#Garry's Mod
1 messages · Page 58 of 1
depends on who ports them
cinematic mod
i want to avoid using workshop versions at all because the engine is just gonna be bottlenecked out of its fuckin mind
vert limit hell
hl2 rtx pack 1
hl2 rtx pack 2
hl2 rtx pack 3
hl2 rtx pack 4
hl2 rtx pack 5
hl2 rtx pack 6
hl2 rtx pack 99 pt2
YOU NEED TO SUBSCRIBE TO ALL OF THEM
- Make a collection
- accidentally press "change my subscribes"
Then we loose all our 500+ addons, but we have 8K PBR Albedo RTX HL2 Remix assets
how i genuinely wonder how much the engine will lag cause of all the highpoly models n materials
considering how hard it was to stay under the vert limit for the custom world renderer...
trust me its gonna suck
especially if you load a map full of the replaced assets
rip engine
cinematic 12
Tbh I forgot why remix can’t replace models in gmod
btw, why Remix has only dx8/9 games support, if it still replaces them to Vulcan? So there is no Vulcan games support
fixed function
some can be
as long as they arent skinned (ragdolls, npc's, deformable props)
so foliage can easily be replaced
like trees
remix only works with dx8/9 cuz it hooks into their old fixed-function pipeline and shader stuff, then swaps it to vulkan. dx10+ changed a lot, made everything more programmable, so remix can’t really intercept and replace things the same way
Cause it’s cpu skinned in gmod?
yup, that's makes sense. So it's not works with Vulcan games, because it's hooks to dx8/9 first, and only then replaces to Vulcan?
I pray someone can engine hack gmod to support gpu skinning

i pray someone can remove culling entirely
its funny because their earlier posts for grigori looked great
Tbh he never looked great
And this looks like it was rendered by a clickbait gaming thumbnail artist, you can always tell
Yoo, true
dont we have it?
#repoleak
ik we do for citizens and stuff
for some reason he reminds me of Gaunter o'Dimm from Witcher Hearts of Stone 
So anything that is animated can’t be replaced basically
YES LETS GET A FACEMAP OF THIS GUY
ye if its flickering in the debug view its cooked
ХАХАХАХАХАХ

