 in like 2011 lol
good times
i think the model may improve the situation, but only a little bit.
I remember playing hl2 sometime 2007 or 8, then I discovered gmod in 2011
because nrd has a filter like "demodulate roughness" or something like this
disable it and it'll look like ray reconstruction
Do y'all remember that physgun smod had? I prefer the old gmod 9 physics 😦
i hope it happens soon cause idk stanley be acting weird lately
Freakley
Demon...
damn this gave me goosebumps
what the hell is that?
So I just got it installed from the top pin here, anyone have settings for sharper shadows, better textures, and to get rid of that AI generated looking warbling effect (better shown in 2nd vid
and also what looks like rain splashing in very low light
not really, that's just the usual artifacts you get with all this temporal stuff
there is turning up the dlss quality and your display resolution if you can
also shadow sharpness is normal, its called the penumbra effect
the closer the shadow is to the object, the sharper.
the further away it is, the softer
you'll have to author your own texture mods or download existing ones
so there's no upscaling for mats/tex
you'd have to do it yourself using the remix toolkit and community tools in this server
there is AI tools but they're not perfect
#remix-beginners-guide message
on the gmod request tracker on github
the request for pbr literally has a tutorial linked
on how to add pbr to your sourcemod
i think it called
one day in-engine portal support
are you the real jessica or the real one
we need to put a number on yall or something to tell the difference other than pfp
the cloning machine is working correctly I see...
increase the workforce
im gonna try to touch it as little as possible this week. (other than hotfixes)
im burned out 😃
uh oh 
app
when the texture has displacement
you've heard about displacement texture, but now get ready for texture displacement
@quiet scroll idk if im gonna do it this week, but im planning on adding two presets for the view frustrum thing.
- Performance (Default)
- Visual Cohesiveness (force renders everything like x32)
it also means I'll have to figure out rendering displacements correctly in my custom world renderer
squid game map comment lmao
@compact blaze the main map works for me?
its only compiled for HDR so the game has fullbright on
(why my viewmodel is invisible)
this will be garrys mod in 2011
I already said the main map works
I meant maps like the serious room, most of the confusion ending maps, the museum ending map
Or the mind control facility map
Those maps crash for no reason
Did u fix the tiling issue?
Nah, I think I'm going to just leave as is, I just love the displacements so much the tiling doesn't really bother me
boy why yo name yellow now!!
My 1 year nitro thingy expired 
🦤
Wait, it's goated
you can see the light reflecting from the tile, reflecting from the gun
this is too much man
shit I forgot the grip on the skull one
I can only guess how it will look even more beautiful while Nvidia is supporting remix
Are you using bloodhound to extract the textures?
I wanna ask what do u hope nvidia will add in the future for remix?
cordycep + greyhound yes
Ah ok thx
caustics.
and regir (like restir, but without any screenspace)
Can u send a link?
Do any of y’all know why emissives are always stuck at red? Even when you change the color in editor https://media.discordapp.net/attachments/520419097071321098/1336347457805615198/0F3037CC-8B90-4A10-A9D1-F0A52C84DD29.png
make sure you made your emissive maps correctly
black = transparent
Nah I’m not using emissive maps, I just took some random model, made it’s transparent then added different coloured emissives to each texture
Since you can set the colour of the emissives
its probably some bug in the toolkit
I wanna ask are there methods to fix tiling issues in remix?
Like resizing the texture on the fly on a model for example
tiling issues usually stem from the texture not having tiled bounds, or do you mean something else?
Nah I’m just talking about remix sometimes hanging tiling issues when it’s on a large surface
@subtle bison did you try opening one of the maps I mentioned crashing from tsp yet?
not yet
serious room works for me
so does the museum
lighting is brokey but yeah no other issues
i wish i had stanley parable
is there a content addon for it
like css and left4dead
wtf? is there any way for me to check for crash logs?
