#Garry's Mod
1 messages Β· Page 78 of 1
using gmod rtx for gmods original purpose
im sorry bro
who ate the frontal lobe of ur physgun
model bug
i cant fix it in rtx remix so im out of luck
aint it those bugged hl2rtx viewmodels from the workshop
do they look the same with RT off
ok not a remix bug then
i imported them into rtx remix
ofc its not a remix bug dumbass
nah aint no way you did a skinned mesh replacement
obviously you did the materials
no i used the workshop
the only time i imported every normal roughness bullshit from the workshop was for that melon
see this?
i am very sure i can import in the original textures to remix (the normals roughness etc)
omfg its this bs when rtx.io goes to false and the game crashes
@subtle bison whenever i make a capture everything is sideways in remix
like omniverse
z up moment
i prob have a clean rtx.conf
very immaculate ahhh
too many textures
Why does the option even exist, I realistically donβt see anyone using it
Or atleast canβt think of anything you can use it for
so captures dont import sideways π
@subtle bison where the fuck are the textures
when the texture is not marked as decal π
man i cant find the texture
why does it look like a 2017 EU4 grundge game
oh enable map render fixes in the spawn menu
fake caustics is crazy bro
Here is a 1902 Regina Model 11, Double Comb Regina playing Bizet's Vintage Music Toreador's Song, Disc #1454. A new, better audio version here: https://youtu.be/wtSsWsVt17g
ye there is this 1/10 chance the game will be "frozen" when opening it, even if it actually isnt
i got no idea why that happens lol
they should put microsoft at gunpoint and make them use rtx.io for everything
what does this have to do with rtxio π
do you really think this is a hl2 rtx assets like actually licensed by the team
Microsoft has nothing to do with RTXIO π
Correction: Microsoft doesnβt control RTXIO implementations
the entire meaning is, i want everything to load faster
@willow fog interested in making a aperture translucent node? 
Shore
Harlotte
why is everyone always so toxic in this channel 
fr π
guh
wait im also in this server wtf
its origionaly called pisscord
oh right
lol
wild
not sure if the offical toolkit can do this but multiple capture loading π€€
It sure can't
even if you had infinite money with any LLM, getting exactly what you want out of it is still nigh impossible lol. I have spent more time making implementation plans and UI mockups than the actual coding
the blender toolkit is meant to leverage the strengths of blender and have a KISS principle of exporting to remix
i really want the USD, ingesting, and remix specifics out of the way of the user lol
damn u finding a wife?
yuh 
gmod in 2014
this will be source engine in 2014
distant light support βΊοΈ
yoo
adjusting these in blender is so much easier than the toolkit holy
i remember spending like 20 minutes in the toolkit for portal 2 just to get the sun to look correct
meanwhile Shift + T
Blender toolkit JUST CAN'T stop winning

ok why cant eevee load more than 128 lights
haven't tested this in a whil but damn does transformer dlaa look very close to non RR dlaa
very much improved to cnn where a lot of detail was lost
literally it wont render any of them if its more than that
i thought my importer was bugged when i saw lights not doing anything
ugh amd fix your gpu cycles renderer PLEASE
whats the limit of lights in cycle
you dont know?
yeah
hmm i wonder how that would be implemented
and custom "fallback" light esc sunrays that are very easy to handle
now you get it
woudl be cool
its my favourite shit to turn into the fucking void
https://steamcommunity.com/sharedfiles/filedetails/?id=3475981969& has anyone messed with this
import custom meshes with collision models π
add colission to models???? isnt that a tool already
like i mean remix meshes with collision
honestly would be cool
yea its definitely up on my priority list
because theres alot of things id do with remix colissions
There you go. Easy custom skybox baking
oh right speaking of skybox replacements
you can select the skybox in blender π€
i wonder if i can replace the textures, the toolkit couldnt do this

@willow fog rq can u send a baked 32-bit exr of that skybox
im gonna fold it so i can import it ingame
What should be the color space be?
