#Garry's Mod
1 messages · Page 52 of 1
it spammed this a lot near the end
'[15:10:33.801] err: GetShaderModule: Out of range of supported shader model"
"Attempted to normalize a zero-length vector."
its prob a directX error or your gpu sucks
my gpu is old but its worked on remix before
2060
at like low
lol
it worked for like 2 days give or take
i dont know why it would just stop working so i guess directx?
sounds like shaderapidx9 crashes, did you rename your game folder to something else after installing the mod?
steam might've updated/verifed game files which will break it
before anything was added i just renamed the copied folder to GarrysModRTX
try copying over the mod files again and replace anything when asked
if its still crashing, its either addon or computer related
where can i select that?
that or maybe a new gmod update broke something but i would need to check later
have you used rtx remix before?
manually?
by right clicking ojn flickering texture and hiding it
oh ye u pretty much got it
how can i set a textures material type?
you mean like glass, wood, metal, etc?
yes
i would like to for example have my car look like its made out of actual metal
or weapon models
you'll need to install the rtx remix toolkit and follow some of the guides here to do that
#remix-beginners-guide message
alright
also, shouldnt my glass look like that by default?
for me its a blue transparent texture
rtx.conf thing.
not really
you gotta make a glass texture
i made these 2 for, the vanilla glass and the procedural glass rewrite
Upscaled+PBR destructable glass?
looks nice
Are plans to publish that?
When do we get Updated PBR Default Textures for 64-Bit gmod?
someone would have to make it and then publish it
you want me to?
its really just a simple process either way
you really could make it yourself
in a click
Really?
hmm
I found 30 minutes tutorial and after that i thinked that it's not worth wasting so much time just for making textures for Garry's mod
turn it from opaque to translucent from what he said
Wait, in RTX-Remix menu, or App wiyh PBRfusion/PBRify?
RTX Remix, the nvidia app
yk
Oh, yes, I've got it
yeah in RTX-Remix tool click the hamburger icon next to material name then click convert to translucent
i swear if you dont know this im going to commit a felony
Can you send me tutorial?
i have a line its called
"I aint doing allat"
what's really annoying is can use diffuse texture in translucent material option
i meant use Alpha Like Solid area and then transparent. but apply diffuse texture just only make it's whole texture transparent.
Is this happening only with this weird portal addon u installed?
Nope
There's some kind button to change the render
Yeah Numpad + key
No I mean your replaced materials not working unless you disable and enable the path tracer
um, where i can find that?
select materail in rtx-remix tool
asset replace
tab
scroll down to material propeties
?
do i need to open gmod-rtx as existing project first?
think so
just use create
Nah it was fine
oo, ig i've got it right
until i changed map or reload game and it decided not to work. but because of hashes studdenly changed.
Ah ok thought you still had the issue of ur asset replacements nor working
Maybe the quality of the texture is constantly changing?
but what's the project file location?
you have to make a project
that can be anywhere as long as it's not in program files
so preferably your user folder
other's asset i've changed has unaffected
But how? if i use create, it asks for project file location
Make empty folder
Select project file location onto that empty folder
on bottom left put any name on it. and save
then click create
Ya I’m thinking maybe the addon is doing weird stuff where it’s assets constantly change quality slightly with like the bipmap and stuff
oh, im dumb
i've needed to give that file a name
hmm. They're from same addon
Ya its really weird
This was like with my replaced asset but, if i want to load one of the Spefic map.
they're look like this.
yeah in gmod on rtx toolkit menu disable enchament and take capture
@compact blaze then i loaded back to same map i was previous at.
¯_(ツ)_/¯
now let me try reboot gmod and load same map
The Addon I'm using. https://steamcommunity.com/sharedfiles/filedetails/?id=3037205213
Maybe you can try ask the creator of the addon?
okay, i've got it
That’s so weird
The other guy in made RTX patch for Gmod probably saying it's probably just that skinned Object being werid.