Джиган - лучший пример
- That's the russian singer
we have father grigori in ril lif
i am not gonna be a big fan of what kliener looks like
do we have a kliener replacement?
I hope someone enables/reimplements gpu skinning into gmod
maybe one day
nah but there is
im like 90 percent sure its gonna look like this
or maybe rubat just removes FF rendering entirely and this whole project gets completely fucked
this would be great because i could replace the triangle metal plate props with identical ones that don't have smooth shading for some reason
He looks great I think
but they didn't deserve
We've could get this
but we've didn't deserve that
are those fucking skinned
every gmod-specific model is
Do u think he knows about gmod rtx
they don't have any bones i'm 90% sure it's something with how models are imported
i swear the build props werent
wouldnt be suprised if kliener also looks like this
no but even if he did i dont think he'd give us any support
во всём виноваты...
повстанцы
за то что комбайн не может контроллировать всю землю
за то что все живут плохо
Violating RTX
not mine, whoever made this please let me know for credits, and title your videos better
ебать он глупый
("Cubemaps are not about dynamics. I found a comparison. If you jerk off to the speaker so much, then install parallax cubemaps + RenderTarget and that's it. 14k people, relatively gmod community is very small, and I'm sure that 95% of the users there are the same as you. As for the map, suck the dick and learn to google before you write. $displacementmap, $bumpmap and depth buffer, but you don't know how to use google")
||russians invasing gmod rtx thread||
dm
google translate btw
add me
my only wish is this thread not getting invaded by anything
at least until gmod rtx is a little more polished
By what?
just like blowing up, like if some large yt channel promoted it
i obviously cant control that but if it's going to get attention, I'd prefer things to be easier to set up for the end user
so ill probably focus on making a proper installer soon
Abandon the thread and create a new thread called “jarry’s mod” and talk there
lmao
You’ll keep the manual installation stuff?
yea
just need some nice front end to manage everything for the user
ill brainstorm on it a bit but hopefully its a 0.7.0 goal
A pack of brain damage
🇵🇱
Just joking
I kinda like this lowkey tho
i hope the hl2 animation system holds up with hi-poly models
I wonder how hard it would be to create a table of matching hashes between gmod rtx and hl2 rtx so you can easily convert between addons between the two
So you can sync between portal with rtx, hl2 rtx, and more for gmod
That's quite a large project, but I reckon it would pay off and be worth it
Hmmm, at its laziest level you could do a powershell script that looks for hashes and subsitutes the hash you want
assuming thats how it works, I've never dabbled in hash stuff except for real hash ya know
I imagine it gets complex when you account for 3 different versions of hashes
Something I imagine is that you could use hlmv to open models and get the hash, and know exactly what model is being used to compare.
I’m just not sure what renderer hlmv uses and if it even hooks.
Why not just use Gmod itself?
Wouldn’t be able to know what hash relates to which. You may know the gmod hash, but that could be different for hl2rtx
Hmmm, I know some people have created custom hashes for things, I think Xoxor has done something like that. Maybe use that method to "combine" them all into one hash? Maybe some sort of converter script that is aware of what set of hashes you're working with and convert them all to a single uniform list that all future Source RTX mods would use? Just spitballing but in my mind this would somehow work
And you could use that same sort of method to convert hashes for old projects as well, assuming it works as it does in my head lol
opengl
i think
I mean like, a table that has rows for each hash/asset and how it differs across the games, the columns being each game
got slightly carried away
(the center part texture is an upscaled one but one day i will tackle recreating it manually)
could do with some more noise and i think the bevel part is smaller than it should be
nvm slightly bigger
ooooh you mean a literal spreadsheet and not a complex program that converts it all for you, sorry I was seeing a bigger vision 😳
Batch processing, my beloved.
Я тут уже давно
well yeah a program that does it but using that spreadsheet
it's pretty cool seeing these maps people have made using props and them like
actually having better-than baked map quality
(though they're often not lit very well since y'know normally you have the sun leaking)
i s'pose the next material i should do is dome
though the whole culling thing does kinda kick you in the balls
ya, but you could always find a well optimized map to kick up the render bounds distance settings
we prob need to make a addon for additional rtx materials anyway
u can spawn it tho one sec
install this
ok well nvm it doesnt work for some reason
the addon does but for some reason setting dev_monitor isnt spawning the water texture
NVM
I GOT IT
install this
set the texture as dev/dev_monitor
click a prop
profit
I fucking
u fuck?
niko
oneshot iirc
newest commit of dxvk-remix seems to have solved most of my issues in remix 1.0.0
umm what
why is atmospheric house no longer crashing my game 
very detailed map wow
HOLY SHIT CSGO NUKE WORKS
if they stay stable, they are begging for PBR
What did they do?
NRC is stable and indirect lighting no longer shits itself after leaving the game open for a long time
i dont think it fixed these map loading issues
just a coincidence
inferno works too
but csgo maps pretty much entirely rely on displacements and turning on the displacement renderer absolutely destroys my framerate
de_train too
wow i wonder what made these maps magically work
i didnt even update my game 💀
Hm
@keen rivet @rubat i dare you

WOW they even fixed transparency issues with unmarked decals 
this used to be a blurry mess before
Cr what is going on?
i rebased my custom dxvk-remix changes for shits and giggles
not knowing they fixed a fuck ton of shit
ye im uploading it to github atm
finally we are on par with raster with decals
🤯
Nice try, that's just CS2
@subtle bison apparently you can get a new version of the rtxio extractor if you change this from a 4 to a 6 in dxvk-remix repo, then update dependencies
yep it's everywhere
This works 🙂
🙀
just update that packman-external.xml file then run dxvk-remix\scripts-common\update-deps.cmd
That's still going through review internally, but I suppose this is what we get for using public packages and a predictable versioning scheme
HAHAHA
thats awesome
WOOOO IT WORKS
How did you figure this out @keen rivet ?
someone else did

Who is this genius 😛
please bestow upon them my highest praise
did you get the hashes converted?
nah im using the old hash system rn
rtx.useObsoleteHashOnTextureUpload = True
this works for us
does that work on 64bit
yes
i still think the rainbow table of hashes would be neat to convert
if hl2 rtx isn't using new hashes, why are we
yea thats what i was saying earlier today lol

