#Garry's Mod
1 messages · Page 106 of 1
yeah
Metalic map
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computing a metallic map from whatever source uses sounds like hell
isn't it's use
I don't think they have it to begin with
they fake it pretty well when you look at gmod with shaders
Fake it till you make it
Imo I think the uhhh
The one guy who did it manually did it better than the auto pbr
try css sweps
obviously
yeah no way this is gonna look good compared to that

other than normals i guess, those are pretty straightforward
any particular addon?
do those use normals
css sweps in workshop search bar
this isnt gonna help anything that only uses an albedo
there's like 3 different sweps for that
yeah i guess
doesnt look like the weapon models themselves use anything, but dayum those hands
im wanna lick them
im forgot that i use that addon for css sweps https://steamcommunity.com/sharedfiles/filedetails/?id=2961306907&searchtext=phong+and+normals
looks like the main addon is gone 🙁
https://steamcommunity.com/sharedfiles/filedetails/?id=2844376033
TFA CSS
eh
it just replacements for css textures
tfa sweps just guns
yea but i want swps
how do the mmod weapons look
I find it produces higher quality code
Also I can give it a task and let it go for hours
100 dollars on claude and it's the best code I've seen in my life ong
Let it run and go get something to eat. It'll do all the function calling business and have things figured out 60-70% of the way
Well in reality you come back to realize it asked permission to run a command 2 minutes in and is stuck there
arc9 mw 2019
barely does anything
yeh but
holy shit
they now not that flat
can u test this?
u know what?
these screenshots give me some strange vibes
like they from cslegacy
idk
watch trailer and u will understand
ak47 works veery welll
a lot of them do not use normals or phong
and a bunch use shared materials like the TMP
i GOTTA try a hl2 map
oh hell yea
srceenshot? 👉👈
yeah i havent gotten to it yet
it doesnt seem to work for map assets for some reason
only dynamic stuff like props and entities
fire, the subtleness really makes it look more authentic
nevermind? normals are just barely visible for some textures
testing dust2 now
It should, just map stuff doesn't have as much info as props
The envmap mask stuff should be working though
how does it scan for assets? it seems to keep finding more stuff as i walk around the map
The new asset scan isn't hooked up yet
wdym? then how is it finding props, etc
You have to do rtx_topbr_process to have them be processed
yeah thats what i have been doing
Otherwise it's only on map load
im saying its finding new stuff each time i run that command as i walk around the map
gotcha
for map stuff we should use niknaks so it grabs static props and everything else in one go
if not already
stoopid clanker
anyways here is dust2
its not very glamorous 
excuse my clanky movement, using a laptop touchpad here lol
that's way mooooore better
@keen rivet btw we should probably not make it continuous if thats the plan, the remox runtime will reload each time its modified, will be a stutter fest 
if u too lazy to pbrfy map, that's the best solution
Yeah that's why I was thinking can we somehow asynchronous upload them to remix
sounds like hell but also im game for it lol
i think 1.0.0 should be reserved for hw skinning and eyes
One day...
so 2.0.0?
hw skinning is getting there so at least i have that to look forward working on 
yay my gpu driver crashed and im unable to remote into my pc
peak AMD moment
lmao
restarting my game fixed the hl2 map stuff, sidewalks are wack
rest looks pretty good
Wdym laptop?
gamestreaming on my laptop from work
i remember in mw3 was gold camos
sec il send
Oh shoot how can u setup smth like that?
apollo (host) + moonlight (client)
i have a wireguard tunnel to my home
so its encrypted and all that fun stuff
And how is the latency not horrible
For me apollo and moonlight in the same house has insane latency 💔 💔
is the host pc wired?
