#Garry's Mod
1 messages · Page 114 of 1
Gmod looks a little different
You could hook that up to replace the shader sky in gmod
prob lol
Then sun editor and sky editor would work
type shit
basically
shoutout to the random hl2 brick texture lmao
tf2 and hl2 share texture names
which causes stuff like that
volvo why
finally csgo
no autopbr?
i remember there's addon that fixes that
and i remember blu spawn on 2 fort fucked with that hl2 hyper realistic textures
idk where to find any cs2 maps
i mean
cs2 have csgo ported maps
mirage ported without changes
same with dust2
maybe in cs2 they're finally add normals and other pbr stuff

will finish building in like 30-45 mins, you can then download the newest gmod remix nightly to test
https://github.com/sambow23/dxvk-remix-gmod/actions/runs/21805588000
hech yes
💋
nah im gonna wait until clouds
i am not working on this for a while so uhh yea
im gonna wait anyway
that so sigma
🥀
are previous nightlys installable through the launcher?
Finally taking a long deserved break or
i notice something weird is happening with volumetrics and particles while the sky is active, everything is fullbright lmao. ik i said im taking a break but i think im gonna fix RTXDI real quick lol
how do i use this? 🔥
as long as it takes until i dont feel burned out anymore
okay
oohhh just found it out
for some reason alot of objects in work at a pizza place (2014) 's map has a emission on that i cant disable
probably incorrect usage of $selfillum in the texture VMTs? you should be able to turn them off
unless the remix logic update conf changes make that not possible anymore
-# respectfully you should probably mute this channel or something so you don't feel tempted to start working again before you ready
muting wont be enough for me lmao
No rest for the wicked. Get to work, soldier.
Im personally in charge of keeping cr off
yay
Trus
I'm going to beat him with sticks until he can't move for a while
I already got after cr a while ago
ughhh finally volumetrics are fixed
this is never getting into upstream with the RTXDI modifications lol
fixed some issues with the sun color at sunset
im gonna push this and fuck off
can i ask you link it up to the in game sun and sky editor first 🥺
no
😔
it will happen but not right now, there is no remix api headers for it
this is a dupe btw

-# wonder how hl2 rtx looks with it
im about to update the non-gmod build of it so you can try it there

good god this is so peak
(excuse the 240p-esque res. my gpu is on fire)
there is like 0 optimization here, the physical sky is super demanding
physical vs raster
cant you do 
when im done being burned out sure
Finally, gm_neonpolis_circuit can actually look like it's sunsetting in Remix
lost cost my beloved
looks like the sun disk is missing?
you might need to set your mie anistropy or dust to these values
i think the presets use old settings that make it invisible
thats first on the to-do
though main has been stable for me other than the new culling issues
Oh, didn't know that
I set them both to your values and lowered the sun intensity
guh
I just realized the sun has the wrong rotation
Yeah, it's the map one
i pushed the volumetrics and accuracy changes
https://github.com/sambow23/dxvk-remix-gmod/actions/runs/21808003215
sunset should look a lot better
will be like 45-mins to compile on the github side
Do the sky settings save per map?
no
Uh. Perf?
is that the iron lung dude?
Yeah that's Mikepier Iran Long
bro fist
my fps halved until it straight up stopped and almost took the OS with it lol
i should update it probably
what map is this?
unnececary hatred i love those little guys
no wonder this is from twitter
^
Yeah, sure, let's just make PMs 500 dollars per body part
Here's a non-twitter take for you
i get critizing microtransactions just dont throw strays at my boi
i love that lil guy
everything else idc just leave that lil guy alone
ya him being snarky about valve taking down tf2 s2 was also very annoying
Btw you still can make your own custom models
He's snarky about most things
I loved when he was talking about taking a shit in a plane
acting like we’re spoiled children especially after he kept changing core parts of s&box and breaking games/assets with short notice
To be fair s&box is still early in dev so that's not a huge deal
my main issue was he was snarky about it and made making content for the game kinda worthless if it’d just be broken on a whim making you wonder why he even let large amount of people in early
Even having a beta access lottery on the site for a bit
its kind of exhausting to keep reading these stupid takes on twitter about s&box, the worst is how they completely water the game down to as "roblox 2 lolololol" when in reality it's so much more powerful than roblox and the fact it's an entire engine that a developer can use to create an entire game completely separate from both s&box and it's ecosystem is just a net positive for not only the industry but also indie devs, giving developers more choice for engines is never a bad thing
but it is what it is, especially on the internet where people take the worst possible take and run with it as fact
like sure s&box definitely took after roblox with how its set up their little mini-games inside of the launcher and whatnot
but completely ignoring the fact you can use s&box as an engine to create an entirely separate game is just being willfully ignorant to be hyperbole
im gonna be honest its hard to say its not roblox 2 when opening the game pops you up with ai slop thumbnails which i swear it was never like back in 2023
roblox is also an extremely powerful engine but sadly promotes slop engagement, you can find incredible games if you know what you’re looking for