I hope the remix devs get gpu skinned objects working someday
Or at least update the roadmap so we know if they gave up or not
Well at least it’s open source so you can see what it does with textures
there's nothing wrong with texture besides not changing size
is there any way to get more brightness in viewport?
click stage lights
thanks
is there any profit using PBRify/PBRFusion instead of RTX-Remix embdeed AI tools - PBR Material generation?
Boy, This gotta take ages to get it done lol.
looks pretty tho
Probably Or Just use software like ShaderMap 4 to generate Normal/Diffuse map. (Like i did use.)
As Displacement Non-Inverted One will be used as Height/Displacement Map. Then Inverted One will be used as Roughness map.
Normal map shall be used the Inverted Displacement Map.
Which how i used to work on my assets as in pics/video.
But in some case you might need create Height/Displacement Map from scratch if dosen't look good for parllax map.
but it will not create emissives textures, right?
like, for example, making emmisive separate part of texture/models
is there any way to fix that?
that's not visible in-game
but using gmod legs 3, beatrun etc addons adding first-person legs causes weird shadows
and also, why viewport looks better than actual game?
ig it could affect on accuracy changing roughness etc
also, how can i find texture to upscale?
here it require .dds, .psd or rasterazet photo format
but the only texture i can find is .usd or .usda
you can find the dds textures in your capture folder
you will have to know what texture is assigned to each hash though
/textures
Manually founding that texture?
if you click on an asset in the viewport of the toolkit, it shows you the texture hash/name on the left panel
yes, i know the hash
but then how can i found how it called in textures folder?
CA924CC6F7953C93 that's, for example, grass hash
but file is 2C3D7E47BB1ED0D3.dds
its the same hash/name, just search it here
ah i see
you're probably looking at the prim hash
i dont have my pc nearby, but you need to look at the albedo texture name in the toolkit
it points to the actual texture file as well
@lapis delta how big u think these 2 updates are
wait so
its actually released
i thought it was just a roadmap
new remix patches update when
soon
🥺
please
wdym
we use a custom build of remix for gmod x64
for the mouse issues
and other stuff coming in 0.6.0
ill have to rebuild it with the new stuff later today
you tested it in gmod x64 already?
yeah im testing it rn lol
what is other and should i use that?
what about opening the remix menu, do it properly capture the mouse?
i had to add a custom api function to fix it beforehand
HELL NAH BRUH
no way
dont take my word for it but its working atm
you don't need to upscale a glass texture because translucents don't have textures
there is a lua addon that makes the game stop capturing the mouse so you might wanna delete the tmc files in the remixbinary folder to test
im not upscaling glass
somethings breaking rn
oh thought you were doing that still
i've added transparency on them already
that's the ingestion screen i don't think you can upscale there
but i also captures the whole gm_construct
as i understand, it's only for normal map etc
so i should upscale manually w/other app like Topaz, and then add normal/depth maps?
nah its broken with the latest runtime
both the mouse flickering and capturing input
transformers also finally fucking works halleluiah
weird
i see the new issues
the geometry flickering?
yea
neither, i downloaded the artifact from github
how
You need a GitHub account to download artifacts
I think it’s in the actions

btw this flickering isnt caused by the custom world renderer or force view frustrum
its an actual rendering issue with remix
im just in the commit
did you replace the configs at all?
no

i guess ill try a fresh conf
also how the fuck do i download a artifact
good god this runtime is laggy as shit
my game randomly freezes for a long ass time
Lol

gmod rtx my beloved
yea fresh config fixes the flickering world issue
ill just have to migrate the hashes over
btw mouse flickering issue is fixed actually
but the input capture is still broken so we will need my custom build
ill refactor it to the newest changes soon
no
remix doesnt control that at all
input capture as in the runtime menu wont prevent the game from using the keyboard and mouse
hold on
ok the freezing is the new runtime crashing my gpu driver
lovely


this is the issue
notice that i can still move and look around with the menu open
this is because the runtime depends on the bridge to lock input, which we dont have
anyone else having driver crashes other than me?
looks like the new runtime improved light detection?