Same router connection, it’s just that the device is below the ceiling, directly above is where the router is along with the pc
Yup
weird, make sure your client has a good wifi chipset or is wired
looks different on my endf
Apple TV
lol
did you push a secret change or something? or maybe its just RR magic
bricks
it takes like 5 seconds for detail to resolve for me lmao
im on latest i didnt push any secret change
👉👈
Omg wait @keen rivet can u try find that water sand texture
Y’know the one from hl2
It has like lines of pure water
uhh
highway 17 maps?
driver crash again yay
im like 90% of the way to buying a 5060 ti for remix itself
i don't really have the money but im desperate
i dont see anything special
buy 1/4 of 5060
get a 5070ti before they're gone!!!!!!
true
turn off RR and run the game at native 1080p, that would replicate my AMD setup
can u test golden camos from mw3
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This sand texture
what map is that on
omfg yes
Ask 3kliksphillip 💔
But uhhhh he says it’s near city 17
That sand
ok that texture actually just looks different from my result, like not a remix/amd issue
try deleting your mod and regenerate it
why not artemis
just did
is that another fork lmao
i just recently learned about apollo
i used sunshine before
it's what you're actually supposed to use with apollo
is it available on linux?
is there a cvar im missing or something, or do normals just render completely differently on AMD
but lacks artemis features
(obviously im not blaming you or the mod, just bewildered lol)
maybe skill issue
yeah i remember now
can u show what ur talking about?
nuh im dumbass forget
the goo
skill issue
I really hope this feature comes to portal 2 rtx
i manually modified the roughness scale for this one
what was before
lowering roughness works well on a lot of these converted envmap materials
gofy
Is this how it looks by default?
yeah that one just works
ah yeah this has no roughness map LOL
it should
yeah it has the info in the texture it just wasnt using it
I hope this new conversion method gets fully Developed to properly convert all that source engine texture info into smth remix can use
Nothing left behind and all that
this could probably be hooked up to an intelligent context aware ai model that could produce PBR with the normals and even texture surface type and name as context
like if you wanted FULL coverage
ok this works now
oh well fuck
improved!!!!!!
cs_militia doesn't have any normals at all
what a shame
thats better
i came
How does one enhance guns with remix? Dont we have to do both the world model and view model? And that they have mutliple different types of material. It is the part i want to do and dreading to do at the same time on the world at war projects of mine. Plus the one thing i do on gmod is mess with guns 100%. I NEED to fix them bro. But H O W ? ?
is all of this delightfulness a git pull away? 
yes
man a lot of later source engine stuff does away with cubemaps :(
episode 2 hardly has any shiny textures
yes, yes and learn a pbr tool like substance painter
it doesn't come easy of course
Once i get the toolkit working again, ill take a look. But first gotta see what happens when i mess with HW STC. Do captures work with ganes that have to have inject fake camera enabled?
And for gmod specifically, should i spawn the model on the floor and hold it in one capture?
you can take captures with the fake camera but working with the geometry would be impossible
or rather very difficult
material replacements should be ok
whatever works for you, most addon weapons use the same worldmodel as the viewmodel
we were missing out on goodies like this
I see. Was mostly just gonna mess with tfa and arc 9. Mw base is still a bundle of issues. Works till it doesnt lol
probably more models now that look better
@willow fog speaking of, cough out your wip work pls
try those guns again
uhm
wait hold on lemme download
wha
do you have a link?
Why?
dunno
Why arc9 instesd of mwbase?
idk just testing what i have installed, both are fine
Is this all vibe coded?
tee hee
It works till it doesnt for me
I'm gonna do a manual lookover once i consider it looking good enough
Hopefully
how does it suddenly stop working
Stickers! 

Like random guns not doing anything whrn clicked, filling up my vram, and aboslutely being the main reason it takes 20+ mins to get in maps (or get curbltree my beloved)
ok this is undeniably peak
You should try the World At War/BO1 hand replacement mod. It has lots of detail and is what i use lol
rollermine looks like it was soaked in baby oil
so how do we fix stuff that's too shiny
i fucked up phong calculations i think so all phong conversions seem a bit off
Stop Oil-ing them up diddy, put the bottle down
the goal isnt to be full PBR but to be like atleast matching how they rendered in source engine
the css textures have some really fucked normals LOL
nope
css probably just didnt have manually authored normals and used some algorithm
lmao
the envmap enabled halflife source textures convert
peak
Brother that's wrong
This also isn't right
metalic is going to be hard to extract
yes they are approximations made from the source materials
louis im coming
@subtle bison you mother fucker, why are all my addons disabled?
what
ok works now
thx gaben for creating steam
guh]
bro be using wac aircraft in the big 26
GUH
lmao
how he can disable your addons
black magic?
