#[OLD] Star Wars Republic Commando

808 messages · Page 1 of 1 (latest)

jolly rover
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this is my geometry hash view when the environment disappears (most likely because its the skybox cube)

timber kestrel
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Marking sky textures usually can deal with disappearing environments, but it depends on the game. As for the unstable hash on the viewmodel, it's because Remix doesn't support Geometry hashing on skeletal objects. There are tricks you can pull to change the rules on geometry hashing but they can have unintended side effects like lumping multiple unrelated objects into the same hash.

jolly rover
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ah

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also a round just ended, and the game decided to crash

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so that might be something to look into

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the crash window itself didnt say anything particularly interesting

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yeah thats too technical for me, something about an object being discovered in Swapchain map at Direct3D module eviction

timber kestrel
jolly rover
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idk why people keep asking me to do that lmao

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I dont like github 😂

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idk how to use it

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it just sounds so complicated

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i ask a million questions on just how to install something from there

timber kestrel
# jolly rover idk why people keep asking me to do that lmao

Github issues go straight to the Nvidia developers and project manager that are working on Remix, and it all gets filed to an internal issue tracking board. So if you file it there there's a someone will take a look and possibly assign someone to work on a fix.

jolly rover
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no no i get that, I'm just useless with github lol

normal comet
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Star Wars: Republic Commando works, To make the game work:
-you need to download dxwrapper d3d8to9
-you need to download "Republic Commando Fix"
-in the Movies folder of the game delete the videos "LECIntro" and "NVIDIAIntro"
-Go to the graphics settings of the game and change them as shown in the picture
-The game has some problems with the rtx remix menu so instead of messing with it, you can just download my bridge.config and put it inside the "trex" folder
https://github.com/crosire/d3d8to9/releases/tag/v1.12.0

normal comet
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The game has a problem with lightmaps. Every time you see a texture that looks like the textures marked in orange, click on it and mark it as "lightmap texture" and that should solve the problem.

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important: the rtx remix files should be placed in the "system" folder

jolly rover
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👍

storm marsh
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is it know if frame gen works? I toggled it on and it worked fine initially, crashed seconds later

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okay yeah, definitely doesn't work

storm marsh
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any tips on culling? When I look in certain directions I can start to see through walls and whatnot in a clearly unintended way

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it's not just messing with the lighting

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I also noticed when I killed the last enemy in the immediate area it fixed itself

storm marsh
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when doing a scene capture in the first mission, it completes suspiciously fast and the output file is only 65KB. When opening the scene in the Remix Toolkit I only get the skybox with a darker square

normal comet
normal comet
storm marsh
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actually about that, I've seen a lot of talk about the auto sky detect but there's no option for it. Do you mean I have to manually un-tag it in the textures tab?

normal comet
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then go to "categories textures" find the sky textures and mark them as "sky texture"

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and maybe this will solve the problem, because sometimes the automatic system detects unrelated textures as sky textures.

storm marsh
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funnily enough, the automatic detection is better

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this is without sky auto detect

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this is with auto detect set to camera

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it fixes the issues with geometry being seen through walls

storm marsh
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I could've done better with the screenshots. But take note of the grating top left of the crosshair

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and behind the gun on the right side, part of the map geo is just hollow/see through without auto detect

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better side-by-side

normal comet
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really strange 🧐 when I get home I will try to solve the problem

vapid lotus
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im modding swrc for 3/2 years now, should be playable in rtx remix but let me tell you the game itself is complete garbage in terms of stability, if anyone needs this info lol

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and alot of stuff is hardcoded straight into the game, but dont know if thats an issue on rtx remix.

storm marsh
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Could you share some examples? For things that are hardcoded I mean

vapid lotus
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Most of the hud is hardcoded, crosshair, ammo, fonts etc

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and the screen you see on your helmet is a physical plane in front of the camera

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which may or may not affect shading

storm marsh
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Yeah that did cause issues with Remix initially

storm marsh
vapid lotus
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oh yeah for sure

storm marsh
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I had to manually mark the textures as UI within Remix to get them to show properly

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And by hardcoded I guess you mean it's all thrown together rather than individual pieces? Because what's what I noticed. After marking one texture as UI a huge chunk of it just started working

vapid lotus
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here is a (customized) version of the helmet, but the plane is the same, which always caused issues with stuff such as reshade

storm marsh
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That would probably explain why the helmet showed right away. If it's a texture in front of the camera rather than UI (if I understand what you mean correctly)

vapid lotus
vapid lotus
storm marsh
vapid lotus
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same goes for the font, its hardcoded to its size

vapid lotus
storm marsh
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This might be interesting to try and see if Remix can overcome the limitations you mention

vapid lotus
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sadly 4gb patch also barely works, game is just a car taped with duct tape to get it running lol

storm marsh
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I wonder how much that'll be an issue with Remix, if at all

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You mentioning this makes me more determined to look deeper into this lol

vapid lotus
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ram isnt an issue, game is 32 but but remix bypasses that afaik

storm marsh
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I think it does yeah

vapid lotus
storm marsh
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What mods did you work on? I'm basically rediscovering the game since playing it as a kid on Windows Vista, so I'm behind the curve on that

vapid lotus
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we've changed a ton compared to the original, but now we're working on getting normal maps in game and changing models

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even working on a super ultrawide hud

storm marsh
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Wait this is fantastic. I remember seeing this when looking at moddb for the RTX.conf file to get started

vapid lotus
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btw you may lose eax support on rtx remix, but im not sure

storm marsh
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Would you mind sharing some assets to test within Remix? I imagine whatever you have is significantly better than what I would get with Remix's AI tools

storm marsh
vapid lotus
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i could send some assets, but whats the point if i may ask?

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If you're really determined i can add you to our server and see if we can merge it together with our mod in the future, if you want

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but i think there is gonna be a ton of bugs

storm marsh
# vapid lotus i could send some assets, but whats the point if i may ask?