https://cdn.discordapp.com/attachments/1028444668918235197/1346933875607212123/2025-03-05_13-53-36.mp4?ex=67c9fd6c&is=67c8abec&hm=eb5b4f383c79f168d9ad11ba3f555769423500b8963bcc20cf88111886ed0358&
muzzle lights never showed up before
too bad it looks like shit
which part
the muzzle lights
wonder if its possible to turn them off
or make it so it dosent last that long
i feel like i see zero difference in the dlss4
it exists in the older remix builds
a little teaser 🙂
so glad to finally get this working holy
it sets all detail textures in a map to a single random dev one that can be ingored in the runtime
This isn’t on latest remix right? Can see the dlss model is still cnn I think
yeah its not, this is my dev version of the game
i got the new runtime working by disabling NRC though
but i still need to compile a new version with our specific API changes
glad that i chose a bright texture, you can easily see what uses a detail texture now
seems to work on every map i have tried so far
has anyone noticed a performance improvement with the latest driver?
idk if its placebo but im getting a lot more FPS in gpu-bound scenarios
afaik latest driver gave a performance boost across the board for dlss
specially useful for transformer where it went past old cnn fps'
getting 130fps on flatgrass like wtf
but normal dlss did get a boost as well
Nope
@turbid barn unless if you look the texture if it has alpha channel then it's more likely it's a Emssive Mask as Alpha channel all you need to do make a copy of that texture then rename as _emissv, then in photoshop or whatever copy the alpha channel and make a new layer and paste the alpha channel then i would just put overlay to Mulitply
I'm guessing this overrides any $detail parameter it detects?
yea
Can you do the same with $color2 pretty please
Replacing every instance manually will be the end of me even when macro'd
sure, if it works for mwbbase and arc9
ik it works for stuff like the physgun as far as i know
it'll work for any fakepbr material
afaik blendtintbybasealpha doesn't even do anything on remix
so no point in touching that
just color2
every single one
🙂
but i dont remember any names atm
some arc9 do
almost every mwb weapon does
depends on what game is it ported from
and if any material has metallic properties
basically they use tint alpha and color2 in a way that tints the metallic parts of the texture
by baking the metallic or specular map to the base texture's alpha
color2 [0 0 0] is basically the material doesn't have metallic properties or it doesn't need tinting
it's probably latest Remix and not the driver
i got like a 25% perf bump with the new build
this is with the older runtime
that's odd then
i'm still convinced your Windows install is just extremely broken lol
maybe, but then again the one major issue was just setting transformers globally for the one game that had issues lol
and then the new runtime came out and transformers now magically works so uh yea 🙂
How do i change the HDRI Skybox Sun color?
I would perfer the first skybox but i do not like Blue Sun
the answer is a bit complicated
Grrr
the HDRI is an image and there is no way to directly modify it inside remix. the other issue is modifying the actual HDRI .dds without losing the high precision data that allows the world to be lit correctly
you might be able to do it in photoshop with the nvidia texture tools addon. though i havent tried it myself
i still havent gotten around to doing it, but i want to publish a guide to show users how to import their own correctly
well yeah, it's being forced in the code now
that's not really helping the case 😛
what's new in Runtime?
, still dont wanna reinstall windows to fix the one problem.
And the remix software update?
you reported before that the new driver (at the time) boosted your performance too though. it's kind of concerning that it improves it, then it gets worse again, then improved again on each reinstall
did i say perf got worse? i dont vaguely remember saying that
i was messing with drivers to fix the driver overrides at that time
@subtle bison look at this https://steamcommunity.com/sharedfiles/filedetails/?id=3438992111
this will prob work if its anything like the procedural glass addon
am i doing something wrong lol
ok it depends on the mesh
works fine
turn up the sub devisions on the cube
finally added some debug visualizations to render bounds to try to optimize them more
what the fuck is attached to the player
Pen-
you're in Tron
lol
yea try disabling NRC
also RR transforms has known issues with reflections
best to stick to CNN
What's the original look like tho
i'd be surprised if NRC was doing that
has it been problematic for you?