ъ
something isn't right
okay at least i've got HDRI working with Volumetric "on"
you can run the visual studio debugger against gmod and send a screenshot where it crashes
I'm 99% sure there is, of course there is nothing stopping you from "procuring" The files and dropping them into the gmod folder
did not know the word procur existed in english
well i don't have stanley parable that's the problem so i can't really get the files that way
uhmm
i know what you mean
getting them for free on epic games!
i actually don't have epic games installed and don't think i ever will but on my account i do have stanley parable
export the game files from the mobile port of stanley parable
if you end up getting ultra deluxe, that is based on unity so that wont work lol
💀
no it was the original one
ultra deluxe is so good too
so someone ported the source version to mobile?
sad that it isn't source
no it's ultra deluxe lol
it's free
think im gonna remove the api lights lmao
i spent last night and all of today refactoring anything i can think of. I spent hours trying to figure out the race conditions in remix using a debug build, getting nowhere. They're crashing in the d3d9 device and the remix api due to contention with source's d3d9 calls and the module sending send remix api commands
I tried only using the d3d9 device to obtain the interface and then send commands to the remix api directly but that doesnt work for whatever reason
i think the only thing that might fix it is severely limiting the update rate
but it still has the chance to crash the game since it depends on how much load the d3d9 device has
i still dont know how they were stable for that one week a while back, i didnt even do any major changes
i wish we had a x64 bridge 
i take it harassing the remix devs wouldn't help
nah. im blaming 99% me since im using claude to figure out the majority of this remix API stuff
im not really a programmer so there is probably a lot I have missed
why does gmod 64bit need a bridge when the bridge is 64 bit?
i dunno, just blindly saying that in the hopes it would be a more stable base for remix api stuff
oh, nah the bridge converts 32-bit d3d9 calls to x64
but it also acts as a handler for input and the api
no, its strictly for x32 stuff
how are they gonna fix that with 64bit?
there are few x64 fixed function games so its definitely not on their priority list
convert 64bit to 32bit then use the bridge to convert the 32bit that was converted from 64 bits back to 64 bits
most DX9 or lower games are not 64 bits
bruuuh
i can't launch game with launcher, it just crashes. that's all (64-bit, cef ver)
On the list of things I'm never downloading:
I'm using CEF
don't i need to download dxvk separately?
yes everything's in there now
unless the newest gmod broke everything, it should work ootb
make sure your x64 install is a clean one
only with your addons?
I'd start with those but most addons work
anything here that could be evil for gmod rtx
dont think so
rejoice
@quiet scroll part 1 is done, you can now statically control the bounds (set them once)
part 2 is fixing displacement code so they show up correctly in reflections and stuff
It's an interesting update
yea its not really an improvement unless you want maximal visual quality
we set the bounds dynamically with a low value for performance, but of course any reflections are gonna look pretty bad
dynamic vs static lol
im thinking about making some kind of custom static prop renderer as it would be a lot more efficient than modifying render bounds
seeing that performance is good with something like infmap (which uses meshes exclusively), its probably the right idea
oops
thats not right lol
If there is a LOD system?
cosmodrome absolutely tanks holy
i dont think we'll need one
but ill find out when i implement the mesh rendering system
all stock engine rendering disabled 🙂
its just rtx custom world and the wip mesh renderer
Show us a video of the vertex soup?
us*?
Sry us
sure lol
perf is definitely higher than setting render bounds on engine-rendered props
CR YOU'RE THE BEST 
btw we're still gonna modify render bounds for entities and physics props
because re-rendering those is gonna make me go insane
Ur videos for some reason don’t play on iOS
yea apparently apple doesnt support h265
What program do you use to record and export the video?
Ouch
It’s been out for like 10 years why?
idk
i think its actually a react native issue because even some android people cant play it
discord on ios and android share the same codebbase
Live screenshot or accumulative frames?
ok so instead of reinventing the wheel, im just gonna call functions from this addon
https://steamcommunity.com/sharedfiles/filedetails/?id=2458909924&searchtext=mesh
it already has the majority of stuff i was gonna implement
crop screenshot from toolkit
Damn I completely forgot about this
good morning gmod rtx remixers
they do, just discord on iphone doesnt
in all discords wisdom they decided "nah"
Discord hates Tim Cook
@jade edge where’s ur pfp from?
im taking a little hiatus working on new stuff, for the meantime i've created a github issue to track what needs to be worked on for those interested
https://github.com/Xenthio/gmod-rtx-fixes-2/issues/8
https://github.com/NVIDIAGameWorks/rtx-remix/issues/713 ahh looks like other people had a red sky issue too, looks like a toolkit configuration they can adjust 🙂
Look ma im on the GMOD channel! 😄
Close enough welcome back GTA IV red sky
Classic
@compact blaze toolkit on github
oh damn that actually works?
that's right
but not on the one u can download on nvidia right?