With your mod you replace the vanilla assets within the base engine, so a part of me is curious what that process would be like using those same assets but going through Remix. I know basically nothing about texture creation and Nvidia's AI tools have given me very underwhelming results so far. So it would help see what the game could look like with better textures + pathtracing and help me learn the process of using the toolkit more

vapid lotus
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i suppose its just importing a model with the materials, link textures and materials in rtx remix and you're ready to go, but i dont know if the hud elements will work

storm marsh
vapid lotus
storm marsh
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I'm feeling like a kid again thinking of what might be possible lol. Getting better assets it's probably the hardest part beyond initial compatibility with Remix

vapid lotus
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oh boy we just found out how great textures can look in rc with good normals, its insane

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this is unreal engine 2

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in RC

storm marsh
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That does look great

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Damn it's gonna be a while till I'm off work lol currently on a short break

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So I won't be able to actually tinker around for a while

vapid lotus
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i added you, just tag me if you're available

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i feel like there is potential here, but it will require a ton of work

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i think

storm marsh
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If my experience replacing the textures with the AI generated ones was anything to go by, it was actually extremely easy

vapid lotus
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does it upscale them or generate complete new ones?

storm marsh
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I took 3 of the most commonly used rock/stone textures in Geonosis, ran them through the AI which generated a new texture similar to the original with normals and roughness

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I believe it's a new texture. That's what I think I saw looking at Nvidia's blog on it

vapid lotus
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Alright, interesting

storm marsh
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4K comparison of one of the examples

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Dunno why the embed mentions cyberpunk

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I could be wrong, but it does look like a new texture with how much more detail there is

vapid lotus
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It looks... okay i guess, raw textures still look better though

vapid lotus
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its basically upscale but it adds its own stuff

storm marsh
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Yeah that's my understanding

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And yes, I was pretty underwhelmed using it in practice

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In fact it was nothing remotely like that example in the link

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You can toggle the replaced assets on and off while in-game so I'll share a comparison later

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According to others in the community who've been using other AI tools for texturing, Nvidia's implementation is pretty poor even when using an ideal input

vapid lotus
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not so surprising tbh, it sounded too good to be true

storm marsh
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I'm sure some of that has to do with their model being built entirely in-house with no outside textures used to train with

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I know there are AI models that can generate PBR information from a texture input, so I wonder what that would look like using better textures as a base

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And using better models ofc

vapid lotus
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yeah, i think it could work on custom textures, but geometry is better to use raw textures

storm marsh
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Sorry, would you mind rewording that

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I'm a little lost lol

vapid lotus
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as in, rocks and stones and landscape textures are better to get from a source somewhere with very high detail textures

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and stuff like generators and walls with custom textures are maybe better to do with the AI stuff

storm marsh
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Ah I think I understand

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That makes sense

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I've seen some really fantastic results seeing other people use AI texturing tools for Remix (not Nvidia's) so it's still something I want to explore

vapid lotus
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our textures are just upscaled, looks a bit sharper but it gets pretty smoothed out

storm marsh
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I still need to figure out some culling issues I was having last night too. There's a small underground passage in an early part of the first mission that has a lot of potential to show off pathtracing but it shows as pitch black without proper assets for most directions looked at

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I was about to do some basic tinkering with emissives though, like a fire texture casting light and shadow in the corner of a room

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Super cool stuff and it just took a toggle to try it

vapid lotus
storm marsh
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I want to do the same for the blaster bullet particles

vapid lotus
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does it run stable in rtx remix?

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as in 60 ish fps

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and not freezing everytime

storm marsh
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It doesn't freeze at all at this point

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As for 60fps? Not doable as of now

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But I don't know much about performance scaling in Remix. I can't use frame generation or the game immediately crashes. DLSS works just fine however

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I think I saw an Nvidia dev said it was normal to expect low performance starting out, but I could be missing context

vapid lotus
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i tried some captures too, got one but the game barely loaded lol

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but the viewport in rtx remix was just black

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which is i suppose because im running amd

storm marsh
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Yes I know exactly what you mean

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Actually no

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I had the same problem, but the other user here was able to fix it it seems

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By changing some stuff in remix and providing his config file

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I can share mine later since I made my own tweaks further, might fix your issue

vapid lotus
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hmm, alright

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might be worth a try if its actually incompatible with amd lol

storm marsh
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There's TAAU as an alternative to DLSS so it might be manageable to run depending on your card

vapid lotus
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i've got afmf

storm marsh
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I know RTX remix as a whole is compatible

vapid lotus
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if it works on remix atleast

storm marsh
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Does that require certain APIs to work? Remix uses Vulkan

vapid lotus
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oh

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yeah afmf only works on dx11/12

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but i have a 6800xt

storm marsh
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Damn

vapid lotus
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so rt SHOULD be fine

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it runs in released games but rtx remix seems heavy when your scene is unoptimized

storm marsh
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That, and remix is generally heavier than most RT enabled games

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Since it's full on pathtracing

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I'm curious how it'll run for you

vapid lotus
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afaik path tracing runs fine on amd, alan wake (which i think had pathtracing) got like a 120% driver boost last time

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with path tracing

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ok it was 20 to 35%

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lol

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just checked

storm marsh
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That's fair lol

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Alan Wake I think overlayed the pathtracing on top of the baked lighting for better and worse

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So it was still a mixed solution unlike say, Cyberpunk which replaced virtually all lighting with pathtracing

vapid lotus
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true

storm marsh
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Even that still had rasterized elements though. Remix is entirely pathtraced, not a single aspect uses rasterization to my knowledge

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But that enables some wild stuff like simulation of water refractions and whatnot. There's some examples in this server

vapid lotus
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and uses insane performance lol

storm marsh
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True, but it's good this stuff is out now so by the time there are released RTX remix mods available to download chances are people will be on better GPUs by then

vapid lotus
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i dont know what remix does with hardcoded stuff, but if you really want rc to look nice, as in hd text and relatively nice looking gui and such, you'd need to code it in a dll

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i do have a dll for the crosshair and some ui elements, thats why our mod has a hd crosshair and a not so low res looking menu

vapid lotus
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but remaking 20 year old games only to release them so that only the newest gpu's can run them sounds kinda