yea its whats crashing my driver on the new runtime
i wouldnt be surprised, i made a github issue tho
i would download the normal one, the flickering mouse issue seems to be fixed so there isnt really any gain to be using mine until 0.6.0 comes out
Didn't you make some changes to it?
yea i added a custom API function to fix input issues when opening the menu, but thats not in a release atm
Ah
yeah whatever man
it looks like the engine doesnt cull any props/meshes created with render.Model()?
this is some shitty code but this is with view frustrum disabled, they dont dissapear at all when out of view
(im holding the HDRI cube so the light doesnt go away lol)
if this ends up working on a larger scale, it will replace force view frustrum for models
would seriously help performance too
i wanna see how a actual csgo build would look with remix so badly
you know who to ask 🙂
idk if this is ignorant as fuck
but i feel like it should be relativley easy to transfer the code to different games if they're on the same branch
dino d day
i still havent messed with trying other portal 2 engine stuff yet so im not too sure on how difficult it is
i couldnt get INFRA working though
even after matching offsets
csgo 2017 remix
if ykyk
2011 pax is just lfd
but seriously I hope valve open sources csgo branch so that people don't have to reverse engineer or use the leaked 2017 code
Even if classic offensive has already gone the reverse engineer route, that could mean a Steam release
tf2 sdk happened and people did not see that coming
3 years of silence was worth it
all of the popular tf2 mods don't need and will not use inventory access
open ofrtress, tf2c WHAT THE FUCK
fake lighting.......
rtx remix is fake
oh all the fake shit we do on the source engine
its prebaked
afair light hashes are stable so you could disable them in the toolkit
yeah
it worked for me in a yakuza map for sure
oh ye it was serena
the sun beaming
oh the fps...
the sun beam... ng
TWELVE!!!!
transformers my wretched
Yeah
my video memory this update is through the fucking roof
let me switch night verison
fake
stop posting fake screenshots
guh whats fake
its obviously rendered in blender
ye if we had x64 culling patches my mental health would skyrocket
xenthio got pretty far but it didnt fix all of the issues
someone at facepunch changed how r_cullbox works so other source engine culling patches do not apply to gmod x64
yes
rust is NOT 40 DOLLARS
@subtle bison can make a code that allows to automatically dectects decals?
YOU HAVE A GOOD ANTI CHEAT
its either for money or for anti hacker money
like bruuuuh
i was thinking about a way to do that, but all solutions involve implementing some kind of complex system
so maybe, but most likely never unless someone else wants to take a jab at it
how about also detects the terrian blending thing
you dont need to mess with that, just set the two conflicting textures to a decal in the runtime and it will fix the issue
they blend perfectly
Mid
fun fact new dxvk has an option called terrain as decals
Works exactly as you expect
set textures as terrain instead of decal, enable that and it looks and works the same
it's the scary red nightly demon
- Decal
- Ignore texture
- Playermodel Texture
- Water Texture?
- OTHERS
and in last
add light
because it sucks
ive used playermodel texture a solid 1 time
so what is the point tho
if its treated the same
My question too
idk man maybe setting non decal textures as decals is a bad idea
i have seen zero issues with doing it
doesn't mean there could'nt be
guess we'll find out eventually
ur gonna see a lot of visual issues unless you use a new rtx.conf
it has like no textures tagged but i fixed some issues in this one
NO
NOOOOO
hashes changed?\
hashes are the same lol, you could just manually move them over
Are you sure?
weird, my rendering was totally fucked with the one i had 
it came from the 0.5.3.1 release or whatever the latest is rn
OKay hold on
I might not have updated remix
I don't see the new deatures

Okay, hold on
this is weird
we got a clean vram button
I swear I did update it
where is that?
and where is that?