I don't think AI slop thumbnails should be your takeaway for it being roblox 2, I personally do hope that facepunch will clamp down on the AI usage for s&box as it will just be a net positive cause fuck AI and mostly everything that comes with it
but ultimately, s&box being essentially a source 2 sdk shouldn't be overlooked imo
ya i desperetly hope so cause each time i open s&box i never find anything fun to discover compared to back in 2023
a better source 2 I might add, cause valve's source 2 branches are already starting to look like hell
valve is yet again making the same mistake, bunch of different branches that all have different features and (potentially) missing features from the previous branches
butttttt at the same time it doesn't matter cause valve is clearly not intending on releasing an SDK
it's clear they want facepunch to push that
They’re very adhd so ya
which I am glad for cause valve is notoriously bad with maintaining their branches imo
i still think they’re saving a modding sdk for hl3 (i say that as i just remembered hla also had a modding sdk)
and on top of that, facepunch rewrote a bunch of old shit from S2, a lot of S2 systems were still from S1 because again; valve is only really changing things for stuff they need at the moment otherwise they just keep old systems
which again is fine cuz it works for them
but it'd really shaft anyone looking to seriously mod with a hypothetical valve source 2 SDK
doubtful, at most I think we'll see an updated hammer editor, modeldoc perhaps
but other than that, I don't think valve will push anything out like the SDK's of the past
I'd love to be proven wrong but I don't think valve really cares anymore
trying to jinx the universe i see you i see you
🤝
I will say though there were a few games I checked out like 2 weeks ago that were really cool
there was this incredibly cool recreation of nazi zombies from waw but with a unique artstyle
there is potential to be had here
i hope if you can create games outside of s&box with the engine people make source 2 ports of valve games with no garry to snark about
doubtful, valve wouldn't allow this
the same reason they didn't allow the tf2 source 2 thing to go through
they’ve allowed recreations on other engines
not any that I'm particularly familiar with
first thing i can remember is hl2 on unity
but the bottomline is, the assets they used in tf2 source 2 were from valve, and you're allowed to use them within the confines of source 1
as far as I remember, it was entirely a licensing issue because the assets are just not allowed to redistributed like that
It does make me wonder why valve took so long to take down the free project
they probably didn't know of its existence until they did
insert staring gif here
I think you'd be overestimating the employees at valve if you think they'd know of these projects until they either gain a lot of traction or their lawyers get a hold of the information
but at the same time, it's entirely possible valve was aware of it and figured they wouldn't release it
cause i dont think valve would have cared had it never been released
I glanced over the conversation.
My Twitter feed is only porn so I don't read any opinions there. My opinions are mostly my own and from the looks of it, s&box is headed in roblox's direction. Shitty games, developed for a quick buck. Sure, it is a game engine, but it's the type of place that doesn't promote much creativity. From the games that I have seen there, it's mostly low effort. Garry himself is an unlikable person and some of his decisions have been questionable.
I don't have anything against s&box. It is what it is but the way their store is setup and what I've seen on the games page it's certainly headed towards an item-farming platform.
Where people are more concerned about making a quick buck rather than creating something enjoyable.
I'm sure there will be good games there eventually. But they're going to be short lived and buried under piles of slop.
people will never get over that s&box isnt gmod 2
Its hardly even s&box
no im pretty sure s&box is s&box
Nah its not s&box
its different s&box
s$box
S*package
I never will bro since that is all i was asking for: Source 2 Gmod
still hoping one day we get source 2 mounting
what developments have i missed on
New sky
buwuh!!!!
I love these because the play fund is awesome
All that money goes into the community
The idea is the popular games are monetarily rewarded for having players but they don't have to fall back to predatory monetisation schemes to make money
some more roblox replacements
would love to see someone port the cs2 maps somehow, like just port collision mesh and have replacement mesh
been on my mind for a while, I've been meaning to do the mw2019 one burrito sent as well
anything is possible with a collision mesh
Don't use it. I'm getting the importer fixed by the devs. It's troubling in its current state
is something wrong with the one you sent me?
The lights are imported twice on top of each other and the geometry is a little broken.
rip
Other than that it's pretty solid, actually
@willow fog maybe add a url to the physical sky thread on your yt vid 
Oh also the low res textures. Cdn support is planned
guys
we need to make pictures in gmod rtx of ragdolls doing stupid selfies
so we can circumvent the age verification thingy
herobrines trying to verify age
if by what you mean is mounting games onto source 2 games then that's already possible with sbox yeah
my friend wrote a few mounters for sbox, one to mount war thunder assets and another to mount garry's mod stuff
this looks fucking awesome
I wanted to ask, what's the difference between these two sources for the binary patches?
hmm i thought i removed the blueamulet stuff.
