https://www.moddb.com/mods/star-wars-battlefront-ii-full-hd-interface
Must have unoficial patch with 1080 main menu fix
#Star Wars Battlefront 2 (2005)
2655 messages · Page 3 of 3 (latest)
Does this game still have any issues at all, and what Remix versions are you using?
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.
Does it still doesn't work with newer versions of the game?
Runs on the current version. Long as they are not attempting to run this on the DX11 BF2 Classic Collection by Aspyr
We dont talk about the dumpster fire that was
It is funny that the original game with mods is actually leagues better than this collection, and cost less
Dude daytime coruscant is 🔥 🔥 🔥
Facts
ok that looks awesome
Just finished the textures for the Jedi holo room
The janitor applied extra shine it seems in his last cleaning
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
oh nice!
I love the level of customization you can change the atmosphere, LOVE switching RTX on/off to see the changes 
You can turn it on and off?
If you use the debugoptimized version of the runtime, there's a "Turn Raytracing On/Off" toggle 🙂
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
Released a mod for Mygeeto! https://www.moddb.com/mods/star-wars-battlefront-ii-rtx-mygeeto
Maybe will can be better rename only on Star Wars: Battlefront II RTX for future and more maps/sides.
It is on base game or Harrison Remaster?
Better rename?
yes
Who's Will then?
Why have mod page only on one map?
Because why not 
To draw attention with something of a tech demo I'd say would be the best reason.
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.
I can't wait for one that has fully remastered assets
Or at least a good sides mod that works with RTX Remix
👀
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
Also will be releasing my capture combining script tomorrow, so make it easier to work efficiently
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
arXiv.org
Prior material creation methods had limitations in producing diverse results mainly because reconstruction-based methods relied on real-world measurements and generation-based methods were trained on relatively small material datasets. To address these challenges, we propose DreamPBR, a novel diffusion-based generative framework designed to crea...
code will be releasedin next couple months probably
Awesome!
Yeah I'd be down! Idk how much free time I'll have, but I'd love to help when I can 
the examples in their paper seem to exhibit many of the same issues/limitations that our models have 😦
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
In case others have seen this issue, opened it on Github: https://github.com/NVIDIAGameWorks/rtx-remix/issues/478
Be-freaking-hold the illusive Tantive IV floors have been detected
Because of .5 ?
Nah because of these two settings
rtx.orthographicIsUI = False
rtx.skyAutoDetect = 0
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.
Credit to DarthSion for this find!
yeah, a year of butting my head against the wall that is SWBF04 and that is most of what I have found
Ain't no way that's 2005.
That's gotta be EA's
That's cool
That's awesome! Glad they cited PBRify too! 🙂
This is truly fantastic. It really does make it a lot easier to modify maps without having to rebuild them without transparency effects.
Having the hangar floor use real time reflections instead of the default faked reflections is simply wonderful.
Wow, that looks cool
I was thinking about making a custom material in substance designer for the floors of thing like hangers
Need to work out how to get clear coat to work inside of remix first though
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.
It kinda looks cool without the blue light tho.
Engine room tubes with and without path tracing. (Also material replacements to make them translucent and use a normal map)
Is there a way to add a bubbling effect inside the tube?
I feel that'd really make it pop.
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.
Looking good
too distracted to fight 
Ew remix bloom is so ugly
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?
No
Its a post processing effect
Ahhh I found it. Interesting, wonder what a few of my projects would look without it 
No bloom makes everything sharper
Bloom was also ugly in the original game lel
just installed remix into the game
mygeeto has a partially transparent floor, and flickering sky
used both rtx.conf latest from chat, and the rtx.conf from mygeeto mod.
and all the projectiles are giant squares
Mygeeto has issues, but try this anyhow, wont fix it all
I found the setting that affects the floor
Heuristics, Orthographic is UI
but then I noticed shadows move when I move
also is it normal for game to crash when I tab out
And do any settings need to be changed in game
Uh
That conf you sent completely broke the game
Camera doesn’t move, I’m stuck seeing this
@ivory charm
You need to tag that as skybox
What exactly am I looking to tag though
ALT+X go to Tab 2, select Categorize Textures. Hover above said texture and click (or right-click I forget) then tag as Skybox
My problem is idk what texture to tag
The texture in front of you
I forgot update remix let’s me point and click to tag now in-game
Okay I can see now
Anything can be done about square projectiles?