I installed it from here
nah i mean like the release build doesn't support it yet right?
yes, there is no update at this time
shame
what is the difference between this and just version from nvidia app?
Outwards displacement working properly
Finally
subsurface scatteringgg 
map?
Where you getting your textures from?
Even if this is just the normal unchanged texture I’m genuinely curious where u get all your pbr textures
They're the regular gmod textures, upscaled+pbr'd with PBRify https://discord.com/channels/1028444667789967381/1216200397497045002
For other replacements I'll use websites like AmbientCG, PolyHaven, etc for free PBR textures
Do you have a list of the texture sites you use
#1211706192510844999 message
If not that’s fine I just wanna know what site you used to get that damn good broken pool flooring texture
I believe it's this one https://ambientcg.com/view?id=Tiles133D 🙂
Amazing
Off topic but have you ever had any issues with replacing multiple of the same model?
I don't think so, usually if a model hash is stable I'm able to replace it + all the other occurrences it has in a scene
I mean like you try line up a new model with the old one, you then delete the old model in the editor then check the other instances of the same model don’t have the new asset and are just gone
Oh no that hasn't happened to me yet, sounds like a weird bug 
Ya had that happen with my unreal capture lol, tried replacing a rock model, the asset I was working on worked fine and the new rock was still there
But checking the other instances of the old asset it just doesn’t have the new asset attached to it
It’s like there’s only one instance of the new asset when you try attach it to an old existing asset
Even tho there should be one for every other instance of the asset
Ever experienced that bug before?
Wondering if it’s a common bug or just a me issue
Just in case I don’t waste a bunch of time trying to fix smth that’s the editors fault
I haven't, but if you look in the Selection tab, there should be an Instance(s) list of all the models currently selected, could be worth seeing if it's regestering the other instances. But yeah that hasn't happened to me yet
Nah when I click on the other appearances of the same model in the level
They all are attached to the new model and all the appearances of that old model get highlighted
So they’re all still connected
And it’s apparent there’s for some reason only one of the new model
And what’s weird was when I added the new model as a instance for the old model
It appeared far out in the void
Instead of directly in the middle of the old model
Along with other instances of the same model also having their own new model
If you press CTRL+T I believe it should move the model to where your mouse is
@quiet scroll do you mind sending me your comfyui workflow json?
Ya dw I found the model when it was out in the void as only one instance lol
i wanna see how my m4 pro mac handles it since it has a lot more vram than my 2080
Yeah! Do you want the PBRify one or the PRBFusion one?
Oh and batch texture upscale, or the one that's like select texture in remix and then presss queue in comfyui?
M4 PRO HAS MORE VRAM THAN A 2080?? 
yea cuz apple sillicon macs have unified memory
i have 48gb, i tried flux dev and its insane how well it runs
whichever one gives the best results
This one's the latest PBRFusion batch loader one 
thx
ill try it in a few hours and report back
would love to have a dedicated upscaling setup lmao
48GB's is crazyyyyy, omg that's literally having 2 4090's lmaooo 
i dont think the actual speed is on par with a 4090 tho lol
4 minutes for this lmao with flux-dev
but my gaming pc wouldnt be able to touch this
Damnn that's great, makes me wanna pull out flux again lol. Iemme see if I can find my text2image workflow
i've messed with sdxl the most with my 2080, so i definitely wanna try that at one point for speed comparisons
flux.1 dev is good quality
I wonder what happens if you try to ask flux to make a normal map
I've tried, flux isn't good at game textures yet :/ NightRaven's taking a look at one rn, he might be the first to get game textures working with the model
Ya ik, I just wanna see how weird it looks
omg i think I deleted flux already, my shayla
oh my gat
@subtle bison how exactly would you set up an hdri skybox in the toolkit?