BlueAmulet did the original engine patches for source to play nice with Remix. My fork is an updated version with extra patches for gmod x64
ah okay
My gmod forgot how to shiny
its over
it remember
yay
Oh this explains why I couldn't fix backface culling I forked the wrong repo
CR probably already forgot 🥀
yeah something is wrong with dxvk
yeah even changing TDR doesnt help with fixing this issue. Man is my vram dying or something?
remember the time peter
I did not care for the Remix.
cool
cool
I just realised we can probably cut out so much reverse engineering junk with RTTI @subtle bison
we can just scan memory in under a second on startup for classes
Might be key for getting hw skinning working even
guh
how does one do this
Idk
we have hw skinning but i need to fix the bone transposing
its all eldritch horrors rn
I saw some guy talking about their scanner
This could mean no more random as fuck sigs or vtables
I asked
he’s alive?
Meetric? Yeah
i thought he fell into the void
also whats gilbee
Idk
Gonna try a few more changes to get this working properly
vulkaninfo looked right for the most part, uninstalled vulkan reshade (I dont know what affect that had on games that werent set to use it but whatever)
Disabled threaded optimizations too
Also disabled Steam and GOG overlays + game bar
@subtle bison Could the spaming of out of range or Opacity Micromap potentially cause it? Even after clearing gmod's shaders and changing the Vulkan present method to (Layered on DXGI Swapchain) and TDR to 10 still has crashing. The included vulkan info txt is from before I uninstalled reshade and disabled GOG overlay so you can ignore those warnings
Rivatuner overlay be saying 108 F (42C) while in the menu, that doesnt sound too bad
no idea
Where should I push this issue? It is at the point where I gotta put it somewhere man
It spread to multiple games now, it aint just gmod no more
if its remix in general, post an issue here
https://github.com/NVIDIAGameWorks/rtx-remix
Havent seen it so far in any normal remix (well ones without compat addons). But I have seen it for L4D2, Gmod, Portal 2, and GTA 4 (Which all have compat mods)
Weird what is common between all these games with compat mods that cause me to have this issue
Waw has different issues, and cod 4 doesnt have that disconnect issue either (so that makes 2 compat games that dont have it). I havent tested FNV enough to see if it crashes that way
Nsight Graphics 2025.5 is available now. In this release spotlight, we explore the newest features for high-performance graphics development.
Graphics Capture provides a new foundation of tools and workflows for debugging D3D12 and Vulkan applications. You can now edit shaders when replaying a capture. This allows you to rapidly iterate without...
@keen rivet im working on adding runtime culling patches to PatchManager, trying this on perf fork first, but hopefully i should have something working later today
i looked into loading the binary module at the menu, and it doesnt really make much sense other than MP, but I would prefer if we just injected the entire compat mod into the global lua space lol
i've done it before when i was messing with rust binary modules and its a lot more consistent
dont overwork yourself again pretty pls
ty, im probably gonna work on stuff at a slower pace anyway
the runtime culling patches shouldnt be too hard to work on and merging perf and main makes working on gmod rtx a lot easier, so it's win/win
Mfs are dumb. Keep working, cr. I love to see progress.
theres multiple lua spaces
not just 1 global one
Client, Server and Menu
i think the launcher has dementia
its funny because i had this same issue with the steam depot downloader
hence why i used the steamdb one
ok what
oh cache
ima try a newer manifest from this year, i think the one from early january worked still?
ye 3617157435636361405 (jan 8) works
but it still shows the 404 error lol, must be a regression in the launcher
OH ITS THE BINARY PATCHES
i need to make the error messages clearer on what fais lol
ok so r_3dsky works on perf but remix just does not want to render it, even when messing with sky settings
will be fun to investigate
lol what
doofy ahh
im kinda don't understand what is it
work towards merging main and perf into one
by making all of the culling patches work at runtime so they can be toggled
probably that?
but last time it worked fine
i cant stop using the vpn because dorm internet sucks ass
also cant expose myself to the government
cr plz fix
💀
this failure is happening outside of the launcher so i dont really know what I can do here. does your vpn have any backend settings?
i know wireguard-based ones work fine
at least for me
omg haiiii cvars!!!!!! 
:O
honestly the frustrum culling one might be the only one we need lol
(if we wanted to mix some customrender stuff with engine rendering that is)
still need to figure out what to do next ig
its so peak
HARDWARE SKINNING NEXT!
ye thats still in progress, just gotta fix the weird bone eldritch horrors
finally, i can benchmark main vs perf without leaving my game
these 3 options are the best mix for 0 culling and free performance
i dont think we'll ever get it to be 1:1 with the original engine rendered stuff
but it looks like the vertex normals are a bit weird on displacements?
also think displacements (or maybe it's blended textures) are scaled incorrectly and have no autopbr
like on construct and flatgrass
the blending is slightly different from engine-rendered
like you wouldnt notice in regular play
if your grass textures are like 10x scale, its an addon causing it. i wish i knew what it was tho
The original seems to be shaded better
yeah the normals are fucked
i am not taking the bait bruh
it's a performance focused mode, i could care less if its not 1:1 if its stuff like that
if you want to be a source purist, use the engine-rendered stuff
im just saying
maybe it deserves another look thats all
fair enough
ohhh
wish i had chromium to disable it goddamn
ok yeah its fucked lmao
huh?
im so goated
thank god for debug modes
im always right and i could never be wrong
it's big ah
what in the sharpen
it's your sharpen man loll
so wdym you wish you had chromium? does it not work for you?