well, I exported rec 2020
π€€

why this not gonna work
its calling me like the fuckin goblin mask (for reference i used to be named mocha on here)
Protogen skin omg
yes
Same exact one I used back in 2023 damn Daniel
does anyone know
does gmod not support it guh
I dont see a natural mount for it in the games tab
i wonder why
looks like you can manually define it here
GarrysMod\garrysmod\cfg\mount.cfg
i dont know why he doesnt que any audio
these vertex explosions look a lot like the 3dsky ones
im guessing its a dual-camera related thing
i see
i wonder if its a remix regression, ik they didnt exist at some point
no stability either :.
ye there isnt any at all in gmod when the custom render stuff got removed
i added a anchor system in its place so that should solve that
guh do they use a custom water material
the water replacer addon looks for water in the texture name, and if thats not found, then it finds anything with a water material
volumetrics tho π€€
I dont either besides some maps or pre rendered npcs
pre-rendered
hmm maybe they're dynamic props?
the gman at his lonesome
wonder if someone can make some sort of lua port of the bms entities that work with the maps
like that one person did for portal 2
I SEE THE LIGHT
water seems to work here too
what is the map name

smh imagine not knowing the chapter act and part a b or c of the map
lol
holy shit 18fps
yeah
now imagine actual black mesa working
didnt someone pay xoxor4d to start working on it?
it got the steam version working in shader mode, but it looked like ass
yeah
but its a split between 2 games for his paymenrt
π
i already suggested stanley parable next (even tho i only own ultra delux π₯² )
eevee is actually so fucking good but bad
its embarassing
you gotta use a proximity light addon
its so aids
definitely not rtx related, but i have been working on my own face tracking binary module for gmod
ik there are existing addons that do this, but none are based on this
https://github.com/emilianavt/OpenSeeFace
kinect 2.0
real
matching the raw facecap data with source engines is so painful π
smiling causes the face to pucker sideways which i guess is some kind of cordinate transform issue
eyes work perfectly fine tho
it is becoming sentient
when hdri transformer fix
i dont use nvidia anymore so 
i could try resolving it with your help
the broken ones probably need to be rexported using the custom hdri guide on the hdri github repo
@subtle bison
suprisingly all the cutscenes have some form of vertex explosion except this one
I think i found something that fixes the campaign for gmod
maybe
and definetally
lol wrong chapter title
red letter day
I see what the error is
we also have to mount the origional source mod i think
rip
so I noticed that there is an installer now, tried using it and immediately I have some issues, looking in the .trex folder this config file just isnt present
sus
try using the x64 version of the game, you dont have to deal with the bridge
though i think there are a few folks here using x32 without that issue
could try updating drivers and stuff, its not a game issue
oh true, I forgot this was all meant to be done on the 64x branch now
nah both are supported now, they share the same patches and stuff
you could also try making a bridge.conf like it says and set a high limit
it might work
cool, still gonna move up to see if that helps, the mod that caused the error I know worked before
what got me intreagued was someone showing it not breaking nearly as badly as it did for me, and I wanted to mess with it again
if you're going to switch to x64, nuke everything but the launcher
when I last tried this all sorts of props were just flat out invisible
also still awaiting the day I can use nestor and not have most the props in the map be invisible
from what I've been told if a prop is invisible though, its just source dying
its usually down to a vertex format bug, I think those have largely been fixed. If a prop isnt showing and there isnt any vertex errors in the console, it just means its not being lit by the engine which means remix cant see it
aaaah
I know nestor is kinda flat with lighting mainly cause it uses ambient light, so I guess if the console isnt throwing errors then its a map maker issue
well this still happens a whole lot in the tardis for me
if I use "add light to texture" why is it orange?