i cant seem to get it to work for rtcw
tl;dr, make a hi-poly sphere in blender, import into toolkit, convert the hdri into a compatible format, set as emissive texture for said sphere with an intensity of 1 or below, profit.
for more specific info i would search this channel, espeically Binq Adams's messages and mine.
easiest way is to use my hdri remix mod and adapt it for yours
it already has the correct settings and sphere dimensions
#1116089843479498782 message
#1116089843479498782 message
These might help
how did you get this one?
https://discord.com/channels/1028444667789967381/1211706192510844999 from one of these resources, it was either ambientcg or polyhaven
got it to kinda work, but now its just a bright white esc light
this was usings crs mod
Does that hdri have a sun
it does
U need to make sure the sky sphere geometry has a reasonably high number of polygons for some reason
Which sky sphere are you using
the one you sent
Did you process the hdri?
ingested it and used the blender item
oh
And it has to be specific format
Not at pc right now so can't check but from memory it's one of the two formats marked as hdri in Nvidia texture tools, the unsigned one
Where did you get the hdri?
I can check in 10 mins
Bc6U
unsigned
i think CR linked a github at some point that has some pre-processed hdris
i see
maybe it was this
https://github.com/sambow23/hdri_cube/blob/main/README.md
Hi sorry I couldn't reply for like ever, anyways it's almost 12 so I'll probably continue it tomorrow, sorry
sleep well!
Facade coming sooooon 
@glossy mauve would outward displacement work with fur?

bro this looks so good
still no underwater fix
I think it's gonna be weird😆
so just plugging it in without ingesting, I get the same results
from the github
What's your material setup in toolkit
this?
Try albedo white and emissive intensity 1
And try the sky sphere mesh from the GitHub repo
It's in there somewhere I think
That's grass at emissive tho isn't it
no
Ahh nvm
the grass isnt emissive
Let me check my setup
Can you go on the voice chat and stream what you have got so far
typing is effort
😄
or chat in the RTCW channel perhaps
rtcw channel would be better, i cannot voice chat atm
infmap so good it gets a sequel https://github.com/Def-Try/infmap2
infmap if it was good
time to test
uh oh
no way
damn
do it.
me when i get you

Not uh

joever
he said it looks like lithium's fps maxxing
yea we have lithium but iirc i have the fps maxxer off by default in the compat mod
lemme try infmap2 on my end
yeah it works for me
even props render
sweet
viewmodels and the sky seem to fall apart once you leave source engine map bounds though
but i assume its a remix bug
nvm
it happens in rasterized too
dont turn on random lithium settings
use the defaults that come with the x64 compat mod
ah sweet the HDRI editor works here too
all hail infmap2
i couldnt find a way
i hid my hud which made it go away but then i cant see anything else lol
dayum
did u come across the issue where when u try right click and open the menu it opens for a few frames then instantly closes
wait wtf
if i hold crouch
it opens fine
huh??
its only visible in the context menu by holding the C key
oh i swapped out the context menu for crouch
and b now open the context menu
never had that issue with any extra context menu stuff before
@subtle bison with the stanley parable maps, i tried seeing if doing a clean modless install of tsp without portal 2 and cs:s mounted would yield any results
still crashes for no reason
can you give me the specific map name of one that always crashes?
ik you mentioned a few but having the exact name would help
one im always trying is the serious room
is that the actual bsp name?
what games do u have mounted?
ya works fine
i notice its compiled for LDR
cuz models are rendering and no fullbright in console
then how are u able to run hdr maps then?
idk they just dont crash for me
i dont have anything special installed to make them work either
source is such a stable engine
did you try unsubscribing from all addons except the ones in this addon collection?
https://steamcommunity.com/sharedfiles/filedetails/?id=3417054376
ill try
still crashes
even with all the addons disabled
all addons except those required 4*?