Do we know if the l4d2 mods work in gmod?
if xoxor4d's mod uses legacy hashes, yes
im getting somewhere, but it seems to break up at the edge of the chunk
idk if it does
also the cef patch broke my regular gmod, so i reverted it
you have to re-apply it each game update
same thing happened to me today
ohh
well idk if the patches fixed it actually?
ok i'll patch it again
@half viper 
YIPPIE
ill check that tf2 map again
ok yeah fixing that was worth it
i only really notice the decals dissapearing which is normal anyway
sweet
@keen rivet peak has arrived
if anyone is running an old enough gmod rtx build (before jan 16th or something)
you can try the perf nightly
https://github.com/sambow23/garrys-mod-rtx-remixed-perf/actions/runs/21929458976
or just downgrade your game and do it that way
is this in main repo yet? 👀
it will be moved over
WHAAAA
i dont think it will fix eyes for us yet, the engine doesnt even render them in fixed function
which has been fixed before, but we then somehow have to fix studiorender so it actually animates them
merged, might be some new issues since introducing the custom render stuff but everything seemed ok at first glance for me
im gonna see what i can do with hw skinning now 

inb4 me in 4 hours or some shit
CR
you went like 2 days without working on gmod
you're supposed to be taking a break 😓
2 days is not enough lol
Yeah
idk what to say, the urge to start cooking took over 
same thing happens to me lol
buuuut you'll burn out faster the second time around
then the third
🙁 and so on
Which is why I personally rotate different things
Never can get bored if you arent stuck on one thing
partially why i maintain like 10 diff projects at once lol
Same
absolutely 
Rn my main focus is mgrr
But tomorrow it'll prolly be wolfenstein and so on and so fourth
anyways i dont feel forced to work on the hw skin stuff, i just have a good feeling about it rn
the "it's so close i can feel victory" urge
the eldrich horrors greet me with open arms ❤️
Research the use of RTTI
It might help port those patches kingdavid gave us
i already got the sigs so im a little past that 
im just fixing how the bones look
cuz they're all there
Oh lol I couldn't get most of the stuff lol
even then I still feel like we should move to RTTI then we don't have to worry about rubat cucking us
which sounds awesome
gotcha
Relatable
this is how we ended up with AutoPBR
Always give into the urge to cook
Never stop gambling 🔥
Does this mean all you have to do is swap the material to like vertexlit or something
Wait no they already are aren't they
no, there is more issues still
Oh
^
x32 with the portal rtx stdshaders show what im talking about
working eyes but they are entirely static
ty volvo for adding -condebug i dont have to fuck with the gdb debugger with wine just to save the output of the game console
i miss visual studio
Oh yeah I use this all the time
i do
thats how i compile everything lol
i have a ssh server so i can send compile commands to
Oh do you not run gmod Rtx in
but i am not touching the windows desktop, i really dont want to 🤮
no i dont have a 2nd gpu to passthrough atm, so its literally a windows docker container to build gmod rtx stuff, its all then symlinked into my gmod proton install
its painless once its all set up, i just dont get the VS debugger
gdb exists but ehhhh
No more cuckoo
let's play the game of what hl2 npc this is 👅
Antlion
👋
lmao its actually really close
ok yeah im a little lost on what is going on here and im gonna resume on it tmr when i got a clearer head.
@woeful phoenix do you mind taking a look at what I have so far and see what im doing wrong? My best guesses is the sig for m_PoseToWorld is bad, stale transforms, or something entirely else
https://github.com/Xenthio/garrys-mod-rtx-remixed/blob/5c934a77ec994d8e44f72b4f130b03d86a949148/source/HardwareSkinningHooks.cpp
we have all of the bones showing up in remix but they are a mess
#1116089843479498782 message
sw.vtx/dx8 gets used if its still there, but we also force the dx9 ones to render if not, not sure for grigori but i can check real quick
oh good you even have the sw ones
looks like its all still there
Alright, so observations
pieces of that mesh is rendering properly
Meaning this is probably a translation error
Spawn him somewhere near the origin
does his verts go to the origin
if it does, make sure you are sending the right dx matrix and the bone info for translation
Second observation
It is possible there is a blend matrix restriction you haven't patched yet
no, in that video they are relative to the camera, but i have a debug cvar called r_hwskin_transpose, and if its set to 4, the bones do go to the origin
They pull to the camera?
yeah one sec ill get a video
It is possible you are not indicating how many bones are actually being sent to the module, meaning it'll support maybe the first 4 by default and then get dumb and send the rest to the origin
Also I found in dark messiah I actually had to invert I think the root bone or something
I can't pull up the code right now
But that only happened because all my bones were correct but rendering at the origin
ah yeah that's sounds sorta like what happens at 1:13 in the vid (his legs are sort of ok)
all of them except the root it seems?
nevermind, they just stick to another skinned mesh (which i guess is my playermodel in this instance)
So let me ask you, if you take a capture right now in remix, do you actually get a capture of the bones correctly
Or do you get like 100 little skel captures
Or, one capture but it's got only 3 bones in it
That pretty much gives you an idea of how remix is receiving the bone palette
From VTMB
Ignore the fact there are two meshes on the right
The palette was correctly transferred, so we can see all the bones
If the bones are all there but in the origin, we have a vector problem
if they aren't, something with the palette
If it's 100 different skels, you do not have a unified skeleton being rendered
So even if you got it working it'd still not be skinnable
And that would affect the vertex stuff because it'd be looking for the 0 -> MaxBones palette
thus go loco
On my PC now let me check my DX settings
you get me the other answers
the bones are there, but vary in size (not sure if that matters)
they look to be correct?
