#Garry's Mod
1 messages Β· Page 60 of 1
doesnt appear to
at least for me
grigori gets replaced but thats with a replace source engine model
Uff still have to use nemez combines I guess
What about Portal rtx textures do they work now?
ill try em
I UNDERSTAND WHY!
WHY
frustum override lags because it affects whether or not entities are networked
no luck
but for all i know my portal rtx install could be bugged
anyways i gotta run

hu
yeah, you're adding every entity to the network list constantly
i assume this is related to me creating clientside entities for anything with modified render bounds
why are you creating CS ents
its a hack to fix objects with wonky render bounds from culling in front of the player
so we render them on top of the existing engine ones
its awful i know
π₯Ή
i dont know a better way to fix that other than what I've done so feel free to call me out on any atrocities or bullshit
i get it lmao
this is probably going to be the most involved texture i've done so far

So
try to play and break the launcher and ping me so i wake up with 99999999 new things to fix
What happened
what do you mean
lots of shit to do
Ad 1920x1200 as a default I beg of you π
Ok just for you I'll get out of bed and do it
Does custom resolution not work tho
I didn't mean immediately
What about Widescreen Resoulations?
No, discord fucks it up and covers the entire text part
With "stream games like this to your friends on discord"
And literally nothing on activity privacy fixes it lmao
But again no rush bruddah sleep n stuff
stay in bed rest
Oka, thanks 
Back to bed I go
Goodnight btw
What about them
Honestly old hash system and content mounting is big enough to consider a new release, do you think you could put one of those together @subtle bison?
I still need to address some bugs users reported but i can probably push something within a few days
i wonder if this is gonna be like an addon for Garrys mod like from the shop like HL2 RTX
Wtf did I do!?
Use the new launcher in the repo
woo hoo!
wip
what's that
the weird metalset material
for
name?
trying to remake as many of gmod's built in materials as i can since we have hl2 rtx
this?
num num upscalled
pretty sure yeah
Damn
he prolly JUST went to sleep LMAO
i think
seems to wrk #1116089843479498782 message
portal rtx still not wrking though for CR
cr how do we get the launcher to work?
gmod will load the rtxio files ootb if you only have the one mod folder in rtx-remix/mods
so as far as i know, it breaks other things but ill test it when i can
xenthio also wants to enforce the old hash system, so this means starting over from scratch for any mods
π₯Ή
yay all old mods got revived
@earnest yew so uhhhh.
you dont need to, the launcher automatically finds the games and symlinks them
dubssss
i don't really want to push the new launcher atm as i have some concerns but its definitely a next release thing
what
crunchy
dirty stains

looks like leather lol
looks like a texture from doom 3
Well that's stupid
Snake pen15
yes it is
Made a gh issue report yet?
not yet, im running on 1 hour of sleep so i probably wont get to it today 

can you just make a shortcut to files?
rather just copy and pasting the files onto mods folder
thats what the new launcher does, but it still has to be one folder only it seems
ill keep messing with it and keep the thread updated
current new metalset diffuse
(bear in mind it's supposed to lack shading so the other textures can make up for it)
any idea why some props still dont replace?
seems a bit fucked with the launcher lol
wtf is happening
Whar
now

@keen rivet your new light updater code, lua prop hash fixes, and r_cullbox patches is what's causing the perf issues, its not my fvf addon most scenarios
1st pic is that code commented out, 2nd is with all of them enabled (same exact pos with setpos) - (fvf is completely commented out)
in comparison, this is with the old light updater code + fvf pvs
1st pic is with both disabled, 2nd is with both enabled
the new lightupdaters/prop hashes is what really kills performance
π
i also ensured the culling patches were active on my end, but i still get lots of culling issues despite lower performance compared to fvf
mmmabe could do with more noise
here is another area
1st pic is old light updaters + fvf pvs, second is the new systems
though the new system is faster in maps where we run into the cutlinkedlist bottleneck
like that one pool map
gm_pool_complex_v2
exactly how I remember it
the field of errors
and yes I did do the pinned process for the porting of assets
How did u get that flat sand?
map or the mod?
Like the sign sry for not mentioning
its part of the map in 3dskybox
r_3dsky 1
So was there like a flat sand map that u just updated thru remix
nope this is the old one
Sry lemme just roll back rq, did you add that flat sand sign through remix or was it already there
it was already there
Ah ok
Wait waaaaat yall switched to old hashes? 
hl2rtx forced our hands
Ahhhhhhhh, oh skibidi, yep my hand is also forced,
what it issssss old hashes
are they set to be particle textures

