#Garry's Mod
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This will be you very soon (burn out)
release 5.99
lol
looks like my view frustrum stuff renders in the 3d skybox too lol
very wack
hopefully i can add advanced light entities to the lightupdater addon, these are a perfect replacement for API lights
no way
did you find the culprit for the hdri cube not changing
just don't look up, don't hesitate to ask me if you need more help ๐
mission impossible
Mission Improbable ๐
I wonder how that looks in Remix
Actually could you test this CR whenever? (Just the first map if don't want to mess around with it too long):
Oh and also I remember this being the most unoptimized map of all time lol:
im starting to believe that dev's just keep archives of files
what if i fuck up and need to go back
no shit
this is a hypothetical of course because i am very skilled and have never made a mistake in my life
i just cleared 200Gb from my pc today
goodbye Digital Combat Simulator, i have no interest in developing new combat techniques now
i cleared a bunch of storage by swapping gta v normal edition to enhanced
enhanced is smaller
how the fuck
must use newer compression techniques
i swear it saved me 50 gb or more
the size between the two on steam are different too
90gb vs 100 and something cant remember
Didnโt he already say this a few months ago when gwater 2 released?
Also love the black screen true YouTube moment
@livid rapids what tool do u use to edit the vmt files?
any text editor
if you want some extra functionality, including looking at vtf's, give vtfedit a try
https://valvedev.info/tools/vtfedit/
np++
ty
wow ๐
it worked ty so much
anyone here know how to properly identify what type of texture map these textures are
So, cod games primarily have two types of textures
One contains the albedo as color and the specular as the alpha
The other one contains a hemi octahedron normal map, the occlusion map and the glossiness map
You can use GameImageUtil to separate them
๐
Sometimes those textures come named, as you can see v4_c and v4_s is color/specular
and v4_n and v4_g is the NOG map
please whats a nog
btw ty for all this btw
Normal/Occlussion/Glossiness
You don't need to worry about it, the tool will automatically extract them separately
The normal map is converted to DirectX
Since glossiness is inverted roughness, just invert it in any image editing tool and it's ready to use
And for the color/specular I recommend using the Spec/Gloss profile as it leaves the specular as a proper metallic map
ty
where does it export?
you just drag and drop the file and it exports in the same folder
wus goin on in gmod land
Really? I do that and nothing appears
been a minute since I checked the workshop
be sure to select the correct mode
Ah ok
Also what is the thermal map used for?
So when I release 0.6.0 this week, is there anything yall would want to be added?
like maybe in 0.7.0
Honestly just color2 being fixed for me
And figuring out how and why some tsp maps have props and viewmodel be invisible
its because HDR-only maps force fullbright when the hardware doesnt support pixel shaders
so the engine disables all lighting, therefore remix doesnt get any data
im not sure if i can fix that
set it and still nothing appears sadly
ya the pop up appears for a split second before instantly dissapearing
no processing image screen
oh
right
windows moment, if the filepath is too large it doesn't work
It would work if it was a CLI but there's only drag/drop
I'd advise you to make a folder in the root of the drive and keep the textures there
the file's name counts for the path size
I had everything in Documents and some very large names didn't work
Ah ok
Moved everything to C:\RemixProjects\ and it works
the hdri custom sky making thingy pweez? 
oh yeah for sure
i believe Binq Adams found a way to do it in blender, ill try it later today. If works i'll put a guide on the github page
also im gonna re-work some HDRI UI stuff so expect a 0.2 release as well
nah even then still doesn't work
placed folder in root of drive, no work
placed the image file in root with a short name still doesn't work
so weird
Wait wtf?
idk probably is but never messed with it
hmm
I wonder in general would it be better to have the texture blending setting enabled or disabled
they will be gone soon ๐
5mg of caffiene
bet
one left ๐
@livid rapids I wanna ask are there any prerequisites for gameimageutil
Or common bugs for certain types of systems
I think it uses .net 4.7.2
but that should be pre installed in any modern windows install
Nope
im gettin ma rtx remix file ready so i dont have to remake a bunch of stuff
the real question is
HDRI
tf is going on with it
i told u idk
the real question is, chocolate or mint ice cream
mint chocolate chip
Pistachio obviously
๐
good point
im considering getting a clean install
for windows
if u have a 2nd drive or something to install windows on i'd try that 1st instead of wiping your main install
๐ฌ
@quiet scroll https://www.youtube.com/watch?v=PKBcJt32sEM
Thanks to Binq Adams on the RTX Remix discord for making this Blender method: https://drive.google.com/file/d/1pOESxjpAV_PV0zPz2M4y3R4gp85-M1be/view?usp=sharing
NVIDIA Texture Tools Exporter (Download the Standalone App): https://developer.nvidia.com/texture-tools-exporter
๐
NO WAYYYYY
thank u CR tytytytytyy 
np
Do you have a map you want remixed? I tink u deserve a map 
i think what i did wrong in that video is have the exposure a little low
ye adding +2 to it fixed it
this blender method is 100x easier than what i was doing before for sure
ty @lapis pewter
blender is awesomely good hey
ok i figured out the actual issue
we need to adjust gamma like I did in my old method
just adding a gamma node with this value fixes the darkness issue completely
overcast skies 
what was the darkness issue
shadow detail gets crushed
without the .6 gamma adjustment
it seems to happen after converting the file to .dds
so we're compensating for it beforehand
ok so its actually .4
now it looks physically correct
ill have to reupload the .blend with these changes
added a lil note
updated the file
custom game engine?
