#Star Wars Battlefront 2 (2005)

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ashen scroll
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what about Coruscant Space?

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that one looked pretty good already

frosty elk
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Tbh I hand picked the best looking location where it wan't bugging out. the rest of the map looked like this. Lol

narrow kettle
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Yeah, Remix does not play well with terrain in this game. The best showcases of it would probably be either space as Harrisonfog suggested or a map like Kamino or Coruscant: Jedi Temple that don't have any terrain.

frosty elk
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My God

ashen scroll
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show me the planet and horizonn (thanks man ๐Ÿ˜› )

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Something lke my screenshot, but with remix

frosty elk
ashen scroll
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huh looks weird but we all know it will be better in the end

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thanks Razor for showing me these

edgy island
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Interesting...

frosty elk
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Wow. The lights even interacting with the hangers of the frigates

frosty elk
edgy island
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So I got a capture, and...the floor textures are upside down.

ashen scroll
narrow kettle
edgy island
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.<

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Some parts are, and some parts are not, so..go figure, basically th at error makes it unable to do much XD

narrow kettle
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Some of the more recent DXVK-Remix builds have some fixes that help to a degree, but your mileage may vary.

edgy island
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still neat to see what it -can- do without custom modification.

ashen scroll
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for this game, it's close, but not quite there yet apparently

edgy island
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I suppose I will wait for them to maybe fix some more spots.

frosty elk
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Fun fact... Galactic Conquest crashes on start.

torpid linden
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Its mainly a z fighting issue, enabling the terrain baking makes that stable as it blends the textures, but it moves when your camera moves.

ashen scroll
# torpid linden

Looks pretty, ty for the pics! The transparent leaves I added have shadows! that's pretty neat ๐Ÿ˜„

ashen scroll
# frosty elk

ah too bad, it doesn't detect the green glow coming from the walls

frosty elk
ashen scroll
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most likely, it's not hard I already have the layers used for that map

long current
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so how do i get this running?

frosty elk
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Trial and error

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That's how I did it at least

obtuse mica
ashen scroll
obtuse mica
ashen scroll
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for the record, bf2 uses diffuse and normals, the rest goes in alpha channels of said textures (specular, transparencies,glow, etc)

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that's for the majority of things, then you have envmaps, or detail textures, but you won't encounter them as often

obtuse mica
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We're speaking vanilla BF2 yeah?

ashen scroll
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yep, but I just thought you guys should know

obtuse mica
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It's good to know, but I think since we can replace the texture/material entirely with PBR ones here, we would need to use the PBR mapping process. I could be wrong here. But that would require to make an emissive map, which dictates which part of the material is well emissive.

I'd assume it would be possible to extract the parts out of the said alpha channels for the vanilla process then? Turn those into separate maps?

inland haven
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Yeah it's rediculously easy

obtuse mica
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I'm no expert in making materials, I have dabbled with it before in Blender for various projects. But I never extracted this information from channels. How would one go about moving this information from the vanilla texture's alpha channel into separate maps?

inland haven
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Use any image editor such as GIMP or photoshop

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An emissive is really just a texture that dictates the color and intensity of the light emitted

obtuse mica
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Yep, I am aware of the map types, emissive, specular, roughness, etc.

inland haven
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Yep, thankfully it's very easy

ashen scroll
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Well yes, what I'm saying is you can just grab it from the og asset alpha channel and save time

inland haven
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Oh hiya Harri ๐Ÿ˜

ashen scroll
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(sometimes, and for certain things)

ashen scroll
obtuse mica
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I see that you said you'd just need to export it separately and that would be the emissive map, I overlooked that part. So apologies. OMEGALUL

ashen scroll
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just trying to be helpful ๐Ÿ™‚

obtuse mica
solid crag
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Rn emmisves are only working when material is converted to translucent, at least for 2 games thats how ive seen it, and it turns off if not in screen space

obtuse mica
solid crag
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Cant see what its marked as in that vid ๐Ÿ˜ฆ

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You see it by pressing 3 dots next to material id

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Ittl say โ€œconvert to translucentโ€ or โ€œconvert to opaqueโ€ depending

obtuse mica
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It does say _Opacity in the material, could it be that it does work the same as when integrating maps, where it picks it up based on say _Normal.

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Maybe _Opacity works as a keyword that automatically turns the material translucent?

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If a material has words like โ€œtranslucent,โ€ โ€œglass,โ€ or โ€œtransโ€ in its name during the Ingestion process, it will automatically become translucent.
Not sure if that would maybe also include that.

ashen scroll
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did you guys install omniverse for this to work?

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I still couldn't run the game with it

solid crag
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What gpu do you have

ashen scroll
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3070

solid crag
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No omniverse is only necessary for toolkit

ashen scroll
solid crag
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Theres the runtime known as just โ€œRemixโ€ which is what you install from github, is the backbone hooks the game into remix to be able to categorize meshes & textures add pathtracing mess with how the game hooks etc.. you can also capture a scene in the enhancements tabs

Thats where the Toolkit comes in, you end up editing this capture in a usd scene in an AUTO CAD like viewport where you can click on meshes and edit materials and also add lights

ashen scroll
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Alright, I downloaded it since I would end up needing it in the end

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Thanks for claryfing dude

solid crag
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๐Ÿ™‚

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Technically you can do manually do everything with just remix without the toolkit but its a huge QOL improvement

ashen scroll
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I'm just hoping it works haha, maybe this way it does

torpid linden
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Technically speaking, everything could be done in notepad if you really wanted

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usd is plaintext

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How are the models in battlefront II? I need to build the skeleton exactly as the game has it

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Trying to do a mesh replacement for that, but the animations will be totally broken if I don't have the skeleton right

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Well actually idk. The docs don't go into a lot of detail on how you do CPU skinned meshes. I know you need to have it in the right format too.

narrow kettle
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I am pretty sure that CPU skinned meshes cannot be replaced by Remix itself as of now.

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The only games that have had mesh replacements have been games that used GPU skinning.

torpid linden
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Yeah did some digging around and that is the case for sure.

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Animated assets are probably stuck the way they are unless a patch were made to the game to interface with the Remix api directly

narrow kettle
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Fortunately, you could replace them on the game side. Apparently there is a plugin for Blender that allows import and export of BF and BF 2 .msh files.

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You'd just want to be careful with the polygon count.

torpid linden
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Well the improved sides mod already did that. The annoying thing is the limit on the polygons

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I suppose its not too bad, just need some good PBR textures

frosty elk
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Has anyone got to improve sides to work with the latest version of remix?
I ask because I tried using it the other day and it freezes when loading the game.

narrow kettle
torpid linden
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Well yeah that would be great

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We really don't need any high quality assets at all on the engine side of things if those objects aren't animated

narrow kettle
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As far as poly count goes, you could probably get away with roughly 10-20k for animated meshes, though you would have to deal with them switching to low res versions more often. Maybe less so in a stock map with the normal number of units.

obtuse mica
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@torpid linden have you checked the new builds yet? There's one still running right now for the dxvk but bridge seems to be done.

obtuse mica
torpid linden
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I see it, I am able to capture stuff right now

obtuse mica
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Sweet, then I will grab those builds later, let me know if you encounter any issues.

torpid linden
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I will probably update it at some point, but it works for me right now I don't want to break anything

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I did some combing through the code and found the issue was probably too many old materials cause deleting the materials directory had fixed the issue for me

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I still don't know the exact reason why that fixed it, but I haven't had to delete the directory again since, and still captures work just fine

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Turns out you can't generate PBR textures from 8k textures

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Even with a 4090, you run out of VRAM

narrow kettle
obtuse mica
torpid linden
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PBR generation on 2k textures takes a really long time

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This isn't something to do long term, somebody mentioned a GitHub one that supposedly worked better?

inland haven
narrow kettle
torpid linden
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Ideally if we could make the game interact with the remix api it would help a lot on performance

narrow kettle
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A definite possibility. The game does use LUA for most of its scripting and has it all available to be looked at and modified in the mod tools.