You still see them with the new rtx.conf?
Yes
If you do then it has something to potentially do with the Assets skurrty remastered. Perhaps his used a different shape
I’ll check
As with that rtx.conf I do not see square projectiles but I have no mods active
That was it the enhancements
Any way to adjust brightness of droids exploding?
It’s like a flash bang
Select the said texture and turn off add lights to texture
But good luck selecting it haha
lol
Also the intended blaster bolt look is raster?
Is add light used for anything important? If not I could just use conf settings plasma ball to adjust the color and intensity
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
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
Looking very nice.
Nice
...could u give a shot at the other planets too?
if you're going to do maps like tantive you might want to make some map edits
removing the reflection zones would save you alot of pain
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.
something i noticed with remix is that it doesnt like transparency
and that map, is almost entirely transparent
you cant see it, but one of the things we discovered with BF2 is that it does not actually support emission maps
just emissive textures, that can also be transparent
each one of those emissive textures is on a duplicated face with a transparent emissive texture
so remix in my experience hates it
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.
BF2 also uses transparency in a bit of a weird way
which is why any new legacy maps are gonna hate remix
all of our newest maps are basically 75% transparent stuff
they have me assigned to throwing RTX remix on all of our maps so ive been trying to research how remix handles it all
sorta waiting for the tools to not suck so bad thought 😳
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
and remove reflection zones ofc
That would probably solve most, if not all graphical glitches.
Actually, I have a theory that might help bypass that all together, though it'd be a tremendous pain in the ass to do.
Scoll up a little bit in the chat you will see my progress on that haha. Reflective zones are no problem at all and end up looking gorgeous
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
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
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 🙂
Awesome thanks! So thats what that transluenct button does haha... I never tried it was too scared 🤪
Figured Id share an image of some fantastic lighting in orbit of Mygeeto. Disregard the textures not final

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.
Ayo this is sick 
❤️
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
Discord compression kills the text but if you download it it's fine thanks!
Quick look at stock Utapau with some replacements.
Nice work! The purple looks really good reflecting off that purple. That's so funny, I was working on Utapau today too 
Great! You should use the debug Remix so you can properly swap between looks
That looks gorgeous. I love the dusky lighting there.
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.
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.
nice work!
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
glad you were able to make a static thing in game cuz thats wayyyyy easier
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.
I do have an idea for those as well, though.
which meshes?
Any skinned meshes. All characters, most vehicles, etc. They can have their materials replaced via Remix, but not their models.
You can replace those manually with the mod tools
For BF3 Legacy im going to compile a special build designed for remix
That will remove/add things to make things easier on my end
you can throw something like the EA ATTE in, give it no texture (keep the UV's ofc) and materialize it in Remix
youd want to keep it with no textures to save on memory space within BF2
…couldn’t this theoretically make a lot of Battlefront 2 Remastered redundant?
That’s a shitty thought
No.
Ofc not, heresy.
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
Aka, its already good enough Remix is just superfical
Faithfully remastering assets is a wild stretch
But
His mod doesnt work is the main thing
And we can use better ones
Not trying to step on toes but why would anyone stop innovation for that
I gotcha dw
Excited to see what u cook up
Anyone given it a shot yet at replacing ground textures? Still seeing flickering textures on Geonosis or just outright destroyed on Kashyyk
its possible
will require some... ingame modification
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
whats the process to install remix into battlefront 2? it doesnt seem to have a traditional bin folder like other games
Drop the files in GameData
Has anyone made a preset for BF3 Legacy's Coruscant map where everything isn't super bright?
do you guys remember how to make coruscant not fucked up
the terrain should be an easy fix
terrain textures recognize alpha channels
well actually idk how remix will handle it but you can make the terrain entirely transparent ingame
then reimport the terrain via remix
idk how the splat maps could work though
Terrain is multitextures
well yeah
id rather have 1 woking texture than 20 fucked up ones
afaik remix doesnt suppot input of splat maps
so we can use 1 or none fr
how did you guys fix the alpha channels of shit popping in front?
im stuck with this 😳
In the developer menu, go to the Game Setup tab under Step 2: Parameter Tuning, look under Heuristics and make sure that the "Orthographic is UI" box is unchecked. Also, you will want to have Sky Auto Detect under Sky Tuning set to off now.