yeah
nice
i don't actually use the hdr tho i think
it's dds texture based so i didn't even do anything to the file lol
how did you get the transformer model working for gmod rtx?
would it show up in profile inspector if I were to try to change the version that way
2 options:
- use the new runtime that ships with it
- force transformers with nvidia profile inspector
for profile inspector:
profile inspector method is recommended as the new runtime has issues with the HDRI skydomes
ahhh nice find!
bc6u is best btw, the s and the u means signed and unsigned, as in, is the number able to go negative
signed can go negative
i believe that isnt useful for hdris as they shouldnt have negative values afaik
so you can use all of the precision in the positive range using unsigned
for example signed might go from -128 to 128
and unsigned would be 0 to 256
so you have more precision in the positive values with unsigned
i could be wrong but thats my current understanding
i also tested up to 155 max value thingy, and it was fine. at 160 i started getting the artifacts
so 150 is probably fairly safe
@livid rapids is there an alternative to gameimageutil?
@compact blaze fix bugs for the PVS system in forced view frustrum (memory leaks, some props not getting affected, UI changes) and fixing seams in the displacement renderer
Ok nice for like a few days of work before itโs mostly done right?
should be, but i cant say for sure
Ofc but ya
but im near the end for sure
Damn itโs already near the end of the weak
Iโd be fine with a Friday or even Saturday release
Just donโt rush it
yea im not, im trying to make this a more polished release 
So to round up whatโs new with 0.6
Other than optional support for the latest runtime
bug fixes galore
and performance improvements
i guess what is "new" is that i have fixed a bunch of particles
vfire and stuff works now
Will the big bug fixes be listed?
Nice
I think for later releases you should have like a txt file to list each fix you finished at the time
So when the next update comes you have it all saved
ye i did that with github issues
Nice
probably should've consolidated into one list but i really did push the goals for 0.6.0 lol
it was supposed to be a lot simpler
Oh ya and what happened to that weird rendering thing that turns props to models
hu
Itโs weird I remember in the video it turned everything into vertex soup
It took place in some military hanger map and it was to show something you worked on to improve performance
oh
the skybox vertex explosions
idk they just stopped happening after refactoring some stuff
It wasnโt just sky box but any other model turned into super low quality broken models made or fragile looking vertexes
yea thats what im talking about
same
its so weird
i can run DLAA very well on other games
it only happened when forced view frustrum and the 3d skybox were active at the same time
DCS, Ready Or Not, Ground Branch, etc.
the only issue with 3D skyboxes now is conflicting geometry but this is a remix bug and not gmod
so stick to hdri's?
nah most 3D skyboxes work fine, but im not gonna leave it on default
you get weird screen flickering when it gets culled
another remix only issue
frustrum or remix
remix
wouldnt fix it
so anti culling is useless noted
(for source)
the 3D skybox is being rendered with a 2nd camera and remix doesnt handle camera switches well
lol no way
@subtle bison
btw anyone know why muzzle flashes work weirdly with the skybox and world
please for 0.6 make it so that the error texture is emissive
lol fr?
ya ofc
like the texture for the error model
not the missing texture
beautiful
Australian type ahh shi
forced view frustrum gettin big ๐ง
i feel like its a little too big for a lua file
Redoing the CSS packโs still on the whiteboard
I have a portal update, l4d2 upscales to do, and then Iโll do css
Itโll be with the new PBRfusion 3
Might as well do the other packs as well
how did you get the skybox to show on that map? All i get is just plain flats with no mountains or hills
r_3dsky 1
its disabled by default as there is rendering issues in the latest release for most maps
๐ thank you
i fixed most in 0.6.0 but its not out yet
gonna go back to a bunch of maps that had this same issue now
you will most likely see duplicate geometry and the 3d skybox in the 2D skybox
yeah it completely messes with gm_fork lol
surprised you're getting 50fps in gm_fork in the current release wow
is this with FG?