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It is a remarkably moddable game.

inland haven
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Wish they'd release modtools with games more often nowadays

torpid linden
torpid linden
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Before Remix vs after Remix

frosty elk
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I like

obtuse mica
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New release coming up? At least it was pushed into the release branch.

frosty elk
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Do you guys think it's too soon to make videos on Battlefront 2 RTX?

inland haven
# torpid linden

The cloth on the lampposts is to this day one of my favorite contributions. I love adding cloth to props ๐Ÿ‘Œ

torpid linden
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I made a video a while back with just the material roughness and metallic tweaks.

torpid linden
frosty elk
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Alright.
I was thinking of doing something of a cinematic teaser with Harrison's Space Coruscant in RTX.

torpid linden
inland haven
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I'm def curious how cloth looks in remix, also how it performs. For those flags I added several vertices to make them bend in the wind better, but idk if you replaced them with higher poly models if it'd help or not since the wind params are coded ingame.

frosty elk
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I want to know what the tarp on mos esley looks like moving with RTX

torpid linden
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The purple one?

frosty elk
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Yee

torpid linden
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Mos Eisley does in fact need some more animated stuff, nothing moves around on that map

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Just the ammo and medical droids and such

frosty elk
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Also maybe physics for sand.
Like footprints and have the occasional sand blowing in the wind

inland haven
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Footprint decals are doable, as for sand you'd have to mess with a Droid odf

torpid linden
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I was wondering about sand physics, can we do that on the engine side?

frosty elk
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A lot of those same physics can be ported over to hoth for snow but with a color palette swap.

torpid linden
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Its amazing how Harison, being one of the main texture artists here is seemingly the only one unable to launch the game with Remix

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They also seem to not be using the Steam version of the game

frosty elk
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I wonder if any version other than the steam version doesn't work.

narrow kettle
narrow kettle
frosty elk
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Good to know,
That theories debunked now

torpid linden
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Its like the CD key version that probably never got any patches or anything I think.

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Not too sure if there were any on the Steam/GOG side of things

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Odd, if I were @ashen scroll I would update as many things as possible like windows, DirectX, graphics driver etc. I do know you have to be able to suport Vulkan since it is what is used to run the path tracing stuff.

narrow kettle
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It might be a driver issue now that you mention it. Still, his card itself is more than capable.

frosty elk
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Is it up to date?

torpid linden
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He updated his driver actually after I mentioned that to him

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He wasn't able to open it at all before that, now it opens and he can hear audio but no visuals

frosty elk
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I was getting an issue like that the other day.
Even have the tiny rectangular box in the top left side of the screen.
How I fixed it was I just reinstalled remix 4.0, bridge-remix, and dxvk.

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But you know the latest versions of each

inland haven
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Yeah I suppose it would help if we ironed out a conf too for moddb

torpid linden
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I haven't even combed the conf file all too much to see what all the options do

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dxvk.conf specifically

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rtx.conf has some options worth noting as well

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bridge.conf doesn't have really anything other than the api worth changing

torpid linden
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Replacements seem to crash the game on hoth

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PBR Stormtrooper

ashen scroll
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๐Ÿ˜„

torpid linden
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I like this one better than the stormtrooper

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This isn't AI, I found out how to make the PBR textures myself from the diffuse/albedo

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Note the floor difference, somehow the PBR got reverted on that and I unreverted it

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Still need to make some walls PBR textures

ashen scroll
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has animated creatures and stuff ๐Ÿ˜„ just gotta give them PBR treatment and perhaps a high poly version and I'd keep them

ashen scroll
ivory charm
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Whats RTX if it doesnt look wet

frosty elk
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Facts.
Minecraft is notorious for that.

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So stormy Naboo anyone?

solid crag
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Ooooooooo

frosty elk
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I imagine if you can change the music this would be the theme playing to a stormy Naboo.
https://youtu.be/XKwH4ph_0tM?si=hPqPiA3BNvHFMi6E

Suite of Padmรฉ's Grave from Lucas King Youtube Channel. Composed by Lucas King.

Tracklist:
0:00 Anakin's Dark Deeds | Piano & Orchestra
1:57 Star Wars Sith Symphony - Darth Revan | Piano & Orchestra
2:43 Qui-Gon Jinn's Funeral | Padmรฉ's Funeral
3:58 Qui-Gon Jinn's Funeral | Padmรฉ's Funeral

โ–ถ Play video
ashen scroll
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Yesterday I updated windows, tried several versions of dxvk and bridge. Still no luck. Now I'm trying to do it on a clean steam version instead of gog (I have both) don't know if that matters actually

frosty elk
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Anyone know how to make installers?
That way most likely could be installed right every single time if it's put in the right location.

obtuse mica
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What issue do you have?

ashen scroll
# obtuse mica What issue do you have?

I hear the menu music, and I can hear the sound played when you move your mouse. But I see a small blackbox top left corner or a larger black box sometimes

frosty elk
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Did you copy all the files from the TRex folder to your game data folder

ashen scroll
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Nope, should I?

frosty elk
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That's the thing I noticed that I did in the video I sent you that made the difference

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But I said copy them into their instead of moving them just in case they are needed them both

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I don't personally know I haven't tested it

ashen scroll
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That made it start but no remix text

frosty elk
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Hmm

ashen scroll
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alt x does nothing, it's as if it was the vanilla game

frosty elk
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In the video I sent you it happened to me too.

ashen scroll
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Yeah

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I realized it' the Bridge that breaks it, when I place just the dxvx files it launches

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but not with remix enabled

frosty elk
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Hmm

obtuse mica
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The issue I have right now is that the game runs at good fps but animation and etc are like in slow motion.

torpid linden
frosty elk
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Nice shading on the trooper

torpid linden
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I posted this for the wall lol

frosty elk
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That's nice too

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And I did notice it

torpid linden
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Creating the PBR materials yourself is way better, I got nowhere near these results using the AI stuff

torpid linden
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Reworked the floor and the scout a little

obtuse mica
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@torpid linden Hey, have you experience the game play very slow? As in, the FPS is fine, but everything moves basically slow motion?

torpid linden
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No its fine for me

obtuse mica
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Hmm, which shadermodel setting have you set in the dxvk.config?

torpid linden
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0

obtuse mica
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Okay, got the same set there, so that's not it then.

frosty elk
obtuse mica
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I had to remove said command to not push the rate above its default.

torpid linden
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Well remix needs to be made to not crash the game when you try to go to the next match, thats gonna be a problem

obtuse mica
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Right now I am basically just using this to play around with it to be very honest. I don't really intend to single handedly make a remaster for this.

torpid linden
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I am playing around with it too. I wish the active layer was saved when you closed out of the program. My layer formatting is off because of that.

solid crag
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@torpid linden did you see the github issue response?

ashen scroll
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you guys know what this means?

torpid linden
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Well the bridge died

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The log in the .trex folder should give details

ashen scroll
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Exception 0xc0000005 at 00007FFB33288EFE! Saving minidump to....

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that's what it says

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btw, it's always the bridge for me, I noticed that without it game runs, but no remix.

frosty elk
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Which bridge are you using?

ashen scroll
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tried a bunch of them

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latest, yours and sopitive's working ones

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and others

torpid linden
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Thats still an access violation

ashen scroll
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You gave me an idea with that... and now it works

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You won't believe what was causing the issue...

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MSI Afterburner and/or RTSS

torpid linden
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When making captures make sure you have indirect lighting enabled if the map doesn't have a lot of lights already

ashen scroll
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think we should tag a dev/mod to let them know of this conflict? it's a pretty common program to have

torpid linden
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GitHub issue is the best way.

frosty elk
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Facts

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So @ashen scroll you got it running?

ashen scroll
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Seems like it

ashen scroll
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copied all my maps, without the sides, following your advice, let's see how it looks ๐Ÿ‘€

frosty elk
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Make a backup of your game data folder

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A backup with RTX working I mean

ashen scroll
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also, how did you fix terrain being transparent on kas

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game crashed but I could capture this yipeeee

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things light up with explosions ๐Ÿฅบ finally

frosty elk
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I think it lights up just a little bit too bright sometimes.
But it still looks really awesome

ashen scroll
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I'm sure it can be toned down

frosty elk
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Same

torpid linden
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Under rendering settings

ashen scroll
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Man my improved assets don't look bad at all with this lighting

torpid linden
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DLSS might be helping too

ashen scroll
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why would it?

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I'm playing at 1080p, I don't even need DLSS

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everytime I take a screenshot it crashes btw, same for you guys?

torpid linden
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Print screen is reserved for something in remix

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And yes

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Use OBS to take screenshots since that actually supports HDR

ashen scroll
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Remastered Hoth with RTX

torpid linden
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Idk if that would work with the game, but OBS for sure does

ashen scroll
torpid linden
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I know for a fact OBS supports HDR videos and screenshots. If you screenshot with snipping tool it blows out the whites

frosty elk
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I've been using Windows + G to screenshot

torpid linden
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They have a default config that isn't initialized properly with Battlefront II and it causes a condition to return false to forward DirectInput messages.

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Basically local variables were moved non local and it caused those variables to init on program start and not when the localized block was initialized

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If there is a specific version you want to test, I can do the fix for that stuff and build it.