😟 😢 😭

It keeps crashing
It's some addon
I don't know which one yet
Does Gmod save logs?
did you update to 0.9.1 for the fixes package, or are u on perf
also yes it does
./crashes folder
he still doesn't release mw pbrs
So it's some add-on
lmao boycotting the mw pbrs, fastest way to get me banned here
I'm gonna help his ass anyway
crash text file will show what lua addon caused the crash
i cant remember the filename atm
Nothing. Lua started and then crash
No logs
Happens with addons enabled
In the Nova Prospekt
With HL2 assets
But I was able to get in without addons
guh
Does this video work?
non perf build
The game is lagging
Not the encoder
lmao
non perf has remix api map lights
so this shouldn't be happening unless you turned them off
Well they do be culling
they literally cannot cull
they exist outside the engine
check your RTX Remix > Base Options panel
make sure "disable remix api lights' isnt checked
does this only happen with hl2rtx assets? arc9 and mw base have been stable for me
It happens with addons enabled
I have no idea which addon is causing issues
auto glass

so this folder is entirely empty?
Yes
peak
more coming
then maybe remix is crshing then?
yknow the gordon freeman stained glass texture?
Possibly
oh fack naw

so we're intercepting shaders now? 
yeah
yeah this is peak
is that what you're doing with the glass above?
not all glass uses that shader
so if its full transparent and has surfacetype glass, itll be glass
or if its Refract shader, itll be glass
peak
LMFAO DONT SPAWN TF2 CHARS
OILED UP SCOUT
tf2 maps look pretty good
normals are inverted?
lemme try reversing it in the runtime
yea they arent
just that specific texture is messed up, flipping it doesn't fix it
yeah idk what tf2 is doing here, its like the direction is messed up
it alters depending on the camera angle
Hell yea
so does this work for the other shaders like that red liquid in kleiner's lab? 
Haven't tried yet
gonna try tackle metallic now
"LightmappedGeneric"
{
"$basetexture" "Brick/brickwall002b"
"$bumpmap" "Brick/brickwall002_height-ssbump"
"%keywords" "tf"
"$ssbump" "1"
"$detail" "overlays/detail001"
"$detailscale" "1.1"
"$detailblendmode" "0"
"$detailblendfactor" "1"
}
never heard of a ssbump texture before?
lost coast 🤤
this is fuckin insane
even the fisherman got PBR

Is this gmod specific or remix general
gmod specific
could be adapted to other games with remix api access and game engine modding
@subtle bison when I open my PR for FSR 3, you want me to open one on your Gmod branch too?
nah, I can cherry-pick the changes from your PR
ill also be updating the base remix version when logic releases
oh mah gah
@keen rivet you really outdid yourself here, seriously this is huge
Im gonna leave the PR there I think, Feel free to integrate it how you think best and merge it. Because I think you're better at that UX stuff than me.
bro casually says when he built an entire UI system in C#/S&box
🤓
i think the next part is to modify the runtime to be asynchronous when the mod file changes
i 100% want this to run in the background
this is so peakkkk
i cant play without it anymore
ah fuck you're totally right i forgot about ssbumps
🤤
i just closed all the code editors
the fire under the truck
Once in a while I show up, do something, then leave
I'm gonna prompt claude to add SSBump support, do you think you can test and finish that part for me lol once claude spits out whatever
https://github.com/copilot/tasks/pull/PR_kwDONhMuf8695ZUY
dunno if you can see this
added try now
nada
@subtle bison ok so it just made the first commit attempt
its still cooking though
ok it made another commit, try that and see if those ssbump textures work better
also just look at the normal texture outputted in the mod folder
see if that looks correct
if you do rtx_topbr_inspect and then path of material, it should tell you if it successfully detected the material as ssbump
ye it recognizes it correctly, looks better too
its veery subtle

ah nah i dont have access to it lmao
this is how it looks manually boosted in the runtime
I'll ask
This probably means the episode 2 caves will look very snazzy
i will try it
csgo cs_office garage 🤤
though this concrete in another room is very mopped
Haha the paint
That's nice
Office was crashing for me idk why
Wait that's csgo
I didn't try the csgo one
this one specifically
https://steamcommunity.com/sharedfiles/filedetails/?id=3395418601
The increased strength was pushed btw
ill try css cs_office rq
ep2 caves dont really look any different
prob still missing something
Still waiting for csgo dust compatibility
antlion worker looks good
its been working on the perf fork at least
merge the fork when
#1116089843479498782 message
Are the fps still shitty
i want to swap between the two without reinstall
nah fps is fine on it
cant, the culling patches kill fps elsewhere that isnt world geo or static props
Then csgo
i already moved over the lua static prop renderer
it helps perf a lot in maps
you probably can
is this just from csgo
cant that be done?