Okay, I clearly didn't update it then lmao
omg does this actually work
i can make a api hook that does this on map load and exit
wait is this texture streaming only for enhanced assets?
don't think so
hitting it a couple of times gets me back to 41 then climb to 44
and stays there
i want to at some point find a way to flush all of the preloaded texture shit that gmod and its addons do that eat vram
ty kim
looks like it is
:requestVramCompaction()
also kim's
also CR's
i could hook both of these up to the API 🙂
nice
and then add a lua hook for map changes
okay I've loaded a couple of weapons let's see how fast it climbs back
what's a arc nine 
i think i have broken through a wall
not related to this but uhh more performance for free? 
we currently modify render bounds for all objects to keep them from culling. What if we only modify the render bounds inside the PVS only?
i can grab the data with niknaks and then do all of the calculations inside the binary module
everyone say thank you NikNaks
yes
its 99% responsible for everything that makes this compat mod work
inb4 rubat pushes a gmod update that breaks it
oh about that
offtopic
a few hours ago he confirmed we can load custom screenspace .vcs shaders via workshop
yea i saw
i wonder if those vcs shaders can do fixed function stuff
could fix the eyes
so peak man we can get like custom toon shading exactly ported from glsl or hlsl
it's a pixel shader...
right oops 🙂
if it works i'll unpin you
New Texture streaming solution - optimizes VRAM usage to maximize texture quality with available budget.
CNN vs Tansformer
and the other transformer model is even better (in my experience at least)
Diamond wallaby?
Remix always overriding stuff
wow definitely a lot more sky light being let in
ye it doesnt really look as pleasing as ReSTIR
i mean, your project has been tuned around restir this entire time
you'd have to tune things to work well for NRC
NRC ghosts a lot less with emissives
true, ill look into it whenever the NRC driver crashes get fixed
hopefully soon
I dunoooooo
what in gods name am i watching
i don't really see a problem with that at all tbh
it's a bit less bright, that's it?
It's kinda mushy in a way
you can tweak the settings for it if you want
Also artifacts
It's also not good with skyboxes
try adjusting the sky brightness. NRC is significantly more accurate, so the settings you guys have for restir won't look right
You say it's accurate, but is it?
i mean... yeah. in my experience across all of the different games i tested today, it's a lot more accurate and precise
i think i tested 8 games now. and the way it looks lines up with the original paper
sky light leaking in looks more accurate to me. guessing that's NRC?
i think with some tweaks to the eye adaptation and some adjustments to the skybox brightness it'll look pretty good
it can def be a bit underwhelming (or in my project overwhelming) compared to restir
you can change all of these settings for it
btw changing quality to medium runs a lot better than ReSTIR and looks a bit cleaner than it at the same time
at least with ReSTIR, increasing the HDRI emissive brightness over 1 breaks direct sun illumination
afair at least
i ran into that on my project
i forgot to fix it. bleh
seems to be the same with NRC
One ss is restir and the other is nrc
i'd say emissive strength is just too high here. and because NRC can work better with less, it doesn't really need to be that high
yeah 😦
i've had all kinds of issues with it
i've started using CNN for now. Mark said he started a discussion internally to allow us to change the preset
Remix doesn't wanna load enhancements
texture streaming was doing that for me
PVS is paying off finally
184fps in voidplaces holy shit
im gonna kiss the niknaks guy
which is which? i prefer the right one here
restir comes first in all my screenshots
the red light is actually reflecting on the fence which is neat
@subtle bison when you said something about ingame settings whats wrong here
for HDRI'
nah just dont change them, they're managed by the autoexec.cfg file
Nah I’ve had that issue with the cnn model before
It’s not a transformer thing
It is. I switched to cnn and it worked
Weird, encountered that same exact issue weeks ago with hdri
So I have a few ideas to make NRC respond faster for the tv
yay, more r34 material is coming soon
What’re ur ideas?
i regret watching that
NRC lighting seems significantly less bright
i messed with eye adaptation settings to fix it
well, the eye adaptation settings were originally made for restir too 😛
the NRC look there is a lot more correct to me, despite it being less bright. the lack of brightness is kind of annoying though
could open an issue about it?