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Actually lol the last bridge commit fixed that

obtuse mica
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Because I just downloaded a new one today

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LMAO, I have downloaded one before this build.

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Gonna check this one later

ashen scroll
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@frosty elk you were right it's so much better in person

frosty elk
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Right

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Maybe if I did a video of it could have gotten a better feel

ashen scroll
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For the record, geforce experience works for screencaps too

obtuse mica
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You guys using a specific config btw?

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Got some Z fighting going on with the terrain every now and then

fallen meadow
ashen scroll
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I just got it to launch, no idea.

ashen scroll
frosty elk
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Sometimes I've actually had it so Discord overlay works with Battlefront.
I think it depends on the specs that your computer has.

fallen meadow
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oh yeah i know, but its just funny thats what was holding it up XD

ashen scroll
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Our Mos Eisley looks sweet as well dang

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@frosty elk did you try this one

frosty elk
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WOW!!!

frosty elk
ashen scroll
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I put a lot of though into the lighting, shades and color grading of everything, here it really shows

frosty elk
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Facts

ashen scroll
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placed some lights in our Hoth Hangar, looks really cool

frosty elk
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Do you plan to add any lights to the falcon?

echo herald
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nice didnt know people where able to get in

long current
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I wonder what bf3 legacy would look with rtx

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Does the latest version of remix work?

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I cant get to the start screens

obtuse mica
long current
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Just black

obtuse mica
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Might need to set the d3d9.shaderModel in dxvk.conf to 0.

Also make sure to use the latest GitHub builds not the one that's released manually. The current release 0.4.0 does not work with it.

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0.4.1 is now a thing and might be worth a try

solid crag
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Probably worth trying battlefront 1 since github issue was updated

wicked quarry
wicked quarry
ashen scroll
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could be tweaked eventually

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that's just the way it looks with remix by default ๐Ÿ™‚

wicked quarry
ashen scroll
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I tried a lot of files until it worked

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you know the bridge and dxvk files

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also guys asked what gpu I had, non RTX gpus won't launch I've heard, but I could be wrong

wicked quarry
frosty elk
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Didn't you also have a software that messed with it?

frosty elk
long current
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I have a 3050

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So

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Do i have to uninstall msi afterburner

ashen scroll
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I read a guy said

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3060 ti min req

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it wouldn't run, again, perhaps there's a way I don't know much about it myself guys

ashen scroll
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that's what I did

long current
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I havnt had it open

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So ill have to look

ashen scroll
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then it's fine, it kinda takes over the gpu

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and remix doesn't handle that, or something, the right term for it is access violation ๐Ÿ˜„

long current
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Ill have to look into what else could cause it

ashen scroll
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yeah I've been trying to get it to launch since last week

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and also earlier betas, never worked till now

long current
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I have a 4070 pc at home i might wait until i get on leave to try it out

ashen scroll
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yep, that would make sense, get it to run there then copy the installation and see if the 3050 can't run it

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it's still very glitchy, a lot of things look messed up but it's fun to see our mods under... a different light (pun intended)

long current
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It could be fixed with omniverse as far as i know

fallen meadow
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the problem with omniverse atm is that things are inside out, or have they fixed that yet?

obtuse mica
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Would love to not crash every other time I ingest textures

ashen scroll
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but yeah, crashes when the match ends as well for me

obtuse mica
ashen scroll
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does that happen to you as well

wicked quarry
ashen scroll
obtuse mica
# ashen scroll performance really tanks too when adding lights

Oh yeah, depending on the amount of lights and intensity of course. Right now I am working on the first campaign mission, which spawns a bunch of stage lights under the map and one single distant light. I disabled all the stage ones and only turned on the distant light.

frosty elk
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Ah yes.
Mygeeto

wicked quarry
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So I can play normally

ashen scroll
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hope it works! g2g now, cya guys ๐Ÿ‘‹

torpid linden
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Latest dxvk-remix and bridge-remix

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Should both work just fine with the game

wicked quarry
torpid linden
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Yes, just find the buld artifact for it.

long current
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im gonna try this again on a clean install of bf2

long current
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game does not like

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whats weird is i run portal RTX at like 50-60 fps so i dont understand why even older games run so much worse

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just finished installed swbf UI remaster for the UI stuff

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going to try and get my mod in for maximum grafix

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somehow this is worse than before

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this is now

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before

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also objects are flashing in and out idk why

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for some reason, its reading normal maps (which dont exist in bf2 wtf) as diffuse

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this editor is also pretty archaic

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gonna find a more

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functioning map

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it also should be possible to force BF2 to always load the high poly msh's by editing the .sky file

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so you can just go into freecam and go nuts

narrow kettle
# long current this is now

Ah, I think I know why it is showing normal maps. It only does that if you have lighting quality set to high while it is not running in fixed function mode.

narrow kettle
long current
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converting a bump to normal afaik isnt as easy as just making it a normal map

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coruscant does not like the existence of a sky box

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its also hard to tell what qualifies as a sky texture

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because some things that are fucked are technically objects placed in ZeroEdit

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geonosis is sorta better

narrow kettle
long current
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i think it might im not sure

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i asked another one of my modding friends but no ones every really cared because it doesnt matter for modding the game

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i just use regular normal maps in my mods

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i think the play for now is going to be to ignore all normal map textures since they can be re added

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recapturing without normals

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much better in remix but still ingame is basically unplayable

narrow kettle
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Are you using the rtx.conf and dxvk.conf that was posted?

long current
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no whats different with it?

narrow kettle
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It is kind of up a bit in the thread, so it is understandable if you missed it.

solid crag
#

link it ill pin it

long current
#

i found it

narrow kettle
# long current no whats different with it?

The RTX.conf has a few settings already tailored to the game, such as automatic skybox detection and most of the stock UI and sky boxes already set. The DXVK.conf has the Shader Model forced to 0 so that the game boot into fixed function mode. That right there might help performance a good bit since Remix hates shaders of any kind.

long current
#

alright

#

ive tested it and the performance is terrible (i have like 4 gbs of vram in this laptop) but it works

narrow kettle
#

If you have to, I would suggest turning the terrain Baking off or lowering the texture resolution of it. That eats through VRAM like a son of a bitch.

long current
#

ye, ive enabled DLSS and that gets me like 30fps which is passable

narrow kettle
#

And it still seems a bit buggy with the game for some reason.

long current
#

i dont understand why the editor is so terrible

#

at least so far

narrow kettle
long current
#

the main thing is that there is no way to enable any sort of unlit mode

narrow kettle
#

I think that the camera light mode is supposed to be about the closest thing to that, but it doesn't seem to work.

#

At least not when I've tried it.

long current
#

i cant get it either

#

unlit would be more for performance reasons

#

so i can select stuff not in 30 fps

#

can i change an individual objects material?

narrow kettle
long current
#

id like to make something emissive without making everything using its texture emissive

narrow kettle
long current
#

stock models

#

i tried a space map expecting the planet to explode it but actually space looks the best so far

#

lemme add my mod to mos eisley real quick

#

i have rough maps for those models

#

real quick ill try legacy desolation station real quick

#

0 fps time

solid crag
#

ah shit i tought i saw mark say ops can pin stuff

#

๐Ÿ˜ฆ

narrow kettle
long current
#

that can be fixed pretty easily

#

except the terrain

narrow kettle
#

Yeah, terrain is probably going to require Remix itself to have some fixes done. The terrain Baking does work in some games, but not all. It works perfectly fine in Morrowind, for example and even can be configured to work mostly well in Oblivion and Skyrim, as well as Fallout: New Vegas.

obtuse mica
#

Yeah, Zfighting on the terrain is pretty common, even with some of the Terrain experimentals turned on.

long current
#

the terrain can be fixed

#

but itd be foreced to have 1 material

#

cuz you can make the terrain a mesh

#

probably the best BF2 graphics can get

#

although it does not like raw bf3 legacy with BF3 sides

#

i do not know why

narrow kettle
# long current real quick ill try legacy desolation station real quick

One of those maps with the proper materials applied would look downright gorgeous. I think it would probably be possible to optimize them for Remix so that they would run better, though it would be a bit of work. I do think that Remix would actually be able to help with a lot of the issues the mod has had with running into polygon count limits and 32-bit memory limits as well.

long current
#

its pathtracing some things

narrow kettle
long current
#

i only have invisible hand installed rn because legacy is like 20 gbs

#

rooms are flashing in and out of "rtx"

#

do you have any idea on this one?

#

similar things happen with the skybox in vanilla

#

ok yeah its something to do with that

#

when i get the player close to a wall it equal rtx

narrow kettle
#

That I am not sure about. It might be a texture or two incorrectly flagged as UI or it might just be a bizarre culling glitch of some kind.