Alright bet thanks
when set to off i get this
ah fixed it but i still get this issue
@narrow kettle i had to remove your posts of BF3 legacy, since the mod uses leaked assets
please refrain from posting BF3 legacy, it breaks rule 6
ah ok my bad
This is actually so sad
I mean ur right don’t get me wrong
What rule 6? BF3 Legacy is Battlefront II mod.
The mod utilizes bf3 assets, nvidia wants no part in showing off/developing alongside leaked game content
ive removed the bf3 trooper for future ref
Are you Nvidia ?
Seems like your just a hall monitor with stick up his ass
I mean a couple of posts above a Nvidia mod did say don't break rule 6.
He just explained what rule 6 was when someone asked.
Yes I know but this guy is not a mod he’s just a guy salty that all he can accomplish is a weird tatooine with blue shadows
@cyan lion @languid nimbus clown detected 
You just proved my point
Howbout you fight your own battles and not be a tattle tale
Remix will get no where in bf2 modding if they don’t embrace existing mods
A lot of bf2 mods use bf3 assets in one way or another
Even Star Wars battlefront 2 remastered uses some bf3 character models and vehicles in their mod
That’s already 2 of the biggest and most popular mods for bf2 that can’t post here
Lmao this is your only rebuddle how am I stupid tell me?
Nvidia lowkey does not give a shit my guy
3 trillion dollar market cap
Given you're the only person I seen to have blocked on the server...
There's probably a reason for that
I remember you got better
remix I mean
Wait are you the guy who was talking about my modeling way back
gracias, idk why I keep getting the weird ppl this week 
Unless said communities are stopped from joining, not possible
Let's move on from incessant whinging and carry on with the thread
Vanilla emissive bolts, duplicated the base glow texture and removed the transparency
looks awesome
Rule 6 your father
Bro created a community of clowns 💀
That was uncalled for
@cyan lion They sent reinforcements 
At least a happy community
This is such a horrible look for you guys 
@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 🙂
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.
Let's tone it down a bit pls, I'm trying to deescalate here 
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.
He literally started it 💀
Doesn't matter, I'm ending it. Cut it out and reset
Yes he did, but you have a habit of continuing it. I have spoken with my team and they will cease.
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
They aren't Nintendo lol
I will literally make u explode with my mind
That wasn't the point
Was just a joke
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
Completely understandable and we will adhere to the rules here. This is a non-issue that shouldn’t have continued further than the first conversation and I am excited to see the continued creation with RTX Remix for the base game, and all supported games.
chat what the hell happened here
In not trying to be hostile here but I'm confused as this feels like a paradoxal statement, if it is truly not illegal and is adhering to all eulas then there would be no need to need or for you to follow rule 6 right?
what
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
We as end users are above board to create our initial mod.
Use the resources we have to create our mod.
However we are not protected as much if we use RTX Remix tools to alter the game using the same assets.
Nvidia as a company would also find many issues if shown to be supporting a community created mod using the RTX Remix tools.
Gotcha so itd be breaking the license by using this tool
idk what all this about but im coming close to finishing this side project of mine
I'm eager to play around release 🙂
eventually i want to do the vanilla maps in a similar style and release that
maybe ryan hankerton will help me
@fluid nymph
Just to be clear, Nvidia's terms with Remix essentially boil down to "you're responsible for what you create with it." You can make a Remix project if you want, it's only a server rule (and this is a community run server, just one supported by Nvidia)
That clone looks beautiful 
it is the most accurate ep3 clone model humanly possible
You made that entirely, model and textures?