im getting chipotle rn
just the default color, you can adjust it in the remix menu, dont remember the exact spot tho
yea something about the models this addon uses, fixed function source does not like
god the nural radiance cache is odd, I encountered a few scenarios where it felt almost too bright, and was significantly so more than the other methods, but was also fluctuating in light values as if it couldnt decide what brightness to be at
hello Garry's Mod RTX Discord Forum
like the ones you spawn?
ye
guh
it could be a map-based thing. try spawning them on flatgrass and see if the same thing happens
we cant control prop fade unfortunately if that's the case
flatgrass wheres i have grass ban:trollface:
oh wait
im dumbass
why this lights still working if brightness 0
well, this is skill issue, not bug
idk why but i love this shit
Accurate
Which dust2 variation is this
de_sandstone from mobile csgo ripoff
was the game standoff 2?
yes
Damn I played that alot
me too
What movement mod and footstep sound mod are u using?
And the bg music is it part of the map?
nice
beginning work on a new paradigm
@keen rivet
if I can start hooking the right stuff, this is going to be changing a lot of things
including MP support for servers that dont have the compat mod addon 
Yoooo
fuck vac
ON GOD!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
π₯
remix isnt injected but i have hooked some of the render functions
cannot wait to hook the clientside lua stuff 
that will unlock so many possibilities
(this is what most gmod cheats do lmao)
but is that bannable though?
on the servers themselves, but not VAC
why not VAC?
because gmod doesnt use it 
we already modify DLLs and there is no sigature checks being hit like you would see in tf2 or css
so if you're doing sandbox with friends and not some op AF darkrp server with their own AC, you'll be fine
i think @earnest yew has done a lot of darkrp stuff with gmod rtx right?
hi doing my popping in again what is this
(also since when was there a slowmode here)
YES
caps. whats up
did u ever get banned from any servers
no
yipeee
i cheat on gmod alot anyways and like 99.99% of servers dont use any sort of anticheat
ok even better lmfao
lol
most servers have some insane ui mods that cause the game to freak the fuck out and not even load in anyways
but it would be nice to have more multiplayer shiz
can they just stick to non-cursed derma/vgui elements π
fr that was one of my main reasons for quitting darkrp
i fought that shit so much
idk man shits crazy
ive tried like 30 different servers and like 3 worked lol
ttt was pretty good but garnetgaming was the only darkrp to work
xoxor4d-ifying gmod 
imagine admin screenshoted ur game and seeing ultra rtx graphics with pbr and emissions
π
this is like telling me you're valve-ifying fortnite (i have no idea what this means)
reshadeπ
opening new doors, possibilities if you will π€
Endless Possibility [Live] 30th Anniversary Symphony
anyway i am going to assume this means you're modifying garry's mod to be based on portal 2's codebase and include portals
im modifying the game to work with remix in a way that allows us to fix a bunch of known issues
no more dx70 bs
imagine slendytubbies map with 60 fps
can someone like
instead of 2
fix tf2
so we went from
lua addon > binary addon > code hooking/modification
pay xoxor4d π
yes i went insane
how much money does that man need
jessica and jessica writing...
i want to fix all gmod rtx problems, i cant help it
yall fight for it
bruh
i am proud of you catrappa i vaguely remember you being terrified of doing binary addon stuff
(talking about me here)
xorxor fix ghostbusters the video game, psychonauts and ill give you 250 dolla
nothing like holding yourself close to hell to get used to it π
im the sexiest
β
i know what you are
Also hello chat what's the shenanigans of today
tssss...
cr up to no good
I see
#1116089843479498782 message

gmod getting the xoxor4d treatment
So wait is this a client side patch 
good night all
Or what
yep, fully injecting into the game, this would allow us to inject our binary module (for MP) and do lots of other stuff
could also move culling patches to it n stuff
anything is possible
if you use remix to genuinley cheat i think you should like get a job or some shit
this applies to the people who think remix is cheating in tf2 too
to play normally with remix u already need normal gpu
=> u already have job
it actually takes more effort to cheat with remix rather than just getting a cheat client 
Lol

with remix i can mark some shit as emissions and this not gonna looks like absolute shit :trollface:
bruh gif
ooooo
VAC is basically non existant on gmod
wow i found a static global d3d9 device signature, this means rtx lights might be able to come back lol
source would constantly corrupt the one I was using in the binary module causing the game to crash
but it says vac secured, is it a lie?