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off

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lol

storm marsh
vapid lotus
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and maybe even phase out almost all amd users

vapid lotus
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but its not my code so i cant just hand it over

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we got it with permission

storm marsh
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It's hard to say, I was running Remix on basically max settings with RC, but even a 2060 could play Portal RTX if you compromised on settings

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At 60fps I should add

vapid lotus
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1080p?

storm marsh
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Nvidia made a good chart showing recommended settings for all their GPUs

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Yes, with DLSS of course

vapid lotus
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that makes it 720p lol

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or lower

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damn

storm marsh
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But since these games have more simple geometry with little if any subpixel detail, you can get away with lower quality DLSS settings and it still looks good

vapid lotus
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we were thinking of just baking ray traced lighting on the textures in rc

storm marsh
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That sounds like a very manual and intensive process

vapid lotus
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it is

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but everything in rc is

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so im used to it lol

storm marsh
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I imagine so, but I have high hopes that Remix can overcome some of that. Like with the cross hair/HUD, I'm gonna try to make it ultrawide to test if it runs into the same issue you do when working with the native engine

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Since the HUD is almost entirely within one texture it'll have to be done in a really janky way though. Like squishing the aspect ratio of the texture, AI upscaling (should look good bc it's simple), then letting the game stretch the texture to the proper aspect ratio with Remix's replacement texture

vapid lotus
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thats what we're doing in the mod lol

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but we made the ui by hand

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we even have one for 32:9 but its not fully functional yet

storm marsh
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I thought the game engine didn't support higher res UI?

vapid lotus
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only the one with the grenade and stuff works

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the rest doesnt

storm marsh
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Ah okay

vapid lotus
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thus why we have a dll for them

storm marsh
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I feel pretty confident it can be done without the DLLs through Remix

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Due to how it works

vapid lotus
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i hope so

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if you want i can add you to the server

storm marsh
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Yes that would be great

vapid lotus
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i am limiting it to general though, since some people just look trough everything and decide they dont want to do it anymore

storm marsh
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Understood

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One thing before I gotta dip though, I saw you said on the page that you replaced models. How many/what models are covered by the mod?

storm marsh
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After spending a LOT of time experimenting and trying to figure out the Remix toolkit, I'm gonna start from scratch and see what I can accomplish without getting screwed over by a random setting I forgot I messed with

storm marsh
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THE GAME DOESN'T WORK ANYMORE

storm marsh
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fixed it, will share what happened later

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to be clear, for the lighting here I just tagged the gun barrels/gear to emit light, otherwise the scene was too dark

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I disabled it right after taking the screenshot

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the soft shadows of the commandos look great against the wall

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by tagging the right textures as UI you fix a TON of the visual errors

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I've been very carefully tagging textures as needed without going overboard with it. Mainly to fix things, but also seeing if I can make things like the blaster lasers emit light. So far that hasn't worked though, strangely enough. Maybe I have to mark it also as a particle or beam?

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calling it a night for now

ocean blaze
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Looking great! Keen to see your progress 🙏🏻

spring bridge
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I’ve been tagging for the first three levels, for some reason tagging the effects textures like blasters, explosions, blood caused them to vanish or not render correctly. Tagging them as UI worked great but they’re now only affected by raster lighting

vapid lotus
storm marsh
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I found that some things just mostly worked without tagging, so I'm trying to do the minimum account I need to ensure a base level of functionality

storm marsh
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I'm sure one of the Nvidia guys would know

vapid lotus
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but does the ui fully work?

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im surprised if it does

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as in does the compass, grenade count and such work

storm marsh
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It's nearly perfect from what I've experienced so far

vapid lotus
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wow

storm marsh
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After tagging them as UI textures in Remix

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Which I guess bypasses the RT to make it a screenspace rasterized element?

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That's my understanding

vapid lotus
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i wonder if the helmet scales like in rc though, because it physically scales to the resolution

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which is why you get these stretched helmets

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mind if you can send your config files? i really wanna try it out lol and see if new assets work, ive seen the livestream from yesterday so i know the workflow

storm marsh
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I'd love to but I'm heading out to work in just a moment

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I probably should've posted it last night, but I'll do so when I'm home

vapid lotus
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dont worry, just send it when you got time

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timezones are annoying though

storm marsh
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Yeah no kidding lol. I'll try to get in the habit of posting my config whenever I make some decent progress

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Before heading to bed

timber kestrel
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These screenshots look great 👀

storm marsh
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Thanks for the heads up! Is there a way to browse textures not shown in the scene itself? I have the USD but it's just the environment, where would I go to find the blaster laser texture? Still learning the tools

storm marsh
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Originally I had relatively limited plans but now I'm wanting to learn more to make something a little more ambitious

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Right now they're just ideas though, gotta get the ball rolling first

timber kestrel
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I will say the process of adding said improvements is much easier now but if you have a game where add light to textures doesn't work, I used to have a Unity based GUI tool for marking objects in batch and I used it to make a mod for Anachronox using the emissives instead of light sources. I don't think I'd recommend that tool versus the official toolkit but there's still a few folks using it despite its rough edges.

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So, in short, the adding light process is a lot easier than you think. 😅

storm marsh
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Well tagging adding light to textures in Remix didn't give the result I wanted with the blaster lasers (as in it didn't really do anything) but I imagine an emissive map would work since it's manual?

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It's also hard to know sometimes which textures are what, since they'll look like they should emit light for a striking result but next thing I know bullet impacts on walls have a bright white light that kills the scene

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I need to get the right colors out of emissives, and figure out how to get the main distant light sources to have more color to it

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I'll have to look into light maps more but if it's what it sounds like then I should be able to do the same for the visors on the commandos, just more subtle

timber kestrel
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The long story short is basically, the add light to textures category is just a hack for some very uncooperative objects in Portal. When you're making PBR replacements in the toolkit, you can add an Emissive map which will essentially make highlighted parts of the texture glow and contribute to GI.

vapid lotus
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anyway to fix this? tried the bridge.conf but dont know if i put it in the correct folder

storm marsh
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Check stage lights in the top right

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I forgot the exact setting but one needs to be enabled or else everything's pitch black

vapid lotus
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i mean

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lol

storm marsh
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Oh is it your first time opening it?

vapid lotus
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yeah

storm marsh
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Close remix and relaunch it. Open the project again

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There's a bug where you need to reload for decent performance

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Even my 4090 got 7fps on first load

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After reopening its like 100+

vapid lotus
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also close omniverse?