probably
also even then swapping out dlls with a checkbox in launcher is still better than deleting and reinstalling gmod rtx to swap
we'd need to swap a few lua files but yeah that could be done
you dont have to do that now btw, with the latest launcher you can just change the fixes packages
it backs up your rtx.conf and everything
oh it did not work then
i couldnt swap back
it left files around
had to reinstall
huh?
its supposed to delete the entire remixbinary folder when it swaps
also that map geo thing is for SPR, its still present on the normal gmod version
lemme test this rq
SPR?
the custom static prop renderer
i stopped seeing it after clean reinstall
i mentioned earlier i brought it to normal gmod rtx as an optional optimization
anyways yeah at runtime would be best i think
we could also move rtx fixes to work as menu loaded binary
ye
so it doesnt have to re setup on each map load
cant reproduce that, its working as intended here, i started with normal, perf. and back to normal
oh i did it from advanced install just like that
you're sure you're on the latest launcher? either way im up for making the binary patches runtime based anyway
im sure
i got csgo dust2 to load on normal gmod rtx but it was running at 2fps and shortly after crashed my gpu driver
my assumption is how it renders a fuck ton of displacements
SPR doesnt really make a difference in that map
perf fork is faster because it breaks and joins a lot of those displacements into larger chunks which is far easier on the BVH pipeline
yeah displacements can be disabled individually
too bad normal world faces cant be
otherwise you lose decals and the skybox
though i will need to see if disabling displacements actually fixes perf on normal gmod rtx first
r_DrawDisp 0 iirc
what exactly did you guys do?
oh my god yeah everything is static prop and displacement,
here's displacements off
here is a good video that took me forever to record 
look how my FPS is like 1 even with SPR enabled, then i turn off displacments, fps goes up to the 50s, i disable PVS culling for SPR, and the fps dies again lmao
lmao
converting normal, phong, env maps, etc to pseudo-PBR maps
phone

in which the binary module then automatically generates a remix mod for them
siick
can you interact with copilot now I assigned you?
#1116089843479498782 message
so like, can we do this for P2 RTX

if xoxor4d can find the engine offsets yes
for the d3d9 texture tracker we did iirc
i assume this was built on top of that?
anyways
Imma kindap this man
now you can give them to @winter radish
so y'all just significantly cut down the amount of time that it take to make a decent looking remix mod?
yuh
bruh
this >>> ai generated materials
yep, cant argue with how it looks when it uses the original textures 
could cut down the amount of time before we release a trailer fr, because some of these can be used as placeholders
id really like to see how it looks teamed up
you could generate them in gmod rtx then move them to portal 2 rtx, if the hashes match up
wdym?
like ai upscaling and then auto converting the materials
which they should
using them for deeper understanding of the surface to create proper roughness and metalic maps
they do
bam you can do that then
we made a lot of p2rtx assets before p2rtx was out lol
not for upscaling, just pbr generation
css office works but its not like it really takes advantage of anything
css is mostly phototextures
no fancy stuff
wasnt this one crashing for you?