yup
whats weird is that it loads up fine without hdr on normal gmod
wait a minute
nvm crashed anyways
is this still running in dx7 or is this a normal gmod install
normal gmod install
weird gmod bug i guess then
how do i enable dx7?
you dont, the dxvk.conf for rtx remix forces the game to render in fixed function (or dxlevel 70)
if its crashing in dx9c then its not a fixed function/remix issue
its not crashing at dx9
so your normal gmod install isnt dx9? huh im confused
no it is dx9
sry for the confusion
all good
im saying the crash is not related to rendering, at least i dont think
does it work when the game is in HDR on the normal install?
Nah, hdr works fine
weird
we currently dont have any way of forcing HDR in fixed function mode, the engine doesnt allow us to turn it on
it could be changed with a hook in the binary module but it would take a bit to figure out
@fallow mesa if you can, go into gm_flatgrass and spawn a remix api light with these settings
move it around, does your game crash?
i think the default size it spawns with is causing instability as its suddenly working fine for me again
normally i get a insta-crash moving them this fast
try relaunching the game until you can spawn them without the lua errors
thats a seperate issue i havent tracked down yet
lua error from the first time
they should go away at least for one game launch
they're being spawned with the same settings in my 1st screenshot right?
yes
I've tried it five times
what the hell (audio warning)
why is that? 
ok so on denser maps the lights still instacrash my game

should I install VPhysics-jolt?
yeah if you want, works fine
Has that been updated since 2022?
it got updated again somewhat recently
joshie my beloved (the person who made the mod)
i think they go by a different name now but i used to talk to them a fair bit
Can u send the GitHub?
A new release, with a bunch of bug and crash fixes + new features.
New features
Updated to latest Jolt Physics (4084c13b676a2e7ebf9662b47dcb949179b8c4a1)
Implemented player controller using Jolt P...

Damn where’d you get these materials from
oh I did it in toolkit
What did you use in the tool kit to add the specific emission and metallic features?
normally the texture already contains alpha
put alpha into the emission in the toolkit
for normal, roundness, texture, displacement
Ah ok
Me with my 16GBs
unified memory my beloved
you followed the pinned instructions for x64? looks like the distant light is being culled
💀
I didnt copy gmod
i dont think that's causing the issue but its preferable you do so game updates dont break it
ok
make sure you have all of the workshop addons installed
addons?
yes they're linked in the instructions
ok now its crashing
just on launch
oh right
dont launch
it on steam
im dumb
also re-copy the mod files over your game after installing those addons
there are config files that set up a few of them
Guys how to change dlss preset for gmod rtx x86-64?
Nvidia profile inspector and dlsstweaks didnt worked
i think it requires the nvidia app global override, nv inspector and dlsstweaks doesn't fully work for me either
I tried overriding didnt work
It stoped working after i reinstalled gmod because it was like 300 gigs
idk how it will be in english
the gigabyte
but shorter how?
Make sure to use NvidiaProfileInspectorRevamped
i am
Replacing the dlss files manually and doing preset j or K is easiest method
i did all of that
Then it will use transformer
works for all games except garry's mod
no
it uses still CNN and C
i think the problem is that i use gmod-rtx-files-2
I didnt replaced frame gen
You can add the custom gmod exe to the standard garrys mod profile profile
Just hit the green plus with the little window icon top right
I will try now
Thank you, it fixed
nvidia profile inspector was seeing gmod as startup exe for rtx remix and not base game
ok
now it doesnt work
well it didnt work before
I just had some stuff to do so I couldnt try it
can you be more specific on what isnt working 💀
you saying "rtx doesnt work" does not help me narrow down what your exact issue is. Is it the same issue with the sun culling when looking away? is the game rasterized? is there a specific error message?
no
like
its non rtx
its
classic gmod
without rtx
like it completely doesnt work
Ok but in which way doesn't it work
Do you have menu access to verify you haven't missed enabling it?
share your .log files
Because if it's not installed properly, then it's not malfunctioning. It's flat out not installed.