yea
What!!
put up that kofi bro we NEED to pay you

used a gmod rtx screenshot as a scene in whisk to create this video pretty damn cool
A new experimental tool that lets you use images as prompts to visualize your ideas and tell your story.
uhhh the gif didn't work
real
the concrete beam lmao
clouds
Ya itβd be very very weird if a game all about modding, restricts modding through vac lol
Ermmmmmm remix can give a competitive advantogey with ermmm reflecshons and lighting up le dark spaces
(I would like to say even though Iβm making it clear by the way I speak that Iβm not serious Iβm still scared itβs coming off I am serious, so Iβll add this, no Iβm not serious)
@subtle bison will my gpu jump out of my case and try to strangle me to death?
what
144p puddles
@subtle bison do you think we will be able to edit the map itself like deleting mesh data with your blender mod
that is possible with remix itself by setting the prim reference to none, but unfortunately gmod does not have stable geometry
so you would need to rebake the level geometry first (export captured meshes), disable world rendering, and then modify it
(this would be in rtcws case which does have stable geo)
oh then yea its as simple as setting the reference as none π
i can add a button for it
guh
I have everything referenced to no avail lol
wtf this is literally hammer lmfao
its hammer for q3 games
except it costs money and is a peice of shit
so kinda like adobe
worse because it doesn't even work right
yeah
literally EVERY model and EVERY texture, EVERY .shader file is referenced and linked but it still fucks up
i have a question @lament quartz
https://icculus.org/gtkradiant/downloads.html
why don't you just use this?
it has RTCW support
same issues+15 fps joy
you can hear loud ass engine noises which is abnormal since water cool
jack is built off radiant
ill try 1.4
exit 8
gaw hell naw
wyd
die
bro unfroze the whole citadel
;btools me
SOAP TRUSTED YOU
what
I know i did too
π
why u smiling like that
cuz i said i was gonna release during the weekend, but then life happened
Pretty sure itβs just the filter, lol
You can make anything look different with the right colors
post processing my beloved

@subtle bison
I have an idea foe the blender toolkit
in-app baking from normal to octa
When you press convert, it'll spawn a flat plane with the same aspect ratio as your texture and then bake with the correct settings. Should be straightforward (
)
i dont even know what a octa normal would be used for 
ill do it later down the line
i just wanna get this shit out the door π
On GANG
my dream is a cool volumetric clouds in rtx remix
Oh h264 is not happy
amd h264 encoder be like
So far. Some textures will be worked on later.
peak
entire map rendered in remix 
its kinda hard to seperate static props in a seperate capture pass so those will have to be done manually
send gmod map pls
which is better
right
i see no difference
i can fix it trust
@subtle bison add a feature where every time you open the launcher it checks for updates
open ur eyes
make better
guys what are some good maps for gmod rtx
well any map that runs good
The ones on workshop 
this goofy ahh inspect
why ur finger broken
playermodel issue, not my
nah someone broke ur fingy
noπ
can we get some likes on this, it would benefit gmod rtx a lot
https://github.com/Facepunch/garrysmod-requests/issues/2762
@subtle bison how are you guys doing skies in Gmod? making 'em yourself or using some HDRIs from online?
downloading from online like polyhaven
ah, thanks π
Is it not worth converting the original HDR skyboxes to hdri? It's pretty simple to do using https://github.com/rob5300/VTFHDRCubeToEqi or https://developer.valvesoftware.com/wiki/No_vtf
its just kukri with materials ported from cs2
You replaced the smd of a knife mod or smth?
