#Star Wars Battlefront 2 (2005)

2655 messages · Page 3 of 3 (latest)

real fog
vocal bridge
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Does this game still have any issues at all, and what Remix versions are you using?

ivory charm
# vocal bridge Does this game still have any issues at all, and what Remix versions are you usi...

0.4.1 - Change it to say this

Vast majority of light sources (aside from Sky lights) do not pass through to Remix. This leads to most interiors being too dark to properly navigate due to lights not being passed through and levels that heavily feature or are exclusively based around interior sections will be virtually impossible to play without either fallback light or manually added lights from captures. Skyboxes also have issues with things like suns and stars not rendering correctly, mostly flickering until tagged as Skybox. Many terrain textures on a variety of maps such as Kashyyyk still do not render properly, leading to flickering or textures not loading.

Also to note, latest 0.5 build in development has Sky Tuning broken, so textures like glass/water will be visible no matter the objects between you and it.

vocal bridge
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Does it still doesn't work with newer versions of the game?

ivory charm
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Runs on the current version. Long as they are not attempting to run this on the DX11 BF2 Classic Collection by Aspyr

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We dont talk about the dumpster fire that was

vocal bridge
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It is funny that the original game with mods is actually leagues better than this collection, and cost less

solid crag
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No no ea

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It's ok

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All gamers surely don't hate you

ivory charm
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Dude daytime coruscant is 🔥 🔥 🔥

frosty elk
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Facts

pale berry
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ok that looks awesome

ivory charm
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Just finished the textures for the Jedi holo room

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The janitor applied extra shine it seems in his last cleaning

ivory charm
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Wrote a script to combine captures.

Behold, Tantive IV and Coruscant on one map

Just visual for editor, cant actually interact with the Tantive in game due to said objects not being called to render

solid crag
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oh nice!

finite needle
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I love the level of customization you can change the atmosphere, LOVE switching RTX on/off to see the changes pepespin

frosty elk
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You can turn it on and off?

finite needle
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If you use the debugoptimized version of the runtime, there's a "Turn Raytracing On/Off" toggle 🙂

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It lets you see the game running as it originally would, which helps with texture tagging. I use it when I film videos to help showcase remix mostly

finite needle
real fog
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Maybe will can be better rename only on Star Wars: Battlefront II RTX for future and more maps/sides.

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It is on base game or Harrison Remaster?

real fog
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yes

frosty elk
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Who's Will then?

real fog
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Why have mod page only on one map?

finite needle
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Because why not WICKED

frosty elk
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To draw attention with something of a tech demo I'd say would be the best reason.

finite needle
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People on YouTube are always asking if they can download/play my mods when I upload footage, thought I’d give them a chance to rather than just deleting it.

frosty elk
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I can't wait for one that has fully remastered assets

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Or at least a good sides mod that works with RTX Remix

empty tartan
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👀

ivory charm
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Night/Skurtyy I've been actively working on Tantive IV/Coruscant but stalled for sometime now. Refining my method of texture generation. Would either of you two like to work together upscaling due to your shared interests in this game? I'd really appreciate having the second and third opinions, make things go faster and be higher quality. More than willing to share my process

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Also will be releasing my capture combining script tomorrow, so make it easier to work efficiently

solid crag
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Yes i am down, but im going to finish these models for better pbr generation before i start working on textures
Its very close to training, captioning and dataset is almost done. Very excited about it

I also just saw this new exciting paper that came out a couple days ago, cant train on it yet tho

https://arxiv.org/abs/2404.14676

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code will be releasedin next couple months probably

ivory charm
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Awesome!

finite needle
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Yeah I'd be down! Idk how much free time I'll have, but I'd love to help when I can peepoBlushReallyHappyDank

languid nimbus
solid crag
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Agreed, several different papers dive into it's because of a limited training dataset

The paper above only used 711 materials

I think my new dataset will hopefully solve this

ivory charm
ivory charm
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Be-freaking-hold the illusive Tantive IV floors have been detected

solid crag
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Because of .5 ?

ivory charm
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Nah because of these two settings

rtx.orthographicIsUI = False
rtx.skyAutoDetect = 0

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These two settings are what make transparent objects solid. So the floors for Tantive IV which I just posted pictures of for example will be visible. But the drawback, certain light sources such as command posts will dramatically increase lighting whilst others such as blaster bolts dramtically decrease lighting (the actual bolt itself will become transparent and incredibly dim, hard to capture a picture). Shadows for the player will also become jumbled/distorted.

You now are simply greeted with a gray screen which must be toggled to sky, once done you can proceed.

ivory charm
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Credit to DarthSion for this find!

hollow canopy
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yeah, a year of butting my head against the wall that is SWBF04 and that is most of what I have found

frosty elk
languid nimbus
frosty elk
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That's cool

finite needle
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That's awesome! Glad they cited PBRify too! 🙂

narrow kettle
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Having the hangar floor use real time reflections instead of the default faked reflections is simply wonderful.

hollow canopy
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I was thinking about making a custom material in substance designer for the floors of thing like hangers

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Need to work out how to get clear coat to work inside of remix first though

ivory charm
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Sadly of course this brings its own issues such as command post holographic cones not rendering. oddly enough though there is something there only visible against a dark surface.

frosty elk
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It kinda looks cool without the blue light tho.

narrow kettle
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Engine room tubes with and without path tracing. (Also material replacements to make them translucent and use a normal map)

frosty elk
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Is there a way to add a bubbling effect inside the tube?
I feel that'd really make it pop.

narrow kettle
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It might be possible to do in a few ways. Maybe by having the engine coolant be animated via a sprite sheet or something or that nature.

frosty elk
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Looking good

finite needle
misty abyss
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Ew remix bloom is so ugly

finite needle
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LOL but I actually haven't looked at bloom settings since my early days with rtx - is it the legacy fog remapping that's mainly causes bloom?

finite needle
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Ahhh I found it. Interesting, wonder what a few of my projects would look without it PepeHmm

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No bloom makes everything sharper

empty tartan
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Bloom was also ugly in the original game lel

sudden rover
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just installed remix into the game
mygeeto has a partially transparent floor, and flickering sky

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used both rtx.conf latest from chat, and the rtx.conf from mygeeto mod.