#

I know that the skybox will disappear temporarily if you look at the sun. It doesn't necessarily rasterize the game, but it does remove a lot of global illumination until you look away from it.

long current
#

ok ive figured something out

#

whenever the character goes transparent (when the camera gets to close) the rtx works

#

found the issue in the edditor

#

remix doesnt like transparency right?

#

we make legacy maps look better than all others using a process we call incanning

#

which basically makes the whole map transparent

narrow kettle
ashen scroll
#

Hey again guys

#

Yeah for terrain I was thinking about trying to replace the mesh

#

Seems the easier way rather than waiting for them to fix it, also terrain in bf2 isn't pretty so it should even look better

long current
#

is Remix only able to load DDS through the editor?

#

if so i quit ong

narrow kettle
#

Or you could use an external program if it would be easier. Chainner is a good choice and it also supports converting DirectX normal maps to Octohedral normal maps, which is what Remix needs in order to render them correctly.

long current
#

through an annoying process

#

i got materials working

#

what ive gathered from this is that Remix isnt viable yet

#

the editor is terrible and from this test above, it isnt showing anything i cant already achieve with BF2

#

with Shader Patch i can give the game PBR materials that achieve a similar and far more performant effect

#

the lighting on some maps (especially invisible hand) looks really good but its buggy and performs very meh

#

the map lighting is the main draw of this but with the amount of work required for the very few RTX capable players i cant see this as a viable option yet

#

if anyone here is willing to work on redoing assets by hand (probably just one map) and getting it all in

#

as a showcase

#

id be willing to help

#

but as a 1 man thing its quite the take

ashen scroll
#

You def have a point

#

even with remix I do miss certain improvements from shaderpatch as well

#

and the performance is...not good atm. Though rtx things are known to be demanding

long current
#

its a given the performance is going to be rough even on such an old game, but it just bars so many people off of playing it just for buggy gameplay

#

ill have to test it on my 3070 and 4070 for better results though

#

but those are fairly high tier GPU's that alot do not have access to

ashen scroll
#

I tested on 3070, does ok but it tanks with more light sources

long current
#

ah

ashen scroll
#

I made the lamps on hoth emissive

long current
#

I think this tool would be tons better if it used rasterization instead of RTX

ashen scroll
#

the ones from this pic

#

and added an extra light over the falcon, had to remove it cause frames really dropped

#

but perhaps it's just me not knowing how to configure it right

long current
#

that looks pretty good for BF2

ashen scroll
#

I like it too! too bad our sides don't work with it for some reason either

long current
#

they dont?

ashen scroll
#

No! so weird, I even tried without any scripts (you know, skinchanger and all that). That will work over time I guess, I suppose we just have to wait till they update it.

long current
#

does it crash or do they just act weird

ashen scroll
#

it crashed

#

and I tried the rebels, they are our least demanding sides iirc

obtuse mica
#

It's a given that the performance will suffer greatly due to it not just being ray tracing but path tracing, which is a good step further.

It is possible to disable the enhanced lighting as to only get the benefits of DLSS, Frame Gen and the PBRs. But it's also kind of besides the point.

frosty elk
#

I remember an older version of Remix did(kinda) work with Harrisons sides.

misty abyss
narrow kettle
# misty abyss Because its not fully fixed function

I think that another part of it is that Portal with RTX is using a build of Remix specifically designed for the Source Engine - and Portal in particular. The builds that are used for all other games are less specialized.

misty abyss
#

You can literally update the runtime

#

And get BETTER performance

narrow kettle
#

Really?

#

Odd that the runtime hasn't been updated by Nvidia themselves by now then. Then again, I suppose it really isn't that hard to do oneself

misty abyss
#

And get the same treatment of portal prelude with rtx

obtuse mica
#

There's something I don't understand. I have a capture, in the capture distant light seems to be on the left side, as is indicated by the shadows in the scene. But in game the distant light actually seems to be on the opposite because shadows are being cast from the other direction?

#

What is going on here?

torpid linden
#

You can adjust the light direction and color

#

On another note, we should decide on what map to remaster first and work on collaborating on it. Preferably one that can best showcase the capabilities of Remix lighting. I was thinking Mos Eisley since it is probably one of the most recognized maps from the game.

ashen scroll
#

I will try the "fake" terrain fix we discussed yesterday

#

it's much easier in Mos as it's mostly flat

#

will post a screenie here or just DM you if I get it right

frosty elk
#

When it is ready I can make a really nice cinematic to show off the map

long current
#

Just needs a big ass plane

obtuse mica
#

I know it's the right one because the color change does apply. But the direction doesn't.

#

I am also not talking about the position of the distant light, because that doesn't matter. But the angle you set in the settings for it.

long current
#

i think for a remix mod

#

coruscant could be a good map

#

Tatooine has been covered more than enough in star wars media

#

but coruscant (in videogames) isnt too covered

#

and it should be fairly simple to get it looking good

#

if anyone here is good at modelling that would be cool too

ashen scroll
ashen scroll
#

My Coruscant is really old and outdated

#

Would love to remodel and retexture it all

long current
#

i will play around with coruscant a bit, see what i can do, Remix can generate materials right?

ashen scroll
#

Great!

#

I will try a fix for mos terrain

long current
#

Yes, if we are gonna avengers team a coruscant id rather not used rezzed croisant, not because yours is bad but because it is limited by BF2

ashen scroll
#

See if we can mask all that popping

#

It is not my best no doubt. 2019 or so

long current
#

iirc someone posted it in here

ashen scroll
#

Too old ๐Ÿ˜ฆ use whatever you'd like and remix materials for sure ๐Ÿ˜„

long current
#

would you be able to throw together your DS map without any alpha channels?

#

actually

#

i might not need that

#

oh my god DDS textures means i have to convert every texture to PNG then back to DDS

#

i could kiss nvidia

ashen scroll
#

that sucks

#

tbh I won't go full into this, just doing some quick tests for now

#

things might change in the future perhaps it will read our tgas and we will be able to use some of the stuff we already got much easier

#

don't know if you saw we're updating the sides and I'm doing a few map updates as well (more carefully now, since some things I might just replace using remix in the end)

long current
#

with remaster vanilla stuff?

#

i am banned from the server from like 4 years ago now so i havnt seen much

ashen scroll
# long current

nice, launcher cor yesterday it was all dark. Emissive works wonders with this.

#

yeah the older maps are being updated and ISM3 should be out this year (finally)

long current
#

nice, cant wait to see it

#

I think the main thing that always bugged me was the weird stance in the animation set but thats fairly subjective, Ive been impressed with the new maps ive seen

ashen scroll
#

yes, Ryan is helping with a few custom anims and now I've gotten pretty good at creating custom animbanks with all the stuff I can find

#

I also learned how to trim an animation to create something you want from a longer one, it's not perfect but it's way better than before

#

and thanks, it's a learning curve sadly wish I knew all this stuff from the beginning but oh well ๐Ÿ˜„

long current
#

Ryan Hank is a godsent man

#

his animations are amazing

ashen scroll
ashen scroll
#

you are just toggling emissive for now right?

long current
#

for now

ashen scroll
#

lmk if you do something else

long current
#

had to make an emissive map for one of them

ashen scroll
#

alright, I'm almost finished placing the cube terrain for Mos, gonna try using full PBR texs to see how that looks too

ashen scroll
long current
#

yup

ashen scroll
#

what's the difference between

#

NormalDX and NormalIGL textures?

livid vine
long current
#

OpenGL and DirectX

#

to switch them u just gotta invert the green channel

#

in the normal map

livid vine
#

You can easily convert by just inverting the green channel

#

Easy peaaazeee

long current
#

most games are smart and use DX

livid vine
ashen scroll
#

I have both (downloaded PBR sand texs)

#

I should use the DX one then

long current
#

yes

ashen scroll
#

I deleted all layers of terrain (they are duplicated or sometimes triplicated ๐Ÿ˜จ ) and even though I applied PBR textures correctly the new terrain looks like this for some reason

frosty elk
#

BF2 raw

ashen scroll
#

maps without terrain will have to do for now, like you said. It's buggy af and it doesn't fix it if I do it this way

long current
#

thats with big plane?

#

maybe try raising it higher and subdividing it

ashen scroll
#

It looks fine in the viewer ๐Ÿ˜ฉ

ashen scroll
#

could be that it's just a giant cube with no subdivision but I mean... shouldn't it be easier to read for remix?