Yeah that looks correct
great
So your problem is something stupid with the vert settings
For me I just keep it simple
void __fastcall CShaderAPIDX8_SetSkinningMatrices(void* This, void* _EDX)
{
//CShaderAPIDX_SetFixedFunctionStateSkinningMatrices(This, _EDX);
void* mystery_obj = (void*)((int)This + 4);
void* mystery_obj_vtable = *(void**)(mystery_obj);
srv_MethodSingleArgRet GetMaxBlendMatricies = *(srv_MethodSingleArgRet*)((int)mystery_obj_vtable + 116);
int blend_count = (int)GetMaxBlendMatricies(mystery_obj, _EDX);
if (blend_count < 1)
return;
m_pD3DDevice = *(IDirect3DDevice9**)((int)This + 28);
//m_pD3DDevice->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_3WEIGHTS);
if (g_BONEDATA.bone_count > 1)
m_pD3DDevice->SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, TRUE);
else
m_pD3DDevice->SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
for (int i = 0; i < g_BONEDATA.bone_count; i++)
{
VMatrix mat;
MatrixCopy(g_BONEDATA.bone_matricies[i], mat);
if (g_BONEDATA.bone_count != 1)
MatrixTranspose(mat, mat);
m_pD3DDevice->SetTransform(D3DTS_WORLDMATRIX(i), (D3DMATRIX*)&mat);
}
}```
if (numBones > 1) {
pDevice->SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, TRUE);
// Set vertex blend mode based on number of bones
// D3DVBF_0WEIGHTS = 1 matrix, D3DVBF_1WEIGHTS = 2 matrices, etc.
D3DVERTEXBLENDFLAGS blendFlags = D3DVBF_DISABLE;
if (numBones >= 4) {
blendFlags = D3DVBF_3WEIGHTS; // 4 bone influences
} else if (numBones >= 3) {
blendFlags = D3DVBF_2WEIGHTS; // 3 bone influences
} else if (numBones >= 2) {
blendFlags = D3DVBF_1WEIGHTS; // 2 bone influences
}
pDevice->SetRenderState(D3DRS_VERTEXBLEND, blendFlags);
} else {
pDevice->SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
pDevice->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
}```
Yours looks abit more involved
Maybe try dumbing it down and just setting the index true/false?
yeah i can give that a shot
as for the tanspose debug cvar btw, it changes the d3dmatrix layout
That's fine, use whichever one brings it to the position its supposed to be
in that blender capture its 1
D3DMATRIX:
[ R00 R10 R20 0 ]
[ R01 R11 R21 0 ]
[ R02 R12 R22 0 ]
[ Tx Ty Tz 1 ]
The key thing is that your bones are actually getting captured properly
That means remix has the info it needs
so it comes down to the vert referencing things incorrectly, or some other settings mucking it up
Remember that when you are changing the blend flags you are changing the way it reads the vertex information
so if it expects 3 weights, it may read the vert format deeper than it should
Oh and speaking of vert format, I believe mark said we have to use a different one
one sec
would those larger bones in my screenshot be the weights? i dont fully understand
there is 3 of them
oh that might be the viewmodel arms
not sure why they're all bunched up together
nevermind that looks correct too? no idea then
there's also a change from using D3DDECLTYPE_D3DCOLOR to D3DDECLTYPE_UBYTE4 when it comes to declaring bone indices in the vertex data
Don't worry about those bigger bones
That note there, make sure you are swapping that type
The func I patched was:
{
// this isn't FVF!!!!!
pDecl[i].Stream = 0;
pDecl[i].Offset = offset;
#if !defined( _X360 )
pDecl[i].Type = D3DDECLTYPE_D3DCOLOR;
#else
pDecl[i].Type = D3DDECLTYPE_UBYTE4;
#endif
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
pDecl[i].Usage = D3DDECLUSAGE_BLENDINDICES;
pDecl[i].UsageIndex = 0;
offset += 4;
++i;
}```
You'll probably want to enforce the ubyte
I think that just patches it to value 5 from 4
where is this being patched? studiorender.dll?