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and all the projectiles are giant squares

ivory charm
sudden rover
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I found the setting that affects the floor
Heuristics, Orthographic is UI

ivory charm
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Yep

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And

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Dont have Sky Tuning on

sudden rover
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but then I noticed shadows move when I move

ivory charm
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You need to tag it as ignore

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My rtx.conf does that

sudden rover
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also is it normal for game to crash when I tab out

ivory charm
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At least for some

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Yes

sudden rover
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And do any settings need to be changed in game

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Uh
That conf you sent completely broke the game

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Camera doesn’t move, I’m stuck seeing this

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@ivory charm

ivory charm
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You need to tag that as skybox

sudden rover
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What exactly am I looking to tag though

ivory charm
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ALT+X go to Tab 2, select Categorize Textures. Hover above said texture and click (or right-click I forget) then tag as Skybox

sudden rover
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My problem is idk what texture to tag

ivory charm
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The texture in front of you

sudden rover
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I forgot update remix let’s me point and click to tag now in-game

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Okay I can see now

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Anything can be done about square projectiles?

ivory charm
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You still see them with the new rtx.conf?

sudden rover
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Yes

ivory charm
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If you do then it has something to potentially do with the Assets skurrty remastered. Perhaps his used a different shape

sudden rover
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I’ll check

ivory charm
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As with that rtx.conf I do not see square projectiles but I have no mods active

sudden rover
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That was it the enhancements

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Any way to adjust brightness of droids exploding?

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It’s like a flash bang

ivory charm
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Select the said texture and turn off add lights to texture

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But good luck selecting it haha

sudden rover
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lol

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Also the intended blaster bolt look is raster?

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Is add light used for anything important? If not I could just use conf settings plasma ball to adjust the color and intensity

ivory charm
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I have begun taking a stab again at the Clone Era spaceship interiors. Textures not final and no height maps yet until Night's 2.0 generator comes out. Upscaled to 2k all textures

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The Separatist interiors had a nasty habit of not having lights on the wall textures like the Republic interiors do. So I went through the models for the Separtist interior and added in the lights from the Republic with the correct color.

This also means for the first time ever the dang engine rooms have lights for both sides! Added it to both rooms

frosty elk
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Looking very nice.

real fog
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Nice

north brook
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...could u give a shot at the other planets too?

long current
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if you're going to do maps like tantive you might want to make some map edits

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removing the reflection zones would save you alot of pain

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i never got that map to work properly

narrow kettle
# long current i never got that map to work properly

DarthSion's find really did help things out significantly with this one, I think. The only real major visual glitch I encountered was that some of the emissive maps become rasterized briefly when the grenades are thrown.

long current
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something i noticed with remix is that it doesnt like transparency

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and that map, is almost entirely transparent

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you cant see it, but one of the things we discovered with BF2 is that it does not actually support emission maps

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just emissive textures, that can also be transparent

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each one of those emissive textures is on a duplicated face with a transparent emissive texture

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so remix in my experience hates it

narrow kettle
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Transparency and Remix have a fragile alliance at best, but it particularly seems to despise BF 2's way of handling transparency. Few games seem to have this same issue, at least from what I have seen. It's not insurmountable, but it is slightly frustrating the amount of game side work it takes to get it to not look odd.

long current
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BF2 also uses transparency in a bit of a weird way

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which is why any new legacy maps are gonna hate remix

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all of our newest maps are basically 75% transparent stuff

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they have me assigned to throwing RTX remix on all of our maps so ive been trying to research how remix handles it all

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sorta waiting for the tools to not suck so bad thought 😳

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i think i might create RTX Remix specific version of the maps that remove the transparent faces and just replacing them with the actual emission maps to make my life easier

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and remove reflection zones ofc

narrow kettle
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That would probably solve most, if not all graphical glitches.

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Actually, I have a theory that might help bypass that all together, though it'd be a tremendous pain in the ass to do.

ivory charm
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Transparency seems to not be an issue in Remix, but reflectivity Idk about. @finite needle Ive seen some of your GMod maps with glass windows. Have you tried messing around with mirrors at all?

Only thing I can think of if is for a mirror to have a gray texture then give it 0 roughness, that should make it quite reflective

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Just a fair note suresetsafe, you will not get Terrain to work by default. It will either flicker, be the wrong texture, or be a black patch. Way around this currently would be to take a capture then replace the texture on the ground. Only thing is most of the time the texture is painted then rendered in game, so you might have to literally rexture the ground in Blender or something... that is if the maps it captures are not odd

finite needle
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Yes! Here's how I go about messing with mirrors. I haven't really worked with making surface textures reflective (other than not being very good at calibrating a correct roughness map) lol, but remix lets you mess with the glass materials by listing a normal map ontop of the surface, and going about the glass thickness/reflectiveness and if it's thin etc etc 🙂

ivory charm
ivory charm
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Figured Id share an image of some fantastic lighting in orbit of Mygeeto. Disregard the textures not final

real fog
narrow kettle
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Also, I figured out what was causing the slight rasterization whenever a grenade was thrown. I'd incorrectly marked the red diamond around them as UI textures. Rectifying that has eliminated that issue entirely.

frosty elk
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Ayo this is sick RazorArmsCrossedwShades

north brook
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❤️

finite needle
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Thought I'd post my findings (and also to have something to remind myself if I forget) here are the remix settings to make lightsabers glow correctly. It took me awhile to figure out, but I got there lmaoo

solid crag
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Discord compression kills the text but if you download it it's fine thanks!

narrow kettle
finite needle
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Nice work! The purple looks really good reflecting off that purple. That's so funny, I was working on Utapau today too dance

ivory charm
narrow kettle
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Also, I have been working on a way to deal with culling. It can't be gotten rid of entirely as far as I know, so I have devised a means of working around it (somewhat). What I did was use the mod tools to eliminate almost all level geometry (but kept the collision geometry). I then placed a humongous cube in one of the .msh files. Then I recreated the level's placements using a few captures for reference and the highest LOD models from the mod tool files. Finally, I went into the Remix toolkit and deleted the cube on Remix's end and added a reference to the rebuilt level geometry. The result is that now the entire level's geometry (not necessarily the characters or vehicles, etc) is rendered at all times at the highest possible level of detail. The actual game itself is merely rendering the cube (not counting dynamic meshes such as characters, health and ammo droids, vehicles, etc), which can be seen from any angle anywhere on the map, so it makes the perfect anchor mesh. I still need to go back and tweak it and add the textures back to the level geometry, but so far I believe this is a very promising possibility for minimizing culling within the game's levels.

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If I can get it to be fully functional, I would be happy to share what I have done for any projects y'all have.

solid crag
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nice work!

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this is kinda the same thing im doing for C&C renegade, but i have to anchor to diff meshes for every area in a lvl since everything likes to cull

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glad you were able to make a static thing in game cuz thats wayyyyy easier

narrow kettle
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It is indeed fortunate that the older Battlefronts were so highly moddable. The only concern I have is for meshes that can't be replaced on Remix's end. Those will be tricky to deal with in order to minimize culling.