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still 0 fps

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also doesnt display a gpu

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so its probably still because im running amd

storm marsh
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Omniverse was specifically designed to support all GPUs with RT

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In one of the bottoms in the top left of the viewport, there's a toggle for something with "Pixar" in it. That was implemented to support other GPUs

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I vaguely remember hearing that

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@vapid lotus

vapid lotus
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let me check

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greyed out

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or should i capture it that way

storm marsh
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Pixar storm is the right one, not sure why it's greyed out

storm marsh
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Your GPU should run it fine enough

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I think #1199022356996309122 is the right one but it might take up to an hour to get a response

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And people are okay with answering stuff in #general-remix from what I've seen

storm marsh
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AFAIK this is the furthest along rtx.conf available for Republic Commando. This has the most gamebreaking visuals fixed up at least through Geonosis I believe

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UI works and everything

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still work to be done but it's a world of difference to a fresh install of the remix runtime on SW:RC

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@vapid lotus here's that if you wanna mess around with the runtime at all

storm marsh
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well my dumb ass forgot I reset the config to start fresh :)

storm marsh
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I'm finding a LOT of assets that are reused in different ways that fk up what I have in mind to do lol

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for example there's a cube in one of the transition areas in the original that shows a hologram of a clone helment inside, but currently dunno how to get that working. At the very least I wanted to make these cubes emissives but because they're randomly placed in another scene, that trait carries over

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this is gonna be trickier than I thought

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this is the scene and these are the cubes I'm referring to

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but the scene after this has the commandos in a VR training room and these cubes are just randomly there in the air

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not even visible within the game itself from what I remember

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but I could just be blind

jaunty relic
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would you guys say this game is playable?

storm marsh
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see: weird re-use

storm marsh
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but it depends on what the criteria for playable is with remix

jaunty relic
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partially playable maybe?

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Game boots and has good enough graphics to play. You can play it, but you cannot complete it for various reasons, such as needing replacements to see in required areas. Another example is that it may crash or is unstable

storm marsh
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after tagging textures absolutely

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I've had no issues with crashing or instability

jaunty relic
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okay, i'll update it then

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do you have a conf file i can upload for it?

storm marsh
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yes I can give mine, it fixes some major issues with the default settings

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one sec

jaunty relic
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all updated, thank you 🙂

storm marsh
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hope it helps someone salute

storm marsh
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weird that it doesn't render out of the box

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I'm gonna look into it more, it shouldn't be marked as UI if it's a 3D model

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at least I would imagine

timber kestrel
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If it's marked as World Space UI it'll be rasterized while respecting the original camera perspective rules, sometimes a good pick for 3D HUD elements though not always.

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There's also a few related to first person viewmodels but I don't know how those work exactly, tbh. I used them in my Red Faction profile but to some very mixed results.

storm marsh
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I ran into a bunch of strange issues messing with stuff after

timber kestrel
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If it's tagged as UI it definitely shouldn't show up in captures... 🤔 unless I'm missing something, I'll admit I'm not at 100% tonight.

storm marsh
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sorry, I mean ingame

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the UI has been a bit of a rough process so far with my tinkering today

timber kestrel
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Yeah, it can be a pretty tedious process with how intricate some of the immersive HUDs get. Still, great progress so far. 🙂

vapid lotus
vapid lotus
storm marsh
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Did you also change the Remix graphics settings? I had them basically maxed. 4 bounces per ray, everything on high (ultra? I forget)

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If you set bounces to 1 or 2 and lower the other settings there should be a big bump to perf. Did wonders in portal rtx

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There's a lot of scaling possible in those settings on top of the res scale

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Try the settings on the left

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These are from digital foundry when portal rtx released

vapid lotus
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Ill try it out soon

storm marsh
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Forgot to mention, I'd leave volumetrics off because I haven't tuned it at all. The default doesn't look awful but it could be so much better

vapid lotus
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Alright

neat summit
storm marsh
# normal comet Star Wars: Republic Commando works, To make the game work: -you need to download...

Sure thing. If I'm remembering correctly the order of steps matters quite a bit so I would recommend a fresh install potentially. Here's what got it working for me:

  1. Run the unmodded game normally, should run in DX8 mode as intended
  2. Copy the graphics settings as shown in the last screenshot of the message I'm replying to^
  3. Close the game. Now install both the d3d8to9 wrapper (link below) and the latest RTX remix build at the same time inside the same folder as the game executable - not the root folder. It's inside a folder called System
  4. Place the attached rtx.conf file in the game executable folder with everything else
  5. Launch the game to ensure RTX Remix hooks. If you see the Press Alt+X to open Remix menu popup and can get to the main menu, you're good to continue to the next step
  6. Close the game and install the Republic Commando Fix mod (link below). Double check the install instructions so it's in the right place.
  7. Run the game from the CT.exe executable. Once you're at the main menu, go to your graphics settings and turn bump mapping back to Low, as Republic Commando Fix changes it on first run. You should now be able to set your native resolution as well.