99% of stuff is working ootb
broken stuff is skinned stuff so far
you can change all dx90.vtx references to dx70.vtx in datacache.dll to have it work i think
thats how i got more portal with rtx hashes working
👁️
or maybe other way around
hooooly
load gm construct...
was there water in the demo?
oh yeah
you'll need to remove all the assets that dont have replacements from the usds
hu wdym
so, the black texture means theres a replacement for it, but it doesn't actually have the asset for it
right
i tried making a script to do that earlier
which is funny because you can actually see now what has and hasn't been finished in hl2 rtx
😂
just make a python script to delete and folder with nothing in it plus subfolders
or do it manually
fuck it
im having a hard time loading into maps lmao
game is much less stable with these enhancements loaded
8k pbr hdr pom displacement rtx on
hu?
wdym

use the engine that actually comes with hl2rtx lol
i wish rubat would add the proper rtx fixes into gmod 😔
did you @ him yet 
i've pinged before
Bucket...
oh thats the same as portal rtx
cool factoid
there's a older build of sfm that uses the original source branch
so you could technically have remix sfm
nah let sfm die
true tho
fortress films be handicapping themselves
i will not shittalk the hl2 rtx gregori model

any easter eggs here?
camel
mr kleiner himself
bruh
looks straight ripped out of hla
im sure its not but the asset quality is THAT good
It was a Project 17 asset, so it was meant to sit side by side with the alyx consoles.
to what 💀
download hl2 rtx 💀
got it
and follow what we did above
we're literally just loading the hl2rtx assets in gmod
i aint scrolling all the way up man
im surprised there is some gmod maps that exclusively use ravenholm assets lol
4K INTERLOPER 🙀
ooo what map is that
so i dont get how to import em
yo?
how many
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the second you say that i know its long asf
make sure your remix build and binary module match
they have to share the same remix api version
when hl2 asset port?
im on latest remix

i would reinstall the latest release of the compat mod and see if that works on its own
then upgrade the remix version after if it does
still broke
so this is with the gmrtx_0.6.0 archive with absolutely no other changes?
something is causing the dll to not load
yeah i wonder if a sig has changed
once im done with the guide ill try it myself
because this is the latest latest garrysmod
it needs some polishing but i think this is all of the steps
im tired asf as well so uh yea
what was this sig again?
i reckon its out of date or something
thats the last thing printed before crash
i can see if it matches rq
what was the process of getting it? we should have that above all our sigs if possible
i dont remember other than fucking around with IDA
was this one i grabbed?
changed (this is an older ver)
ok
what does the surrounding area in shaderapidx9.dll look like at BA E1 0D 74 5E 48 89 1D
what the fuck
\
matches ur pic too
oh it doesnt
wait yeah it doesnt
also wouldnt this change every boot because of ASLR?
we're grabbing it dynamically at module load
i dont expect it to be consistent