Either way test to see if just setting the indexing works on its own
shaderapidx9
Anything that passes through mesh rendering will be in the shaderapi
consider it the translation layer for the D3Device
thank you for pointing me in the right direction 🥹🙏 . I'll start poking at it again tomorrow
Wish i thought to check the bones in blender earlier, super validating to see everything in its right place
it's great work, getting that palette to be picked up is the single most annoying shit ever
you're basically 80% of the way done
Once it's up though.. you're gonna have some problems between DX9 and the SW one
I think they map to their own internal palette
so you'll have to discern that
Or just say fuck it, onyl works on SW
gotcha, im ok with that caveat for the limited time being, i just want to see hl2 rtx mesh replacements start working.
good luck
MAY HAVE FINALLY FIXED THE VK ISSUE. Not 100% sure it is fixed, but my game is so far running stable. Re-ran DDU, Reset MSI Afterburner to Default GPU settings, set Vulkan to "Preferred DXGI Swap Chain", Disabled Threaded optimization (dont know if this is needed for others but so far works with gmod), MAKE SURE TO USE DRIVER VERSION 581.80!!!!! There was a couple other things I did, but I am really tired rn so I'll send it later. Just ask me tomorrow and I can add the rest EDIT: Forgot to mention I didnt get the nvidia app either, just driver only
anyways im still getting the frame drop issue after playing for a while. I'm checking my vram usage and it isnt even in the red. So IDK what is happening here, the fps goes back up when disabling RT though
Here is the log if it says anything weird around the bottom for a bit
HOLY FUCKING SHIT
@keen rivet
ITS FUCKING HERE
HW SKINNING IS HERE
@livid rapids
all of the bones still show up correctly in blender 
gongrats
-# can someone explain why hardware skinning is a big deal?
we can do mesh replacements for NPCs and other stuff now
so i could make dr kleiner like 2 million tris or something
but it also allows for stable motion vectors to be generated for view models, super important for upscaling and frame gen
ahhh
assume this is just for gmod, right?
yeah, there is no way to do this generically for a game
its one of the hardest things to get working in remix
should've also mentioned hw skinning also helps a fuck ton with performance
I should also mention it looks cool when the colors stay the sams
@willow fog mwb mesh replacements when
lmao
Not needed. Are the motion vectors working?
poor bro
yes? i think
ill try motion blur now
cant really tell over game streaming
doesnt look like it to me but maybe viewmodels are explicity exluded from the motion blur pass?
ill check remix later
Definitely not working
i still need to fix some of the corrupted models
i think its a remix issue atp, all of the required stuff from the game is there
the song is ending but the story never ends
Incredibly wrong
Y
I've pushed for hw skinning exactly for blueprint porting
has someone ever ported blueprint traces and death effects to mwb?
There's a dude who makes tracers but it's very difficult to properly remake them
Guzzling down a gallon.
It'll cause electrolytes to flush from my body and I'll die painfully
can i see?
There's some blueprints out there with custom particles
can never find any sadly
There was one I think for the grau?
The guy's name is Matin Catorce
https://steamcommunity.com/sharedfiles/filedetails/?id=3500727615 this is the one I was talking about
looks like models with over 32 bones were the ones still being eldritch horrors, but now they are slowly fading away, soon the nightmare will be over ☺️
wish i had a vid before i fixed it
super fucking cursed playermodel

@modern quest please pin this, this is huge and needs to be remembered
Genuinely peak pilled
This thread always feels like a crazy experiment
so is rtcw sometimes
Somehow works through divine miracle
we technically did skinning first 
true
here goes nothing... i better see rtx skin headcrabs
the hashes prob dont match 🙁
i cant use the toolkit to check how skinned mesh replacements work either
its still really funny to think how far both gmod rtx and rtcw have come from stabilityhood
something something congrats to you on 99% stability
Pretty sure hl2 rtx and Gmod have different implementations of hw skinning
You could still technically setup the replacements again
Peak pinned 🙏
ill need to double check
the zombies being green looked familiar to me
nvm
entirely different
damn
what made you reach this milestone
gut feeling 
come on what happened
naw that was really it. But really king david got me back on the right track
didnt occur to me to see if the bones ever showed up in blender like the 4 weeks ago since i started working on it as well lol
I'll take the credit xenthio promised me a year or so now 
What was the problem
Also for bones check the lods
That's how remix forms the hash
The actual number of bones / hierarchy and pos
And the orientations etc
a few things:
hardware bone id remapping
set D3DRS_VERTEXBLEND to D3DVBF_2WEIGHTS
and the D3DDECLTYPE_UBYTE4 patch you mentioned
these are mostly fixed now
magnusson's face still peels when he turns his head, i notice all of the faces are still sw skinned
so maybe im still missing something
the neck of some tf2 mercenaries are also missing
Oh I took pics of this, there are two pipelines for models
but these are dx9 only iirc
The face flexes themselves and the actual mesh
I think you need to swap out the face
I'll have to find the paths I had in DM
Hl2 RTX, COMBINED, NO SW, NO HW
This may just be a problem with the newer source versions too
yeah gmod x64 is a whole can of worms
let's just say i studied a specific version of hl2 for reference and not a lot matched up
Rubat did a lot of changes so
The only way you'll get this is by just dropping the SW pipeline
And forcing those face flexes to not occur
You'll deal with non-flexible models
But it should work
You might get lucky and it'll still apply to some degree
But when I get home later I'll see my DM code
There were a few bypasses I did
On this I think it was the vertex blend weights, that's the one that would cause the data to be inconsistent
been trying to load a few hl2 maps to see how multiple models are handled so far but i am getting driver crash galore, i regret booting into windows 😭
stable hash galore 
horrble gameplay featuring my laptop trackpad 😊
tried a workshop model with only dx8/9 and it seems to work perfectly fine
phew
the rasterized view is completely obliterated lmao
Yeah
is it the same for yall for rtcw?