Or is there a kukri knife in the workshop somewhere lmao
in workshop lol
we have done this as placeholders, but the converted skybox doesn't have the same fidelity as the rest of our materials
yeah i imagine you'd have to recreate them in a higher bit depth (16/32-bit)
are yall using hdri skyboxes in the same way gmod does? ours emit light on their own without any placed lights
Will you ever give us insight on how youβll be able to faithfully recreate those iconic skyboxes
yeah, we are. that's why we had to make temp HDRI'd versions of the originals, since proper relighting could not take place without them
Like will you virtually create it instead or try get an outside skybox picture close enough to the original
the flow right now is already worked out as "use a plugin like PureSky Pro and spend ages matching light, cloud cover, moon/sun placement, etc", but it's just time consuming and we need more manpower on it
we have proof of concepts indicating we can get extremely faithful results this way, but more hands are needed to cover all skyboxes across the whole game
Ah ok nice
Hope ur able to keep that retro 2000s feel to the skyboxes keeping a similar feel to the cameras that were used to capture the skyboxes
I feel like if you are looking for the "retro 2000s feel"
you can just go play the original game
Strong intensity on the pistol emissive there
i like my tritium going BRRRRRRRRR
Thatβs prob the hl2 RTX pistol, not your own custom made one, forgot you can move those over, if itβs your own, shit man, it looks rlly good
its out on moddb, its basically a addon using the hl2 rtx pistol port to norm gmod but then i processed it through remix
also the hl2 rtx mounting system doesnt work for weapons and npcs
Mhm
Yeah all I was sure of was CR I think had a mod that ported all of the assets over, never tested it myself to see what it does
its baked into the launcher
Ahh it was Xenith who did it
#1116089843479498782 message
They got a way
you gotta first do that then mount it on the launcher
Mhm
its because we arent going to fucking copy a 90+gb file
its better to make a shortcut
Clearly
Also, iirc, gmod changed there exe so that changed the hashes, so you couldnβt just drop the mod in
people havent rehashed their shit yet
this got reversed, we are using the old hash system
also: @hasty sonnet
π«
This feels like tryna keep up with tariffs
lol
the change was made like 2 months ago whenever hl2rtx came out
Mhm
because it uses the old hash system and we want to be compatible with it
wha
i mean he said he barely touched gmod rtx so its understandable
lol
still dont understand what you're getting at
also when will we fix this stupid crash issue thats related to rtx.io
its genuienly pissing me off
i have to go into config and write
rtx.io = True
rtxio isn't usable without packaging the mod files in the format for it though, so this shouldn't be changing anything
To connect hl2 RTX assets to gmod, I have only skimmed the list of steps, but it mentions βMount Half Life 2:RTX in the Garryβs Mod RTX Launcherβ if the hash system is switch back, is that step still required, I doubt Iβm gonna even attempt this, as I barely play gmod. But is the step still necessary, or am I not understanding the meaning of βmountingβ here
the mounting steps for the launcher are required no matter the hashing system. But it only works for the old hash system which the mod defaults to. So the user only needs to follow that github guide to get hl2rtx assets working
Mhm
So it was made for the old hashing system, but it defaults when you set up the mod to port the assets this way
Got it
remix defaults to a new system, but the rtx.conf that comes with this compatibility mod switches it back
so if i didnt tell you any of this information and you didnt know anything about hashing systems and you mounted hl2rtx in the launcher using the guide, it would "just work"
sometimes it doesn't work
Mhm
well its demo assets so yes a lot of grey shit shows up because they left in references that dont have any assets
eventually i will fix it in the launcher but i'd rather just wait for the full mod to come out because then i wont have to fix it 
i sent the fixed usda's here a while ago
it fixes all of the textures but some models are still invisible
its a manual process but it works
Figures
extract the contents here and replace everything, then mount hl2rtx in the launcher
you will have to remove other remix mods unless you are up for extracting assets that workarounds rtxio β¬οΈ
https://github.com/Xenthio/gmod-rtx-fixes-2/wiki/Using-HL2-RTX-Assets-in-Garry's-Mod-RTX
Hardest part abt the whole thing is finding models you canβt see lol
`
RTX io is a hella pain in the ass, Itd save time to just not ngl
is this even gmod anymore
gmod eu5
imagine working day cycle with rtx remix
in 5 million years
hopefully more like 4 million π
tomorrow
isn't xenthio also working on hl2rtx
i think so yea
he should give us secret exclusive update
imagine working rtx lights
Drop all the models needed for gm_construct 
that's all we need
construct has its own textures not found in hl2
well the balls get shadows when the sunlight is from within the skybox instead of a directional light
ur using the mod from jason right?