1's and 0's
bro got hit by a small ray of radiation
does using rtxio directly not work?
what if you use the v6 rtxio binary
im trying it now
im gonna delete gmod and reinstall it a 2nd time to verify its not broken and then go to fucking bed
@keen rivet game still works after a 2nd reinstall
i really think u got bitflipped by the universe 🙂
(this is true)
doesn't work
i wonder whats the difference between hl2 rtx and gmod
that makes the pkg unable to load
funny
Unable to open D:\SteamLibrary\steamapps\common\Half-Life 2 RTX\rtx-remix\mods\hl2rtx\mod_01.pkg --force -o .\out
Unable to open resource package file D:\SteamLibrary\steamapps\common\Half-Life 2 RTX\rtx-remix\mods\hl2rtx\mod_01.pkg --force -o .\out
this is real shit
i guess i shoulda mentioned you need to make the out folder
how the fuck
anyway back to bed 
so you have 5 seconds
@subtle bison
Not quite having a good time with cmd, am I doing this wrong?
we all know
this is the message about the error
im still confused on what to do
The "out" part of the path is supposed to be the output folder where the extracted files will go
Pretty sure
anyone?
this will be minecraft 2 in 2015.
My PC really hates the newer versions of RTX remix lol
Frame gen on gmod will straight up restart my PC, and hl2 rtx and portal rtx will never open on screen
Wait a minute why Would frame gen even be an issue btw?
why wouldn't you're computer like that?
it only seems to happen in Gmod RTX (and probably the other source game if they loaded)
In cyberpunk it's perfectly fine
so why is Gmod RTX causing a forced restart when frame gen is enabled?
were they up to date?
i am planning to get new computer specs btw but i need to save up more money for that any advices you have for that?
Get something that'll do what you want, if you can afford it. Don't go top of the line if you won't be using it to it's full potential is my advice
i'm more of a UE5 and RTX remix guy and also a new animator beginner too so i think that will be using it's potential
most likely
okay i'm kinda not sure do i choose intel's arc b580 or The RTX graphics cards (like 4090 0r 5090 from nvidia)?
i have these options
@subtle bison I'm going to kiss you on your mouth
I ship
@willow fog help?
Are you looking to buy a new GPU?
yeah but i don't know which one is the best
Do you want to play remix games? Buy Nvidia.
If you don't care about raytracing? Buy anything else.
i'm an animator and a game dev that's a beginner planning to learn UE5 and blender and RTX remix (and also source engine too)
Get Nvidia
Nvidia is the best for professional work
Blender support is the best
And ue5 needs all the power you can give it
i will pick a 4090 that atleast had 24 gb of Vram
I would be surprised if you picked a 4090 which didn't have 24 gigs tbh
yeah but i think 24 gigs is good enough
and i will get 64 gb of ram also
Sounds good. Now take your ass over to #offtopic
No need to spam the gmod thread
yeah lets chat here
seems like they fixed the dep issue with rtxio
I'm gonna update the guide
<placeholder>
<@&1028597389143048232> can someone pin this?
ty
Does it automatically replace the assets in Gmod or does it need to be setup manually?
yeah the hashes work ootb
i may have gotten a bit carried away
(still not finished, i'm missing the vent and triangle thing details)
i can't wait to see it when Gmod is stablized for RTX remix
Well we've had game crashes before including when we tried to use the version of RTX remix from portal with RTX
you might want to check the new install guide pinned, we dont do anything with portal rtx anymore
but is there ever addons that is supported by Gmod RTX?
most of them work except for the ones noted in the github readme
maybe more that i dont know about but majority do work
although we would have to fix and enhance some textures some models or others for a SWEP addon models (for example) to look Good properly
which i can't do that because i don't have a Good GPU
do you mean the $color2 issue with some arc9 and mw base sweps?
its probably fixable but i haven't looked into it yet
and we've noticed that even the apex legends swep even causes the game to crash
that definitely does not happen anymore
what fixed it?
we've patched most of the shader issues in x64
the entire game is stable other than a few HDR maps
i recommend trying the new guide and letting me know if your previous issues are fixed or not
what does the apex legends sweps ACTUALLY look like with RTX remix?
btw
no idea i haven't tried them, got a workshop link?
let me see
darn you found it before i even searched it
omfg i left parsec off on my pc at home, i cant remote into it 
i can try the sweps in a few hours or someone can test it before me
also what kind of specs do you currently have?
gpu: rtx 2080
cpu: ryzen 9 7950X3D
ram: 64gb
yummy ram
yeah i am planning to get a 4090
and 128 gb of ram
and 24 gigs of vram
uhm was that overkill?
i mean even with those specs you'll run into engine bottlenecks
just because of how old the game is and what we do to somewhat prevent culling
i will get those specs anyways i am tired of my GTX 1650 suffering including not being able to even render a metahuman in UE5 causing the computer system to crash
So only HL2 assets will work, all other will break?
as long as that hash setting is set, yes (you can remove it to switch back to the new system)
but we're still debating if we should go back to that old system anyway
hopefully that will be understandable
oh yeah definitely a huge upgrade from a gtx 1650
also how strong will RTX remix be compared to shaders that apex legends currently uses?
that game is rasterized so its not easy to compare those
remix is very unique with how it renders
also does RTX remix currently support chromium X64?
and also it's a stable branch too
nah we're exclusively on the x64 beta
we can't use x32 anymore
too slow and buggy
tell me a very detailed comparision with X32 and X64
im not chatgpt 💀
i know Just kidding!
i wish i could use the troll emoji though
the big difference is that we cant completely remove culling on x64 due to missing patches but we've somewhat worked around it with some lua/c++ binary module stuff.
but performance and stability on x64 is much better than x32
also more addons are compatible and I've fixed most of the broken particles
Also why is Culling a problem with Gmod RTX?
it's with any source game, culling is there to save performance which isnt an issue on rasterized since the lighting is baked. It's an issue on remix because light can leak through the map and props will cull when you're not looking at them
x32 didn't have this issue because the engine was patched to fully disable it. we don't have this on x64 so far, but as i said, we have workarounds that mostly solve the issue
i might have an idea on what gmod map i could pick to enhance in RTX remix
wait right there
@subtle bison this one reminds me of my childhood memories back when i watched vanossgaming https://steamcommunity.com/sharedfiles/filedetails/?id=248949639&searchtext=mall
i might use the capture feature in Remix and i will adjust the map and we will see what it looks like
dayum boi, u spent all that money on CPU and RAM 😅
anyone with 32 gigs
uhm that might too much for the game engine to handle
Send it.
Do I HAVE to have inf map?
i am really skeptical about it i am not very sure if RTX remix mixes with infinite maps well
it's a shame the lamp gets culled the moment it's not in my fov anymore
20 min load time 💀
i have went through the pain of going through a map that has SO MANY UNIVERSES in space and my GTX 1650 never liked that
ever
like the gmod lamp?
yeah
i think someone else mentioned this, ill try to fix those
Running this with remix is going to be pain
surprisingly it works ok
i need to have my ultra mega death beam
not ideal but far better than my expectations
yeah do you remember this map? https://steamcommunity.com/sharedfiles/filedetails/?id=3132262723&searchtext=infmap
it was lagging so badly when traveling so fast
I'm not even going to try that
Yep agreed not gonna risk my computer crashing over so many universes not after what happened last time i tried
When you can't even say my name
Has the memory gone? are you feeling numb?
Go on, call my name
I can't play this game, so I ask again
Will you say, my name
Junky Dorrito
we'll anyways let's not get too far with the infmap i linked
Has the meory gone? are you feeling numb?
Or have I become invisible?
you know i can still talk to you
could you try this map btw? https://steamcommunity.com/sharedfiles/filedetails/?id=2476628515&searchtext=airship