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I do have an idea for those as well, though.

narrow kettle
# long current which meshes?

Any skinned meshes. All characters, most vehicles, etc. They can have their materials replaced via Remix, but not their models.

long current
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You can replace those manually with the mod tools

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For BF3 Legacy im going to compile a special build designed for remix

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That will remove/add things to make things easier on my end

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you can throw something like the EA ATTE in, give it no texture (keep the UV's ofc) and materialize it in Remix

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youd want to keep it with no textures to save on memory space within BF2

north brook
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That’s a shitty thought

ivory charm
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No.

north brook
ivory charm
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Thing is with BF2 Remastered, Harrison puts a lot of work into faithfully remastering assets, enough to an extent where having simply a higher amount of polies would change little. If anything hes making it easier for himself by developing all assets with a common theme, whether its poly count or texture design (which have been designed with PBR in mind). Which means in the end, all he has to do is reassign the source textures after taking a capture with Remix. He doesnt have to go through and remaster assets once again, which can be quite time consuming. His texture work combined with re-worked lighting should make the mod maintain its intent as a Remaster

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Aka, its already good enough Remix is just superfical

long current
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Faithfully remastering assets is a wild stretch

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But

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His mod doesnt work is the main thing

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And we can use better ones

long current
north brook
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Excited to see what u cook up

ivory charm
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Anyone given it a shot yet at replacing ground textures? Still seeing flickering textures on Geonosis or just outright destroyed on Kashyyk

long current
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its possible

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will require some... ingame modification

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what i will do as a beginning test will be to make the ground transparent, then import an always visible, large object into the map, then using remix's mesh replacer i will replace that with a high definition terrain

vague shard
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whats the process to install remix into battlefront 2? it doesnt seem to have a traditional bin folder like other games

ivory charm
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Drop the files in GameData

long current
frosty elk
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Has anyone made a preset for BF3 Legacy's Coruscant map where everything isn't super bright?

long current
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do you guys remember how to make coruscant not fucked up

solid crag
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progress going well....

ivory charm
long current
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the terrain should be an easy fix

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terrain textures recognize alpha channels

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well actually idk how remix will handle it but you can make the terrain entirely transparent ingame

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then reimport the terrain via remix

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idk how the splat maps could work though

real fog
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Terrain is multitextures

long current
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well yeah

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id rather have 1 woking texture than 20 fucked up ones

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afaik remix doesnt suppot input of splat maps

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so we can use 1 or none fr

long current
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how did you guys fix the alpha channels of shit popping in front?

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im stuck with this 😳

narrow kettle
long current
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Alright bet thanks

long current
languid nimbus
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@narrow kettle i had to remove your posts of BF3 legacy, since the mod uses leaked assets

languid nimbus
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please refrain from posting BF3 legacy, it breaks rule 6

long current
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ah ok my bad

north brook
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I mean ur right don’t get me wrong

real fog
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What rule 6? BF3 Legacy is Battlefront II mod.

finite needle
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The mod utilizes bf3 assets, nvidia wants no part in showing off/developing alongside leaked game content

long current
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ive removed the bf3 trooper for future ref

wicked quarry
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Seems like your just a hall monitor with stick up his ass

frosty elk
wicked quarry
finite needle
wicked quarry
wicked quarry
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Remix will get no where in bf2 modding if they don’t embrace existing mods

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A lot of bf2 mods use bf3 assets in one way or another

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Even Star Wars battlefront 2 remastered uses some bf3 character models and vehicles in their mod

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That’s already 2 of the biggest and most popular mods for bf2 that can’t post here

wicked quarry
north brook
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3 trillion dollar market cap

cyan lion
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There's probably a reason for that

wicked quarry
wicked quarry
cyan lion
finite needle
fluid nymph
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Unless said communities are stopped from joining, not possible

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Let's move on from incessant whinging and carry on with the thread

cyan lion
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looks awesome

long current
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Its just him

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Hes not a modder of the game

finite needle
shy blaze
finite needle
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@cyan lion They sent reinforcements OMEGALUL

gaunt cosmos
finite needle
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This is such a horrible look for you guys wtfson

cyan lion
# gaunt cosmos Rule 6 your father

@finite needle @gaunt cosmos my preemptive judgement on the about me is that it's fine to have there (unless you weren't pointing out the bio itself). As for this (see replied^) first of all I already rule 6'd your mother the rules are the rules. I can get why they'd cause some frustration, they do even for me sometimes but they're like that for a reason. So please just respect those rules, we already have another modder on BF3 legacy here who's decided to work on the vanilla game to transfer findings to the mod privately which is a good way of going about things I think. I think I've seen surest scribble out parts of screenshots which is totally fine too. But yeah, no leaked content front and center pls, despite how cool as I think the project is. So far no one's said anything really out of line so I'm gonna treat it as an all good for now, just pls keep things respectful is all I ask. Thanks 🙂

finite needle
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Yeah, like don’t take your anger out on me because you decided to make that kind of mod, you knew it’d come with those obvious consequences.

cyan lion
shy blaze
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We are licensed to create this mod within the curfew of the original bf2 mod tools eula and the current eula on the games (Disney eula)
I don’t know what ‘kind’ of mod you think this is but it is not anything illegal. In fact most resources used by the mod are sourced from artists and not leaks.
However due to the intentions of the mod rule 6 is valid.
@finite needle please stop unnecessarily adding to conversations regarding it as your attitude escalated things.

finite needle
cyan lion
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Doesn't matter, I'm ending it. Cut it out and reset

shy blaze
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Yes he did, but you have a habit of continuing it. I have spoken with my team and they will cease.

cyan lion
# shy blaze Yes he did, but you have a habit of continuing it. I have spoken with my team an...