Sure thing. It's not physically accurate
Thus, an issue
It's especially noticeable with CR's skys
These screenshots could make for a very compelling argument in the issue
does the downloader work for the new version of rtx remix?
yes
it does need to be the beta one tho right?
development
the release one isn't even working anymore i think
it is 🙂
the rtx remix downloader?
mhm
weird maybe the one i had was an older version?
it just didn't download anything
i installed the development one and it worked now
re-download the downloader, as funny as that sounds
i do update it whenever there are issues
last update was dec 15th
anywhere you want
it'll just make a new remix folder wherever it is with the downloaded files
avoid program files though
i'm running it inside downloads/rtx and it's not working it seems
does it throw an error?
it closes before saying anything
it goes from fetching to closing
the folder is empty
that's on the development
does the release download the latest one too?
it hates the Downloads folder for some reason. put it in desktop or something else like that
ok
the downloader that hates the downloads folder and needs to be redownloaded lmao
same issue on desktop
ah geat
i see the issue
elisha updated dxwrapper's file names again and this broke the downloader
actually no, the website for it is just down entirely
🤕
lol
BIG IF TRUE
no way thats real
It's fucking fake
Try search for “yuppie” in the gmod workshop section
It should look pretty similar to how tsp looks and is like very office oriented
Tried the map before and it ran pretty poorly
Ya this one
What abt gm_fork
interested
Lol
PVS optimizations are peak 😍
5 frames every hour
give us beta builds



have you considered that every gmrtx64 release is technically a beta? 
before time early
you know if yah still looking at maps id honestly suggest "Nester - The Procedural Map" if you havent taken a look at it already that is
the 1st map to piss off niknaks lmao
im guessing its because of the map being procedurally generated
map is very dark since there is no lighting
but other than that it works fine
even as you progress through it having it generate more rooms?
yea that still works but looking at the steam workshop screenshots, it never had lighting to begin with
probably because VRAD cant be ran on dynamically generated rooms
rp map

it's not that big but maybe culling behind fog saves it normally
surprisingly it runs ok
yeah i doesnt have lighting naturally could the lack of light be fixed though in RTX remix? i mean one could just spawn lights as well i guess
you could assign lights to map textures, weapons, or use the flash light
in addition to that, it uses the PVS a lot for optimization so it runs great so far
oh that's p good

ashville seems to have a rasterization issue
remix wont hook
but other than that it runs good
interesting
iirc i tried this map before the PVS stuff and it ran good already
forgot what it was called
yeah nycity on normal gmod is very nicely optimized
yea praise to any map devs who take good use of optimization
lol runs a lot faster with the PVS optimizations
if you got a strong CPU, you'll be entirely GPU bottlenecked in this map
"Nester - The Procedural Map"
yea the 1st screenshot is with remix disabled so you can see what the engine bottlenecks look like
also what's that debug hud
the top left one?
No I mean dlss setting
Yeah
hu im confused now
yeah reply didn't went through
funny how i can only remember the first letter of everything
What's your dlss at and what's the hud on the top left
the top left hud is my PVS debug hud that's part of view frustrum so I can see perf stats
the bottom left one is the dlss debug hud that can be enabled with DLSStweaks, i was messing with transformers RR before the new runtime came out
oh my DLSS, ultra perf
my 2080 is a potato 🙂
i only rarely used the nester map mostly to check it out but i thought it might of been a good map to suggest here
there are some stutters with the PVS system on large maps because of how many calculations it has to do for render bounds and stuff, but hopefully i can smooth them out at a later date, its not very common
i think its ok for now since it allows large maps to be playable lol
ok so im back from digging through some maps that id suggest taking a look at a larger scale one being Enferdupacifique V4 and a smaller one is [GM] Inferno - Red Zone i was going to ask if gweather worked but i searched and it seems like yall already tryed that aurora borealis picture definitely pretty.