usually that map is like 20fps for me, completely CPU bound by the engine
surely my cpu can't be better than yours, I have a i5 12400F
im bottlenecked in almost everything because of it
7950X3D 
i meant to say that map should be unplayable in that release
it looks a bit better with the upcoming changes, but this 3D skybox itself is jank lol
theres a big glowing red spot on preset 5 of the HDRI mod btw, have no clue why it appeared but I definitely remember it not being there before
its because of the transformers backend for DLSS
its not a issue with the HDRI mod
Oh ok good
if you have like a 5090, there is a lot more breathing room for FPS
(with RT off)
goddamn
@keen rivet do you mind me removing this patreon link? Since it's a joint effort and all
or at least changing it to something else? 
yeah feel free
its been there for a long time and you've certainly done a lot more than me at this point lol
(im going insane
)
Add your own link and then we cut 50/50
i really dont wanna ask for donations lol
seems to only happen if you have a first person body or legs addon
i have neither
wow gm_abandoned_mall looks so much better since the last time I have seen it
which i think was the early x32 days lol
Do you think you could check these CR?
yea sure
Thanks c:
gm_outland runs ok but good god what is this "optimization"
yeah lets just cull everything in front of the player ๐
mission improbable runs but im GPU limited even at DLSS Ultra perf
lol
its gotta be something alpha related
very pretty but my gpu is begging itself to end
lmao
anyone got a 5090? ๐คฃ
can you link it?
i don't think you're GPU bound despite what task manager might say
seems to be an engine issue or Remix issue. FPS just dips like crazy
probably a remix/engine issue
i saw similar dips with maps that had vertex explosions
Why does remix hate alpha textures btw?
because path tracing does not go well with rasterized techniques
Yeah I tried both these maps on an older build and I was curious to see if they changed. Definitely higher FPS in engine it seems now
i'd recommend reading through Mark's posts on it
Yeah this map ran like shit even on my 6700k back in the day lol
search
alpha from: lagrangept
yeah miracles can't save this map
would be nice to see some sandbox maps optimized as well as hl2 ones
can have thousands of entities and it still efficiently uses PVS and other techniques to keep engine bottlenecks to a minimum
gonna look into removing lithium and hook libs as required addons tomorrow. we do a lot of heavy lifting in the binary module now so it's probably best we have less dependencies
I feel like there has to be some way to optimize that in engine somehow. It seems like there is a particular system that's just really fuckin slow. Although honestly I don't really know what I'm talking about I've just noticed how the frame rate just plummets in specific scenarios
Ofc that'd require King David level of reversing to achieve
considering we're using a heavily deprecated part of source, im not surprised we run into these bugs often
that or having xoxor4d adapt his compat stuff to gmod, would skip a lot of issues
I doubt it'd be much more optimized other then the patches you've made. I'm talking about the way the engine handles drawing massive amounts of entities
Ofc ik that'd fix a lot of other issues though
ah, gmod is actually quite efficient doing that in x64 with dx9c, at least from what i have seen
ah you mean making the specific render path we're using to be more optimized
i assume we're talking about king davids work on might and magic?
he even got hw skinning working iirc
Yup
It is a lot better but it definitely still gets crushed in certain scenarios when the PVS system basically isn't being used
Because ideally we'd just skip that and render everything at once
But fun Source limitations
i got somewhere with that a month or two ago with a custom static mesh renderer
but i had a bunch of issues and had to scrap it, but even with everything rendering at once, it was much faster than creating multiple clientside entities
forced view frusum is a middle ground where we recreate static props with large render bounds but we get to control when and how they render
and we let the engine render on top of those so it looks all seamless to a degree
it probably wastes some performance but it's the best we have rn
It's also slow with rendering world brushes as well iirc but I guess you have your custom world renderer for that case
yeah thankfully that one was much easier to implement
same technique as forced view frustrum, renders the world over the engine's original (so we can keep the skybox, decals, etc). surprisingly there is 0 performance cost (to a degree)
Weren't you testing that in the video with the fun vertex explosions on the concrete barriers?
yea that was it
Ahh
the next hard one is displacements
its almost done but im in a rut trying to get chunks to properly stitch together
so you get weird rendering errors in some maps
What's a rut... Other than
stuck in a hard place
Ah
I forget, does any of this work in MP?