It's just so funny that whenever this song is playing in ANY context the comment sections are always filled to the brim with Solid snake or Big boss,but i guess that it's just Metal gear fans appropiating a random song, and to be honest i'm all for it
Music Used: Invisible by Duran Duran
#memes #meme #animated #animation #metalgearsolid #metal...
some very cool weapon models too... saw some guy ported the auto9 from the robocop game to mwbase
wonder if I can do that with hitman models
Aren't they third person optimized?
Hitman 3 VR exists
That said, I have to replay hitman
Reminds me of Mitchell from hunt down the freeman
Loading livberty city
anyways yeah I'd have to see if there's a separate vr version for every weapon
Would make sense
you know that was actually supposed to be a GTA 6 joke
well that's the LOD
Yeah
get ready for broker HD
Can't wait for the higher res geometry to start loading
can you actually record a video to see i'm not just hallucinating?
oh i REALLY am not hallucinating after all
This whole area is taking time
i wonder if a whole GTA 5 map can even be loaded https://steamcommunity.com/sharedfiles/filedetails/?id=3027782245&searchtext=GTA+5
Disabled raytracing and things are loading much faster now
@willow fog can we actually handle that?
i tried it
@livid rapids I think it is fully loaded
it worked but i ran out of vram before it finished lol
How much of the map is in there?
that's how you know how demanding can an infinite map be in terms of system resources
it isn't optimized to be running smoothly compared to GTA 5
definetely a pain to load and play
Memory usage after closing gmod
i think it's recommended to stick to maps that isn't an infinite map
you know a hammer compiled map for example
probably fvf related, idk if this is something fixable due to how we do stuff
i hate func_ entities (what ur shooting)
Fun fact, for me, fvf only works when I turn it off and on
(Apparently it lags with rt off)
So it's a physics bottleneck
nah its a CR created bottleneck 
we set large render bounds on everything to prevent culling, when you shoot func entities like that, it's creating many more entities to do that
hence the performance cripple
Looks like it's their CPU
its a tough thing to work around, i could add some kind of toggle to ignore these entities but then they will cull of course
can't do both without actual engine patches
Where's garry when you need him\
rubat*
Where's Rubat when you need him/
he must've been busy being frustrated with a LOT of errors in the linux version
btw can you try this gamemode? https://steamcommunity.com/sharedfiles/filedetails/?id=2800282661
What is this?
let me record a video so i can show you
other gamemodes that dont load sandbox lua files will definitely not work
the game wont crash but the visuals are gonna be pretty horrible
but can that be fixed?
ffs
fr tho, not really
we either
- get proper culling patches that removes the need for most of our addons
- get someone to inject our addons into other gamemodes (legally dubious)
both are very difficult to achieve
@magic wyvern explain that auto mod message
its a joke
, ik why the mods blocked it
this only works for sandbox 💀
which defeats the purpose
we'd need a way to inject our stuff into the game with other means
which is why i said legally dubious
and i am not investigating that route at all
what makes proper culling patches harder than what it seems?
what is this map btw
finding the address/signatures to actually turn them off
x64 massively changed how r_cullbox works which makes it extremely difficult to patch
i dont have the RR experience to do it myself
then who do we blame for that change?
rubat but i wouldnt go bug him about it
we just need someone experienced with this kind of stuff to make a new patch
ty
ill try looking into some ideas to make fvf less expensive, no promises though
What does that stand for btw?
Appreciate
force view frustrum
considering not many people are on this chat the chances of finding an experienced person are pretty low
You'd be surprised
we already have like 3 people here who are very capable of doing it
but they have other things going on so perfectly understandable
oh kim added that to annoy burrito since he thinks it's funny to give new users this response whenever they ask about basic things.
Very uncarefully
What the term very care-fully?
Very carefuly