also there is another
yea, i might have messed up something in the vmt or pcf when fixing particles way back
also getting better at organising my node layouts
Good morning!!
@keen rivet pls read my findings i @'ed you earlier π
Oh I forgot nova prospekt was In The demo lmao
Is is r_forcenovis 1, or c_frustumcull 0 that causes the perf issues
? we dont have access to either in gmod
nothing in my game was changed other than what was already mentioned
I added them
so what about the new lightupdater system, that was by far the heaviest thing
commenting prop hashes and that made the fps skyrocket
Hmm, that performs better than the old one for me
By a lot
i have modified the old one a lot, are we comparing from the same place?
That's strange
there is the perforpus screenshot i sent
it was using 1000ms lmao
on gm_voidplaces
Wtf
i can get the numbers for my modified one lol
one sec
if you want direct comparisons on your side, i have another branch on my fork with the up to date changes
i also disabled the binary module model stuff as it was spamming the console
It must break down too much with high light counts maybe
Maybe you could modify the new one to be more optimised
ye if u want, what does the new one offer tho
Because it doesn't create 300 entities and that's great
yea that would help with the cutlinkedlist stuff
It also updates faster
It performs better in gm_construct
By like 30 fps or something last I checked
the issue is getting it to run well on every map, thats why i spent a lot of time optimizing the old one, as well as you can for 300+ entities
but yea ill take a look
i can grab more perf data as well
voidplaces and voidmall are a good stresstest for all of our addons lol
so with the culling patches, i should be noticing a difference ootb without changing the cvars correct?
nvm i guess ill find out again
I'm noticing physics props don't pop out when I change c_frustumcull
what about static map props?
Still fucked
ah
I need to look those over
so if we're still intending to release something, are you ok with pushing the new launcher but the old systems for now (fvf, lightupdaters, etc)? we can still include the model stuff from the binary module
Yeah
cool
I just want launcher and old hashes out there
yeah easy peasy
will probably need to play through a bunch of maps to rebuild marked textures
i dont have my old 32-bit install anymore
unless there are some people here willing to share their rtx.conf's?
I've got a giant 32bit conf
i can merge them all into one place
i'll go through and mark a bunch of shit for you
if you want, its hard to get everything since everyone does different stuff with this game lmao
ill see if i have a backup or a another copy of my 32-bit conf when i can, maybe i have some i can contribute
@quiet scroll @meager oar ik yall did lots of 32-bit stuff, yall still have your rtx.confs?
we're gonna make a mega rtx.conf 
can probably move it to advanced
it was just for testing
i was matching up all the options from my launch configs
ah ok
I do! Iβll find it when I get home. Does this mean we gotta go back to 32bit? 
nah, x64 shares the same hashes as x32
NO
You know what?
If it means we get hl2 assets for free
I'm willing to redo my mod a third time
Minus the additional work, yes
I have done more after I redid
But yes
man i cant wait to re-add all of my 32-bit mods i made
Just because there's another really big mod that I made on 32bit and didn't have the energy to port it over
yeah i had a 200gb mod for 32bit
4000 textures
ai generated
8000 actually
@keen rivet btw do we still need to worry about multiple mod folders when mounting hl2rtx, you said it breaks rtxio loading
yeah and upscaled
i think so
rip
i mean unless it was fixed
no i just wanted to confirm
im not hand making 8000 textures
yea i did a lot of the gmod building materials from scratch
i'm a programmer, ai generated is basically hand made for me
Yeah and it took ya a million years to make it 
But trust me, it won't hurt
i think AI is ok as a base to build on in something like substance but generally i dont like how AI PBR upscalers look, except for pbrfusion 3 mostly
if it looks good, it looks good, no matter the way its done
but i would still only use the albedo, making stuff from scratch is fun (for me)
That's my main issue
oh mine was ALEX's custom model and script
Yeah I agree, ai everything as a base and then go in and replace what can be with handmade textures. Ambientcgβs my favorite 
I wouldn't do anything by hand if it looked good
for rtx remix
octotex was peak
imagine using the flux model with it
is there any other remix games on steam?
nope
nada
I have it
still use it π but i make it a mix of polyhaven + ai, i do the roughness map on my own though but still basic
i trimmed it just to texture hashes
very excited to merge these π
cooking up a script to do it all automatically and remove any duplicates
i think this config crashes my game tho lmao
dayum idk why my conf crashes for others but wrks for me
was crashing for CR and a friend of mine aswell
What was ur mod btw?
when u were testing to see if hl2 assets wrked in old hashes
oh maybe i have dementia
I'm just gonna start making a new config from scratch
I suggest starting with the hl2 config
Most particles and decals will match
And the visuals are also tuned to look very clean
Yes
wait what about the rtx conf in Xenthos old tutorial vid? i think he shared it in the description?
WHY IS MY GAME CRASHING
bro
https://www.youtube.com/watch?v=JeMrlemVSl8 its in the description
(Edit: Something keeps turning comments off on the video and it's not me!)
Edit: instead of downloading remix and bridge seperately, you can get them in one package at: https://github.com/NVIDIAGameWorks/rtx-remix/releases/tag/remix-0.6.0
You MIGHT need a GitHub account to download the following:
DXVK-Remix: https://github.com/NVIDIAGameWorks...
erm works for me π€ π
Omg disable chromium?
ffs
doesnt fix it
rip
lol this title should have "(OUTDATED)" in it now
"The even NEWER NEWER way to get RTX Remix in Garry's Mod"
when is the gmod rtx launcher gonna release? π€ (with the mounting)
idk sometime relatively soon
like within a week?
maybe earlier if i get more time
would it be worth adding some kind of script that removes the empty replacements for hl2rtx when mounting it? it would be nice to not have the grey texturesπ @keen rivet
yeah no idea how i would do that tho
some way to read the usd/usda's, check if a file path is valid for a replacement prim, remove it if not
idk i might be able to do it
wtf
do you have an idea how to fix the vtx checksum issue? i wanna hold off pushing as a lot of stuff breaks with the model load/render hooks
I mean it says it right here you lost the device
Go find it
Canβt expect rtx remix to do all the work
yeah lemme look into it right now
watching peak fiction
Itβs working overtime for free
pootis engage π₯
alright, done
ok now its starting to look real
idk im trying :p
is this with HDRIs?
yeah
definitely makes the lighting more grounded π₯
i also forgor to say but this is the non hdr compiled look
did you disable RT or does the map just become rasterized
I hope they add restirPT, seems to make scenes like this look more stable while om motion and less boiling
this is on a non gmodrtx client
unsure what i am looking at here
holy fucking god