#

I give up (for now) with terrain, since most likely I'll have to redo all my captures of these 2 outdoor maps anyways when this is fixed

#

I'm going to wait to see your results and prob try to change PBR textures of an indoor map like Jabba's Palace

#

safest bet for now imo

#

see this worked like a charm (more or less)

#

@torpid linden ๐Ÿ˜„

long current
#

all id say is to remove the reflection

#

but it def turned out well

ashen scroll
#

I remember that's how I pictured when I edited that mesh and added normal maps

#

it didn't end looking like that at all ๐Ÿ˜„

long current
#

its possible to add lights in the editor right?

ashen scroll
#

I haven't messed much with it yet but yes

#

I did asset replacements and materials most part

long current
#

generating textures blasts VRAM

#

also the generated textures are pretty rough

#

bro

#

the generated textures come out as PNG

#

what the hell is this

torpid linden
ashen scroll
#

ingame looks bad too and terrain meshes/patches overlap

frosty nebula
#

hey all, I've been reading through the messages here trying to get remix to work with SWBFII, I have the GOG version 1.1, GPU RTX 3060
The rtxRemix v0.4.0 release seems to start to work by generating a whole bunch of files, but then CPU spikes to 100% and it hangs... :/
tried the latest build artifacts from github but not 100% sure what to do with these :/
If I put the d3d9.dll and NvRemixLauncher32.exe in the GameData folder the game hangs and then gives a little error window "Get Adapter Identifier failed! Error: 0x800004005", adding the .trex folder leaves the game hanging indefinitely. adding just the contents of the dxvk folder doesn't help and adding them with the contents of the bridge files makes no difference...
all that to say, I'm a little stuck ๐Ÿ˜ฆ

#

(sorry for the wall of text)

frosty nebula
#

Thanks to @ivory charm, I got it working. going to try from a fresh install again later and jot down the steps for anyone in the future who might find it useful. and then I just need to get to grips with RTX Remix

ivory charm
#

I believed in ya

ashen scroll
#

Remastered Kashyyyk RTX

#

Too bad terrain is broken

#

In the OG my mod looks like this ๐Ÿ˜„

frosty elk
#

Minus the broken terrain in the blurred textures I think it looks better.

#

I really like how the lights interacts with things.
It adds more depth that wasn't previously capable in BF2

solid crag
#

is this with pbr?

#

or just lighting?

#

yeh it def looks better

ivory charm
#

Idk guys looks just like I remember it as a child! jk

ashen scroll
#

I'll do PBR only for interiors, things we can use and showcase right now

frosty elk
#

I wonder if you can add animated 3D Grass that flows in the wind with Remix.

ashen scroll
#

I haven't seen anything regarding animation when I replaced stuff around, but eventually who knows

ashen scroll
obtuse mica
#

Has anyone here manage to capture the textures for the first person view model?

long current
#

you can get them from the mod tools

frosty nebula
#

First attempts at moding textures. did the floor and pillars. in typical rtx fashion the floor is super shiny but I'm just happy to see something working. it's taken a while to get used to the tools and workflow. still haven't figured out how to make lights work in game ๐Ÿค”

solid crag
#

Nice!

#

You can edit roughness value on floor id go to like .8ish to start

long current
#

on my end it made it look like stone lmao

frosty nebula
#

Lmao, no I painted those myself. The Ai ones were awful... ๐Ÿ˜‚

#

I did have to use the Ai diffuse maps tho cos I'm not sure how to convert the dss files to something more universal :/

ivory charm
frosty nebula
#

Just having some dinner than I'll get back on it โค๏ธ

obtuse mica
frosty nebula
obtuse mica
frosty nebula
#

no this is from in game, the white on the pillars is an emission texture

#

I was hoping to have lights on the sconces, but currently no luck getting those to function in game

torpid linden
#

You can add lights to textures in the runtime

#

In the toolkit, you can add lights to specific meshes and move them around offset from the mesh

narrow kettle
#

That causes the game to run with a fixed function pipeline, which allows the game to pass along its own lights and makes model and light replacement/additions possible.

frosty nebula
#

I will try with your dxvk file. right now I can see lights in RTX Remix, but they appear in their non instanced positions, so very hard to tell what lights are where. I just had a go at positioning my own lights inside RTX Remix, to apply any sort of spot lighting you need to scale the light to -1 in xyz otherwise you end up with an inverse spotlight, dark in the middle light on the outside. haven't looked at this in game yet. other pain point was not being able to duplicate lights :/

#

when I create lights in Composer and load them into rtx remix they appear to work but then don't render in the game, also when selecting them in rtx remix non of the properties show up

obtuse mica
#

I actually also still have issues with lighting. The distant light that was automatically created shows up coming from a different direction in the toolkit than from in game. And no matter how I adjust the angle of said light, it still seems to be the same in the game. So I essentially don't know how to say. Change the position of the sun from morning, to noon, to evening etc.

#

Maybe I'm just too stupid to understand how the lights translate?

obtuse mica
#

I guess I would need to tell the runtime to ignore directional light added by the game? There's no way to just change the directional light created by the game through remix?

torpid linden
#

There is, it's under game setup you check the boxes to ignore game lights for directional, point, spot.

#

There is also the light fallback you can change to never fallback. When adding lights, make sure they aren't clipping into a mesh or you may not ever see them in game.

obtuse mica
ashen scroll
#

I will credit you of course, I'd be an early RTX remix preview, I'll add it alongisde my other captures

torpid linden
#

Does the toolkit support ambient occlusion maps? I am aiming for maximum realism just to push it as far as possible.

ashen scroll
livid vine
#

If you provide your assets with a heightmap, they're actually self shadowed

ashen scroll
#

I don't know if that's true, you could add AO if you wanted to emphasize shadowing for certain object.

#

I know cyberpunk has AO and RT and you can turn them off individually

livid vine
#

Yes but cyberpunk is a hybrid renderer

#

This isn't

ashen scroll
#

Right, but you said it doesn't need AO.

livid vine
#

Yeah it doesn't

#

It creates accurate AO by itself

#

It doesn't need a texture to fake it

ashen scroll
#

It may need or not but if it can or cannot do it is something else ๐Ÿ˜›

livid vine
#

RIght, it can't either

ashen scroll
#

Gotcha

long current
#

sadge

#

performance is a big factor for me

#

and AO maps give it AO without having to blast frame rate

ashen scroll
#

I like them too

livid vine
#

Pathtracing is all about having shitty frames in exchange for doing it accurately instead

ashen scroll
#

we must just be old school man

livid vine
#

I use them in all my unreal projects, don't get me wrong, I don't hate on a good'ol AO map

long current
#

even though it doesnt support AO, you could bake them into the texture, which is what i do in Vanilla BF2 anyway

livid vine
#

It's just that a realistic pathtracer doesn't need them

long current
#

yes

ashen scroll
long current
#

oh yeah tru, i only bake AO into static stuff

#

Shader Patch is incredibly based for AO though

ashen scroll
#

Yeah I mean, wouldn't someone be able to port that in? it'd have to be a skilled programmer no doubt

#

also, I know in Cyberpunk Pathtracing tanks performance, however there's the classic ray tracing which doesn't as much

#

aren't we able to choose in Remix? is it just pathtracing?

#

I wouldn't mind less accurate shadows if it's gonna playable for most users

long current
#

I honestly wish remix was rasterized as opposed to path traced, or had an option for it

#

its nice to see stuff ray traced but it doesnt serve a great purpose past that

#

If im going to play portal to play it im going to pick the original version of the RTX version

frosty nebula
torpid linden
#

There are a ton of settings for the path tracer, there may be something in there

frosty nebula
#

I haven't been able to generate AO on anything so far because of all the overlapping UVs and because of how low poly the models are so I've been hand painting in as much as I can. the other thing that really helps is normal maps to fake the small crevasses and bumps

torpid linden
#

Normal maps are based

#

Makes stuff look so much better

#

Couldn't we get some really good results via custom meshes though?

frosty nebula
#

here's a WiP of the Super Battel Droid reTextures

torpid linden
#

As opposed to faking height with the normal maps, do it for real on the mesh

frosty nebula
#

has anyone had success with that yet ?

torpid linden
#

I had custom meshes spawned into the game from the asset library

#

You need like a specific format if I remember correctly. Something about triangulating the faces

#

#1096847508002590760 message

#

I remember getting one of the original captured models imported at one point. Got a non animated stormtrooper top put in there.

#

We should try to make the game interact with the remix API if we are able to do that with the scripting. It would bypass the DirectX intercepts and may even allow us to do animated meshes.

ashen scroll
#

Vid is up (for anyone interested) thanks Rob for the screenshot ๐Ÿ˜„
https://www.youtube.com/watch?v=O99VYCxtcic&ab_channel=Battlefront2Remaster

Nvidia's RTX Remix beta is out and it can work with BF2 2005. Here's what happened after I tested it this week.