Very carefuly
SHHH
Me neither
super ultra mega very carefulIy
i saw debate of using either old hashes or new hashes here, so what got decided?
nothing yet
im ok with both since we can easily toggle it with a rtx.conf tweak, but it would be ideal to convert hashes to one system or another so its all under one roof
xenthio had a idea for that
@subtle bison i have an idea (and a question) wanna hear it?
sure
since this game exists would it be possible to take the assets from this game and port it to Gmod RTX just wondering what they would look like
is this chinese apex legends
yeah
to answer your question, you can port anything to remix as long as you have the the original assets
there are limits with gmod rtx though, ragdolls and npc's for example cant be replaced at the moment due to the game using software skinning (means we are unable to replace these in the toolkit)
but textures and generally most props work fine
cough couhg ping kralich
but can we actually imagine what the characters from chinese apex would look like if it was remixed in RTX remix?
i mean it would probably look as it would in the original game, both use a PBR pipeline
the character designs are pretty cool though
not gonna lie
illusion of volumetric clouds
if only if RTX REMIX had Volumetric clouds as a feature
for the hl2rtx assets?
because they most likely removed the textures but not the whole replacement when shipping the demo
i see
@subtle bison you know what? i'm starting to regret letting my parents decide the PC specs
considering the GTX sucks
with ray tracing
that card was made like around 1st gen RT cards so i dont think its really their fault 💀
fuck i got my 2080 in 2018 and we didnt have any games like this for years
wch card u have?
GTX 1650
GTX 1650
dayum
i had the gtx 1660ti running quake 2 rtx back then in 60 fps in 1080p after tweaking some settings
quake 2 rtx is like the easiest PT game to run isnt it
‼️
what?!
yea
i think only game that allowed gtx cards to turn RT on after that i dnt remember any other game allowing it
HOLD ON WAIT A MINUTE
then path tracing came and it pretty much killed it
wait how powerful IS path tracing compared to ray tracing?
alooot, just look at amd cards like 7900 xtx running it, gtx cards stand no chance and i dnt think they even support the current path tracing that remix uses
guyssss i think i'm starting to get better at this
does intel arc b580 even have any chances to run it?
well it should but i havent seen anyone with arc here running it
perf would be bad i think
if a ps5 apu can run remix, so can a b580 lol
maybe i will stay with buying a 4090 thank you VERY much
GOTTA RUN
i think a 4070 should be enough if your aiming for 1080p, i have 4070 super and it runs hl2 rtx in 55 to 65 fps in dlss transformer quality
is a 4070 cheaper than 4090 atleast?
yea but gpu prices are very high RN, i made the right choice by getting mine 2 months ago for 388 dollars, it was 590 dollars but i traded my 2080 super
Okay maybe i could live with that price atleast
it means might be a good price for me
5070 is almost 900 dollars here like bruh
no matter i'm gonna save it up for it
who up pheonixing their storms
What program are you using for these materials?
this looks sick
Garry was thinking when he made this mod
Real
i really hope we get some fix for not being able to directly use hl2 rtx assets
my poor laptop does not have the space for effectively two copies of hl2 rtx
The question is, will Half Life 2 RTX become the most popular Half Life 2 mod, or will Gmod keep its title
hmmm
transparent stuff cause accurate colored indirect lighting but the traveling light through the green glass doesnt change color
i hate nova prospekt this stupid maze but it looks good
iirc there's a separate setting for it but i can't remember where
heh... this house is pretty... atmospheric
looks stank
Wait why are there 2 Jessicas
there's even 3
This map scares the shit out of me in bonelab
honestly wonder if one could get the draconic base test tools to work in RTX gmod idk how useful these would be though
These are all shaders so they won't work
why the hell would you want that?
well idk just to try it maybe if it worked that is can a person not be curious in the year of 2025?
only if they're very carefull
i cannot enter a map without crashing on lua started
sounds like you're using the old method to run the game
follow this instead
https://github.com/Xenthio/gmod-rtx-fixes-2/blob/main/README.md
ah, did you try disabling all addons except the required 4?
wait i think yours is different
ye thats the old way
i think i thought of some hack job idea for remix to support specific lighting/fog settings for different maps/areas, what if lets say on map loads we could attach a trigger to a unique mesh or light in a capture to then use the specific light/fog settings
we could also integrate that directly into the binary module
yall think remix could support that?
ye it would be that hard to add
would or wouldn't?
wouldnt oops lol
would probably make a command called rtx_save_map_settings that saves all remix settings into a json with the map name
has anybody tried putting the assets from hl2 rtx into gmod rtx
yes look at pinned
ya i feel it'd be an easy way to solve hl2 rtx's and other remix projects issue of having to keep a generalized volumetric/lighting setting for the entire game
im thinking it'd be more of a general remix feature but ya
it'd be difficult to add that as a general feature since remix doesnt have access to the engine like that normallyh
no i mean like, y'know how a capture can detect meshes and lights and identify them as hashes
lets say each map has a special mesh or light the other maps don't, just pin a trigger to that specific hash and when it appears ingame the special settings get triggered
ah
i see
yeah i dont see why not
though idk how or where that would be specifically done on the remix side
maybe make a feature request on the remix github?
i wanna ask is that the canned HLA model for kliener?
ya ofc just wanted to ask and see if its smth viable
yes
it kinda flickers a little
the other kliener model is the one made by the hl2 remade assets team
i get good frams for a 3050 tho
those are detail textures, they're suposed to be removed on map spawn
open your pause menu and open this
if it shows errors for remixbinary send a screenshot here
ah you're missing some addons probably
did you subscribe to these?
https://steamcommunity.com/sharedfiles/filedetails/?id=3417054376
they're also linked in that guide
ye that should fix the lua errors
Wow I know that dupe, that looks incredible
if/when you release it, can we include it in the compat mod? ill credit u ofc
the main two things bugging me are the fact so far i've done it with the new hashes so it doesn't work with hl2rtx things and that, for some reason, i can't make translucent materials in the project
the toolkit crashes when i try opening the material convert menu