idk why the engine lets me disable displacements on their own without any issues but i can't do the same for brushes smh
As a client ofc
i never tested myself
there is no networking code at all lol
If I knew how to code at all I'd help lol
as much as i hate to admit it, i have been relying on LLMs for the majority of my work
but my experience with source helps a lot to oversee specific implementations
Lmao, well as long as it's moving along ig it doesn't matter much
Well thanks for answering my questions, best of luck to you
add it
lol
i'll give you 10 dollars cause i'm like mr beast

https://github.com/NVIDIAGameWorks/rtx-remix/releases/tag/remix-1.0.0
will probably be using this as the base for the custom remix build for 0.6.0
For the full release notes for RTX Remix, please visit https://docs.omniverse.nvidia.com/kit/docs/rtx_remix/latest/docs/remix-releasenote.html
RTX Remix Runtime 1.0.0 Release Notes:
DXVK:
DLSS4: m...
i really dont want to catch up to github CI's
Listen, when RTX REMIX HL2 comes out, what will you do with GMOD RTX REMIX?
if it still uses the old 32-bit engine, nothing, we wouldnt be able to take anything beneficial from it other than enhanced assets if the hashes match
i hope it brings over some experienced C++ devs to help me fix some of the few issues we have left though
@subtle bison have u heard of manus yet?
this?
Ya I wanted to ask how does it look compared to the ai agent ur currently using to help with coding
i dont think havent an agentic coding LLM will help me lol. I use claude 3.7 inside vscodium and even with it, it gets most implementation ideas wrong or results that im not expecting. I find it works much better to help me write specific functions
Tbh I just assumed u had ai write like 70% of the code
it does, but i use it at a much smaller level
its just another tool in the toolbox, there is no way i could get claude to make all of this exactly how i want it just by asking it
im still surprised I have gotten this far, but i want to clarify im really not a programmer but more of a source engine guy 
hence me not asking for donations and such, just feels wrong to
Bro got morals, alright
You def donโt, you give the vibe youโd just run with the bag
I wouldn't
for some reason, Gmod remixed startied to crash on launch
I've did nothing for that
I'm able to launch it with Raytracing Enabled set to off, but crashing when i turn that on
sounds like a driver bug?
Iโm not saying I wouldnโt respect it
sometimes i've solved that restarting my pc
might be worth doing a clean install of your drivers
very weird
wait is this with the new runtime?
Like that happened if i played AAA game before that
It's also happened to previous
like the one i ship with the mod?
W/Transformer, but not 1.0
oh ye it must be a new runtime bug
but it didn't crashed before when im used new runtime
im still on the old one
it was okay, but just one time it started crashing
@subtle bison itโs a Thursday, you think itโs time to delay the update?
i might be able to make it on friday if i dont include the displacement stuff, i only got 2 issues to fix with FVF and I can call it good to publish
saturday would be probably the best time, but no guarantees
Will you replace the current runtime with the 1.0 runtime?
most likely, even if its a little buggy compared to the old one
if i pushed 0.6.0 with the old runtime, things would be more polished for sure
yeah ill just include it in something like 0.6.1
Maybe you can have 2 versions
Like how u released a cef and non cef build of the mod
nah ill need to eventually switch to the new one, i just havent gotten around to moving my API stuff to the updated codebase and that could be a while
depends on how much interferes with my changes
rip non-cef
ty rubat for breaking it 
might be worth adding a mini-guide to downgrade gmod so we can use non-cef again, its the build with the least amount of visual issues
and HDR maps dont crash (lighting still ded tho)
uhh
No, i've made a clean installation
i've faced that problem after driver re-install
Yup, that's a driver issue
fixed crashing with fresh re-install
Newest remix 1.0 works well
hm
even after clean install some textures are missing
and they are not tagged
check the ignored tab
That's not the ignore tag
first screenshot - RTX Remix, second one - vanilla gmod
on first one ive removed EVERY tag
oh its probably using a material not supported in FF
check the console when you spawn it
Makes sense
gimme 1 minute
Trying to software skin a mesh that will crash the game (61674 verts) (x277)
for example with a car without issues console is clear
you'd have to lower the verts in something like blender and recompile the model
unfortunately that car model is probably not replaceable in remix?
i imagine it has bones and stuff
i should capture and check how it will look in viewport?
it's not visible there, as in gmod
for the broken model it wont show in the capture
the engine itself isnt rendering it
i meant doing this via the source engine itself, i should've clarified sry
Tbh sometimes I do feel sad gmod canโt be insanely updated with new features as to try keep full support for all old mods
Like I understand but like
Damn Yโknow?
im waiting for the day rubat removes FF rendering entirely and makes it dx9c
this whole project would shatter in an instant
๐
ok i think i got the new runtime working
seems to be compiling but we'll see if my API changes work
Niceeee
โบ๏ธ
Will the new runtime be ready for 0.6 then?