the guy who made the balls replacements?
ye
yea im using his mod
okay chat, what kind of cursed stuff happened in here today so far?
cuz im using the same thing and it just doesnt have shadows
idk im not reading 5 days worth of yapping
its not my conf basically i made it so that the sun in the skybox castes sunlight instead of the default directional light thats why the colored shadows wrk
but the noise is really bad
k but send
here
ty
yea looks weird without context π
Bloom is too strong
i'll fix this tomorrow
capture was on sunny map, so i can normally see emissions
If your screen is so bright that it overwhelms direct sunlight
It's probably run by a nuclear reactor
bomb going boom
ue5 default project looking
and yeah deagle now black
ill fix this tomorrow too
all cs2 textures its just
+100 brightness in photoshop
and this is fix the original dark black gritty texture
i saw all
aint that just a gamma issue ingame
nuh, original textures are black
in cs2 devs just add brightness in photoshop
neeeerd
my ears
need this recreated in gmod rtx
do it urself
gmod rtx vr when π
yesterday
when the rtx 6090 comes out
remix vr is a cool idea but holy fuck id either make you sick as shit or id run like buns
I tried cyberpunk with path tracing and vr
Holy shit. The suffering.
DLSS couldnt save you?
Couldn't even enable simple rt
nope.
i think doom vfr had it?
doom vfr...
apparently NMS supports DLSS in VR
i kinda forgot how dead vr is
yea meta killed the big budget pcvr games fr
boneworks, beat saber, google earth vr, and HLA are the only ones i ever come back to
it is but it still runs like poo
vomit simulator
lone echo
5 dlss ultra performance fps
come back to me sweet prince
Bonelab was shit exclusively because of the quest 2
nah the shitty SDK was the worst part
bonelab is shit because its shit
they still havent delivered on 1/25th of their promises
the code mods for boneworks are still MUCH better than bonelab lol
this guy knows game
i preorded that shit, so excited
ASS
and all of my enthusiasm was gone by the 5th hour
the ending was just like welp might aswell just go fuck myself
yea then i went to see the mod situation
offtopic 2:
revive
yea i was gonna use that too
the fact it came out in 2017 and it looks that good...
i need to be in the alternative timeline where standalone vr did NOT succeed
im telling you its still one of the best looking vr games
#offtopic
π€π€π€π€
don't be like person with cyan nick
Upload these in moddb man -_-
Soon
Thing is I have a lot done but they're on old hashes
So I have to port those, and the released ones as well
Wait old hashes? We're using the old hashes now instead of the newer one cause hl2 RTX uses old hashes
Well old as in new
oh u meant tat
I Love Memory Leaks β€οΈ
no, that's intended
bro why does the c4 screen look like a glowstick
screens dont look like that
π
it should be a backlit Liquid display crystals from calculators
and they dont really shine that bright
ye
@subtle bison weird. Texures takes time to load then some texture are just black.
eiher changing to sandbox map verison just fine.
this sounds more like a remix texture streaming issue, not much i can help with that
@subtle bison weird
uncheck the texture streaming option in remix menu
@lament quartz https://github.com/sambow23/blender-remix
Contribute to sambow23/blender-remix development by creating an account on GitHub.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
error when importing capture @subtle bison Am I missing something?