you know its good when skurtyy starts tweaking
I wanna ask does xenthio now have time to work on gmod rtx for a bit?
weird that it forces fullbright
you did do vrad right?
Iβm gunna try that custom hdri thing after work, itβd be cool to add expansion pack mods 
i dont think i did vrad because i was just tryna get it to work (compiling was a BITCH
I wanna ask what would yβall do if when hl2 rtx released they switch back to the new hash system
die inside
the buttery smooth voice 
the level has no lighting for remix to work with
but I guess you can add them in remix
at that point just use the hdr map

the hdr map doesnt have the models at all
maybe do fast if it exists as an option
also the light placement is aweful anywhom so id have to work it either way
soo i might as well do something that isnt going to be a pain in the arse
might be worth adding custom emissive maps since that map uses unique meshes
true thats the plan for a few things in the house
Howβs everyone doing today?
what the fuck
mmmm
I should give the lampshades rtx skin maps
@willow fog how do i do it, ive seen you do it
:eyye:
pls
share your wisdom
Huh
making an sss map
What softwares do you have at your disposal?
any thats free :eyye: so probably paint 3d maybe
Open blender > import model > open shader editor > switch to cycles > add "Ambient occlusion" shader > Connect it to an emission shader > enable "inside" and "only local" > set the distance until it looks right > add "invert color" node and put it after the ambient occlusion node > add "mix rgb" node and connect the invert color node to the first input > on the second input, use the RGB values (r = 1, g= 0.2, b= 0.1) > on the mix color node, set the mode to "multiply" and the factor to 1
lmao
and how do i get the model exported
to blender not remix
Go figure

well if anything i got one emissive mask
and this
looks goofy with heavy fog tho lol but kinda more like a hazy house thing
yeah lol
insane
where is the obligatory 8K spaghetti
im wondering, is it possible to start CSGO maps on gmod rtx without crashing?
you find it i add it
sort of? i used to crash all of the time trying to load them but now they magically work
lighting will be broken though since we dont properly support HDR maps
i tried rn and it just keeps on crashing, strange
hmm, tried to join a normal map with the csgo contents and it crashed as well. maybe that's the problem
good question actually
lemme install csgo adn do that rq
before that, i fucked up the fog
rip
@brittle token this has a low chance of working, but the only major thing i have done to my gmod install is update our custom remix build
try installing this runtime and see if you still crash
mmm. let's see
dust2
it is very fucky tho
looks like a bunch of stuff to tag
and i do mean very fucky
this looks like something from the custom displacement renderer
but that should be off by default
guh
ill see if i can get into the map
it didn't seem to like it either, still worth a try
cr woke up
i pressed pause on the nap
yep, on the "initializing lua"
neat
cs2 if it was good
lucas...
o.o