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โ–บMod Site https://www.moddb.com/mods/hd-graphics-mod
โ–บDonate + leave a message during streams https://streamlabs.com/harrisonfog
โ–บ Support this channel http...

โ–ถ Play video
long current
#

I couldve sent you coruscant with the fixed hallway lights!! good video though

#

nice that people can see this

ashen scroll
#

Oh yeah, would have been good for before and after!

torpid linden
#

I think I got hoth working at one point, I had to ignore some textures. There are only issues with the terrain, not any other textures do that. Clearly that type of texture has rendering issues. This is not a huge problem on Mos Eisley if you hide some textures

#

This is the best result from me so far
#1124245541824499802 message

#

Naboo also doesn't have issues with the terrain

frosty elk
long current
#

Ye i got u

frosty elk
#

Sweet

ashen kestrel
#

how do i get remix working for battle front 2

#

new to this and barely got a need for speed game working

languid nimbus
solid crag
#

ty kim ๐Ÿ™‚

solid crag
long current
frosty elk
# long current

Excellent.
My plans for tonight when I get off work has now changed. RazorArmsCrossedwShades

long current
#

someone here mentioned a tool to quickly convert PNG/TGA to DDS

#

anyone remember who or what it was?

torpid linden
#

Chainner

frosty nebula
long current
#

Requires a plugin or some shit

#

Afaik doesnt do it out of the box

#

On 2023 cant even open dds

wicked quarry
#

Back in the day

muted apex
# long current Requires a plugin or some shit

The proper method requires the PS plugin.
The quick converters tend to do so in a way that is either incorrect or unoptimal.
Depending on use case, this will either result in incompatible results, incorrect results, or if you are lucky, good ones/autofixed ones

long current
#

the quick converters have been working well enough for me

#

that chainner thing should work

#

there wont be a notable difference between a quick converter and PS plugin

wicked quarry
#

their are differnet compression methods for dds

#

you can not control this from a converter

long current
#

I mean in remix and with what im working with

inland haven
torpid linden
#

Oo new maps

inland haven
#

Just the DLC ones

finite needle
#

The shadows the pathtracing makes on the player models is absolutely incredible feelswow

ivory charm
#

Mind sharing your rtx conf?

finite needle
ivory charm
# finite needle Sure thing!

Thanks man lifesaver! Hasn't worked this well in a hot minute. Soo I went through the deathstar map, it has no native detected light source. So I made a good chunk of the light textures have alpha emissives, as well as imported the DC15 from BF2 2017 EA as a replacement for the base games (looks and works great).

Only issue Im seeing, upon enabling an emissive map it brightens the entire texture instead of just where the lights part is (still emits light normally). As well as the platform in the firing room vanished after my capture lol, was there beforehand

#

Also Kashyyk is looking way damn better now, still flickering though

#

Yavin looking spectacular, only obseravble issue is flickering when viewing edge of the map

real fog
#

What is with hud?

ivory charm
#

Ultrawide monitor doesnt play nice

vivid glen
ivory charm
#

Went through and updated my textures, had them flipped lighting now correct, Looks fantastic!

ivory charm
#

Went in and imported the BF2 2017 EA Droid TriFighter, as well as corrected the hangar lighting

#

@finite needle you able to share your latest .rtx conf once more? I've got some strange orange lighting in all my scenes using the last one you provided. Your latest video of Kamino seems you don't have that issue anymore... thanks!

finite needle
finite needle
#

Here's how I change settings depending on the map, I have the Fallback Light to act like a sun when I need it ๐Ÿ™‚

#

(ignore the recording of a recording, I messed up my obs encoder lmao)

bitter anvil
#

is the new version of rtx remix runtime working with swbf2 ? or i need an older build ?

cyan lion
#

Is the install process just a matter of throwing in the two pinned files? DXVK.conf and RTX.conf I mean

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And what's the state of captures? Does it work as intended

ivory charm
#

Nothing special just extract like you would normal. Use the rtx.conf skurtty provided, if you dont have a DXVK use this one

Game has plenty of issues, primarily on maps outside in the sun, flickering textures usually in those areas

cyan lion
ivory charm
#

I have not tried

ivory charm
#

T-1 Day till Classic Collection releases, eager to see if Remix reacts differently!

cyan lion
#

boy do I have news for you

ivory charm
#

Rip I didnt say anything

cyan lion
#

for some god forsaken reason it's DX12???

ivory charm
#

Lies

cyan lion
#

why would you ever need DX12 for this game

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I don't get it

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I bet there's gonna be shader compilation stutter lol

ivory charm
#

What is interesting is I have not seen gameplay of this re-release at all even though Ive heard creators have recieved codes for it

cyan lion
#

it's probably gonna be underwhelming. Some of the textures looked good in some shots, but they're using AI upscales too it seems

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oh no

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it really does just look like AI upscaled textures with normal cleaner image quality

#

like the overall image is clean, the textures look upscaled

ivory charm
#

Yeah that haven't been clear about said topic nor have they pushed it in promotional content

cyan lion
#

the lightsaber hilt...

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Obi-wan's face....

ivory charm
#

All fairness both were pretty terrible to begin with

cyan lion
#

but PS2 vs 2024 re-release

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this could've been so much better with a bit of ambition

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they should not be using AI upscales for as much as they seem to

ivory charm
#

Last thing Ill say, what I dont get is the fact you can still play Multiplayer in BF2 2005 on Steam without any form of special launcher or workaround. This re-release seems targeted at consoles

cyan lion
#

not talking AAA modern Battlefront tier but smoother models, hand-made textures, improved lighting

ivory charm
#

Aspyr... not a good reputation, not the folks you want for that type of work

finite needle
#

Argh, I'm guessing there's no workaround for this since I guess these two meshes are related

ivory charm
solid crag
#

You could export the meshes into blender,delete original in remix scene, split them and reingest them into same places

#

I do this a lot to counter culling in games

long current
#

Its the material

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They both use the same texture

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You have to make an emission map in photoshop

solid crag
#

That is assuming that the game will still never use apart of the texture somewhere else that you also map

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Having a new mesh will allow you to assign a whole new texture(a copy of original without emission)

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Without having to worry about that problem+ it's possible the texture is being taken from the same spot in the texture file which a emission map won't remedy

ivory charm
#

Star Wars Battlefront is back! This is my full review of the Star Wars Battlefront Classic Collection. I talk about the new graphic enhancements, the multiplayer modes, the return of modes like Conquest, Galactic Conquest, Hero Assault, XL mode and Space Battles! Star Wars Battlefront 1 and Star Wars Battlefront 2 are a part of the new Star Wars...

โ–ถ Play video
finite needle
#

Ahh gotcha, thanks! Iโ€™ll have to study blender more, I havenโ€™t touched it in YEARS, but Iโ€™m overdue on getting back into it

finite needle
ivory charm
#

This makes me fear though its definetly going to be DX12

solid crag
ivory charm
#

Alright so found something horrifyingly broken. Captured the Death Star's hangar and due to the reflectiveness of the floor, Remix captured the scene twice in both directions. As if what was being reflected on the ground was like actually just a glass window looking to a mirror version of the room above. Due to this the reflections of characters in the distance were captured in this upside down state.

Maybe Battlefront 2 is where Netflix got the idea for Stranger Things ๐Ÿคทโ€โ™‚๏ธ ... or maybe its just broken ๐Ÿ˜ญ

finite needle
#

LOL I always wondered what the space levels looked like in a capture

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The games come out tonight peepoBlushReallyHappyDank

ivory charm
#

Eager to see if its really DX12 lol

narrow kettle
ivory charm
finite needle
#

Absolute garbage, 3 servers???? ๐Ÿ’€๐Ÿ’€

ivory charm
finite needle
#

I already refunded it, that was awful. The servers got back online but it was terrible, even with view distance at 100 anyone 30 feet away was a moving flash animation of a soldier running ๐Ÿ’€

narrow kettle
wind stirrup
#

Guys, it literally says on the steam page it's DX12

ivory charm
ivory charm
finite needle
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So disappointed, but I guess they have time to fix it. Online felt goofy, like a VRchat game lobby. It felt worse than the original game

long current
long current
cyan lion
#

Xbox uses DX12 exclusively iirc so makes sense

ivory charm
#

Noticed BF2 seems to fail to launch with the latest Portal dlls for RR

narrow kettle
#

Try using the .trex folder from Portal with RTX, but also use the most recent bridge build or the one before it from the GitHub repository.

ivory charm
ashen scroll
#

anyone has a fix?

narrow kettle
ivory charm
narrow kettle
ivory charm
#

I might need to reinstall its probably just a mess of different builds at this point

narrow kettle
#

Worth a shot if all else fails.

sudden rover
#

I have a fresh install and it won't launch with the latest bridge + portal files

ivory charm
ivory charm
#

Wild

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What if you send your dxvk.conf, wonder if its that

narrow kettle
ivory charm
#

Starting to think something else is my issue, fresh install using your xt and dxvk. Latest bridge, Portals' trex.