nah api stuff seems to be broken
๐
nvm is working
๐
i forgot to rebuild the binary module with the new headers
video is a bit laggy as im gamestreaming + recording
but yeah even our old rtx.conf works fine
no render issues like the github CI builds
yipeee
NRC still unstable as ever on turing ๐ฆ
This is just a general thing for nrc or does nrc in gmod just work horribly on Turing gpus
in general
my system could be cursed but having NRC on just crashes my drivers constantly
it happened with the new runtime from last week, still happens with 1.0.0
Even when clean reinstalling a driver
ye
i can switch back to ReSTIR GI and its perfectly stable
wow new runtime has better blending for non-replaced glass materials
very nice
Maybe nrc doesnโt properly work on Turing series in general?
I wonder how does remix detect a transparent texture and why does it look so weird instead of just automatically having a normal transparent effect in place
probably based on the alpha values of the texture
its supposed to
Weird
also new runtime fixes vertex explosion issues from 3d skybox ๐ฅณ
still does a weird flash when its culled but its much better
never imagine i'd be running the henry stickmen map above 30 FPS on my 2080
new runtime handles alpha-heavy maps like a champ
does this mean we are back?
Every time I come to this channel, I'm fooled by something that looks almost real
no materials are even replaced in that screenshot lol
Gmod is getting closer and closer to "plug and play"
if we could automatically tag blended terrain textures as decals, i could call it "plug and play" then
that's probably one of the most annoying issues we have left
and idek if there is a way to fix that
do you even need lua menu anymore?
I noticed the latest install guide is a whopping 6 steps
ye, due to some optimizations, the user has some controls
ok, so I still need to do that
oh ok
everything you need to run the game is in the release and install guide
so if I reinstall gmod and use a clean version of those games, so long as I follow the 6 steps, success
cool cause I wanna try out remix 1.0
u can try it now but the UI and mouse cursor will be buggy without a custom build
due to us no longer using the remix bridge
oh interesting
so when those above were asking for 0.6.0 that is gonna be the version that uses remix 1.0?
yea
am i able to like update the rtx remix stuff rn
using the provided files like dxvk and bridge files
0.6.0 is a pretty big update in terms of visual fixes and performance improvements in addition to the new runtime
wheres the trex folder
i updated the dxvk remix so is there gonna be changes?
oooh nice, glad its only a day or two away
yeah, all of the stuff that's in the remix 1.0 release, but keep in mind you might have issues
i dont officially support CI/release builds other than the custom ones since they dont have the nessessary API calls to fix some issues
i prefer to use the latest ones than the stable ones
if I'm willing to suffer, what files would I need to replace in the gmrtx64 zip to run remix 1.0 before plopping it into gmod?
you can extract the mod as is, after that, for installing remix 1.0, extract all contents of dxvk-remix*.zip into bin/win64 and just replace everything
cool
remix 1.0 is crazy
I havent done RTX in gmod in a while so I'm used to issues, but I'll redo the process tomorrow or saturday once its all out and supported
why the fuck did the game freeze when i use the physgun to grab a prop (i have fuck halo's mod on also)
nvm its no longer freezing
oh i can see the phys gun beam
where do I get the dxvk-remix zip from again?
For the full release notes for RTX Remix, please visit https://docs.omniverse.nvidia.com/kit/docs/rtx_remix/latest/docs/remix-releasenote.html
RTX Remix Runtime 1.0.0 Release Notes:
DXVK:
DLSS4: m...
oh thats the zip?
ye it has the bridge included
got it
the dxvk-runtime is inside .trex
ok, so just copy the stuff in trex to win64
yep
it doesnt matter
if its a fully clean game install, you might have to open the game via steam first
gmod does a drm check one time
I did, mainly to make sure the required addons were fully downloaded and enabled
what did I do wrong if I get this error?
I presume I made a mistake in the file structure
I did hit replace all
did you install the x64 branch of gmod?
yes, x32 is no longer supported
aah ok
you'll have to re-do the compat mod stuff after doing that
yea its fixable with a clean rtx.conf but then you'd have to re-tag most textures
ill ship a new rtx.conf with the hashes re-added for 0.6.0
hu i dont remember the tardis addon causing vertex explosions
when I opened then closed the doors this happened
quite wild
also opening the doors turned off the sun
ok maybe something isnt right, this is the worst ghosting I've ever seen from remix
just the mere action of turning the flashlight on and off is unresponsive as heck
let me find it rq
this is the one I was using
its probably something in the rtx.conf, its an old file and probably had some stuff that shouldnt be set
thankfully im nuking it for the next release 
this is the core it uses
sweet
cause I was hoping to test how responsive the new cache was, guess I gotta wait now
if you want the most specific tardis, this mod gives like 3 versions, I'm using the 2014-2017 one (if you right click on it in the menu you can select the 2015 S9 tardis, thats the specific one seen here)
though I'll see what others this happens with, I suspect doors to be the main problem here
yea its quite broken
it looks like it extensively uses render targets?