And that's user error.
yes, the main installation step is quite literally drag n drop, run the launcher exe
i couldn't make it any simpler
there is no further user configuration so you should be getting the exact same experience as everyone else
provided you followed the installation instructions correctly
read the issues section the installation guide
its a known issue with remix itself
no fix for now
ok
i need to open a dxvk-remix github issue while im thinking about it
people still using x32 in gmod?
64 bit supremacy
64bit supremacy 
@subtle bison holy shit i just figured it out
u need to disable fucking multicore rendering
bruh still crashes anyways?
wait the portal map that was crashing before finally started working
but the seriousroom didn't
wtf?
multicore rendering seems to have actually done nothing
the portal map just works now
for some reason
mcore
and the serious room now works???
all i did was switch texture, shader and models settings to low
go ingame
then settings back to high again
wtf
i think i had a stroke trying to read that
fluid moist
https://steamcommunity.com/sharedfiles/filedetails/?id=3326989621&searchtext=cursor forked this addon with a hardcoded ALT+X binding, also blocked all input as well. That's one remix issue fixed.
time to fix the flickering mouse
hopefully its a simple fix
can you send bind command pls
?
for blocking cursor
for the normal addon you would bind it to X, the command is on the addon page
what was the bug
but you dont need to do any of this once i push this to a new release
its all integrated since we're including a forked ver
the runtime menu doesnt lock the mouse so you cant control anything unless the game is paused
thousands of shreks storming a mcdonalds nice
🫡
I know there's some hook to completely disable the cursor in a game, I saw that on lossless scaling
With the caveat that well... there is no more cursor
yea im just gonna modify the runtime directly
Although it would be easy to detect ALT+X and enable it
still wouldn't see it on menus tho
yeah thats what the forked addon does, it kills all input when active
even context menus
its just like normal remix on x32
It's still there
I think a toggle would be nice for that, just toggle it when you need to see the cursor
Does gmod give you a way to know whether the spawn/context/pause menu is open?
probably, but i think it would be easier to just fix whatever issue dxvk-remix has
still dont see how this would fix the flickering mouse issue, unless this isnt about that
cuz im really confused lol
I mean if we just go and fix the dxvk issue none of this matters
even if we tried to handle it via gmod, i dont see a way to make the game itself hide the mouse cursor, as the flickering mouse is something happening outside the game
afaik at least
i dont know any other x64 remix projects
Not really
It's happening inside the game's window
As far as windows is concerned
right but the input handling issue stems from remix, that we know
im thinking about nuking whatever handling that is ngl lol
it probably relies on the bridge anyway, but ill find out soon
im going insane
nvidia rtx remix if it was made by vivziepop
yeah uhh something is definitely not behaving correctly when the bridge is gone...
d3d9 swapchain going insane
i tried normal dxvk on x64, no issues
so its definitely a dxvk-remix specific issue
literally spit out the water out’ve my mouth laughing at this 
please tell me if this is too much lmao
made the timeout 20 seconds as well
spaced stuff out just a bit
That looks amazing, how did you edit the message?
custom dxvk-remix build
there is a section for the splash message and i edited the string text
might wanna shorten that link
shorten how? Xenthio/gmod-rtx-fixes-2?
probably gonna take these words back later, but i think i finally fixed the api lights lmao
we now render the light in-sync with gmod's d3d9 device instead of just every frame (i was doing this with lua+binary module with no help from the d3d9 device, kinda seems obvious on why it was so unstable lmao)
and all of the light updates and processing happen strictly on the binary module, lua just spawns the light with the properties
i still need to fix the update code so they can be removed/moved around
HUGEEEEE 
they're still kinda unstable, spawning more than 15 on heavy maps results in a crash but i can confidently say 1 or 3 wont instacrash your game 
still working on getting updates working correctly, a lot of this refactor stuff broke it
hopefully i can fix it for the 0.5.0 release, i want it to be a big one
what do you want from me jessica 🥹
guh
anyone know how to override when a map strips the player of weapons/forces them to walk real slow?
discord merged that in with the common slurs, no way to separate it unfortunately
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i wanna ask does anyone here know where to get the proper pbr materials for juniez's models
tried using ones from the HLA workshop but idk if they look proper enough y'know?
i made a whole pack for them about a year ago. Though they're based on hl2.exe gmod's hashes so i will need to update them at one point to make them work on x64
nah its ok, do u know where i could download it?
i never got around to publishing them
Ah ok, are u able to send them here rn or is it too big?