I obeserved my rtx-remix folder is in-use by another program even if Omnivesrse if closed

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Yeah removing said folder had no effect. Clueless, probably hardware related. Whats your GPU? Is it a 40 series?

ivory charm
#

3090 here damn, I thought I could blame it on 40 series ๐Ÿคฃ

finite needle
ivory charm
ivory charm
#

Without the Portal d3d9 game closes on launch. With it, game simply hangs, never actually getting past the inital black box inidicating the game is initializing

finite needle
#

Ahh same here, adding the portal rtx rr files just has my game at a black screen. I guess we really can't mention anything or report bugs as it's not officially out for the runtime - but this runtime update reminds me of what happened last time to battlefront. At one point, some update for the runtime came out that broke compatibility with battlefront, I don't remember what the fix was, but I'm sure it'll be a quick fix like last time

torpid linden
#

It will be quick if you complain about it. The big report sat unattended for a while until the toolkit came out and we started complaining about stuff not working.

#

Reporting a bug is just a nice way of complaining about something that broke in the program

#

Speaking of complaining, since the classic collection sucked so much, we gotta show them who's boss. Remix by itself already looks better than the classic collection.

#

If we are to extend compatibility with lower spec GPUs then interacting with the Remix API would be a good idea.

#

All this said, if the classic collection does come back from the dead and actually work properly, texture mods could possibly be done with it to a much greater extent than in the original game due to running DX12. Only thing is if the game runs on an engine that would allow it.

narrow kettle
ivory charm
#

That indeed did it I was able to launch with RR active

ivory charm
#

Latest DXVK (dxvk-remix-abc073c-490-release) with Portal RTX d3d9 for Ray Reconstruction is starting to look absolutely amazing especially in space.

Biggest issue remaining is the texture for terrain on maps such as Hoth, where the pure white throws it off making it like a mirror. Other maps like Kashykk are odd as the ground isnt able to be assigned a texture category atm. Overall though fantastic strides are being made, most lights are being rendered automatically (lasers, light fixtures, rockets, grenades, sky) Endor nowadays still runs horribly but way way better looking than before. Once performance is improved we will quickly see a remaster of that map like Redwood National Park lol.

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(Also wth is there an asteroid in the imperial hangar???!!!)

finite needle
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Holy CRAPP, those hanger pics look amazing especially!! Nice work Arrokoth peepoBlushReallyHappyDank

finite needle
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Mygeeto was working for me just fine last month. I tried reverting back to remix 0.41 release back in Feb but I still get this.

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Can someone send me their rtx.conf file please? Does mygeeto look like this for anyone else? sadcat

ivory charm
#

dxvk-remix-abc073c-490-release.zip
bridge-remix-abe2be8-62-release.zip
remix-0.4.1-release.zip

Portal RTX's usd folder's d3d9.dll

finite needle
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You're the man Arrokoth, much appreciated! peepoBlushReallyHappyDank I must've changed a setting by accident nuking everything lol

frosty elk
#

I always love seeing progress on this

ivory charm
#

Once we get GPU skinned meshes, it'll be wild

finite needle
#

I remember you telling me Arrokoth, but I maaaaaay have done something wrong lol

ivory charm
#

Why the hell does it look like they are shooting lego bricks

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Are you on some form of debug mode? Lots of things looking off

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For the emissive stuff I talked about. Its mainly for if you take a capture then select something in editor you want to go glow.

ivory charm
#

Harrison while I have your attention would it be possible to have a 36:9 UI mod standalone? This UI stretching is real immersive ya know ๐Ÿ˜ญ

finite needle
#

SO GOOD!! peepoBlushReallyHappyDank

real fog
#

Nice, when we can look our self?

ashen scroll
#

I tried installing the latest files but it didn't run this time ( I mean, it runs, but the game self closes when a match is about start after load)

#

Would you remind me the installation order that worked for you?

ivory charm
# ashen scroll Hey, nice shots

remix-0.4.1-release.zip
bridge-remix-1163038-65-release.zip
dxvk-remix-73c5297-493-release.zip

Portal RTX's usd folder's d3d9.dll

ivory charm
#

If anybody would like to partner on upscaling some basic interiors such as Space maps or Tantive IV lmk. Ill happily share my workflow. For anyone doing it on their own I recommend the following tools:

https://github.com/upscayl/upscayl for diffuses using model 4XNOMOS8KSC (part of the extra models serperate download)
For all other material maps, after generating a upscaled diffuse I plug it into https://boundingboxsoftware.com/materialize/getkey.php

GitHub

๐Ÿ†™ Upscayl - Free and Open Source AI Image Upscaler for Linux, MacOS and Windows built with Linux-First philosophy. - upscayl/upscayl

frosty elk
#

Is there a video that shows how to edit the textures.
Because I've been wanting to learn how to do that.

ivory charm
frosty elk
#

Replacing /modifying existing textures

ivory charm
# frosty elk Replacing /modifying existing textures

Follow this basic guide for replacement of textures https://www.youtube.com/watch?v=P6ljqEiGrWs

After you import new textures, you can replace existing textures with them. This video shows you how to apply textures, including your new PBR maps, to assets in the game scene in RTX Remix.

Eager for your next lesson? Checkout the RTX Remix Tutorial Playlist and if you want more tips on understanding any aspect of texture/asset replacement, c...

โ–ถ Play video
#

Make a capture first and start a project with it before watching the video

ivory charm
#

I have been trying to get something going with upscaling to 4k and PBR for Tantive IV. It still feels very "etchy"/"scartchy" for certain materials like the black floor panels.

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I also **cannot **for the life of me replicate the iconic shininess of the white walls as seen in other engines as seen below.

ivory charm
#

Gave it another stab, got the reflectiveness on the white plastic. But going to need to tone it way down. I also feel the normal maps are way too rough, making everything look gritty. So Ill try giving that a pass at being smoother

ivory charm
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So before I actually redo those normals. This is it with normal strength 0

frosty elk
#

Epic

ivory charm
#

Alright, final product, I tweak this any more Ill go insane. In the last 2 days Ive changed my pipeline 4 times over. Ended up settling with using AI model 4XNOMOS8KSC to upscale albedos to 4k. Then Adobe Substance Sampler to generate Normal/Roughness maps.

#showcase message

ivory charm
#

Dude this game is all levels of godamn wack

@ashen scroll do you know what shader this hallway floor mesh on Tantive IV is using to make it transparent like glass for the fake reflection effect?
Said floor mesh cant be detected by Remix and hence, any remix mesh over top of it gets visually deprioritized making it so the hallway floor is visible through it.

narrow kettle
#

I've seen that before. A lot of objects (lasers, glass, forcefields, etc) in the game that use transparency end up rasterized and render on top of everything else. It used to be that if you enabled automatic sky detection, it would solved the latter issue, although such objects would still be rasterized. I don't know if newer builds have broken that or not.

ivory charm
#

Hiding the texture produces a white blob untextured

narrow kettle
#

There really isn't anything you can do from Remix's end to fix the rasterization issue, but I have had success using the ZETools addon for XSI Modtool 7.5 to remove transparency from any material in a model that uses them in the .msh files.

ashen scroll
#

reflections in the game are achieved by duplicated and inverted meshes

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Also, if you care about my opinion, I think 4k versions of those textures are kinda pointless. 2K should be good enough

#

and filesize will be more normal, otherwise it'll be like classic collection haha

ivory charm
#

I fully understand how the reflections in this game are "faked", what I cant wrap my head around is what the floor mesh is using to achieve transparency. And hence why Remix doesnt pick it up

ashen scroll
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I don't know, a lot of things are kinda bugged with it. Terrain is still not working right afaik and I had certain meshes not being picked up

#

there's only one kind of transparency, and it did pick up transparent meshes when I tested it, so I don't know ๐Ÿคทโ€โ™‚๏ธ

ivory charm
narrow kettle
ivory charm
#

This would be the result of said options being tweaked

narrow kettle
#

So it does still work. That being said, the only way to completely get rid of that problem would to be mod it out on the game's side.