I appreciate it. As a fan of Star Wars and the Battlefront games I think you guys are doing something really cool, and personally I'd love to see how it could look with realtime pathtracing. Could be some next level shit. But yeah, the leaked assets rule is really more for Nvidia's sake first and foremost. Things get messier if they're seen as endorsing use of such assets given they're a big company. For hobbyist end users/modders it's a different story where very rarely do companies seem to care

frosty elk
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They aren't Nintendo lol

cyan lion
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That wasn't the point

frosty elk
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Was just a joke

cyan lion
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But yeah you and your team are more than welcome here to ask for help where needed, just the only caveat is please don't show off or discuss leaked assets. I understand that makes things more complicated but if things are above board then awesome

shy blaze
long current
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chat what the hell happened here

solid crag
long current
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what

solid crag
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I'm saying that it should be black and white, either yall have full perms and mods here blanket allow your mod content or it's censored

shy blaze
solid crag
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Gotcha so itd be breaking the license by using this tool

long current
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idk what all this about but im coming close to finishing this side project of mine

frosty elk
long current
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eventually i want to do the vanilla maps in a similar style and release that

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maybe ryan hankerton will help me

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@fluid nymph

cyan lion
long current
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it is the most accurate ep3 clone model humanly possible

cyan lion
long current
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just le model

cyan lion
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Some grade A work there, damn. Whoever made the textures also cooked

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Now that you're close to finishing that side project you should do that light mesh for my project pepelook pepelook

long current
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IK bro im sorry i keep getting side tracked cries

cyan lion
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Lmao you're good it's not a biggie

long current
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i lean toward stuff with quick results and bf2 provided me 😌 ill get it i swear

cyan lion
finite needle
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Oh yeah was that bug where the terrain textures were all messed up in the hoth levels etc fixed? I haven't looked in awhile Looking

fluid nymph
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Nope Sadge still flickers rapidly and without reason

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The more detail textures it uses, the worse usually

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Hoth is also a pain because said textures are also used on level geometry

cyan lion
fluid nymph
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Yep, definitely looking into that

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The only issue is I think hiding/removing the terrain also removes collision, and for vanilla maps it's not possible to do this outside of recompiling the maps .lvl file

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In which case a dummy object containing the collision would have to be used

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Awkward for vanilla maps, but easy for custom ones

cyan lion
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just hide the original original through remix

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the collision will stay, but only the anchored level geo will render

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which wont have the wacky silly issues

fluid nymph
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The only issue is each tile of game terrain is a separate mesh in remix

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Doable method, just very time consuming

cyan lion
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if that texture is used for a whole bunch of stuff it won't be viable though

fluid nymph
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Unfortunately not because of exactly what you said

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The replacement terrain would also be using the same texture

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Though it could be copied and renamed so it's detected separately

cyan lion
fluid nymph
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Is there any documentation or explanation as to how remix hashes/names the textures it finds?

languid nimbus
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this is what it uses

finite needle
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Hoth would look so pretty with rtx, the white snow reflecting tiny bits of light FeelsWeakMan

fluid nymph
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Information for users experiencing extreme flickering

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If you have a good grasp on how material renderypes work in BF2, you'll know that lots of them utilise the alpha channel as specularity, whereas remix only supports alpha as opacity

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So any rendertype that uses alpha spec has to be changed to rendertype 00

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With the alpha removed unless it's to be used as opacity

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This means for users with access to raw mod source files, they can change stuff easily

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Base game issues would mean utilising a side/world replacement mod on top to load modified materials

cyan lion
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But also if you wanna write some singularmessage dedicated to documentation for various workarounds or issues I'd love to pin it for everyone to easily access

fluid nymph
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Have you had any luck with scrolling textures?

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And yeah, that is exactly my plan - I've already written up a process for processing BF2s .msh files and what needs to be done to textures for flicker free visuals in remix

fluid nymph
cyan lion
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Answer seems to be that it's not natively doable in the toolkit but it's a feature that absolutely should be added in some way

waxen falcon
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Been advocating for this since last year 😛

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Make a github feature request or upvote existing ones

cyan lion
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If you've already made the request link it and we will bot it and get tons of upvotes so they'll have no choice but to add it

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^for legal reasons this is a joke

waxen falcon
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For illegal reasons: arson, just cause green_fire

cyan lion
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Me when I make IRL animated emissives via fire

fluid nymph
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My github request is measly and I made it on the rtx-remix github, not the toolkit one

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But let me find it

cyan lion
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Ok yeah I am misunderstanding, this is runtime related

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Gave an upvote on it

fluid nymph
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Yeah I initially posted as a runtime feature, but in essence it may be better suited as a toolkit feature?

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Or even both isforme

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The ability to tag existing textures to scroll, as well as replace them and have full control in the kit would be awesome

long current
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im hoping they seperate opacity from the diffuse and allow a seperate input

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with how janky ingestion can be itd make things alot easier

cyan lion
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POM for instance wasn't originally planned, but artists working on Half Life 2 RTX were like "we need this shit bro" and they made it happen

fluid nymph
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Are gloss/spec maps a thing in PBR?

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Oh and also, is there a rundown of what each alpha blend option does specifically?

solid crag
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Instead of gloss specular workflow remix uses roughness metalness workflow

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Plus I believe glossiness is just the invert of roughness

cyan lion
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As far as I could tell it's not super clearly defined anywhere and I've gone back and forth with Mark to nail down what alpha setup I need for some instances

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And like nightraven said, Remix uses roughness and metalness. If you have an existing glossiness texture I'm pretty sure it can be converted to what remix would happily accept

fluid nymph
#

I was confused with the alpha parameters intially because the tooltip says "this parameter is unused"

#

So there I was thinking it wasn't implemented yet Clown

#

Only after looking at a few screenshots in here it turns out they work fine

cyan lion
solid crag
#

From what I've researched and read specular is not a direct invert of metalness seems to be more of a touchy thing to convert

fluid nymph
#

Yeah ideally you'd touch them up by hand

#

For now I've been inverting the specs and reducing luminosity by half

#

Does the job for visual demo quality

cyan lion
fluid nymph
#

Oh nice, will look into that. Side note, I'm a little confused about the 3 repos for the tools overall

There's the bridge repo, dxvk repo, and the toolkit repo. I've cloned the toolkit repo and built the tools to avoid using the omniverse launcher, but is there any need for me to individually build the other two repos?

languid nimbus
#

the other 2 are automatically built through github actions

#

the auto downloader in #remix-beginners-guide grabs them and puts it together for you

north brook
fringe cradle
#

how is this going in general last I saw things where just heating up for dev like a year or 2 ago 😅

narrow kettle
narrow kettle
#

I discovered something rather interesting recently.
I found a way to stabilize the mesh hashes of (at least parts of) animated models.

I noticed that while the third person character models had unstable geometry hashes, the first person models did not, even though they too are animated.

This puzzled me, so I looked at the first person .msh files and discovered something fascinating:
While most models are enveloped to a skeleton, the first person models are not.
They are instead cut up into several parts with no envelope or weighting, with each part made a child of a particular bone (e.g. the right wrist mesh is a child of the right wrist bone, etc.)

I wondered if this could be applied to other animated models (e.g characters, vehicles, etc) and I can confirm that it indeed can be!
I used the BF 2 2017 Super Battle Droid as a test model and cut it up into several parts that would be equivalent to the game's bone structure, then made those parts children of their respective bones and massively poly reduced them.
I then replaced those parts individually within the toolkit with full poly versions.
Took quite a bit of time to do, but you can see the results for yourself.