i think u can fix that by setting the firefly to 1.000 in remix menu advance global volumetric settings
yea my game freezes here with dust2 as well
rip
weird that inferno and nuke work
btw, are the new thingies a newer version of rtx remix? noticing i can now select different Ray Reconstruction models
yea its based off the remix 1.0.0 changes and a little after
oughh
does it work normally on gmod then or
isn't that the latest source 1 iteration?
well thats what i was asuming lol
i meant like running the csgo maps mounted directly
no there is a newer one backported from cs2 when it was in development iirc
o damn
like 3 years before cs2 release i think
@subtle bison
wait what the fuck?
i can hear this in my head
same
lmfao
and no, im sorry i didnt know of a beta for cs2 which i dont have installed for scgo legacy items
ok give me some time augh
rip
no way
that was fast
how good do they look is the question
Seems like the right porter to make them look halfway decent atleast
π my fire broke for no reason
LOL
I thought it was one of the bombs i used in gbombs but no it applies to all types of fire
those embers look like its from some other addon
only thing I can think of that would change it is ArcCW or Gbombs
disable stuff until its normal again
i think i used that one, it made my physics gun into a physics electric plug lol
why does your grass look like https://ambientcg.com/view?id=Grass005
just how the map looks
crunchy textures...
Because it is
Wai hold on. Now, I can just replace the textures with the PBR materials from the mod and done. Same exact viewmodels as the hl2 demo
I think
Le fucking epic
Exactly, if we can't replace skinned meshes, just make them for source!!
@onyx ridge @earnest yew
So what about the rtxio extractor?
erm!
Yes, but someone already did that with the mod, right?
im making a new build LOL

but ill fix it rq
The models are there. Just need to do the materials
how many drives do you have again
I did have Gbombs working just fine a couple of days ago so idk what could be the cause of my missing fire textures
Physical or virtual
physical
3
are these micropuddles on the grass texture normal? o.o
C d e f
even if not csgo this looks sick as hell
its not gbombs wiithout the 1 frame per hour

uhh wut the
Looks like an unmarked detail texture
detail textures arent an issue in 0.6.0
might be cuz of some setting i touched on rtx remix, imma go check
also that does not look like a detail texture lol
Just a decal then
could also be a weird remix setting
Idk, sometimes if you have a bunch of unmarked decals layered on top of each other, it causes a hole in the texture
ye but it never looks like that
also flatgrass only has the one grass texture
nothing else would blend with it
yeah, i thought that i had set up the roughness high on the grass, but maybe it wasn't? it was cuz of enhanced assets
that could be too, seems like two textures are z-fightning on the grass
this is normal, the custom world renderer renders on top the engine-based one
Words said by the wicked
ooh, alright
you only ever see this in debug mode or selecting hashes
anyone here played hram?
got bored and started setting up materials for this map lol
same thing happens even with all mods disabled π
the last thing i see before gmod crashed
reality falls apart
Got bored and made a game along with securing my future for life
-Garry from Garry's mod
mario64 ahh painting
Framegen
even the chat got curved
maybe something got corrupted
nop
I did stop halfway through exporting hl2 rtx textures but I never actually moved anything to the gmod rtx folder
for some reason the game freezes for a bit when noclipping through the glass windows
would it be safe to verify the game and then copy/replace the files in the gmodrtx folder?
(this the frozen-on frame)
ok, moving too fast causes it, even more strange
yea
I have also installed a hl2 campaign sourcemod if that would affect anything
So we're back with old hashes
ye that could replace particles, since its a sourcemod
not yet but 
Well I'm gonna port everything anyways
I deleted the sourcemod entirely and i still get the same results, I'm gonna go ahead and verify
i dont think it's cuz of addons / mods, i think it just happens cuz of the fire texture
or smoke?
you have it too?
it's marked like that for me too
and it's a source missing texture, ... could it be because of the directx version?
with no ray tracing:
likely
yea thats a lot of missing particles
im about to test a clean install of the latest gmod one sec
aint no way rubat fucked us over like that