ivory charm
#

Works somewhat, I dont think its intended to hide any sky texture outright, its more just to hide them from being visible from behind non-remix objects

mortal axle
#

I downloaded the files and put them into the game folder according to the guide and then downloaded the config file. Unfortunately I either have a black screen without any light sources or everything flashes like in the video below (tool and dev settings work fine under alt+x). I do not understand what else I should do. How do I start the game? Via game exe file or nvidia remix launcher? Am I doing something wrong or did I miss something? I made a clean install so no mods btw [EDIT] after reinstalling everything, including the drivers, I was able to start the game normally. Apart from transparency problems and occasional blackscreens it is bootable.

mortal axle
mortal axle
narrow kettle
# mortal axle Tried GOG version and the same thing

If you don't have any light sources being passed through, then the game is not being rendered via its fixed function mode. To remedy this, either download this dxvk.conf in the linked message and place it in the same folder as the game executable or set the following launch argument:
-fixedfunction

#1124245541824499802 message

mortal axle
narrow kettle
mortal axle
#

mos eisley works best apart from penetrating missiles and command posts.

ivory charm
#

Make sure you are using the latest dxvk and bridge builds

mortal axle
ivory charm
#

At that point you still see issues and are using 0.4.1, then its your GPU

mortal axle
# ivory charm Use these

thanksss finally fixed my problems using those configs + reinstalling remix 0.4.1 using direct github site.I thought it would never work. Sorry for the spam and thanks again for the help ๐Ÿ˜‰

ivory charm
#

Once one person has gone through the pain of fixing the setup, its best to ensure others avoid the hassle ๐Ÿ˜†

#

Had I realized you werent provided these earlier I'd of sentem!

ivory charm
#

Behold my completed take on a Tantive IV PBR mod #showcase message

#

If anybody would like to test this, let me know! I will be moving back to working on the spaceship interiors now. Plan to release to this mod alongside Spaceship interiors and possibly Death Star interior

frosty elk
#

I wouldn't mind testing it tomorrow when I wake up.

solid crag
mortal axle
#

btw how to run the game with the remaster and ray tracing enabled? The game unfortunately shuts down for me with this combination.

ivory charm
solid crag
ivory charm
#

Thank you I saw

frosty elk
#

I do know it didn't used to do that.
It's only started to happen for me around the time Sky Auto Detect was added.

mortal axle
#

At least battlefront 3 legacy somehow works although you cannot use orbital assault.

ivory charm
#

I have begun work on Coruscant, here are some in progress pictures with completed textures. But boy I haven't the slightest clue how I'm going to do lighting on this map...

frosty elk
#

Very epic

ivory charm
#

Can anyone with the latest dxvk/bridge builds confirm if sky tuning is functioning properly? Unless Im using portals d3d9 it does not function. All transparent objects remain visible regardless of objects inbetween

ivory charm
#

Have an issue currently where lights are being culled, aka not visible if in frame. If you look away at a certain angle/direction it will appear. Does anyone know a method/command/setting to turn off culling in BF2? Anti-culling enabled by Remix does not fix this issue, this issue seems engine related.
https://cdn.discordapp.com/attachments/1029710100014833675/1230779585696759930/Star_Wars_Battlefront_II_2024-04-19_01-17-28.mp4?ex=66348fd0&is=66221ad0&hm=78faa3e27e55540104639d8f86a31c18c97728743bb1bc79d0e71f5cc7e38747&

vocal bridge
#

Hi I'm updating game info on ModDB, does this game still suffers from crashing after matches?

vocal bridge
#

@ivory charm Is it okay if I would upload your configs on ModDB? (With credit of course)

ivory charm
#

Hold off for now there are issues with them

#

Ill let you know when

vocal bridge
#

Okay thanks

solid crag
# ivory charm Have an issue currently where lights are being culled, aka not visible if in fra...

I dont see any any anticulling functions to pass in command line http://www.secretsociety.com/forum/downloads/BF2Docs/BF2_case_hex_lines.txt

and if remix anti culling dosent work, the only way around this issue ive found is

  1. To see whats being culled, while its happening, open runtime menu>dev> free cam. Close runtime tab right after when you click this, and zoom out on free cam you should see whats culling.

  2. Find the mesh id in toolkit of mesh being culled, then import that mesh from remix capture folder into blender, export as obj reingest into toolkit, attach mesh to a know non culling object and place it right behind original mesh

ivory charm
#

Great idea, yeah so after nuking my rtx.conf starting my scratch only culling I see now is existing objects vanishing if looking a certain way, Which then leads to light being rendered through.

No longer the issue of lighting turning on when not looking at it

#

So half of the problem fixed, the other half is not a terribly big deal

solid crag
#

in some areas as ive messed with C&C Renegade i end up just putting a box around the basement or room thats having trouble

#

that way just no random light can enter if its not meant too

solid crag
#

cause if that only happens using remix

#

seems like a github issue

ivory charm
#

No its vanilla, the other problems of lights culling was Remix. This object culling, its vanilla

solid crag
#

๐Ÿ‘

ivory charm
solid crag
# ivory charm Now while I have your attention, since Ive nuked my rtx.conf. I cant figure out ...

could be a texture that got ignored in previous or, this rtx.lightconverter line below

https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/RtxOptions.md

doesnt say what this does but it is present in old conf, could be that it gets hung as a baked light and not converted in remix? im not an expert in that

rtx.lightConverter = 0xB0E201BA3B11F0BA, 0x46C45B8FEE97CE5, 0xAB664DA7A27FD555, 0xE4FBB7AD81A7B015, 0xF70706D3E7A7ADD3, 0xC2FA26AC7B314453, 0x8F3AECB85987D9B, 0x7315F331F0DDA5E9, 0xF2A148F4AB42B8E9, 0xF5C2022991189E3D, 0xDE0EE93E82D8407D, 0xCE1E03A427A9D188, 0x88D0A4BC6D83AC41, 0x42C368A5C34C0B09, 0x61639CD0324629B6

GitHub

Contribute to NVIDIAGameWorks/dxvk-remix development by creating an account on GitHub.

#

if you just paste in old ignore list does it go away?

ivory charm
solid crag
#

then the only thing to try is add old line to new one one by one ๐Ÿ˜ฆ

#

or chunks

#

then find line

ivory charm
#

Yeah, that was the next plan ๐Ÿ˜ญ

solid crag
#

good luck soldier ๐Ÿซก

#

let us know what it is

#

youre doin gods work

#

lol

ivory charm
#

Which is like, the wildest thing Ive ever seen

#

Still working on the blaster bolt lights hanging. Pinned it down to 15 lines, still testing

solid crag
#

๐Ÿฅณ

ivory charm
#

Alright Im going with this being my final answer for a solid rtx.conf, and that is the current version with minimal changes lol.

rtx.sceneScale = 0.01 removed to fix the lights not being visible.
Figured out rtx.suppressLightKeeping = True is what keeps blaster bolts from having their light linger. (Should have been obvious)
Added a texture to be anti-culling to fix the odd exterior lighting popping in and out in Coruscant's main hall.

I've tried to a new rtx.conf but there is too many settings its missing causing flickering on maps like Naboo, and missing textures like on Mos Eisley. So for the sake of fps and visuals, best to just keep using what we have for now even if its messy internally and has settings it doesnt really need.

There still is some issues Ive seen. Like in Coruscant no matter if a texture is anti-culling it will still vanish if not looked directly at it.

ivory charm
#

@solid crag is 2.0 of your height map model out yet?

solid crag
#

no im working on curating the dataset

#

working on it rn actually lol

ivory charm
#

Ping me when the day comes, I havent touched height maps yet for Tantive IV, which is fully PBR'ed now. I dont like Adobe or any other models approach since they arent simple enough (very rough output). I like your approach, think it works best, simpler the better for a height map

solid crag
#

I will :), glad you like it that was the goal, they just arent the most "realistic" but more stylized, thats what 2.0 is hopefully gonna do better on, and youll be able to pass to the diffusion prompt if you want more stylized or realism.... hopefully

#

i just wish there were ComfyUI to apps stuff, comfy isnt the easiest thing to set up and learn

#

but its all new stuff i mean comfy hasnt existed for more then 8 months so, its basically still alpha, heck this whole ai space is lol

#

im having to work with very little documentation on this stuff but its been fun!

solid crag
ivory charm
#

Update to rtx.conf, last thing I was hunting down I didnt mention was blaster impacts not being bright. Tracked that down to rtx.lightConversionSphereLightFixedRadius = 0.5
Also slightly improves command posts being too bright, but a capture can fix that properly.

solid crag
#

Is rtx.lightconversionspherelightfixedradius a light fall back thing?

ivory charm
#

It relates to rtx.suppressLightKeeping

#

So Light Translation

solid crag
#

๐Ÿ‘

#

Thanks