that means I get put in credits though, right 
yeah
would be kinda hype for new vegas
nice you used transmission textures for the glass
yep
always works for making some of the glass look "rough" (even if it physically isnt)
@keen rivet 
i'd say just do this lol
ill check, i think it is because it has to know what remix hashes equal what source material in order to make the replacements
oh yeah it does then
so i enabled metallic, it seems to apply to everything including rocks lmao
arc9 looks pretty sweet with it
its disabled by default for reason
yeah i gotcha, just trying it
imo this looks good but burrtio will probably slay me down lmao
not enough high contrast detail in roughness,
looks like plastic
i regret running this map
alpha = gpu dead
im sure nvidia will run this no issue 😭
das not good
fps in the engine for reference lmao
100% amd gpu bottleneck moment
is this all on the latest release of gmod laumcher
or wait is it nnot out yet
not out yet
damn
HOLLY DDDAaaaaaMMNN FUCK
It is in fact supposed to be shiny.
Like chrome plated.
Throwing you into a vat of something
:3
Unspecified
funny guy
where's my mw pbrs
Smgs and shotguns unfinished
finish them
Ok
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@subtle bison can u check lake
de_lake
de_sexhouse
safehouse*
u playing in menu
It's interesting how the cooking never stops
still needs some manual adjustments
Original one looks a bit less rough
hey @keen rivet , I've been trying to install a local Gmod RTX copy and when I run the launcher quick install, I get this error in the logs that tends to freeze the install:
digital wolf and skurtzy lost their jobs
switch to the x86-64 branch of gmod in steam and restart the launcher
32-bit isnt working due to a regression in the launcher which has been fixed upstream but a new release has not been pushed yet
roger
also free performance
i think in this case there's no other options
that one x32 Remix player:
poor soul
lmao mostly everyone was using x32 a year ago
now its a ghost town
What other wisdom will be given to us today?
🙃
iirc x32 was unstable for a while due to the remix bridge shitting itself
Yeah
i think thats laregly resolved with the newer remix releases tho
Bridge often shits itself
downloadable fps
yeah i intend to start working on the physically based sky again
hell yeah
I assume you got it working with CR's advice?
once i push the new launcher out, i'll need to see if i can get most of our custom api features to work via the bridge, would be nice for x32 to have feature parity with the others
iirc xoxor4d has done some stuff to get the remix api to work over it so it shouldnt be too hard
yup, thanks! I'll take a look at things now
What are you looking at? Just curious lol
doesnt really do anything
shotgun is probably the only one that takes advantage
better than nothing i suppose
bro now goons on these hands
ayo
i remember like
the revolver and such had data i could use for making them shiny but i can't remember what
the revolver looked pretty flat
@keen rivet runtime now loads mods asynchronously
toPBR about to be on all of the time 
ill get a vid in a sec, still working on a continuous mode for it
Niceeee
its sort of there, there is some threading issues on the binary module side so it stutters every so often when converting materials
but notice it happens after remix already loads the replacement lol
im in the process of moving it to a background thread and only write changes instead of re-writing the file when a new material is detected
do people still joke about PC here
?
very carefuly?
my dumbass brain cant put that together
nice
can guarantee it still wont work well unless you got that RTX 6090
yay
Poop city revival
Wonderful
I think the phong to pbr needs some tuning
See the combine helicopter bomb
and also the sleeves of citizen arms view models I don't think the alpha channel is being converted to roughness properly
I've been sharing screenshots from this server as if they were real life pictures
sent
runtime is also now based on the latest master, so all of that remix logic stuff is there
🤤
muh fps 🥀
"And another Half-Life map with a non-English title. Feralis Obscurum means Wild Darkness in Latin according to Google Translate.
This one is very good with the spooks. Very nice atmosphere. Liked the drawings. Still unsure if the black drawings is the reason darkness is dangerous.
And yes, there is a bad ending to this. Its not worth showing...
Its fairly short
I would recommend playing for yourself
gonna try this one now without addons enabled
nice!
ok this map is not suited for gmod lol
lots a kill triggers and gmod just respawns you when you die
im assuming the map has autosaves but its not used here
graphically wise it works great
Lessee
Want to see more? SUBSCRIBE TO THE CHANNEL RIGHT HERE!
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Music Provided By Epidemic Sound!
#sandbox #garrysmod #source2
WHEN???????