besides aftermath the last thats all maps i could think of that might be worth a try rtx remix shouldnt have troubles from what i seen on most other maps
try never lose hope hospital
that's the biggest map i've ever played (in terms of detail)
it's runs like shit on regular gmod if you have like 30 mods
it's super heavy but i think it's mostly cpu
i'd say a good portion of gmod rtx is cpu/engine limited so hopefully it runs better with my optimizations
good start so far
is lithium doing much? because if so i might install it on my normal gmod
🔥
ye it helps a lot for CPU limited stuff, but you can probably enable all of the options on normal gmod where we cant with remix
nice
ok this map is stupidly well optimized, uses the PVS extensively
lower this is, the better
that's so fire
for gweather, it can probably fully work with remix if most of the materials were replaced with ones that properly blend with other alpha materials
such as the clouds, they're pretty buggy
I love you dev_monitor
im assuming you have enhancements disabled?
hu, you might be missing the water replacement
did the hashes change? 
its still working for me anywhere where dev_monitor is present
inferno - red zone is not very well optimized 😦 , its a much smaller map but like the majority of the map is in PVS
Enferdupacifique V4 runs good tho
30 fps seems yikes well inless im reading that wrong kinda figured it wouldnt play well with rtx remix tho surprised Enferdupacifique V4 runs good
yea its not remix, the map itself is just unoptimized
30 fps is THE best that map has ever run 🥹
i can probably lower the culling distance to make it run better
lol
yea big difference
are you on uhhh ultra pref or whatever its called again just curious
yea but im not GPU bottlenecked here
as i said before, most of this is CPU/engine bottlenecks
honestly think ima try and install rtx remix for gmod now im dying to see what NZR does inless it just utterly commits unalive as soon as i try to use the gamemode
you would have to find a way to load the compat mod's binary module and the lua files in that game mode
right now we only support sandbox
welp i guess thats off the table then lol i got no uhhh code skills to do such a thing
NZR atleast isnt on github anymore got moved to workshop sometime back
yea and im not too familar with lua injection for the game in general, if we had that it would work on everything, including MP
instead why dont we add some sorta light prop that has a emissive texture and can light up the whole room
the stupidest solution ive cooked up
ye i've done that before
did it work?
yeah, i just chose a random build prop that isnt used much by anything
made the whole thing emissive in the toolkit
anyway is it me or are hollow glass spheres cool
ye you can even make them catch light like this
https://www.youtube.com/watch?v=KIHvkq5DAnU
PBR-ified the building glass materials to be as realistic and close to the original as possible.
cant belieive this was almost a year ago
timestamp is 0:41
i should get advanced light entities or softlamps
i actually used softlamps for what it was actually intended for
rendering art in gmod
softlamps is kinda useless since it just emulates what PT already does
and idk if advanced light entities still works
we literally have it real time now
instead
i was using it in that vid but i think something broke them
it dont work
nvm they work even better than they almost did a year ago
are you spawning the expensive ones or the normal ones, expensive uses env_projectedmap or whatever its called, which doesnt work in FF
use these
normal one
weird
spawn a prop near one
the engine doesnt render them unless they're casting light on somthing dynamic
still nope
ye they're buggy in maps without props like gm_construct
i just tested it
i might be able to fix these though
im gonna send a video, follow what im doing in that video and then record one yourself doing the same thing
how much boosts does this server have again?
more than enough
@subtle bison what’s left for 0.6 to be developed before its release?
Like tweaking the post processing effects to work well with nrc
i cant do anything with NRC as i get driver crashes with it enabled
also since they're constantly pushing new dxvk-remix changes, it would be difficult for me to keep up with our custom version
so i probably wont include the new runtime in 0.6.0, but make it a seperate package
the cube isnt changing colors so that means its probably not finding the textures
weird the textures are in the folders
these?
the ones in my screenshot need to be present
that one is there also
when you go through each texture, do they look different from one another?
slightly different
each one should have different colors
yeah different colors
what do i do then?
this is gonna be a bit weird and i do not recommend doing this, but switch your resolution ingame to something else
then try selecting the HDRI presets again
thats literally what i use
ill downscale it to a lower one a bit
in normal cases, do not ever touch ingame video settings
my eyes will murder me cuz of the resolution
didnt work
hmm
so let me get this straight, you dont use the resolution settings in the launcher?
i guess the better question is, do you ever change those settings when opening the game
not at all
i use the ones in the launcher