I have not tested it on models that have a greater range of movement and would have more deformation than something like a droid, and I left the SBD's waist untouched as I wasn't sure how that would behave given all of the different weighting that it normally has, so there is a lot more testing that could be done with this, but the results so far are promising and could end up helping both performance and visual quality with Remix considerably.

pearl grotto
#

This is how i make my weapons on cod2 stable. The skinning is SLIGHTLY bending the geo making new hashes every frame if it bends only a tiny bit. If you can mod the game you can replace each piece of your flexi armour with solid armour. just gotta flood fill the verts to a single bone for each part and it'll stabilise

#

you can also separate your mesh hashes by texture input. So say your robot guy is one mesh with one single mesh hash and you need separate hashes for each component. You can assign a new material to each part you want to have its own hash and export your modded character. remix will read these changes in materials and textures as new mesh hashes.

narrow kettle
cyan lion
#

What are the differences between this and the first game for Remix compatibility? I was thinking about contributing an environmental material as a one off

cyan lion
#

@long current where do I need to be to make something for the BF2 Remix efforts? Is there a server/team dedicated to it?

long current
#

Its just the bf3 people, we arent working on anything until the main mod is done though

#

Were also holding off cuz the tool is very annoying to work with still

#

Cuz early stages and all

narrow kettle
# cyan lion What are the differences between this and the first game for Remix compatibility...

Last I checked, the biggest issue with Battlefront 1 is that the main menu has significant graphical glitches.
This occurs with raytracing disabled as well, so I am thinking it is an incompatibility with DKVK perhaps.
The only other major issue is that newer commits of DXVK-Remix have an issue with transparency always being rasterized no matter what settings are used.
I would have to do some digging to test out when exactly this regression occurred.

It would appear that that as of dxvk-remix-a6226ba-709 the transparency issue is no longer a problem.

#

Other than that, it seems mostly fine.
Material, mesh and light replacements all work without issue.

Both games suffer from terrain blending not working correctly no matter what.
They also have an issue where the sky temporarily stops working if you look at the sun.

fringe cradle
#

so with 1.0 any good news for this?

cyan lion
cyan lion
#

For example, this looks pretty nuts

narrow kettle
#

The only thing really holding it back majorly would be the terrain blending not quite working, but not every map even uses any kind of terrain at all.
Stuff like Tantive IV, Death Star, Utapau, Mustafar, Mygeeto and the like would be have no issues that I can think of as far as remastering goes.

long current
#

Jabbas palace as well

#

We can get terrain working but itd be janky

hollow canopy
# narrow kettle Last I checked, the biggest issue with Battlefront 1 is that the main menu has s...

I havent looked at this stuff in about a year, I remember having settings that had the transparency working but I dont remember what they were, but can work it out if it is needed.
My assumption for why the menus dont render properly is because of something with shaders
With the terrain I think it was sorted by removing some of the layers in a capture as they show up as overlapping fragments and a "correct" surface though it was a very manual process but is probably the sort of thing that can be roughly automated (example where some of the terrain was fixed #1220295377576656906 message) I assume that is the issue you are refering to there?

Hope this helps somewhat

ivory charm
#

I assume Petro used a terrain mask blending with the actual painted texture. Akin to how EAW does it, of which I documented here: https://github.com/NVIDIAGameWorks/rtx-remix/issues/512. Terrain blending is a major issue across multiple titles right now for Remix.

NVIDIA is aware though for both games, people have been using issue https://github.com/NVIDIAGameWorks/rtx-remix/issues/283#issuecomment-2405779066 to document games. Be sure to thumbs up both issues to bring awareness, NVIDIA goes faster issues with the most thumbs ups.

GitHub

Combined repo for the RTX-Remix runtime and toolkit - Issues · NVIDIAGameWorks/rtx-remix

vague shard
#

so I tried installing remix and I'm having a bunch of visual bugs, mainly stuff appearing through walls, I got the pinned configs, are there any mods that fix this stuff up?

narrow kettle
vague shard
#

Aight

long current
#

i got into a funny keyboard argument so it inspired me to test the latest remix with a test map of mine

#

normally, having flashlights like this isnt possible in BF2

frosty elk
#

Awesome

cyan lion
hallow canyon
#

Are there any new fixes for the transparency issues? The old one doesnt work for me

hallow canyon
#

i tried to modify tantive for now because it seemed to be the easiest one. I replaced every texture with an upscaled one and in the editor it does look great but ingmae the textures are bugy and look weird on some corners. I couldn´t figure out yet what causes that

#

also beside the transparenca issues i have got issues with the lighting randomly disapearing

cyan lion
#

Do you mean lights disappearing out of frame

hallow canyon
#

Idk, i just walk around and the room turns black for some reason

cyan lion
hallow canyon
#

but i wil try that

cyan lion
#

If you have auto sky detection enabled it's also possible remix is auto assigning the wrong texture as the sky on the fly which can break things

hallow canyon
cyan lion
hallow canyon
#

unchecking orthographic ui breaks the entire map

#

for me

cyan lion
#

Hmm this is interesting

#

I've never tried remix on BF2 for reference, was just giving general ideas that can resolve common issues

#

If I'm bored and have time I might install the game to try getting an rtx.conf set up

hallow canyon
cyan lion
#

That's why I bring it up. Lots of rtx confs are outdated because 1. It can be a moving target as Remix gets updated and 2. Usually there aren't many different people working on the same project who would need it

hallow canyon
#

the shadow is behaving very weird

cyan lion
hallow canyon
cyan lion
#

I feel like that's something I might see from shadows that come from emissive lighting but ray reconstruction should mostly clean that up

cyan lion
# hallow canyon yes dlss is also set to full resolution

Gotcha. For reference sometimes doing quality mode can help just because the increase in framerate gives the upscaling method more information to work with using the previous frames. It'll depend on your hardware but even on my 5090 full resolution is very heavy

cyan lion
hallow canyon
#

now they look just like in the toolkit

hallow canyon
#

I now also replaced the Mustafar textures with upscaled ones, with a working rtx.conf i could start with lighting

#

btw is it possible to make textures light up by themself

#

for example the lava texture on Mustafar

cyan lion
#

Just reusing emissives from the vanilla game can do wonders for transforming lighting with little manual effort. I highly recommend having it

hallow canyon
cyan lion
hallow canyon
#

Ok i will try that tomorrow

#

thx

hallow canyon
hallow canyon
hallow canyon
#

something is wrong with my ray reconstruction because without it the game looks 1000x better. With it on i ´m able to see every ray of the lighting

cyan lion
#

The transformer model should look a good deal better

hallow canyon
#

also why is the lighting randomly disapearing while turning? Can this be fixed with settings or did I misplace the lighting

cyan lion
#

For global /large light sources it's generally recommended to parent them to what we call an "anchor" mesh. Which just means a mesh that is rendering 24/7 within that level