Done Hypers

Keep in mind the rtx.conf file is a WIP, and there's a couple important things I want to change to upload a new one. Scene capture by default is left handed and on the incorrect axis, so toggle those two settings On in the Remix menu before capturing‼️

--

👉 Links to needed files + attachment below:

d3d8to9: https://github.com/crosire/d3d8to9/releases/tag/v1.12.0

Republic Commando Fix: https://github.com/SWRC-Modding/CT/releases/tag/SWRC_Fix_v2.10


storm marsh
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Hope it helps, lemme know if it doesn't work. I recommend a fresh install of the game just in case, download shouldn't be too big

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@jaunty relic could you kindly pin the above instructions? For easy future reference

storm marsh
#

I'm gonna combine both those messages into one real quick

normal comet
storm marsh
#

Figuring it out as I go but it's been fun hug_friend

normal comet
#

I think getting the game to work properly with rtx remix is ​​the most fun part! 😌

storm marsh
#

Probably the biggest issue at the moment is the culling, makes getting good captures tough. I saw the last update to Republic Commando Fix was only 3 weeks ago, might try to reach out and see if they might know anything about disabling it. Just imagine an anti-culling toggle built in!

storm marsh
storm marsh
#

I figure they know some engine level stuff better than anyone else

storm marsh
#

OH MY GOD I MIGHT'VE FOUND IT

#

THERE'S A COMMAND TO DISABLE HARDWARE OCCLUSION CULLING

#

This is the single greatest day of my life

#

I gotta test it as soon as I get access to my PC. I joined the SWRC modding discord and they have a wiki full of helpful stuff including engine level commands

jaunty relic
#

wow, that's exciting

#

wish it was that easy for all games, lol

storm marsh
#

Gotta see how I can make use of it first

#

More specifically if I can set these commands permanently, which might not be the case

#

And if I can't I need some way to execute a command on every level load

#

Man. How ironic that I gave Remix a shot because it wouldn't need the massive learning curve of per-game modding

#

And here I am learning modding of the game I'm using remix on

#

If I'm hearing correctly there also might be a command that loads the entire map at once

#

Which would be fucking INCREDIBLE for Remix captures

#

If it's stable enough for that use-case

#

Man this could be a breakthrough for Republic Commando with Remix

#

There's so many variables that might help with Remix compatibility

#

I don't wanna get too ahead of myself but if I can automate these commands in some way (and if they work), this game has the potential to become fully playable from start to finish with Remix

vapid lotus
#

lol

storm marsh
#

this is all going in blind, teaching myself as I go

vapid lotus
#

ah i see

#

btw darman is the command to skip levels

storm marsh
#

yep, got the wiki

#

right now I'm trying out material editing

#

and this could be REALLY promising

vapid lotus
#

as in shaders or?

storm marsh
#

literal PBR materials

vapid lotus
#

ohh like that

storm marsh
#

this is a commonly used texture on Geonosis

vapid lotus
#

ik

#

sadly rc only supports normal and bumps

#

but bumps are the worst thing in existence

storm marsh
#

I did it in 3 parts. First was using an AI pass using a decompression model, then did a pass to increase the resolution 4x using another model. Then I threw it into instaMAT and this is the initial result for image-to-PBR generation. I can edit more before finalizing

storm marsh
#

I have to worry about exactly 0 of the rendering limitations of the original engine

#

I can use real PBR, interacting with pathtraced lighting

vapid lotus
#

ours are upscaled too but its been 2 years ago since we upscaled so models may have improved a ton already

#

though upscaled and not partially generated

vapid lotus
storm marsh
#

first is the input (used snipping tool since DDS doesn't embed in discord), second is the decompression model output, third is the 4x res scale

storm marsh
vapid lotus
storm marsh
#

have to open original

#

discord previews are compressed even if you click them

vapid lotus
#

ah

storm marsh
#

the "open in browser button" at the bottom when you click it

vapid lotus
#

it looks... average?

#

expected better tbh

storm marsh
#

it's got more definition than Nvidia's built in AI upscaler

#

I just needed a higher res base without compression artifacts to feed into the material software

#

holy shit

#

turned off AO, swapped tesselation with POM, increased displacement slightly

#

this shit looks properly 3D

#

the viewport on my end has a rotating lightsource

#

man this is insanely cool

vapid lotus
#

it looks really good if you do it correctly

vapid lotus
storm marsh
#

when you open the overlay with alt+x, click graphics options at the top. I'd recommend turning off always show advanced or whatever it's called too

#

so hitting alt+x goes to graphics settings first

vapid lotus
#

what tab

#

under pathtracing?

storm marsh
#

very very top

#

lemme see

vapid lotus
#

alr lemme check

#

this is what i have now

#

in the normal menu

storm marsh
#

oh perfect

vapid lotus
#

also noticed that under pathtracing>Integrator

storm marsh
#

set max bounce to 1 or 2

#

max not min

vapid lotus
#

disabling this improved performance a ton

storm marsh
#

lol

#

that could work to fulfill the "I wish I could turn it off" idea lol

#

the secondary bounces are what make the magic happen

#

which is why I recommend keeping that on and at least going with 1 max light bounce

#

but if you really are indifferent and just wanna mess around then by all means

vapid lotus
#

does make the game really dark though lol

storm marsh
#

is 1 bounce max really still unplayable?

vapid lotus
storm marsh
#

yeah that would do it lol

vapid lotus
storm marsh
#

without any bounces there's no GI

vapid lotus
#

but

#

could it be cpu?

#

5600x

storm marsh
#

unlikely

#

yeah def not

vapid lotus
#

nah gpu util is maxed

storm marsh
#

it's just pathtracing being pathtracing

vapid lotus
#

cpu at 80 ish

storm marsh
#

it basically doesn't work without it

#

visually

vapid lotus
#

i mean

#

its running at 30

storm marsh
#

then again I played through cyberpunk at 40-50fps first playthrough

vapid lotus
#

maybe

#

with bad frametimes

storm marsh
#

damn, I didn't know it was that rough

#

and since there's no FSR the res scale probably doesn't look very good

vapid lotus
#

with secondary my whole windows lags too

#

about 15 ish fps maybe

storm marsh
#

that said I'm running well below 70%. I'm using DLSS balanced which is 58% scale

#

but it's DLSS, so it still holds up well

#

at 1440p output

#

try 50% scale maybe? dunno what it looks like

vapid lotus
#

wasnt there a fsr3 plugin for remix?

#

50% runs alot better

#

doesnt look that great though

storm marsh
storm marsh
#

is it only 25% increments

vapid lotus
vapid lotus
storm marsh
#

usually people just refer to it as FSR2 when not talking frame gen, yeah that should work

storm marsh
vapid lotus
#

both dev and user menu

storm marsh
#

oh cool, looks like in the dev menu you can set it manually

#

try .6 maybe?