@subtle bison TV be fucked
restartcing worked
I guess
ok bro
It's washed out
apparently there's a white texture over it
ye thats always been a thing
how?
i ignored the texture by default in older gmod rtx releases but its used by other stuff so i just leave it as-is
hmm one of the textures used for fonts is being ignored, this would affect perf too
actually nvm
i think you have an addon that creates some kind of halo effect
and its fucking with remix
try with addons disabled
can you do this still?
if it stops, we need to find the addon causing it
i dont see how perf would not have this issue, it doesnt do anything different other than render the world differently
Figured it out
so yes that texture is being ignored
i dont have it in the rtx.conf for sure so i think auto categorization is catching it
hide texture instance works
🥀
$decal tagged materials don't support normals
The wood floor
oh nvm
That's not a decal
thought you were talking about this
oh yeah sorry your supposed to use hjalf ifel
how does TAC RP weapons look?
i wish we have some roughness and metallic sliders for every texture instead of global value
yeah i have that on a to-do
ill check when i can
that guy never stop cooking
yayayayayy
@keen rivet @subtle bison if someone were encountering this issue here after moving to 86-64 branch and rerunning the installer?
have you tried check integrity of game files?
I've never seen that personally. I would assume the directx runtime is installed? (not that it should have any effect on remix)
does the game itself run without remix?
all good! turns out if you've not run Gmod at least once before you run the installer and RTX version, this error will turn up
is it already in your installation instructions to a. go onto the 86-64 branch and b. make sure you start up the game at least once before trying to run the RTX version?
Nope, though i can add that real quick
i think everyone started gmod once before installing rtx🥀
It's been updated
the one up the stairs?
yeah iirc in normal hl2 uses a normal
you should announce whoever u were in vc with you're maxing out your gpu power for this video
That would be the weakest flex ever and I'd most certainly get made fun of for either being a nerd or something else
exactly
Pffttt
The issue above occurred because someone tried to install the game and then install the RTX pack right away, so having a notice you need to start the base game once would be useful to catch those cases 🙂
if you don't mind me asking, is there a reason why you're testing gmod rtx? just curious
NVIDIA is up to something, I just can’t prove it
Official Garry's Mod RTX coming after HL2 
I generally like to be setup with active RTX projects (just helps to see what the community is up to), and the same is true of engineers 🙂
And I’ve been taking advantage of looking at Frutiger Aero maps in RTX, heheh
best maps
Never happening

do u have a link for the futiger aero maps?
https://steamcommunity.com/sharedfiles/filedetails/?id=3623668279
https://steamcommunity.com/sharedfiles/filedetails/?id=3041100584
https://steamcommunity.com/sharedfiles/filedetails/?id=3310381493
https://steamcommunity.com/sharedfiles/filedetails/?id=3218906489
https://steamcommunity.com/sharedfiles/filedetails/?id=3517995359
these are the ones I've been toying with
there's also this vaporwavey one I like: https://steamcommunity.com/sharedfiles/filedetails/?id=3589597157
see, I told you cr that the instructions need to be for people doing this for the first time
though a lot of people won't even try gmod rtx bc it's on github
the instructions can probably stay as they are, i just need to make the launcher more restrictive to prevent setups that dont work
@subtle bison in what ways?
preventing from making an install in a onedrive-synced folder and vanilla game insall folder. Require admin rights before allowing installation
i think there are more things but i dont remember off the top of my head
Now we have AutoPBR things might look a lot better
are they cached after? or they will be converted again when you re-join the game?
it checks if they're already converted, it wont re-do them
unless you delete the entire remix mod
We need mod load order priority to make sure all actual mods go ontop
Of auto pbr
remix does have a load order, i think its numeric/alphabetic?
the launcher could manage the load order
I know it has load order but it really seemed random
I tried many things
i can test that more and fix any issue that arise
It definitely wasn't behaving alphabetically
Ooo, sounds nice
I think also would be cool if you'l be able to adjust "metalicness" of every texture manually in-game (not via remix tool), since normals & roughness are not enough, some textures (weapons mostly) still looks plastic
#1116089843479498782 message
the toPBR menu will show all active replacements with the ability to adjust them in realtime
or rather that is the goal
what should I do if the image is blurry, there are bugs like in the picture, and there is almost no lighting?