π
i did some cleaning before i pushed, i might have broken something, lemme check
yea i broke something π
@livid rapids pushed a fix
should work now
holly fuck
swcs addon fix its literally mat_dxlevel 95
now i can do cs2 pbr
but
i need do the all shit again bcz hashes are not the same
ohh no fucking way
hashes are the same
hell yeah
@subtle bison are you planning to update it to a newer blender version or are you gonna move to another project for now?
im still working on it, but moving it to a newer blender version isnt a priority atm, I need to get a few more things working before I do that
@steel lark if you want to see progress/updates, look at this thread https://discord.com/channels/1028444667789967381/1377738156886982777
@CR you should make a Ko-fi page or something :). Nice work on the blender toolkit, I'll give it a whirl.
fucking discord, how you look at @CR and not make a tag ... okay then
@subtle bison
@upbeat jewel you can find more info here: #1377738156886982777 message
@subtle bison It'd be wonderful if you took a look at why texture replacements from mwb don't load in remix
For example
https://steamcommunity.com/sharedfiles/filedetails/?id=2927193483
These blueprints are attachments that load the same model, but replace their texture, they don't work
https://steamcommunity.com/sharedfiles/filedetails/?id=2945973521
These are attachments but they're different models with their own textures, these do work
Also happens with this pistol, it has a "freeman" barrel that replaces the default slide's texture akin to a USP Match, remix doesn't even detect it
https://steamcommunity.com/sharedfiles/filedetails/?id=3393597151
the "normal" blueprints just load a unique model like this
ATTACHMENT.Model = Model("models/viper/mw/attachments/attachment_vm_pi_mike9_barauto_v2.mdl")
While the texture replacers load the normal attachment model, then override the material like this
function ATTACHMENT:OverrideMaterial(path, mat)
return path, "v13_"..mat
end
--lets you change weapon textures
function ATTACHMENT:OverrideWeaponMaterial(path, mat)
return path, "v13_"..mat
end```
hey guys , garry s mod crashes on launch . Can someone help me?
are you using the installation guide pinned in this channel?
not perfect, but as a proof of concept, I was able to bring back the 3d skybox to gm_construct using the blender toolkit
nice
fuck i love this m4a1s
Are u using cs2 mats?
Beautiful π
Please upload this on modb, desperately need a pbr weapon pack π
ill upload tomorrow
and yeah, scout scope fucked, its not my issue
deleting mesh also dont help
i wanna record some gun fight on this map with storm and ultra cool pbr csgo weps
now if they could get water and rain on them
when i feel like installing gmod since the last of us part 2 is so fucking fat
looks like I will not record anything
thx for x64 and dont fucking working pseudoplayermodels in mp
I noticed the NRC can be very flickery at times, like it doesnt know how bright indirect light should be
this doesnt happen with ReSTIR
I think it happens because of unstable hashes? NRC in general is just very janky
especially if you move to different rooms with different lighting conditions quickly
got it, so thats why ReSTIR is generally preferred here
this is actually a problem in RTCW, even with stable hashes. indirect sampling has the same issue
ReSTIR is the only stable one
Bro why they even add nrc if it has such major issues
I also know ReSTIR has better sampling without a denoiser, per sample noise is much lower, but someone told me that was a fluke and the NRC when denoised supposedly samples just as well, but tbh with RR on transformer all 3 produce really good results, off transformer they're all stable enough (I do also test ReSTIR with temporal reuse off for this stuff)
ReSTIR without temporal reuse is just better enough than importance sampling to warrant using it, its also infinitely more responsive than both ReSTIR with TR and NRC
it's a huge improvement in the vast majority of cases IME
also you guys have been good, i'll remove slowmode
inb4 the thread blows up again
I personally am just finding myself a bit more disappointed in the NRC, while it does appear to be less biased in many cases the prominent light retention/ghosting really hurt it for me
Really? Iβve never seen any positive difference other than nrc having faster response to sunlight changes due to using a base thatβs simpler than restir (forgot the name)
i showcased the improvements like 5 different times and i don't really want to do it again
but search the server and you'll find it
also does anyone have like a mod pack for at least the base of gmod RTX for some basic asset enhancements?
