#Team Fortress 2
1 messages ยท Page 2 of 1
whatever he says
car
lmao
WOO HOO!
anyway I'll probably look into this tomorrow, got food and events
well if modern ends up working, do we maintain 2 vers of tf2 for rtx?
maybe make a thread for modern, there is already so much for this 2007 build lol
and im almost done making logos and readmes ๐ฅน
(WIP but im trying to match the logo lmao)
?
and its safe
hu? oh did i launch my game in insecure mode lmao
so it doesnt do a check against the binaries?
its vac proctected and everything
well its sdk2013 but its bad if it doesnt enforce signatures for binaries
yeah
ok so im launching it without insecure
it still doesnt join
@hard ginkgo how did you join? lol
ok im gonna like tripple check my launch args
do you see someone in the server?
it should show 1 player
yes
i used the one that was send here
you used the engine, not client, i didnt share that
that
im gonna try stock client lmao
its probably my patched one
sv_pure prob lol
yup
wa-
commands?
hl2.exe -game tf_port -novid -dxlevel 90 -nod3d9ex +mat_dxlevel 90 +mat_disable_d3d9ex 1 -w 1280 -h 720 -noborder -windowed +sv_cheats 1 +r_3dsky 0 +r_WaterDrawReflection 0 +r_WaterDrawRefraction 0 +r_shadows 0 +r_frustumcullworld 0 +r_unloadlightmaps 1 1 +mat_specular 0 +mat_bumpmap 0 +mat_normalmap 0 +mat_parallaxmap 0 +r_staticprop_lod 0 +r_lod 0 -console
mmm dirty

yummy hydro water
@hard ginkgo how does hydro run on your machine without culling lol, i was getting like 12-18fps
iirc its probbably the biggest map in the whole game

i run it at 30 fps almost always
i think ik why
i might have installed the patch on the wrong way?
i still see some culling
you might not have the engine patches? that might explain why you can join servers lol
but for some reason it only happens whit "props" not terrain
hmm
im about to release the new guide so hopefully we'll have a clean way of installing it
then we can test the mp stuff
did you check your propieties in steam?
are you running it through steam?
that might be why lol, most of the cvars dont fit in the steam properties
we're installing it directly to the SDK
instead of a source mod
i can try to prune some cvars to make it fit in the app properties on steam
but we probably need all of them
ill let you know