#

A way you may be able to see if it's culling related is trying the anti culling toggle in the first tab of the runtime

cyan lion
hallow canyon
cyan lion
# hallow canyon i thought you cant assign render categories to light sources

Not render categories. When you're in the Remix toolkit everything you add, lights or otherwise, is parented to some original game object. When we talk about things like stable and unstable hashes, we're referring to things that Remix is able to consistently recognize as the same mesh. For example, a character model might be unstable due to the deformation. But a static gun model might be stable. In this case if you wanted the character to have a light attached to them for visibility, you'd parent it to the gun instead of say, the character's helmet

#

So in your captures when you add a light, it's always reliant on the original mesh you had selected before creating the light

#

If that mesh gets culled out (typical for performance reasons) then anything you've added under it will also poof out of existence

#

This is something a lot of remix projects have to figure out how to handle. In Republic Commando we actually modded the original game to disable camera culling. In other words, regardless of where the player is looking, nothing gets culled out. Instead we just rely on the sector culling that spawns or despawns chunks of areas depending on the player position

hallow canyon
cyan lion
#

If it helped then it still may be relevant. But anti culling in Remix is imperfect and generally isn't recommended as the main method of addressing culling problems

#

In my experience Remix's anti culling is best used as a placeholder until you get a better system or method of handling culling problems

#

I do highly encourage sharing issues you run into in the general channel though. You'll get more eyes on it and while we're all working on a whole bunch of different games we're still working with the same fundamental tools so lots of tips and advice can benefit multiple games' issues

#

Hell, personally I would often bug the Nvidia engineers by tagging them in #general-remix if it seemed like something they'd be familiar with lol

hallow canyon
cyan lion
#

Bingo

#

Once you get an idea of how the logic works it becomes much easier to strategically parent new models and lights where necessary

cyan lion
#

Best of luck 🫡

hallow canyon
#

this is a kinda working config for now. It got some problems like comandpost always having a neutral colour and the waepons not beeing displayed in the ui. Also there are many more textures needed to be taged but still it kinda works now

long current
#

Dont tag out weapon icon UI

#

They arent transparent

long current
hallow canyon
hallow canyon
long current
#

Oh man

#

Its the projection of the textures basically

cyan lion
# hallow canyon What are UV’s

They're a part of the data contained in 3D models. It controls how textures are applied to that model, it's a fundamental part of 3D modeling. In this image you can see the UV layout for this head model, and they used what's known as a UV checker (see img 2) to see how it looks in practice

#

Here's a great gif showing how the placement of UV islands (self explanatory) in the UV space affects how the UV checker here applies

hallow canyon
#

oh thx for the explenation didnt know that was called like that

hallow canyon
hallow canyon
#

i´m nearly done with the mustafar lighting but there are still some issues. 1. weapons in the ui are still not shown. 2. command post still seem white all the time and their blue light beam seems to be a backround texture even though i cant find it in the runtime ui. 3. the lava texture behaves weird maybe lod related but i´m not an expert in that

#

oh and everytime you load from one map to another there is a plane infront of the damera that you have to tag out everytime

#

and its everytime a diffrent one

hallow canyon
#

the weapon ui not showing up might me caused by the fact that the games ingame overlay for the weapons are just the 3d weapons themself and because the normal weapon is not tagged as ui it doesnt show but tagging it as ui breaks the ray tracing for some reason. I´m not sure if that even can be fixed because its the game itself that handles the weapon ui like that

#

note that for some reason while capturing a command post the ui shows up

hallow canyon
#

does reinstalling helps

cyan lion
#

what are you referring to by unstable texture hash

#

in my experience that's not really a thing

hallow canyon
#

so after disabling orthographic ui there was a plane infront of the cam but you could just tag it out and everything was fine, however when you load from one map to another there will be a plane infront of the cam again and everytime one with a diffrent texture hash so no matter how often you tag it out it will always be there

#

i´m thinking about the casuals that wont be able to tag it out without confusion

#

burito called it an unstable texture hash

hallow canyon
#

first full Tantive build

hallow canyon
# cyan lion what are you referring to by unstable texture hash

From your experience how would you “organise” a mod. Create for each map an own project or create one big project that contains everything. Right now I have everything in one project but the maps started interfering. While I captured Corussant I noticed that there were the lights I placed on Mustafar below the map and if delete them on the Corussant capture they also get deleted on the Mustafar capture

cyan lion
#

if you parent a light to a model, any time that model exists in another area it'll also have the light

hallow canyon
cyan lion
hallow canyon
#

and that is what i mean with they arent attached to any mesh because nothing shows up in the list

#

thats why i´m thinking it may be smarter to create for each map a new mod to keep it cleaner but idk maybe the different mods will start interferring

cyan lion
#

That's what layers are usually for

#

Though in my project I don't have it split into levels, but categories of assets.

  • Global
  • Props
  • Characters
  • Environment
  • Weapons

Iirc

hallow canyon
cyan lion
#

It's mainly just to organize

hallow canyon
#

ok thx i will try it out

waxen falcon
# cyan lion Though in my project I don't have it split into levels, but categories of assets...

to add to this, for my project I did indeed split it into levels (since it totally makes sense for the way unreal tournament works, each level is independent from another) but I also added layers for entities (teleporters, pickups, weapons, etc), effects (particles, blood, impact marks) and skyboxes, the latter of which I can actually reuse between levels by sharing the appropriate anchor mesh.

hallow canyon
#

I currently doing Corrusant after i finished tantive and Mustafar. Coru got some big performance issues while being outside and the big backround Panels that show the city are being rendered. Not quiet sure why that is happening because Mustafar also got those backround textures and they work fine. Btw the Fps drops also occur when the enhacements are turned off

narrow kettle
hallow canyon
narrow kettle
narrow kettle
narrow kettle
hallow canyon
#

its a bit weird

narrow kettle
narrow kettle
hallow canyon
hallow canyon
narrow kettle
# hallow canyon do you think changing these alpha blending settings in the toolkit for the textu...

The best thing you could do would be to replace them within the toolkit with actual foliage models with fully modeled leaves and whatnot, but that would likely require game side modding as well, as billboards tend to not have stable geometry hashes (though there are cases where they do depending on how the game handles them).