fhjaslkdfjlasdjf
did it happen
no
π¦

both normal gmod fire and vfire work for me
back to the atmospherichouse grind while cs2 downloads
looks nice, maybe a bit more sun
we need a real reverse engineerist in here..
how so
like, a bit more intensity, or maybe play a bit with the exposure
(of the sun light)
why is it like this
for some reason the C > right click menu doesn't show up on my gmod install, i dont think it ever did while on rtx
vfire works??
no joke might just use that instead
huh, nothing should break it
i think it looks fine otherwise but sure
ye i did some fixes for it
culling π¦
speaking of fire, does fire sometimes just not ive off emissives
or maybe im geeking
my game crashes on launch now π
gotta enable particles lights in the basic remix settings
now i'm remembering what burnt me out on this project LMAO
all the unsolvable issues....
mmm. maybe try re-pasting in the gmodrtx stuff
also try nuking the gmod install itself
sometimes i wonder how is the HL2 RTX team even working it, maybe cuz of the direct contact with nvidia
in gmod settings or in remix settings (im an idiot and cant find that or something similar that isnt already on)
@ember grove are you interested at all in helping getting gmod working better? since you somehow magically got a bunch of other games to work?
lmao
π
oh shi-
It would be awesome still if we can send all static geo to remix once, and not need to draw it again, solving world culling and other performance problems
Then we only render entities
somehow fixing culling on those too
hu, mwr already does this with no perf cost, but we're still stuck with entities
i agree doing it in remix would be better but getting textures to work would be hard
i think its better that we wait for someone to properly patch the engine
fuck I want the patches so bad
any news in the grt (gurt) world?
yo gurt!
I summon xoxor
Oh wait you already did
Xoxor please help us π
@subtle bison de_dust2
do any csgo maps work or not
nuke
awww no de_bank?
ok gramps
gramps π
Migration back to 32 bit when
i do not miss the loading times, freezing when loading more than 1 map, and the game absolutely chugging after like 50 addons π
Loaded fine for me
Good thing I haven't gotten out of bed yet
i know there are many others who had the same issues
you lied de_nuke fails for me too
it worked for cr
π
hush hush
Perhaps this would go nicely in the launcher
it crashes on lua startup for me
you can have the scripts n shit if you want
Why don't you add it in a PR? The launcher is easy peasy c#
PR?
pull request
Lol fair enough
idk maybe its a RNG thing, but it works on a clean gmod install with gmrtx64 0.6.0 and my dev build
unmount csgo 
a bit off topic but, where is gmrtx64? i kinda lost the file and im trying to find from where i downloaded it
tried that, still wont work
^
FAT
thanks
bro
ext
this fucking sucks 
you know who els-
π₯Ή
wow
i reset the conf and it works now
the rtx.conf?
yeah
guh
dude that gif got me laughing so hard
no
i noticed earlier the scanner model had inconsistent hashes
my viewmodels werent working tho
idk how it got replaced when you were messing with it
xenthio doing magic shit as usual
idk i think my decompiled one looks better βοΈ 
what did i do
You know what you did
not all
bro most if not all
guys we're cooked
we are incinerated
i love to see this βΊοΈ
is that new or old updatrr
i guess we're just gonna call it mine now since its so modified
based on the old one
is the light updater what handles converting lights
it keeps source lights from culling
and render more than 4 at a time since source has a limit
good lord 600 fps
ahh
engine bottlenecks just gone lmao
nvidia texturepack
i forgot do coloured lights actually work on most maps?
ye
weird
lights work exactly as they should
they weren't working for me in atmospheric house
guessing it's hdr jank
cuz its an HDR map so source forces fullbright
so remix cant see any lights
@keen rivet can we get a hook that prevents this? 
or does source set mat_fullbright so early the binary module wont be able to catch it?
map need recpmpile
ah no way to make the engine not change the cvar? π₯Ή
guess those maps can just be remixed with proper lighting
but my coloured lights!!!
wait... why dont we just re-create the lights when we detect a map running in mat_fullbright 1

