#Garry's Mod
123087 messages · Page 124 of 124 (latest)
gimme NRD SH then
Erm, I’ll try to finish it up sometime soon
you have the shadow terminator fix on?
No
look at how much i reduced my gmod file size
taking this guy's work and not paying a single dime https://github.com/IridiumIO/CompactGUI/releases
windows genuinely needs to work on a new lossless compression solution for windows 12 we got ai and 11 years of tech advancement
windows
🥱 🥱 🥱 🥱
does linux have any new insane lossless compression tech
btrfs
is it like LZX
i wonder at what point ai tech can be trusted to compress files well
brother bear i hate to tell you AI is just going to use whatever existing compression formats that exist
🥀
if someone wants to go make a new one be my guest, ai assisted or not

looks cool
seeing a source texture bug realistically emit light in real time feels like something we shouldn't have yet
its magical
mythical creature
the fact that even vertex explosions get properly lit
like its real
hello offtopic #84
😭 that actually fucking tricked me at first
no. this is patrick
gary
I feel you creeping I can see it from my shadow
Wanna jump up in my lamborghini galardo
this mod is epic, too bad i can't get other source games to work
@subtle bison yo wtf why is there a POM texture
that def topbr cause look at those compression artifacts in action
also what an amazing example of how alpha textures get properly lit in path tracing
like this is the full texture
the main issue is how slow alpha textures update to lighting
like really slowly if you dont instantly look back and forth
is that silpom?

WE DO :)
On the few hl2 textures that include _height for the unused hl2 parallax shader.
It looks absolutely horrific there for some reason though lol
im guessing its cause topbr cant handle the compressoon artifacts
Works better on the materials I tested it on
That might just be a really bad height map
afaik those height textures aren't necessarily meant for parallax but were used to create the normal map textures instead
Nah source has an unused parallax shader, the conversion works nicely when you bring back the removed height textures from hl2 beta back into the game
It does have an unused shader but those height textures were intended for making normal maps. They made their textures using "height2normal.exe" in the "bin" folder (it requires a _height.tga texture to convert which ended up in the game files compiled as .vtf by accident)
It should only be using them if they were at some point hooked up to parallax in the vmt
so if it's being used, that probably means valve at some point hooked it up for parallax
I don't mean to annoyingly correct you or anything just that those textures were intended for making normal maps. Unused textures get included all the time. The parallax shader wasn't even developed at the time of HL2 release
Yeah it was removed before release
You can see hl2 has parallax shader params commented out all over the vmt files
What texture is this
is that the same floor as d1_trainstation_02?
thats what it looks like but i dont see parallax on it
ah okay so by default this heigh texture isnt included in the game
meaning some addon you have added it back
and i think it doesnt do the right processing for them anyways so you have to set the displacement mode to raymarched
whichs helps a bit but not massively
works well on this texture tho
another one that has a height texture
theres a whole option for parsing commented properties because of how much juicy info was left in some of these materials and removed for whatever reason