remix doesnt like handling those
ye its how it looks "bigger on the inside"
probably needs whatever magic the portal gun uses to work
what about the seamless portals mod?
the interior kinda renders ok but you have to run far away from the tardis for the world to render correctly again
probably the same issue?
it would have to use render targets for stuff like that
i can try it tho
I see, I was gonna try and just clip inside, just finding the interior can be kinda tricky
it seems to have the same issue as reflective_glass so probably
nevermind I didn't look up ๐
@jade surge @steel lark after selecting a few RT textures and enabling RT render targets, it somewhat works now?
tardis is definitely improved but dark inside
seamless portals are totally jank
oh, not bad
the dark inside idk whats up, iirc it does have at least one giant point light at the center but it could be in geometry and/or undetected by remix
ye it could be baked too
wish they would behave like the portal and portal 2 portals
i think those work different than what seamless portals uses
no its not, if I set a certain texture as UI to fullbright everything you can see what is and isnt baked
yeah
wait
SOURCEBOX REMIXED???
hmmm
very interesting
also I hate how you cant just make a texture emissive, not without capturing the scene, I just wanna tweak a few textures and give them some emission maps in game but the closest I can get is setting them to "worl space UI" so they always render fullbright, makes them look like lights and emit light, but they arent that bright
what??? build 25 is not on the website? that means i have lost media lmao
also the flashlight is strangely dim, though I'm guessing thats because I'm on 1.0
ye i wish something got added for that
true
but i mean worldui definitely makes it better
are world uis emissive or nah?
ye messing about with that, does do cool stuff
ye its kind've a hack for remix but i always use it as the cheap emissiveifier if i can lol
its meant for UI elements that stick to the world and/or are in scene 3D objects, not this
also all the flashy lights are a pain, they have many frames for all the animated light effects, and even worse remix doesnt "cache" them in any way, so if I wanna make them all emissive I gotta wait for the frame its visible then set it to do so
yea thats just how the engine sends it to remix
nothing much you can do other than making source render it differently
speaking of, another dumb thing, cant change the color value of "add light to texture"
this menu really should be redone in a few spots
other than quite a bit of temporal instability, and the lack of colored lighting its not too bad
oh, here are a good chunk of frames, now all I need to do is be able to shift select them in mass, and apply a paramater to all at once
sometimes as a substitute I address a light as a "Worldspace UI texture" for it to give off colored lighting but it will never be strong enough and makes the texture fullbright
unfortunately when I do that the emission isnt bright enough for the tardis here
it works
just far too dim
I'm honestly surprised that we can boot into infmaps now
oh my, the NRC replaces ReSTIR, I didnt realize that
I remember that not being a possibility
ye i was surprised too when we initially switched to x64
i tried to load the gta v map but i ran out of vram lol
we'd probably need to find a way to keep the map loaded at all times, looks so jarring seeing everything pop in
iirc its a limitation with infmap itself
also you can see this working here, its just not bright enough to be viable for the whole ship
so this is not even a map but just a map where instead of a map there is just a large part of the prop and there is no lighting there
its a little more complex, it has to load a bunch of chunks in
I forgot how infmap worked yeah theres no way we can get it to work fluidly with remix
other than some rendering bugs when being outside the source engine map limits, i dont think there is that many issues with infmap
even the HDRI stuff works
it's trying it's hardest to work I get little glimpses of a completed map
iirc infmaps get to choose how they cull stuff
my summer car infmap doesnt have this issue iirc
if the hashes are stable, yes
maybe
ill check simpsons hit and run rq
I just downloaded that map lol
it takes a while to load
gonna go through a bunch of infmaps and test now that i'm curious
most if not all work, i did a lot of testing a while ago
found the gta v stuff lol
#1116089843479498782 message
Insanely intense seizure warning
this is what happens when loading into the hit and run map
ye i got it too
its the skybox doing weird stuff
it goes away if you spawn a HDRI skydome
ye works great
ok the NRC is looking kinda meh rn, I'll just hope the rtx.conf for gmod is screwed cause tbh, it at the moment has me lookin back at ReSTIR
you can try making your own rtx.conf and see if it looks any better
I'll take a look
SourceBox is long dead sadly
It got replaced with AlienBox and then that subsequently died and the dev went MIA because of a bunch of drama
is there any way to fix the water here in-game or would that require remixing
assigning textures as a water texture does nothing and I'm not even able to select the water here
can you give me the map name? i can fix it with my water replacer
aside from the water the map works perfectly
I was gonna point out missing sides on buildings but then I remembered this is ripped from a racing game where they most likely would have never rendered them
i have sourcebox lost media on my pc lmao
quick question, how do you tell if a texture is an RT texture? will it show in the menu?