@keen rivet no more RTX On/Off comparisons 
Yeah the only way I can do on/off now is to just replay a demo
Lmao
i wonder how broken this will be with hw skinning
https://steamcommunity.com/sharedfiles/filedetails/?id=3661212149&searchtext=
Dang, not even my workshop is in here yet....
oh wait shoot is there hardware skinning now

Imagine
super need to see if you can bundle replacements in workshop addons
we still dont have a mechanism for that, but since we have autpbr, you could make exopbr materials and those get converted almost perfectly
Imagine if
well ya but like
you're still limited by the engine for those
unless you completely ignore the original model on the engines side
Imagine if Gmod RTX
oh right models, yeah uhh we'd need to come up with something for that
if a model is Too Big then oops no more game
something that gmpublisher wouldnt whitelist
clearly raise an issue on the gmod repo or something
Imagine if Gmod RTX on the
hello been awhile seems like alot of advancements have happened to gmod RTX last time i was here.
thats an immaculate jaw structure
technically autopbr
Holy fucking shit, Is it like this in portal rtx? Or in uhh whatcha call it, the other portal rtx of that portal mod
idk, but it seems par for the course for hw skinning so im ok with it
i added a toggle to the base options spawn menu tho
cursed demon
i can still understand who it is so its fine
guys i think something wrong is with my jeep
(i also completely forgot these are all skinned)
tried switching the mesh and skeleton hashes of the hl2rtx physgun to the gmod one and it just straight up doesnt show 😭
wow
why u acting like u generic npc
wdym
all i said was wow
i have nothing else to add to the conversation
@woeful phoenix ever get that DM code? 
I'm still getting that vk disconnect issue, but it is happening much less.
Does anyone know how to fix the scopes in MW Base? Trying to ads with them equipped just makes the entire screen black
coming to a nightly near you (i need people to test replacments 😭 )
https://github.com/Xenthio/garrys-mod-rtx-remixed/actions/runs/21999865961
most of them use render targets which are very broken
ur gonna have to use a scope like red dot or something
I see
BTW I tested ARCCW and it works really well with rtx remix
Possibly better than ARC9 (probably because it doesnt have stickers and camos to deal with)
The other one I want to check is CW2
But that mod seems to be very picky about what it will let me play with lol
are you suuuuuuuure
yeah i forgot add a #ifdef for some of the hw skin patches so x32 wouldnt build them lol
just pushed the fix
btw keep in mind when making replacements, the mesh hashes might change in the future as i try to fix hl2rtx compat

Shouldnt this old mount hl2rtx file i have still include the model replacements? They should work with this build right?
no
as mentioned above, all skinned mesh hashes are different right now
and swapping the hashes in the mod.usda doesnt work, so our skinning approach isnt 1:1 to how hl2rtx is
so while it does work, you'll need to make your own replacements for it right now
We can at last finally add 3d grass and snow! Now I should go learn how to
hardware skinning is for dynamic meshes like NPCs, weapons and stuff. gmod already had stable mesh hashes for static objects. For world geometry, you'd attach stuff to the map anchor
Map anchor?
anything you want to add to the map that isnt a replacement, so lights and additional geo, you'd add replacements to this in the toolkit
Wouldnt it work if we apply it to the grass texture directly? Or would that make it now move in the wind/interact with objects/player
no, the mesh hashes for world geometry is unstable unless you're using performance mode, but its preferrable to make replacements work in both modes
(perf mode is the perf fork being merged into main)
There's probably tonnes of things we can disable when rtx enabled is ticked off now that more stuff is runtime
@keen rivet btw hw skinning and perf mode are in main, so uh yeah 
You fucking COOKED
I thought I cooked with AutoPBR but you one upped
also it seems like culling patches work again???
at least the runtime ones do
im on the feb 11th build
ok nvm
This new nightly combines both builds? Awesome
When will it be pushed to the launcher?
already is
install the nightly for main
formal release isnt for a while because topbr needs more polishing
and the api light stuff
i got a fuck ton of fixes on the backburner 
ah fuck i left hw skinning on by default lmao
Hey uh since the downgrader was bugged on my end, what files do I need to move over to make sure my remix build is up to date? The launcher is telling me Im on the latest when I know I'm not
We love to see it
yeah this is never getting fixed, but you can turn off hw skinning if you need to see the previews
i think the launcher updater is broken lol
just get the nightly here
https://github.com/Xenthio/RTXLauncher/releases/tag/nightly
you mean vanilla?