just le model
Some grade A work there, damn. Whoever made the textures also cooked
Now that you're close to finishing that side project you should do that light mesh for my project


IK bro im sorry i keep getting side tracked 
Lmao you're good it's not a biggie
i lean toward stuff with quick results and bf2 provided me 😌 ill get it i swear
And I imagine you're more personally invested in it, which would make sense
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 
Ahh this one, looks like it's got traction at least
https://github.com/NVIDIAGameWorks/rtx-remix/issues/283#issuecomment-2308521531
Nope
still flickers rapidly and without reason
The more detail textures it uses, the worse usually
Hoth is also a pain because said textures are also used on level geometry
worst case scenario you could find an anchor mesh (one from the original game that doesn't get culled) and use that to parent a copy of the level geometry. That'll avoid any and all issues from the stock terrain being interpreted weirdly
Yep, definitely looking into that
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
In which case a dummy object containing the collision would have to be used
Awkward for vanilla maps, but easy for custom ones
not a concern
just hide the original original through remix
the collision will stay, but only the anchored level geo will render
which wont have the wacky silly issues
The only issue is each tile of game terrain is a separate mesh in remix
Doable method, just very time consuming
is it viable to ignore the original texture in the remix runtime overlay? That would hide all of it
if that texture is used for a whole bunch of stuff it won't be viable though
Unfortunately not because of exactly what you said
The replacement terrain would also be using the same texture
Though it could be copied and renamed so it's detected separately
this might be the way to go. Swap out the texture as a modification on the game side, which will give remix a unique texture to ignore
Is there any documentation or explanation as to how remix hashes/names the textures it finds?
Hoth would look so pretty with rtx, the white snow reflecting tiny bits of light 
Information for users experiencing extreme flickering
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
So any rendertype that uses alpha spec has to be changed to rendertype 00
With the alpha removed unless it's to be used as opacity
This means for users with access to raw mod source files, they can change stuff easily
Base game issues would mean utilising a side/world replacement mod on top to load modified materials
In general the most effective Remix mods are gonna be hybrids that make changes to the underlying game to enable or get around limitations in Remix. My Republic Commando mod for instance is a hybrid where we alter parts of the original renderer in ways that have really come in handy
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
Have you had any luck with scrolling textures?
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
This is the one thing I haven't got working in remix. It seems like it would be well suited as a toolkit option and I've requested it on github
Funny you mention that since I was just discussing a scrolling texture for my project and @waxen falcon just asked about it being viable too lol
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
Been advocating for this since last year 😛
Make a github feature request or upvote existing ones
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

^for legal reasons this is a joke
For illegal reasons: arson, just cause 
My github request is measly and I made it on the rtx-remix github, not the toolkit one
But let me find it
I think the RTX Remix GitHub is the appropriate place to post it, but it wouldn't be considered a runtime feature unless I'm misunderstanding
Ok yeah I am misunderstanding, this is runtime related
Gave an upvote on it
Yeah I initially posted as a runtime feature, but in essence it may be better suited as a toolkit feature?
Or even both 
The ability to tag existing textures to scroll, as well as replace them and have full control in the kit would be awesome
im hoping they seperate opacity from the diffuse and allow a seperate input
with how janky ingestion can be itd make things alot easier
Probably wanna do a feature suggestion post on the Remix runtime GitHub. Frankly these guys generally aren't artists, so they don't have the best idea of what's helpful for users unless we give the feedback
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
Are gloss/spec maps a thing in PBR?
Oh and also, is there a rundown of what each alpha blend option does specifically?
Instead of gloss specular workflow remix uses roughness metalness workflow
Plus I believe glossiness is just the invert of roughness
The rundown is try all of them and see what looks the most right 
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
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
Yeah I have been inverting the relevant speculars, so this line up 
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 
Only after looking at a few screenshots in here it turns out they work fine
gotta love the toolkit. It's a bit messy in places though I'm sure you've noticed
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
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
I'm pretty sure there are dedicated converters. I think instamat has one that can go back and forth between em
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?
the other 2 are automatically built through github actions
the auto downloader in #remix-beginners-guide grabs them and puts it together for you
ly
how is this going in general last I saw things where just heating up for dev like a year or 2 ago 😅
.
Bit of a late response, but all good. I just combed through and deleted a few more images that were left as well. I think I got them all.
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.
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.
Really makes me glad the game is so moddable to allow for that.
If only they were all like this, lol.
Very impressive work on COD 2, by the way.
The amount of detail you have even so far is mind blowing.
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
@long current where do I need to be to make something for the BF2 Remix efforts? Is there a server/team dedicated to it?
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
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.
so with 1.0 any good news for this?
Battlefront 2 has had good news for a decent time now. Afaik there's no active work being done on a whole remaster but compatibility is good enough such that it can probably be done
For example, this looks pretty nuts
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.
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
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
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?
The RTX.conf is a bit outdated. Some options that used to help with the transparency issues now seem to cause them.
Try unchecking "Orthograpic is UI" and also turn off "Sky Auto-Detect".