I w a n t p l z
what do you do when stuff is just invisible?
@steel lark whatโs source box again?
it was a source mod that supported all source maps (portal, hl2, dod:s etc) and also had a portal gun and some other fun stuff
Where?
dm
What gmod should have been
๐
Why did it die?
weird I haven't gotten any
most likely poor moderation
@steel lark omfg wait is the the same sourcebox for s&box?
SOURCEBOX DISCORD : https://discord.gg/HNPGF4FskJ
Link To SourceBox Post : (You need to be in the s&box discord here : https://discord.gg/sbox before clicking this link) https://discord.com/channels/833983068468936704/1130724359577800764
Want to see more? SUBSCRIBE TO THE CHANNEL RIGHT HERE!
https://youtube.com/channel/UCWUh9jkAcB_4oQs-uW7Df-Q?...
completely different thing
valve stuff
going through that channel is like a rollercoaster
one video he's shitting on s&box and the next he's claiming it will destroy other games in the genre
Be a bit less broad with the explanation
valve was angry because the project was getting more attention and they were using the leaked 2013 sdk i think so they were going to make it official but ig it didn't work out
Wow
It combined a bunch of leaked branches into one amalgamation
its a bit weird, you need to uncheck this and then start selecting random textures in Raytraced Render Target Textures until it starts working
are they invisible even with RT off?
if it shows in rasterized, you might need to double check if you accidentally marked something to ignored, etc
yes'
then the engine is shitting itself ๐
check the console for any model/vertex errors
yep that would be it
so source just cant handle this?
in its fixed function pipeline yes
its old and deprecated so issues like this happen and i cant really do anything to fix it
cause this otherwise looks really cool
that flickering looks like detail textures?
is there an option to turn them off? Or do you mean Decal Textures?
in 0,6,0 i have added a addon to remove them automatically on map load, you have to manually ignore them in the runtime for now
is there any way I can actually point to these textures and ignore them? can't seem to click on them fast enough whenever it flickers
you can try pausing the game when you see one, it should stay in place
that's what I usually rely on, but it seems to flicker even when the game is paused
weird, maybe that map stacks a bunch
it does look like a very densely packed map
it's totally the map, theres hundreds of overlaying graffiti and decals everywhere
the infinite water map with HDRI looks great as expected
probably any large water map that isn't infmap would work too if you don't want visuals breaking at a long distance
OKAY
OKAYYYY
Hold the phone
Restir GI vs NRC 1.0.0
#1116089843479498782 message
NRC doesn't look like shit anymore
wooooooooo
me, a turing user
no NRC for me
also has anyone had random crashes with the 1.0.0 runtime?
i get some from time to time
tf2 is bricked kinda
it worked the first time
What kind of Gmod server should I host? TTT, Murder Mystery?
Dark rp! Jk do ttt
darkrp or ttt
darkrp would be cool as fuck
but major boring
ttt the move
What is darkrp, Iโve never done it

Its where all the loud kids go to recreate jameskiis youtube videos
Nah, but I think TTT Remix events would be hella fun
Imagine events where we play TTT on someoneโs Remixed map
Hey @modern quest @subtle bison check this out
crunchy
mf just casually selects Full resolution and his fps doesnt tank ๐ฅน
viewmodels dont have stable hashes since they're skinned meshes so no motion vectors for DLSS and stuff
tho i dont remember the noise ever being that bad
is it just a NRC thing?
Not I'm not talking about noise
Look at the bottom of the mag
It gets wobbly
How? Why
viewmodel stuff with remix ig
The game is paused so the viewmodel hash is static
Hey, maybe TTT will give you a chance to show off your guns
@willow fog try increasing this to higher values
i think someone mentioned the same issue a few months ago
i noticed this in GTA SA too
turn off NRC, see if that helps
he tried NIS and it was still happening
its something with viewmodel rendering itself
Its the same with wolfenstein, where we lowered roughness and metallic to somewhat reduce it
No I changed it to .01
NRC is separate
just ot show
go above 0.3
But .15 was what I had
@subtle bison What's the difference between setting up a regular Gmod server vs the RTX one
Honestly, I could probably run it in a VM environment on my Mac since it's probably more CPU reliant
would SteamCMD run in wine?