In the case of game side modding, you would replace the billboard with a dummy model (probably a simple cube would work best) and then capture that within Remix and replace it within the toolkit with your real mesh.

hallow canyon
#

btw your config doenst work for me

#

i just see nothing on coru

#

there were so many textures on ignored so i guess thats why

narrow kettle
#

Probably one of those damn flat planes that show up. Tag it as sky or ignore it.

hallow canyon
#

still nothing

#

is your main menu also nearly complete black

#

i did tag that now but idk maybe i looks different on your side

narrow kettle
hallow canyon
#

Also do you now how to properly give projectiles a emissive light? tried it by just capturing one projectile and enable emissive for it but ingame its still just a normal projectile

narrow kettle
hallow canyon
#

got a picture now but u know not that nice

narrow kettle
hallow canyon
#

ok tagged some more stuff

#

still looks fairly different to yours even with enhancements disabled

#

prob because of mod

narrow kettle
#

I don't know what to make of that. Do you have any game side mods installed for the maps?

narrow kettle
narrow kettle
hallow canyon
narrow kettle
#

Ah, I see what the problem is. I had done some testing on Coruscant a long time ago with a different .lvl file and that changed the hashes a bit. Let me change that and reupload the rtx.conf.

hallow canyon
#

thx

narrow kettle
hallow canyon
hallow canyon
narrow kettle
narrow kettle
narrow kettle
hallow canyon
narrow kettle
#

Not all lasers do, though. A lot of vehicle lasers don't cast light for whatever reason.

narrow kettle
#

It is pretty much the only way to have lasers cast actual light without doing a lot of game side modding.

hallow canyon
#

good to know. I only saw some of the videos in this thread where the bolts casted a light and i thought that has something to do with emissives

narrow kettle
hallow canyon
narrow kettle
#

You can try ignoring all point lights from the game, but that will get rid of command post and laser lights as well. It would be like having the Lighting Quality set to Low.

You can ignore the game's directional lights if you want, but I would honestly suggest just adjusting them as needed within the toolkit instead. The one advantage they have over Distant Lights placed within the toolkit is that they don't need an anchor mesh and are therefore always visible.

hallow canyon
#

sry didnt specify it thought that i sended a pic

narrow kettle
# hallow canyon nah i mean these white things

Those seem to be tied to a texture that also controls things like Droideka shields and the Command Post beams. Ignoring that texture means losing all of the other things as well.

You could try deleting that specific beam in the toolkit and see if it does the job, but if it doesn't then you would have to mod the level itself via a game-side mod in order to be rid of it.

hallow canyon
hallow canyon
#

or how

#

some assets could be reused like on hoth

narrow kettle
hallow canyon
hallow canyon
#

Is the terrain blending still an issue? I saw some weird things happening on Mos Eisley and i was not able to capture the ground but idk if thats maybe just related to something else

hallow canyon
#

Does anyone of you know how to disable these sky dome lights?

hallow canyon
#

I also found some new stuff that needs to be fixxed. 1. While anti culling is enabled the player model can be seen for a short moment when scoping in with a sniper and i cant really disable anti culling because then the lights i placed get culled out sometimes even though i tried my best to attach them to the best possible object for that area. 2. I encounterd a few stutters on Coru and Mygeeto but they only appear once so i´m guessing maybe some shader compilling stuff idk

long current
hallow canyon
#

About the waepon ui not showing up. I took some pics to better explain it. You can find the textures for the ui under uncategorized and when tagging them as ui it works but when you then place for example an auto turret in the game, the raytracing breaks probably because the texture is then shown as a ui texture but also has to be apllied to an ingame object. The strange thing is while capturing a command post they show up normally. maybe one of you got an idea

hallow canyon
narrow kettle
hallow canyon
narrow kettle
# hallow canyon I also found some new stuff that needs to be fixxed. 1. While anti culling is en...

Honestly, probably the only way to reliably deal with the level culling would be to modify the maps themselves.

If you want an object that never culls, you could make a really big cube (something that is large enough to encompass the entire map so that it would be able to be seen at all times no matter where you are and what direction you happen to be facing) and place it in the map, then capture the scene in game and attach whatever you need to said cube (and hide the cube from actual view so that it doesn't block the skybox.

narrow kettle
#

The only caveat that I can find so far is that the weapon in the UI uses your actual weapon model, so it is lit and unlit accordingly.

narrow kettle
#

In dark areas it might as well be transparent.

hallow canyon
#

wait

#

omg thats a video

#

thought you sended i pic

hallow canyon
hallow canyon
hallow canyon
#

@cyan lion If i may ask you something. How did you disable the culling in Republic Commando? Did you patch the exe or are there mod tools for the game that include some info about the culling

narrow kettle
#

@hallow canyon Basically, you would need the game's own mod tools and some way of modifying models (either the "SWBF-msh-Blender-IO" plugin for Blender or the "XSI ZE Tools" plugin for XSI 7.5 Mod Tool).

You would need to look into exactly what you would need to do in order to have a world set up to replace one of the stock .lvls, but in theory you would need to modify each static model used in the levels and replace the visible geometry with a humongous cube (large enough that it could be seen from anywhere) and then replace that cube within the Remix toolkit with the actual original model.

I haven't looked that far into replacing stock worlds (a little testing, but not a stable enough pipeline), but I have tested this theory in custom test levels and I can confirm that it does indeed work and prevents culling of any object that uses this method.

The only limitations are that any non-static geometry can't really use this method, so characters and the like will still cull, but level geometry will not.

I have some links to some of what you will need. I can also give a visual example of what I am talking about shortly.

https://www.moddb.com/games/star-wars-battlefront-ii/downloads/swbf2-mod-tools-sdk-2020
https://github.com/PrismaticFlower/SWBF-msh-Blender-IO
https://schlechtwetterfront.github.io/xsizetools/#overview

ModDB

In this download the original mod tools have been updated with some fixes made by the community. With this you shouldn't need to update the mod tools with some patches like you would have had to with the original download.

GitHub

.msh (SWBF toolchain version) exporter for Blender - PrismaticFlower/SWBF-msh-Blender-IO

narrow kettle
hallow canyon
hallow canyon
#

thx

#

are you currently working on something here or are you just a visitor that comes around every now and then

narrow kettle
narrow kettle
hallow canyon
#

do you know how other remix mods replace the player models? Because with your anti culling method the shadows of the players around you will probably flicker when turning the cam if the light source is at an high angle. But thats only the case if player models get rendered the same as objects which i´m not sure about

narrow kettle
# hallow canyon do you know how other remix mods replace the player models? Because with your an...

Other Remix mods more often than not usually don't replace the player models or have to do it via modding the game itself.
In cases where I have tested that out, generally I have had to replace the model within the game and then have Remix replace the textures.