#

FSR/DLSS quality mode is 67% for reference so it's not far below those

vapid lotus
#

it helps

#

but once again

#

at the cost of alot of perforamcne

storm marsh
#

Man

#

I wonder if the dev menu for pathtracing settings could also claw back perf. Haven't messed with it though

vapid lotus
#

theres a ton of options

#

maybe i can find something online

storm marsh
#

Maybe, but I think the basic options are enough to see it probably is what it is

#

AMD's first generation RT was pretty bad so it can only do so much

#

In fact it's missing a lot of hardware optimizations for RT in general. In other words it can do RT but it's doing it in the most basic way possible. 2nd and 3rd Gen AMD RT added different hardware accelerations for various aspects of RT that have huge benefits

vapid lotus
#

yeah rdna2 is pretty barebones in terms of rt

storm marsh
#

Don't know how much better performance you can get at this point. Unless those pathtracing dev settings can account for the exact thing I mentioned pepe_hmm

storm marsh
vapid lotus
#

but its playable

#

but it does look kinda rough, but may help if there will be an fsr plugin

storm marsh
#

Yeah FSR definitely looks better than the basic TAAU implementation. Glad Remix is open source so people can add it with enough time

#

No need to rely on Nvidia

vapid lotus
#

lol nvidia wont do shit

#

anyway to increase shadow brightness?

#

that may help

storm marsh
#

Hey I guess it could've been worse, no DLSS alternative at all would've been awful

vapid lotus
#

true

storm marsh
#

Those secondary bounces help a lot with the spread of light

#

Oh shit I should also mention the reason performance scales so much with internal resolution is because the number of rays per pixel is fixed. Fewer pixels, fewer rays. So you're killing two birds with one stone for performance

vapid lotus
#

it runs with 2 bounces

#

but there are dots on the meshes

#

maybe the recalculating again

vapid lotus
storm marsh
storm marsh
#

Increasing the denoiser quality would help but at a cost naturally

#

Remix accumulates rays over many frames to make it stable enough. Faster the framerate, the less likely you are to notice

#

As you can see, there's a ton of moving parts in a holistic solution to rendering like pathtracing

vapid lotus
#

a real ton lol

#

IF you want i can send you a hud for ultrawide

#

and helmet

#

to test

#

but dont share those

storm marsh
#

that would be great

vapid lotus
#

what res?

#

3440x1440?

storm marsh
#

yep!

storm marsh
#

the first PBR material I've ever made

#

I'm fkn proud of myself

#

was a pain in the ass but I figured it out

#

and I'm super happy with the result

#

I think I'm gonna go the route of some other modders in the discord and make a "demo" of sorts

#

basically stick to one area and make it the best it can be

#

then I can post it in #showcase peepoez

storm marsh
#

my battle with UI tagging begins again

honest elm
#

Might need to add back in some of that brown manually but looks pretty cool

storm marsh
#

it's hard to nail down exactly

storm marsh
#

that should cover the difference

#

and ofc I can always go back later and change the material

#

if needed

storm marsh
#

I'm having dramatically more technical issues than I was before peepoez

safe osprey
safe osprey
# safe osprey https://www.gildor.org/en/projects/umodel It looks like this could potentially h...

It does work, but the game has an unusual way of doing its bump/normal maps. Some textures do indeed use normal maps - mostly terrain and static props - but a lot of animated characters seem to use textures that have a bump map in one channel (usually red), a separate texture in another (seems to depend. Some use what appears to be possibly a specular map in the green channel, others use what appears to be a sort of "mask" texture), sometimes yet another in the blue channel (sometimes possible specular map if it is an actual normal map rather than a bump), and yet another in the alpha channel if there is one (likely specular?)

storm marsh
storm marsh
#

the rest I'm not familiar with

#

this is the dedicated folder for bumpmapping

#

lots of specular

safe osprey
#

You might be able to use the normal maps, although the bump maps would probably have to be run through ChaiNNeR to generate a normal map from the red channel, and even then it would probably be best used as a placeholder.

safe osprey
#

A lot of those other textures there are probably not really going to be used by Remix, and I would speculate were used depending on how big the specular spot was supposed on a given object.

storm marsh
storm marsh
#

I wonder if there's anything we can do with these values in the system.ini? Particularly the "MaxPixelShaderVersion" variable

#

there's likely a lot I haven't touched yet that might help a lot

safe osprey
#

It might be possible to set it to 0 and see if that would force fixed function fallbacks, although you'd also likely want to set "UseHardwareVS" to false.

storm marsh
#

what do TL and VS stand for in those?

safe osprey
#

Hardware Transform and Lighting in TL's case and Hardware Vertex Shaders in VS's.

storm marsh
#

hmm okay

#

there's also another save.ini in the \save\ directory

#

shares some of the same settings'

storm marsh
safe osprey
#

Good thinking.

storm marsh
#

wait a sec

#

I think the one from gamedata\save is from Republic Commando Fix

#

I see references to it and the other values are representative of my in-game settings while the others are not

#

it might even be saving that HWcull console command?

#

that would be big if that's the case, I'll have to test

storm marsh
safe osprey
storm marsh
#

I'll add that there's some other culling going on too if it really has been disabled while I've been testing

#

because I noticed the walls behind me stopped disappearing in the VR room in the Kamino intro, it was the most apparent case of it I experienced

#

and in other areas it seemed to not have culling problems?