Aight
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
Awesome
Nighttime map where everyone has flashlights?
in pathtracing adding additional lights is free performance wise
Are there any new fixes for the transparency issues? The old one doesnt work for me
i mean this one
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
Do you mean lights disappearing out of frame
Idk, i just walk around and the room turns black for some reason
First idea that comes to mind; Make sure the sky texture is tagged appropriately
does that really matter, because on tantive the sky is nowhere to be seen
but i wil try that
Sometimes it can still matter, yeah. In my experience sky textures are still sometimes present in totally enclosed spaces depending on the map (going off of a different game, not Battlefront specifically)
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
i also got crazy ghosting around every moving object/shadow
Could be related to the world transform options in the game setup tab of the Remix runtime. If I understand what you're describing correctly
just looked it up i had already disable auto detect
unchecking orthographic ui breaks the entire map
for me
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
there is one on mod db, also a dxvk.conf but from what i have read in this thread its kinda outdated
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
i hope you see what i mean
the shadow is behaving very weird
I do see it. Is this with DLSS ray reconstruction enabled?
yes dlss is also set to full resolution
I feel like that's something I might see from shadows that come from emissive lighting but ray reconstruction should mostly clean that up
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
I recommend bringing this issue up in #general-remix there's likely some advice that'll come by which could address it even if it's not specific to BF2
will do
i fixed the textures ingame by just deleting the height map
now they look just like in the toolkit
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
You're referring to emissives, and yes. However I don't know if it's a feature that made it into the release build of remix, it might only be in @toxic estuary 's fork
Just reusing emissives from the vanilla game can do wonders for transforming lighting with little manual effort. I highly recommend having it
Oh yeah I thought that this setting should do it but after enabling it everything stayed the same even after cranking up the intensity
Then it's possible Remix is already treating it as such. Mess around in the first tab of the remix runtime, there's an emissive intensity setting under alpha effects or something along those lines. The downside with this is that it's global, so anything else that's using that value will increase as well
Figured it out now, but how can i manually set values for the intensity. its way to harsh with draging the mouse
Ctrl + click I believe
nice it works thx
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
Compare it with the transformer model enabled vs disabled to see if that has any effect on the look
The transformer model should look a good deal better
both with the transformer and the cnn model the image just looks awfull
without ray reconstruction this "ghosting" is gone
also why is the lighting randomly disapearing while turning? Can this be fixed with settings or did I misplace the lighting
Seems like it's just a culling related thing
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
It's also possible the reason the ghosting is gone is because the stock denoiser just wipes the shadows out of existence. This is definitely odd behavior though, something to ask about in #general-remix
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
disabling anti culling objects helped a bit but its still not perferct
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
Ah now i know why the big map light i placed that is attached to a light in the middle of the map, always turns on when i look at the center of the map
Bingo
Once you get an idea of how the logic works it becomes much easier to strategically parent new models and lights where necessary
will do
Best of luck 🫡
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
Its the UVs, they are janky in base game as well
How can i tag them or untag them? I can’t click on them and I can’t find them in the runtime overlay
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
oh thx for the explenation didnt know that was called like that
btw do you know how some of the guys here in the thread made the bullets light up
Probably made them emissives
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
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
do you now any "fix" or workaround against the unstable texture hash burito talked about in the generall chat?
does reinstalling helps
what are you referring to by unstable texture hash
in my experience that's not really a thing
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
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
sounds like the two maps share model hashes that you're using for the lights
if you parent a light to a model, any time that model exists in another area it'll also have the light
I don’t think that’s the case there because the maps shouldn’t share any assets. The lights are also really buggy because if I delete one of them in most cases they get deleted in a big group and when I try to see the mesh they are attached to it just shows nothing in the list
If selecting a light shows no parent in the list then it's probably a light from the original game
I made a hole new project and redone the tantive i already made but now if take a capture of mustafar there are lights below the map that belong to tantive even though tantive and mustafar share no meshes. You can even see from the layout that these lights where from my tantive
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
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
i didnt knew that was a thing. How do you use them properly? I can see that i can create a new layer under the mod.usda layer but when i do it nothing really changes
Click the box icon next to the new layer to select it as the current layer. Now when you add stuff, it'll be put under that layer. Let's say you want to do a before and after. You go to your new layer, "lighting" or something, and set up everything how you want. Then you go back to your base mod.usda layer, and click the eye icon on "lighting" to hide all changes made within that layer
It's mainly just to organize
ok thx i will try it out
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.