i see a lot of issues. how did you install gmod rtx?
where can I find your changes?
i downloaded it from xenthio github
so you followed this section?
https://github.com/Xenthio/garrys-mod-rtx-remixed?tab=readme-ov-file#installation
i downloaded everything according the instructions so i dont understand why do i have these bugs
yes
try doing this
i'll try, thank you
aw damn
wanted to play with latest remix features
you should try to get your dxvk-remix fork features merged into the main repo
still works weird.. usually i dont have any problems with rtx
that would take quite a while lol, a few are already a PR and there has been no activity
what the fuck
wtf
lmao
never seen this before
never have i
lol-
is an addon causing this or a driver bug
oh man forgot how good this looked already
i updated the drivers yesterday
maybe thats the issue lmao (jk)
what gpu do you have
geforce rtx 3070
yeah thats fine. Did you try launching the game without addons enabled? there is an option in the launcher
Yeah fist step for debugging is disable all addons
yay
Wonderful
oh man the d3d9 remix api light conversions are so fucked
guh why
Look how dark the sun is
I always disable them
ill look into that, i thought i fixed the brightness scaling
still looks like ai image
Press alt+X to change your settings
Change CNN to transformer
and raise DLSS quality
That should make it look not "like an ai image"
the old RR model does like look AI because of its weird sharpening
is this a camera obscura
disabling ray reconstruction will fix the buggy water but it will make shadows soft and slower to update
cant believe that isnt fixed still
pls nvidia
I prefer it on
preset d still looks better in gmod imo
is it fixes the water?
release when
made it a little bit better, still broken sadly
it just helped with the general "ai" look the other person was talking about
does preset D have any disadvantages?
i can send like a screenshot of it when i get home, but the two things rn are the toPBR stuff and fixing api light scaling
i dont really have anything else atm
When CR finishes what he's doing for it (this is the key final touches)
What he's doing will make it automatic and usable
rather than needing to run a command so often
in areas with very high movement and very thin geometry it can fall apart a bit more, but that's about it
Looks like a broken shader or nvgs?
that one 4k rounded video in telegram
krujok, drujok
da
that's more like new dlss 4.5 upscale from 137x77 px
Using Ultra Performance upscaling using DLSS 4.5 Preset L, I attempt to run Red Dead Redemption 2 at increasingly decreasing framerates until my framerate increases slow up and go down.
0:00 - 1280x720
0:26 - 427x240
0:55 - 213x120
1:22 - 160x90
1:51 - 107x60...?
2:04 - 140x47
2:32 - 137x77
2:48 - + Lossless Scaling
3:55 - + FG
4:24 - The futur...
whats up with debugwhite texture
didnt used to do this
just shows skybox lol
wtf is occluder texture
seems like its marked as one
This same tjing happens with Minecraft story mode on parts
it supposed to be using a custom texture but its to hide other parts of the map showing in the skybox
#1116089843479498782 message
why is it using debugwhite
autopbr is cool, but hand crafted ones are better, obviously
Quite a few materials in hl2 have actually got heightmap and displacement parallax textures for them
gonna see if i can convert those
nvm lots of them are referenced and dont actuall exist
i found a bunch of them in the hl2 beta
they're rough lmao
Beautiful
lua_run local m = Entity(1):GetEyeTrace().HitTexture print([[--- VMT Content ---]]) print(file.Read([[materials/]] .. m .. [[.vmt]], [[GAME]]) or [[File not found or built-in texture.]])
lua_run local e=Entity(1):GetEyeTrace().Entity if IsValid(e) then for i,m in ipairs(e:GetMaterials()) do local p="materials/"..m..".vmt" local c=file.Read(p,"GAME") print("["..i.."] "..p) print(c or "File not found or packed in VPK.") end end
sorry just storing useful commands i need in here
how do i undo a delte
i clicked the trash icon on an image by mistake and now its gone
I'm gonna make this work with actual source PBR implementations, for actual assets authored to use PBR shaders.
There's actually quite a few on the workshop already.
ok so i just pulled the latest changes from upstream. what the fuck is this
the spacing needs to be toned down
When Gmod