#

but when I turn in a certain direction from the start of mission 1 I get weird visual errors that appear to be culling related, and in the 2nd area of Kamino, as a kid on the computers with other students, when you look down the wall behind you seems to disappear as the room gets randomly brighter

#

but maybe it's not normal culling and there's something else going on

storm marsh
#

holy shit I've made some BIG progress with the rtx.conf file

#

restored a bunch of effects that were having issues

#

visor seems to fully work without breaking any of the pathtracing, the swirling rain water below the gunship, the wiper, the drops on the screen, rain particles

#

all of these had issues before in some capacity

#

hard to know how much can be attributed to the config file (a good amount at least) vs the system.ini edits. But that's why I have a backup baby. I'm gonna run these two before and after with the system.ini backup to see if the visuals are any different, when using the same rtx.conf file

#

it's getting real interesting

storm marsh
#

(it stopped working, time to give up for the day sadge )

#

added a light, edited material values and added a unique PBR material made from scratch to show off reflections on the floor

#

by far the most fun I have with Remix is actually getting to mess with assets

#

seeing this material I worked on for a good while in-game is super fulfilling

#

the light culling out is an error on my end, not a real bug

storm marsh
safe osprey
#

That looks pretty damn good! The lighting in the room also seems pretty solid.

spring bridge
#

Looks like the geometry hashes are unstable no matter what settings you use.

#

Playing with shadermodel = 0 fixes lighting in some maps but introduces too many visual issues and lag (maybe Remix culling isn't working?)

#

Lots of effects and particles don't render correctly unless you tag them as UI which are then only affected by raster lighting.
Terrain baking doesn't seem to work correctly
Rendering the viewmodel with Remix lighting distorts your view when using the helmet HUD

#

I'm not sure if these issues are the same for other UE2 titles but Republic Commando is not looking good for modding with Remix

storm marsh
#

I haven't tried the shadermodel=0 line specifically, only the ini edits. That's DXVK right?

#

Also with it fixing lighting in some maps, did you already have the lightmaps tagged? Or are the fixes you've seen separate to the lightmaps

spring bridge
#

shadermodel fixes lighting in some maps like Geonosis 2 because Remix's shader support isn't perfect. I don't recommend it though because it brings too many visual issues and that's the only good thing it does

#

Here's my cache and config, it has effects tagged as UI so they render correctly. I tried the config you sent before but it didn't seem to have tagged much like the UI, lightmaps and sky

#

I'm using SWRC fix 2.10 but that cache should work for the regular game exe if renamed to match

storm marsh
#

A lot of my experimentation has involved tagging as little as possible as to not break the pathtracing

#

For example I've been able to have the view model pathtraced, but that causes other issues where the camera is disconnected from the view model and there's an extremely disorienting "wobbling"

spring bridge
#

Yeah, that's because of the helmet HUD. I'm not sure how to fix that

#

You can disable the "Helmet" option in the game settings but that's more of a workaround than a fix

storm marsh
#

well the remix experience is all about work arounds KEKW

#

I think people would be willing to turn off HUD if the rest of the game was playable with pathtracing

#

not ideal though ofc

storm marsh
#

talking to some of the guys in the RC modding discord

#

they think the hwcull command doesn't work

#

but they pointed me towards a way to achieve something similar-ish

#

basically since UE2 uses BSP, I can use the editor to remove the "antiportals" that trigger the culling of an area

#

so the entire level would be rendered at the same time

#

unsure how practical it would be for gameplay, if needed maybe I could have just a few areas ahead and a few behind

#

but for the purpose of getting captures? It'd be invaluable

spring bridge
#

You need stable geometry hashes first before doing captures

storm marsh
#

wdym? I haven't had any significant issues with captures

spring bridge
#

Go in debug view and look at "geometry hashes"

#

They randomise every frame so replacing models in Remix won't be possible

storm marsh
#

haven't replaced models yet but have replaced textures and materials

#

do you have auto sky detect set to camera? when it's set to none there's MAJOR issues with most of the viewport rendering in many circumstances

spring bridge
#

The world mesh looks fine but anything that animates is too unstable

storm marsh
#

ah I get you

jaunty relic
#

i'd recommend making sure that replacement meshes work okay btw, before continuing the project. some games (especially shader heavy games) have issues with meshes not staying anchored to their proper locations

storm marsh
#

I can try a model swap

#

I have some captures, just never done one before

#

don't even have a mesh to use as a test but I can probably find one

jaunty relic
neat summit
#

Woah, cube

storm marsh
#

worked just fine it seems

#

let me save and open in game

jaunty relic
#

if it has the issue i mentioned, the cube will follow the camera or player around in-game

storm marsh
#

noteshmm noted, will report back shortly

#

I come bearing good news

jaunty relic
#

great!

storm marsh
#

also surprisingly 0 culling related issues during that recording

#

I would've expected at least one

#

I lied

#

there's some but it's INCREDIBLY subtle

#

which is good

#

it looks like one minor light source stops being active

jaunty relic
#

if you use the debugoptimized builds of Remix, you can use freecam to see what it's doing

neat summit
#

Wait, is the cube just the default Blender cube?

jaunty relic
#

ya

neat summit
#

It's just a cube but I've seen this cube too many times now.

timber kestrel
#

Forbidden Blender cube destruction technique: send it off to an active warzone in Geonosis

jaunty relic
neat summit
#

Some of the latest builds of DXVK also has positives on Virus Total, but by stuff like BitDefender Theta, which is machine learning based and therefore certainly likely to have false positives.

storm marsh
jaunty relic
#

you'd want to select debugoptimized when running the program

storm marsh
#

ah gotcha

#

wait but doesnt remix have a freecam built in?

jaunty relic
#

this is for the runtime, not the toolkit. the part that hooks into the game. the release version of it doesn't have a freecam afaik

storm marsh
#

I was able to get it but it's subject to the same culling aspects

jaunty relic
#

yeah, all i was saying is that you can use that to see exactly how it's culling things 🙂

#

it can be pretty helpful when troubleshooting in general

storm marsh
#

I'll give it a shot then!

jaunty relic
#

you can also toggle path tracing entirely with this, to see how the original game looks. great for trying to mimick the original art style (and for troubleshooting)

neat summit
#

The version included in the toolkit usually is just the release and no debug version?

jaunty relic
#

i believe so. i don't use the version in the toolkit though, i always do a separate game install. the toolkit version has major limitations (like not even being able to save your settings)

storm marsh
#

Okay well it boots but once I turn on raytracing under general I get about 1 frame per century