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
This isn't perfect, but it should have all of the vanilla skyboxes tagged and most of the UI hopefully.
thx i will try it out but i also got my own config running, its not perferct but it works
- The weapons not showing is likely due to untagged UI textures.
- Command post holograms being white is something that can't be helped as far as I can tell, but the beams showing up should be fixed with the rtx.conf I sent.
- Not sure about that. Might be a UV mapping issue.
It's very much trial and error, lol.
Lights showing up from other levels in the toolkit shouldn't be an issue. I have never seen a case of them affecting actual gameplay.
btw do you whats up with the user.conf and the rtx.conf in the 1.3 version? In 1.2 there was only the rtx.conf but now i also got a user.conf which cant override the rtx.conf
its a bit weird
If I had to guess what was causing that, it would probably be due to the foliage. Most games from this era used alpha blended or alpha tested textures on a billboard for their foliage instead of actually modeling the geometry.
Path tracers tend to perform poorly when dealing with too many transparent textures.
I still haven't quite figured out the best way to manage that. What I did just now was copy all of the relevant tags from my user.conf into that rtx.conf with a text editor.
do you think changing these alpha blending settings in the toolkit for the textures would help?
that was also my best guess to handle that
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.
ok i will look into that later on
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
Probably one of those damn flat planes that show up. Tag it as sky or ignore it.
did that
still nothing
is your main menu also nearly complete black
i did tag that now but idk maybe i looks different on your side
That's strange. Maybe try temporarily moving the user.conf and see if that helps?
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
i will try
Not at all. I am using the https://www.moddb.com/mods/star-wars-battlefront-ii-full-hd-interface mod, though. That might be why.
that makes sense ye
got a picture now but u know not that nice
This is what it looks like for me, by the way.
ok tagged some more stuff
still looks fairly different to yours even with enhancements disabled
prob because of mod
I don't know what to make of that. Do you have any game side mods installed for the maps?
nope its a fresh install
Possibly, but that should only affect the UI I think.
The only other thing I can think of that might affect it would be if the game isn't running in its fixed function fallback mode.
i got the dxvk.conf that should enable it or not?
I just redownloaded it to make sure and it should.
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.
Hopefully this does the job.
Excellent! Very glad to hear it.
Also, I just checked the foliage on Coruscant and it appears that some of it has stable geometry hashes, but the plants that sway back and forth do not.
I just tried it by tagging the backround textrue and the plants to be ignored and the performance is as it should be. For me its 36 fps with backround and plants and 71 without them
btw idk if you read that. thats something i really wanna figure out
Really shows just how heavily it affects performance.
Try these settings in the toolkit.
Also, you will want to change the "Emissive Intensity" if you haven't already. The changes don't show up until you do for some reason.
If you haven't assigned an Emissive Mask Map, then you'll also have to adjust the color.
thx i will try it
Also, I don't know if you know this, but if you have the Lighting Quality set to Medium or High in game, lasers and Command Posts will cast sphere lights.
oh no i didnt now that. i have everything on low because i thought with remix you should turn everything down
Not all lasers do, though. A lot of vehicle lasers don't cast light for whatever reason.
Good rule of thumb, but in this case having the Lighting Quality set to High is not a bad thing.
It is pretty much the only way to have lasers cast actual light without doing a lot of game side modding.
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
Emissives can cast light as well, and it can be helpful to use them in tandem with actual lights, but placed lights tend to do the best job of actually illuminating areas whereas emissives are best used for giving things a glow.
with the lighting on the command posts enabled these vanilla lighting styles also come back, but they look just bad in my opinion. Can you think of way how to disbale them and still keep the commando post lighting? I tried to take a capture and just hide the mesh but that didnt work
Ah, you mean the lights placed throughout the level? I think you would have to go through the levels and find those lights and set their intensity to 0 in the toolkit.
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.
nah i mean these white things
sry didnt specify it thought that i sended a pic
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.
yes i tried that in the tollkit but it didnt work. side mod here we go
another thing that i asked myself is from where did you get the ea´s BF2 model?
or how
some assets could be reused like on hoth
I used the Frosty Editor.
Potentially so depending on the map. There is the added bonus of them already using PBR textures as well.
Do you know some tutorials for the frosty editor on YouTube or something. I tried to learn it once but failed
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
Does anyone of you know how to disable these sky dome lights?