Only games that support fixed function GPU skinning can have skinned meshes be replaced via Remix, and there aren't many games that do support that. I think the Source Engine is one of the few that does have that feature.

#

As for characters' shadows flickering, you are correct. They also wouldn't show up in reflections either unless directly in your field of view. It is an imperfect solution to be sure.

#

This is an example from an old test of mine. The Star Destroyer from Squadrons is the subject of this video.
Using the free camera, you can see that it is the only object that doesn't cull even when not (apparently) directly within view.

I had been testing out a few things, hence the multiple cubes. I should have made a few of them larger, but they did the job well enough.

tepid finch
#

Omg, classic BF2 with new BF2 and Squadrons assets would be insane

hallow canyon
hallow canyon
# narrow kettle Other Remix mods more often than not usually don't replace the player models or ...

oh and i came up with a different idea that will maybe save some time. If you convert the meshes from the mod tools to .obj or .fbx and then just ingest these into remix and delete the objects that are often culled out when turning you can then create a reference for the ingested og mesh on a different mesh like the ground on mos eisly because the ground meshes are pretty big usually. This way you dont need to side mod. You just have to find a suitable mesh to reference it but i´m not sure if that really works because i got no og meshes in a different file type right now to ingest and test them

hallow canyon
#

it places the model everywhere on the map

narrow kettle
# tepid finch Omg, classic BF2 with new BF2 and Squadrons assets would be insane

In theory, it is possible to have those assets (or assets of that level of quality or better) with Remix for the most part. The biggest hurdle would be any skinned models, as all of those would have to be replaced on the game's end, and Battlefront II doesn't care for having a lot of high poly meshes to handle.

I did figure out a way to be able to have Remix replace parts of them by taking parts of a given model and splitting them off from the larger mesh, making an .FBX of this full detail part for use with Remix, then reducing their polygon count within the model seen by the game and then set them as children of a particular bone. Then all that remains is to capture a scene with it, go into the Remix toolkit, ingest the high detail .FBX of that particular part and then replace the low detail in-game part with the high detail part.

The caveat is that this works best with models that don't require a lot of deformation with their animations. It also requires a lot of work because you have to replace each part individually.
Droids and vehicles do well with this method, but I am still not sure how well actual humanoid characters would fare.

narrow kettle
hallow canyon
narrow kettle
# narrow kettle In theory, it is possible to have those assets (or assets of that level of quali...

I wanted to show a bit about this process. This is something I messed around with a good while ago.

In XSI, you can see that the actual AAT model as the game sees it uses very few polygons. It is also split into several smaller pieces, with each of those pieces made a child of the bone they would have normally been weighted to use.

The example in the second screenshot is that the part of the model that would normally have been weighted to the "recoil_3" bone has been placed inside of that bone alongside the collision primitive and the weapon hardpoint used by that bone.
All of the collision has been left the same as the stock game.

You can then see in the toolkit that each piece has been replaced with the highest detail version from BF II 2017, and finally a look at it in action in-game.

narrow kettle
hallow canyon
#

replacing the meshes on Mos eisly would look insane because EA BF2 got most of the meshes

#

but didnt quit understand it yet. you take the high res model descale it and vanilla mod it into BF2, then in remix you apply the full res model on it?

hallow canyon
narrow kettle
# hallow canyon but didnt quit understand it yet. you take the high res model descale it and van...

If you are replacing a static model then not necessarily.
In that case you might not even have to do any vanilla modding unless you needed to adjust the collision due to the proportions being different or something. You could just replace them within the toolkit itself.
Stuff like buildings, props and even static vehicles like TIE Fighters for example could be done without vanilla modding.

However, in the case of skinned meshes like vehicles and characters, you have to first split the model into various parts. You then make each part a child of the bone that it would otherwise be weighted to (place the mesh inside of the bone).
Once you do this, you make an .FBX of each part and save it for ingestion.
Then you reduce the polygon count of each part as much as you can. (In the case of the AAT, I reduced the base mesh to a single triangle and used the stock low res model to make the parts used by the game itself. I could have probably gotten away with making each of those a single triangle as well)

Then you munge everything and get it in game and capture a scene with it, then go into the toolkit, ingest all of the full res meshes that make up the parts of whatever you are trying to replace and do the same for the textures they use, then select each part in the toolkit and add the full res parts to them, then once you have scaled, rotated and positioned them correctly, delete the in-game versions.

hallow canyon
cyan lion
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shit ton of work to get a reliable pipieline even if you use existing EA BF2 assets

narrow kettle
# hallow canyon very interesting, now we just need something that works for human troops. with t...

Unfortunately, the only ways to easily replace them would be if Remix either ends up supporting CPU skinning at some point or if the game could somehow be made to use fixed function GPU skinning (which it does not appear to have native support for).

Other than that, it would probably take a lot of trial and error to see which parts of the characters (if any) could be unskinned without looking weird. Heads might be a possible choice given the lack of facial animations, and hands might also be doable given the lack of individual finger articulation, but the rest would be tricky.

hallow canyon
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Sadly i didnt come far. I patched several things in the exe but nothing of it affected the culling. Because of that i´m gonna pause my work on the mod but i will keep an eye on this and maybe continue it in the future

real fog
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Exe? Isn't this to be "fixed" in levels with game modding tools?

narrow kettle
hallow canyon
# real fog Exe? Isn't this to be "fixed" in levels with game modding tools?

Like Boba said the Modding tools dont help that much. You can edit the distance culling but not the view culling which is mandatory to have proper shadows and reflections. The view culling was programmed with in the games engine thats why you can only edit it by reverse engineering the exe and then try to patch it. Thats however extremly hard to do

hallow canyon
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@narrow kettle You wrote here that the vanilla games do not like high poly models right? What happens if you put a high poly model in the game and how high can you go before something happens?

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on the gametoast dc they wrote there is no poly limit but i dont think thats true

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i moded the vanilla game with a battlefront 2 2017 model and suddenly objects are popping out but i´m not sure if thats related to that

narrow kettle
narrow kettle
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If you did want to add Battlefront 2 2017 models, you would be better off using one of the lower LODs (even LOD 1 probably would be a decent baseline, as you get most of the detail with around half the polygons). See what is the lowest level of detail you can stomach without being a complete bastardization of whatever it is supposed to be.

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But it really depends on what you're trying to do. Static objects and even non-animated vehicles could be done entirely on Remix's end, which would allow you to use the highest LODs for all of them. It's mainly characters and animated vehicles that get tricky.

hallow canyon
hallow canyon
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To get to know them better

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And blender too

narrow kettle
narrow kettle
long current
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@finite needle erm chat hes using ea assets execute him

finite needle
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Lol mad KEKWWA