Oh sry
also I noticed in the Gmod RTX launcher it has its own asset mounting, do I just hit the checkbox and go or do I need to decompile the stuff from the other games in advance?
most of the rtx games like hl2rtx use rtxio which doesnt work correctly when more than 1 mod is mounted, you will need to follow the guide either pinned here or the hotlink in the launcher when you try to mount a game
i believe we include basic stuff for like water and mirrors but thats it, there might be some more on moddb
gunfight with friend
i fucking love the atmosphere
ill upload this useless piece of media
its just 30 minutes of domination on my noob friend on rainy map
NRC also works on AMD but they be taking their time

got it, guessing portal and portal prelude also use RTXIO?
yep
going back to normal gmod I see it has normal maps of some kind and some form of roughness and metalic mapping, would it be possible to extract all that from the game and just apply the original maps in the remix editor without upscaling?
just wondering cause I know the AI can be iffy at times and it would make for an infinitely smaller mod file size
yea prob
Pretty sure the best you can get from sors 1 is specular maps
source 1 has normals
some objects have metallic some dont, regardless depending on how remix handles it, its only an inversion away at most from being a "metalic" map of some kind, just to cover the basics
it wouldnt be that accurate but we dont need it to be for the sake of just having a basic mod that gives PBR to a large quantity of objects for only a few gigs
not only. when i checked nrc and sharc separately, nrc behaved the same as here, so this is generally a problem of nrc itself
when NRC is NRC'ing
Without the nv part
what is this again?
Which gpu u have that has almost 7gb vram
try beat the 3060 mobile with the base 6 gigs of vram
Its a 4060 8gb
Laptop gpu
Belove you me when I tell you im on a budget rn
Belive*
how does a 4060 laptop gpu and 4070ti desktop gpu have the SAME VRAM
π
Because of nvidia
hmm remix menu shows me having total 11588 Vram or something on ma 4070S
Thats because you have the 12 gb version id assume
Nvidia has fetish for 8gb GPUs for some reason
unironically if someone finds a way to fully emulate cuda and the rtx features on amd with little compromise i'd insta switch to amd cause this just ain't it anymore chief, ik thats basically wishful thinking but im trying to say so much of the insane software here is always locked to nvidia so u like have to use nvidia y'know?
Well there is only a 12gb 4070S in desktop
Same
π
and with nvidia they have so much reach to force 3rd party software to always work best on cuda
not to mention they're the market leader too
basically uh
if nvidia was a person i'd fix them frfr
yea 5060 and 5060ti are strong GPUs if u turn down the settings to medium in monster hunter they get 80 fps but in ultra Max with RT they get 20 fps due to vram limit while the 16gb 5060ti gets 55 fps
@subtle bison so what exactly is causing so much engine bottleneck for black mesa maps i am curious
If you aren't busy
Tf2 maps aswell
the amount of entities being rendered at once
Oh
so really any map with a lot of stuff
And there isn't any entity culling?
nothing that would work well with RTX
with culling patches as well, that breaks PVS (potentially visiible system), so any optimization mods in the workshop dont work correctly either anymore
source can easily render all of this stuff at once, its just the entities themselves in the renderlist causing the engine to lock up
i really hope a massive youtuber sheds light on your project so people on other gpus know they can actually work on remix content without needing cuda, especially in the future when you're more finished with the project
so its just a code bottleneck tl;dr
Breh