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
You might have to turn some stuff off in the mod tools
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
and about the player model anti culling problem. It seems to be kinda map related? On the mod maps Mustafar patched and corussant patched this issue just doesnt exist. Its only present on the vanilla versions
I don't really know of any good tutorials.
The only thing I've used it for so far has been extracting models and textures, which isn't too difficult.
Finding where they put everything is the hardest part in my opinion, lol.
think so too yeah but i found some. just seems really random where they put them
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.
Try enabling the viewmodel. This video will show you how. I haven't tested how well it works too much, so I don't know if it might break anything else, but it could be promising!
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.
where can i enable it
In dark areas it might as well be transparent.
for me its stable. its just behind this white ui strip and therefor a bit hard to see especially the pistol
when you did your config how did you tag things like the crosshair or these white transparent strips in the bottom left? I cant find them in runtime ui. Disabling the strips would be good because then the view model should work great
@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
@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.
I don't know that I did tag them (although I don't remember, honestly. I might have.) Sometimes tagging certain UI elements will cause others to also be rendered correctly even if they haven't been directly tagged. I believe it has to do with the draw call order or something?
ye i found it after creating a completly new config. crosshair and healthbar have a "font" texture preview in the runtime thats why i didnt found it at first
sheeeeeesh that will take quiet a lot of time. I will look into that if i didnt come far with the reverse engineering
thx
are you currently working on something here or are you just a visitor that comes around every now and then
Lol, indeed it would. That's why I didn't really pursue it that far either - but if all else fails, it is an option.
I mess around with this now and then, but so far I haven't made anything concrete. I have learned a bit, though.
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
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.
Omg, classic BF2 with new BF2 and Squadrons assets would be insane
i tested the culling of the playermodels know and they are not too bad, as long as you dont wanna do a sunset map its gonna be fine + the shadows of the players are pretty small so you dont really notice it when they are poping out at the corner of you screen
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
nope is doesnt work
it places the model everywhere on the map
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.
Unfortunately, I don't know that there's any way to save time with this. It'll take a lot of work no matter how you slice it.
Yes i also encountered some weird issues that will take even more time to solve. So right know I´m trying to reverse engineer the Culling with some LLM´s as help
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.
I do hope that bears fruit. It would be a massive help.
I do think that a lot of manual modification would have to be done to the maps regardless just because BF II doesn't like rendering a lot of geometry at the same time, but having fully accurate shadows and reflections for everything in a given map at one time would be huge.
damn thats some crazy work
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?
by the way these blury 64x64 textures on big maps go away when you set your farscenerange to 0.0 and your nearscenerange to 350 or just something big in the .sky file of the map
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.
very interesting, now we just need something that works for human troops. with that the game can be fully remastered with in remix
my advice is not to fuck with character models until way later
shit ton of work to get a reliable pipieline even if you use existing EA BF2 assets
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.
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
Exe? Isn't this to be "fixed" in levels with game modding tools?
To an extent, but that only solves having static level geometry not cull. (which is probably the most important when it comes to keeping shadows and reflections consistent, to be fair)
Things like vehicles and characters still cull and so far it doesn't seem like there is any way to prevent that.
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
@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?
on the gametoast dc they wrote there is no poly limit but i dont think thats true
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
From what I understand, there is no hard limit to the number of polygons that any one model can use (I could be wrong about this), but the game itself can only handle a certain number of total polygons at a time.
That makes sense. As the game approaches the limit, it will start making pretty much everything use their lower LODs, and if they don't have any low detail versions, they will cease to be rendered entirely. That would explain the pop in.
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.
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.
I found out that you can just copy the highrez model and call it lowrez so the Game constantly renders the same model but idk how good that scales though. Could end up crashing if you do it for every object
I was just playing around with the vanilla modtools
To get to know them better
And blender too
That is actually something you can to make things easier with Remix as well. As long as the highrez model is exactly the same as the lowrez model, Remix sees them both as having the same hash, so you only have to replace it once instead of needing to have two separate captures for both highrez and lowrez.
Honestly, that's a good idea. I think that even now, if you can leverage the power of both modding the game itself and making Remix mods, there's still a lot that can be done. It's far from perfect, of course, but still a decent amount of potential.
@finite needle erm chat hes using ea assets execute him
Lol mad 