#

It's unusable

#

Let me tinker a bit to see

jaunty relic
#

that doesn't make any sense

#

did you select debug instead of debugoptimized?

storm marsh
#

I made sure to choose debugoptimized

#

confirmed

jaunty relic
#

i have no idea how that'd be happening

#

were you using a direct 0.4.0 install before, or were you just running it through the toolkit?

storm marsh
#

gonna do a clean install of the game, it's not very big

#

direct install^

jaunty relic
#

just make sure you don't lose your progress 😦

#

if you don't care about these features anyway, don't worry about doing this

storm marsh
#

well I imagine it could be helpful

#

at the very least so I can see instead of guess

#

I'll back up important stuff

jaunty relic
#

entire rtx-remix folder

#

but yeah, it is really helpful imo

storm marsh
#

sorry, taking a while because I'm seeing effects working in pathtracing that weren't at all before so I'm experimenting a bit

storm marsh
#

even in the debugoptimized build

jaunty relic
#

ah, interesting

jaunty relic
#

generally we always use the latest builds, but 0.4.0 broke the downloader for a while. it's fixed now (but again, tons of false positives that we're trying to resolve)

storm marsh
#

I was using the latest one, at least as of a day or two ago

#

but I started with a fresh rtx.conf since I'm more familiar with what each texture does now

#

and I'm being extremely selective with what I mark vs leave alone

#

and the results so far have been shockingly good?

#

I didn't set remix to ignore original lights, turns out when you shoot there was always a light attached to the end of the gun (maybe I knew but didn't remember)

#

so you get what are essentially muzzle flash shadows

jaunty relic
#

yeah, a lot of the time you don't need to mark textures. it'll often lead to more issues

#

i'm glad it's working better now 😛

storm marsh
#

I was going off of another person's conf. I guess they may have tagged stuff that wasn't necessary so I just ignored it

#

it happens though, it probably had a bandaid fix on their end when in practice it was interacting poorly with something else

#

I'm glad I didn't throw my rtx.conf back in when trying this

neat summit
jaunty relic
#

ah, i've never done that. generally i would recommend using the latest builds though

neat summit
#

Is there an eta or milestone as when one of the builds becomes a full new release?

storm marsh
#

I recorded some gameplay of the improved rtx.conf, gonna share in a minute

neat summit
storm marsh
#

yeah I can do that once I finish getting this video out

#

I'll upload the new file to the pinned instructions and I'll share all the text

neat summit
#

Thanks!

storm marsh
#

might take some time because I'd rather remake it in a fresh conf using a non-debug build

#

just to be safe that it'll work for everyone

#

shouldn't be hard just stuff I gotta do first

jaunty relic
storm marsh
#

if it's a longer video (this one is 3min) is it preferable to still upload it in discord or should I use youtube unlisted to share it?

jaunty relic
#

doesn't matter really. discord won't re-compress it

storm marsh
#

I compressed the vid so it should be okay

jaunty relic
#

this server has a 100 MB upload limit btw

storm marsh
#

oop

storm marsh
#

anyways not a single soul can watch this video and not think republic commando is viable with remix

#

this is the best conf setup I've gotten so far. So many effects are still working

#

it never stops pathtracing from some random shader breaking it or something

#

it works the whole way through !

#

I don't wanna jump the gun but if I went through all levels to mark what I needed I believe this game oculd be considered fully playable from start to finish

neat summit
storm marsh
#

@jaunty relic hey kim, is it possible to change the thumbnail for this thread? I'm sure a lot of people have skipped it just due to how the earliest screenshots look

#

if so I can take a new one

storm marsh
#

thanks to @vapid lotus I was able to try out part of an in-progress HUD mod. It's for ultrawide but I had many issues at first

#

originally the helmet wasn't scaling properly AND it was behind my gun model for some reason

#

marking it as UI DID work, but came with many visual issues I've been having with the helmet

#

and in the front bottom corners there was a weird ghosting void

#

then I realized I'm very much tunnelvisioning on the texture tagging lol

#

enabling viewmodel in remix + perspective correction DID WORK ‼️

#

well only so it was actualy ultrawide as intended

#

but the depth was still busted since it was still behind the gun model

#

then I found out about the viewmodel scale

#

parameter that's used to help with clipping on the viewmodel. gave it a shot and VIOLA

#

unfortunately there's a weird light source attached to the helpet or something but I'll fix that later

#

I guessed that the "scale" naming was literal, and that they were changing the size of the model and doing some trickery to keep it looking right

#

and I was spot on, so here's a goofy video of it in action :)

#

honestly it's really impressive that it works as well as it does given what's happening behind the curtain

#

though you could argue that for 99% of remix

jaunty relic
storm marsh
#

looks like I'm out of luck :(

jolly rover
#

Yeah I'm trying, but I don't think I can?

storm marsh
#

because the original message is gone i think it's not possible

jolly rover
#

Oh damn

storm marsh
#

damn shame, I wanted to use this as the thumbnail peepoez

jaunty relic
#

no hope

storm marsh
#

tbf custom thread thumbnails should probably be a thing

#

unlucky

jaunty relic
#

sadly not

#

Discord is very much lacking in their forum features

#

it'd be nice to have a whole lot of things 😦

for example: i've had to pin messages manually for this entire channel because Discord doesn't have a separate permission for it

jolly rover
#

Plus, I'm trying to edit the next message down to have a different image but it's not working

#

So I don't think its entirely possible

jaunty relic
#

@storm marsh you can make a new one if you want, and this one can just be archived

jolly rover
#

That would be ideal, since I'm not actually working on this game with remix myself

#

Not anymore anyway

#

There should be a feature to move thread ownership to somebody else

storm marsh
#

yeah I think so too

storm marsh
#

or is it all lost forever

jaunty relic
#

i'd rename the thread to [OLD] and leave a link to the new one as the final message, then lock it

storm marsh
#

that would be great, if you wouldn't mind

jaunty relic
#

go on ahead and make the new one, then i'll set this one up 🙂

storm marsh
jaunty relic
#

[OLD] Star Wars Republic Commando

jolly rover