the top right corner telling me i was on october 8th build
i mean i would probably keep that version unless you really need to update it
its not required by the compat mod
but the update button is here
man i wish avalonia supported wayland
why the launcher gotta be blurry
I could keep this version but who knows what bugs it may introduce later. Also why did we want to have the Sampler Feedback thingy disabled? Im on a much older driver now
because it causes crashes with remix replacements
at least on a specific driver version
probably none? x64 is generally buggy because its bleeding edge anyway
you can also downgrade your game if you want a known stable version, but its not going to fix your driver crashes
yeah i think that should be next on the priority list, the one thing the perf mode lacks is rendering decals and thats a big deal on a lot of maps
it sucks that we cant selectively have that on in the engine because its hooked up to r_drawworld 😭
naw autopbr is like the best part lmao, i cant go back to dull looking everything
True, after that came ontu the scene. I cant bear to test for VK Crashes when topbr is disabled
Probably should though
Jesus
vortex
Just realised that we can replace the backgrounds with anything, might as well put some RTX Remix Screenshots in as my backgrounds
🪦
Goodbye
vram usage shouldnt be any different
anyways was it by design that process command is gone?
yes because its automatic, UI isnt updated yet
when you admin clear all before, topbr no longer did it automatically. I dont think topbr is being applied rn

topbr_enabled?
then what is going on with the grass below you?
Or whatever the command is?
its on by default, it actually stays on even if you set enabled to 0 lol
Cold day
yes
it was bothering the heck out of me testing hw skinning
from someones mod
if this is a new install, you gotta reboot your game the 1st time
topbr is working for me just fine on a clean nightly install
i replaced with vaniila feb files, and then installed newest nightly. Rip my boy process command. I used that everytime I cleared the map
Oh yeah right I renamed the folder to have different load order
That would work
I didn't consider that people with old mod folder name
ooh i forgor about that
i think thats fine since its still only in nightly builds
Yeah
you might want to move all 200 Gb of your shit to new folder lol
stable hash galore with a fuck ton of NPCs 
wait doesnt ~ put topbr at the highest priority?
though also I did fix some duplicate processing stuff so you might not have 200gb anymore
It loads first, which means anything loading last replaces it
we still have the issue of it reprocessing everything when you reload the map, not sure which way i want to go about fixing that yet
I thought it was first named mod would be the highest priority
I thought I made it check the usda for already processed things huh
I believe I get that vk crash often when trying to load into a map + topbr analysing + node graph out of date rebuilding. A truely nightmare combo
i can work on it later today, its no biggie
Inb4 I didn't push
i just want it to finally skip the spawnmenu stuff
oh yeah I forgot to do that
i wish it could gen the icons so I could see the models I want to choose
i already tried to fix it by turning off RT when it generates the thumbnails
but gmod doesnt like that either
whatever settings we have it at maybe interferring. I saw that with portal 2 when i tried to disable rtx to check my surroundings (no flashlight so hella dark)
we should copy icons from the main game install to avoid extra icon generation
i would prefer to fix the generation itself if we can, it would probablt fix the playermodel selector too
last i tried, generating spawn icons worked
ideally just have remix properly handle RT stuff in general lol
nah we're good then idk why the skip existing texture pbrgen doesn't work
i think it no longer overwrites the existing replacement, but that's it
maybe
Wait why is perf fork dead?
it's a part of main now
because its merged with main in the newest nightly
Oh cool
Are you sure it is how that works? My game crashed in the main menu bruh. Gonna relaunch to see if it does it again
we should have the option to launch in perf mode or compatibility mode easily toggleable in launcher
we can set the convars in client.vdf maybe, or launch options if setting lua convars works there
why? you can toggle it ingame
might prevent startup crashes
its more a just in case thing
startup crashes?
being able to set it before it takes in effect
like crashes on map load
some maps crash in non perf mode
cough cough csgo cough
it skips patching if the offsets arent available, but these patches dont cause map crashes, it was the hw shading stuff for mesh replacements
which doesnt happen anymore
ah
What if there is a way to make remix flag maps that crash with perf enabled so that next time you join it auto disables for that map
interesting idea
ok but what maps crash these days?
Think that perf + topbr + node graph freezes (and crashes vk on my end ofc)
topbr's disabled and it's STILL working
i think your issues are soly driver/hw related
damn i really thought i could google for gmod rtx launcher but we aren't there yet
yeah so same as me lmao
It never comes up.
dude how
does anyone have a google contact
Doesnt show up in brave or ducjduckgo
i gotta have a word with em
Rubat shadowbanned thr mod 💀
THE AI finds it but not normal google search
Ai comes in with the clutch
bruh
No more horror
i assume you modified mw base? and if so, please tell me so this can be integrated into gmod rtx
immediately

yeah no just disabled the AlphaDelta blur so no longer goes rasterized
Does that also fix scopes. And does it affect Arc9/CW?
no, those explicity use render targets
No just the customizing UI