Just so I could fix it for myself to use
too big, I'll probably fix them today tho
do we know why noise with dlss in gmod have a weird rolling effect over everything
making everything slightly boil and shift when its denoised
apparently allowing cubemaps fixes some untextured drawcalls
Ya it’s the only time I’ve noticed smth like that in remix
It’s not like the denoiser is messing up
No you can see how the noise shifts across the model
And it’s only with dlss enabled
Native res the noise looks like noise as always
iirc it comes from how we handle changing render bounds for models, nothing changes in the debug views in remix but yeah it affects the final output. I think i posted my findings a while ago
#1116089843479498782 message
its very strange
Nah like even when I disable that addon, the noise still appeared
Maybe its the addon itself but the effects are deeper than just disabling a setting
try disabling RR
disabling rtx view frustrum disables it entirely, if its happening still, its something else
Nah it’s happening with the noise itself
The dlss raw noise
I’ll try record it wait
I've searched for a while for the original models and textures but couldn't find anything, the phong maps do well when tweaked
Well HLA uses roughness metallic so that's exactly how it should look
pretty much what i did, but i also added some stuff on top in substance
I searched for and I think I saw smth about juniez releasing the models on sketch fab
But only his tau cannon recreation appeared
Such a shame
Is that why the textures for it are so weird?
ye
I remember the pistol had like 2 diffuse maps
And 3 normal maps
And when you enable the alpha on 2 of the normal maps
It had different patterns
Uh oh
I don't remember source 2 using any alpha information on normal maps
that's a source thing
Usually that's phong related
Nah, I remember using source 2 viewer
Enabling the alpha view showed patterns
It was so weird
Well it's possible they just directly converted the normal maps, leaving the alpha channel intact
Which doesn't serve a purpose in S2
Mind sharing the roughness and metallic maps?
since i cant access the toolkit atm, here is some iray renders of my ar2 pbr maps
that's clean
its a mix of the original phong and normal maps with my custom materials
maybe too clean...
yeah i can make them dirtier
im gonna do another pass on all of them since i've learned a lot more since then
I love what modern cod games do, scratches in the surface are glossier and they show the bare metal underneath so it's metallic
You could do that around the edges of stuff where it's realistically more likely to scratch
yeah, definitely gonna take advantage of anchor hooks and bake maps
lets me do all of those things easily
thanks to e-man showing me a lot of the cool shit you can do with substance
not sure if this is due to remix's model capturing or something else, but some of the baked maps have some jarring issues
only a few of the bake maps are like this tho
and i dont have to use them for the metal edge scratches and stuff
arent the combine a clean esc species tho,,
woulnd't it be better to do mdl to obj or fbx
would this be "lore accurate" 😛
for topology sure, but 90% of the time it works fine importing straight from remix
grah
started on scratches
i think it looks pretty good
sorry for the noisy render tho lol
i doubled the texture resolution and my gpu isnt happy about it
really wish i could run the remix toolkit rn 
i dont like using iray
I wonder if Gmod RTX would be allowed on Steam, lol
Would be cool to have a RTX workshop
would need some work on the binary module or changes by rubat to load usda files and stuff
deleted the textures but ill try extract em rn
are we talking about these?
https://steamcommunity.com/sharedfiles/filedetails/?id=2406935565
@livid rapids the 2 albedo maps
nah its a pack of the hl2 weapons
this looks AI upscaled
you can see some similar looking artifacts here
absolutely
why not grab the albedos from the offical weapons pack from gmod and hl2?
balls
pretty sure they originated from there anyway
for our purpose it's fine but I guess when you look at them in vr...
idk i just wanted to grab juniez pbr assets from anywhere for personal use
also its for s2fm btw so dw