It's all command lines, but it is an Application
well wait, Crossover doesn't support Windows terminal
yeah, it's gonna have to be VM then
i feel like thats wasting perf but ok
I mean, something like Parallels should have good CPU performance
OHHHHHHHHHH
ye but you're getting the overhead of literally running windows ๐
i assume it fixed it?
I could run a Linux VM
you'd need box64 then
Yes, but I was getting excited at the graphics loll
im going to bed soon so lmk if my compat mod works on a server or not lol
Go to bed cr
@subtle bison Btw, The Gmod Server settings allows you to just disable VAC
So, we don't have to worry about it at all
gmod's vac doesn't do anything unless you're running 2013 cheats
what gpu are u running?
What does that achievement mean?
getting every effect than drinking a bucket of milk (removing the effects)
?
After the release date of HL2 RTX REMIX, what are you going to do with GMOD RTX, I'm wondering. It's just that I would like the RTX REMIX with mods and maps to work stably. It would be just a dream come true for me)
ะะฐััะฐัะฐะฟะฐ ะฝะฐะฟะธัะฐะป ะฝะธะถะต. ะะฐะฒะธัะธั ะพั ัะพะณะพ, ะบะฐะบะพะน ะฑัะดะตั ั ะป2 ัะตะผะธะบั. ะัะปะธ x32 - ะฝะธัะตะณะพ, ะตัะปะธ ั 64 - ััะพ-ัะพ ะดะฐ ะดะพััะฐะฝัั // CR Wrote above, depends on what hl2 rtx will be
4090
Ok that makes sense
I wanna ask you did the texture replacement for this gun right?
I wanna ask is there a tool like gameimageutil I can use
It just refuses to work for me
I just used gave image util
I don't know if any other
Especially for cod and its nog textures
ะั ะดะฐะน ะฑะพะณ ะฑั))
Unironically I think it might be a good idea to just setup a vm to try get it working
ะัะพััะพ, ะกะปะฐะฒ, ั ะผะฐัะธะฝะธะผั ะดะตะปะฐั, ะฒะพั ะฟะพ ััะพะผั ะถะตะปะฐัะตะปัะฝะพ RTX REMIX ะฑัะดั ะฝะฐะดะตะตัััั ััะพ ะฒ GMOD ะฑัะดะตั ััะฐะฑะธะปัะฝะพ ัะฐะฑะพัะฐัั, ะฝะพ ั ะฝะต ัะฒะตัะตะฝ ะบะพะฝะตัะฝะพ. ะะพ ะฑัะดั ะธัะฟะพะปัะทะพะฒะฐัั ะบะฐะบ ัะฐะฝััะต ะธัะฟะพะปัะทัั RESHADE
@willow fog did the new remix toolkit update appear for u in the app
@willow fog i wanna ask does infinite map base still not work?
why cant you go check for yourself
im sorry i forgor ๐
I'll try you when I'm not in bed
it does but its a little buggy
#1116089843479498782 message
definitely a case-by-case thing
I tried it on the surface of the moon but whenever I'd spawn the HDRI cube it would look like the world was just shifted miles beneath me
crackpot idea that might just break my gmod rtx install
gonna try GWater2 with remix
i tried it before, it didnt work for me ๐ฅน
damn
thank you for trying though, would have hated to see my rtx install break if anything went wrong
lemme see if i can find out why, i think i noted it here a while back
#1116089843479498782 message
ye remix seems to interfere with loading some stuff ig
found my first map that slows my pc to a crawl
4fps and below near the end
and it crashes when I disconnect
granted the map is insanely tall for source engine
i was wondering when the fall was gonna end
https://steamcommunity.com/sharedfiles/filedetails/?id=3234757737 heres the map if you want to try it yourself
do you remember what map this was?
@glass plinth looks like the flickering was detail textures
its fixed with the changes for 0.6.0
though this map still does some cursed stuff
640 x 384
๐
we've got like the opposite computer specs lol
i got my 2080 for cheap and was a massive upgrade from my 1060 lol
You say that while I was using a gtx 750 at the time.
you have a killer cpu but not that great of a gpu, I have a great gpu but not that great of a cpu
I didn't upgrade until the 3070 was out
Crazy combo

lmao
I*tel
DLSS 4 balanced looks great but i cant stand being below 30 fps if i can help it
next time I upgrade im getting ryzen 1000%
we really need a working FSR 3 framegen mod for remix ๐ญ
I tried using Lossless Scaling before resorting to DLSS FG but it just refused to work properly for some reason