Errr oh wait uhh (im out of the loop lmao) do the hashes from the hl2 demo matchup with the old hashes when we had the hl2.exe?
what exactly are hashes and why would using hl2 rtx assets break them for other mods?
Oh sweet, thanks! 
very carefulIy
hashes are a unique string of numbers and text that allow remix to know all materials/textures in your game, it's what allows you to replace assets
oh I see
so if I were to install a rtx map mod from moddb and then import HL2 RTX assets into the game, it would break the mod?
that's fine by me, most maps clog up my vram immediately
i think the hl2 rtx assets don't work not that they wouldn't work with another mod
so do i put rtx.useObsoleteHashOnTextureUpload = True in rtx.conf or a different conf
this response doesn't even make sense
rtx.conf as said in the pinned guide
yes
no, the hl2rtx assets simply wont load until you change the hash setting
so I should be fine if I haven't installed any RTX related mods?
too bad the hl2rtx shit wont load
im assuming cause 2 seperate pkg mods cant at the same time
kinda cool lowkey
This with global illumination off?
i can't wait for hl2rtx to fully release and for remix to remove the old hash setting
This sounds sarcastic
so we can painstakingly convert all hashes?

on
Also ur trans fem right?
I wanna ask what’s the connection with terminally online trans fem people and anime catgirls, tried asking a friend but she wouldn’t give a clear answer 💔 it’s almost like trans people aren’t in a connected hive mind or smth
just me being paranoid about obsolete/deprecated stuff in software that really benefits from being kept up to date
in my case : idk !!
i just think being a mrrp meow is silly and fun
yeah
what
its not an anime catgirl its a furry :eyye:
Same thing
mmmno
LMAO
The chat just did a 180
yea uhh
Dw it's ain't taking it further than that if not offtopic