(the problem was with tool lights)
was about to say: "yay it loaded!"
i mean the map was in fact lacking any lights in the first place which is why i was messing with tool lights
wow it did load
but i couldn't tint tool lights, they were always forced to white
heavily recommend this
https://steamcommunity.com/sharedfiles/filedetails/?id=1199828481&searchtext=fuck
ill see if that still happens
do errors have stable hashes
good point
subscribing to it rn π₯
never checked
Yo guys i woke up!
good morning
ye thats still fucked
very strange
lamps work tho
just not lights
wacky sauce
ooooh, pretty lights
ok guys im hitting the hay after remastering one of the 5 rooms im done 
what map are yall using?
you didnt even install the .exe
varied
atmospheric house
perchance
idk, this is good enoug
did it work
Wow, it's so much faster when the output is in an ssd
it works
It's almost as if

hmm
do we even have shadows enabled in our autoexec?
i dont think this article directly relates for our occurrence of the issue but an interesting read nonetheless
idk if im gonna dig too deep into this since i've only had 5 maps that have this issue
Okay, I finally got everything non rtxio'd
eepy time π€
oooh
im gmodding it
mm. for some reason installing dxvk-remix-c0247a8-gmod on top causes me to not be able to take captures
and this im not even sure what is going on honestly
O.O
ok i said i was going to bed but what the fuck
the 5g waves intercepting my brain
maybe just reinstall the base compat mod and see if it goes away
anyway back to π€
it did, but it seems that the dxvk update was the thing making it be able to start csgo maps
i guess try reinstalling the new dxvk then, maybe you had a bad config or something
where get?
you want the tool?
I thought this game works properly with remix? Whatβs missing or not working?
in the 64 bit version of gmod we're having trouble:
Disabling all culling properly.
Getting stable hashes on all props (trying to disable whatever is causing vertices to be transformed on cpu)
we've got our own binary module we're trying to use. Might move stuff to a dll injecting launcher too.
https://github.com/Xenthio/gmod-rtx-fixes-2
I have a feeling maybe my r_forcenovis doesn't work

Wouldnβt forcing the current area or everything within a certain radius of the player also work? Would definitely help with performance
How is that module injected? Or does it get loaded by gmod automatically?
gmod has a binary modules feature
how do you mean?
Also it looks terrible in Multiplayer with culling too
Also it's a risk of being banned too
Having some culling isnβt bad. You could force the current visframe for all leafs and nodes and then check if a node is within a certain distance to the player in R_CullNode (before the frustum check) and draw it if it is
So I managed to extract the files, but im getting really annoyed at how I just cant open certain dds files, does anyone know a way around this?
Or force the node if itβs in the same area as the player
Nothing you can do about that I guess
Im losing my shit with all this weird file importing gobbledygook
Took me forever but I ported the ammo box
Why the heck why?
@earnest yew tool PLEASE
oh yeah but i mean, like theres still backface culling and other culling that i just cannot for the life of me figure out where it happens
#general-remix message
virustotal link is posted a bit lower in the chat
how to uuse
how is use that
R_RecursiveWorldNode
just patched that lol
gm
gonna see if i can get a new release with the new launcher out today, no promises π
anyone noticed the subsurface scattering on this? (left is on, right is off)
@keen rivet since you said the r_cullbox stuff works for physics props, I can make fvf touch only static props. should help with perf a bit
ik the goal is to kill culling, but for now i guess we can work with what we have
I tricked one of my friends in believing atmospheric house was my house that I moved to

what image did u use?
lmao i was cleaning up my C: drive and apparently source games take up the most space π
are they half blind by any chance
no but their stupid
what tool do u use to clean ur drive?
windirstat
i doubt they'd believe you'd have enough of a bag to move into a house like this
i actually have enough bag to do that tho π
Ok get an rtx pro 6000 I double dare you
Ok
I triple dare you ms Bailey get 5 rtx pro 6000s so u can run remix at native 8k 120fps
Welders money can afford that maybe
Buy the state of Kansas
Ok
Thank you
Also damn being a welder pays that much?
I could comission furry art of you instead
Does anyone know why I cant open some of the dds files? I successfully extracted them but I cant seem to open some
you're opening the metadata file instead of the actual texture
if the .dds doesnt exist, it means they didnt include it
Oh so there's no way I'm able to extract textures for a model if the files are like that?
Damn thats annoying
yay i love packaged python scripts /s
do you really
how many pip packages are in there lmao
β€οΈ
no π
Fuck You...
from PyQt5.QtWidgets import QApplication, QWidget, QVBoxLayout, QHBoxLayout, QPushButton, QLabel, QLineEdit, QCheckBox, QFileDialog, QFormLayout, QGroupBox, QSpinBox, QMessageBox
from PyQt5.QtCore import Qt
from PyQt5.QtGui import QColor, QPalette
lol
okay grandma
wiztree better