still weird that this "thornskade" guy still hosting a server in such an old version of tf2
also this server been running for a while wth
i probably wouldnt trust it lol
since the sourcemod is from 2019, its open to a lot of RCEs lmao
i doubt anyone here would do it but we need a proper secure server so no one gets hacked lol
not much if the server is hosting it, but your fps will TANK if you have no culling on a large map
we're probably not gonna be GPU bound at all with how we're running the game
true..
though that being said, in a few weeks i should have some money to host a VPS, so if we dont have a dedicated server yet, i can host it
Can't we use a pc?
oh
still wip but i think im getting closer to the original logo look
gave up manually making the gradient silhouette with lines and instead made a silhouette in blender lol
ok full guide is out
im going to bed lol
im sure i missed something
what did you change in client and engine?
the engine is bigger now, did you add anything?
the new engine crashes my game
water
ooblek
@blazing torrent patched engine crashes my game
i think lod should be enabled
3dsky works (low quality for some reason and can see the small skybox)
there
yummy
campaign game
i sense ultra performance
did i upload the wrong one?๐ฅน
lods aren't really going to help performance since we're not gpu bound
also yeah my game won't launch
i tried the installation method that is pinned but for some reason the game just doesn't open.
And for what i see...its because the patches
yeah looks like im gonna have to redo some stuff ๐ฅน
ill let yall know when it's fixed
yeah the one on github breaks my game too
ok its fixed now
try downloading it again
it should have the correct size and work
i tried hydro 55 fps but it decreases all the way to 39 when 3d skybox is on
i have the engine.dll patch only
yeah that should remove the culling
its at ultra perf though
i have i5 10400f
ok
ok they wrk it opens the game
but the fps...
oh my
10 fps
yeah... thats the unfortunate sacrifice
thankfully its just hydro that suffers the most
@hard ginkgo lights dont work for me in the toolkit? did you attatch them to a model or a brush?
to a model
btw...
something its wrong whit my game-
i did everything like in the github...
the menu its black and remix not working at all-
oh i think i have a idea lmao
i definitely forgot something, this is why you dont write a guide when you're sleep deprived
put this in the SDK2013 folder
OH DAMN
lmk if it works
I FORGOT ABOUT THE DXVK
yeah lol that's on me
through steam? lol
ill see if i can remove some cvars then
now its working ๐
Yea I have launch commands pasted in steam launch options and launch from there
oh but its the culling fix working for you?
Yea it is
yea, in this case we probably dont need most of the cvars, it was mostly from gmod
the power of no culling ๐ฅน
-novid -w 1280 -h 720 -noborder -windowed +r_3dsky 0 +r_WaterDrawReflection 0 +r_WaterDrawRefraction 0 +r_shadows 0 +r_frustumcullworld 0 +r_unloadlightmaps 1 1 +mat_specular 0 +mat_bumpmap 0 +mat_normalmap 0 +mat_parallaxmap 0 +r_staticprop_lod 0 +r_lod 0
see if this fits
Yea can we fix the fps issue? If I run 2fort in gmod patched it gives way better fps
im going to try something...
its running worse? it should be on par
its the same patches
i think gmod have a more updated version of source
yeah gmod is probably more multithreaded
they added support a while ago
Yea 29 fps on ultra perf as compared to 30 in just performance but imma test it again cause I tried the TF2 maps few months ago
Imma see how much fps I get in gmods 2fort at ultra perf
there is nothing i can do with the sdk 2013 codebase to make it multithreaded or run better lol, we need someone with a lot more experience
made what?
multiplayer
whit steam
but still
its working whit the fixes
sadly we can't make it work whithout steam though.
that's fine, we should take the steam sourcemod approach anyway lol
true
anyway
i just moved tf_port to sourcemod after i did all the fixes and stuff
and opened through steam
yeah its not working correctly for me either lol
RT works but the UI is broken
i think we need those cvars
wa-
also its not loading my rtx.conf?
it seemed to make a new one
nothing is tagged
Dang that happened to me yesterday in CSS
I replaced it again and it fixed it
i think for this case, its how steam is loading the game
when you ran it from steam the first time, did you just run SDK 2013 mp with -game tf_port?
multiplayer working whithout any light problem!!!
only lights being created infront of me
but that can be fixed by making the lights manually
yes thats the light culling issue
right
ok so i fixed the steam issue
it just needs -dxlevel 70
can you join?
:0
Imma also join if nothing goes wrong
so move the tf_port folder to steamapps/sourcemods , restart steam, put these cvars in launch options
-dxlevel 70 -novid -w 1280 -h 720 -noborder -windowed +r_3dsky 0 +r_WaterDrawReflection 0 +r_WaterDrawRefraction 0 +r_shadows 0 +r_frustumcullworld 0 +r_unloadlightmaps 1 1 +mat_specular 0 +mat_bumpmap 0 +mat_normalmap 0 +mat_parallaxmap 0 +r_staticprop_lod 0 +r_lod 0
idk but the way how steam loads the game makes it load in dx8 mode, breaking the UI and hashes
you forgot a space between 70 and -novid
oopsies
what does the dxlevel change visually?
so 90 but better?
nah, idk why the dxlevel 90 was being ignored when we werent launching it without steam
but we do need dxlevel 70 now
huh?
try adding the patches again
also dont forget the shader files from portal
patches โ
shaders โ
everything we've established so far โ
joining a server โ
i'm also experiencing sound problems
for now if i want better fps
how are you opening the game
did you try downloading the new patches from github?
i did
it isnt opening?
he crashes when joining a server
i can create my own server
oh
but joining crashes
weird..
is it the same map by any chance
that never happened to me before
server = 2fort
my offline play = 2fort
can you see my server?
pie ded
omg its switching to hydro
he its looking at my soul
crashed again
maybe a bug with windows?
idk but that's odd
did you copy over the portal rtx shader dlls?
dawn time
bro has hydro at night
why it looks like an AI generated png
da heck hahaha yea i do look funny
i dont think the dxvk error log is gonna give us much info
glows
try updating your drivers?
but it works offline
hmm
it shouldnt make a difference tho, weird
he its opening whit steam, right?
i disabled antivirus and firewall
yes
still crash
@restive jasper if you can port forward your server we can try joining
k
dont you have to make your IP public to do that?
yep
sure but the server we're playing on is public lol
that's why i wanted to host a server on a VPS so its safer but i dont have the cash
oh it just crashed
did you tried re-installing everything?
i never crashed on multiplayer only, its weird as hell.
i found a glimps of the rare creature
BRO THE SPY ON THE LEFT LOL
ok so for the safety of all users, im gonna remove the binaries again from the github repo now that i fixed the patches
ill also be updating the instructions
it the server down?
how can i host one?
i tried using hl2mp server with -game tf_port but
and base dedicated server doesn't work
they have a dediciated server on the github
https://github.com/NicknineTheEagle/TF2-Base/releases/tag/v1.03
how do i use it?
download this from steam
next?
im getting there lol, hold on
add tf_port to the root of it, open a cmd window in that directory, run the server with srcds.exe -game tf_port
should just show up after that
yep
make sure you're opening your cmd in the server path itself
uhh thats odd
i finished whit custom lighting
the fix turned out to be +sv_pure 0
oh nevermind
works just fine
nice, mind sharing the mod?
sure
btw i can change the sky color
well mostly like the ambience color
i'm experiencing weird audio glitches, do any of you may know why?
does it happen for your whole system audio or just the game itself?
just the game
audio is sometimes fine and sometimes high pitched noises are coming from the game
nothing about the patches or remix should change anything for audio, make sure you're not running any kind of audio DSP in the background
you did make custom client patches, maybe reinstall a clean client .dll?
i'll just reinstall windows later today
i tossed them in the trash
i used provided from github page (tf2_rtx made by you)
(also sadly i cant add good light to the props that are supposed to glow, since they look kinda bad...)
its better if someone modify the texture to make it glow
i could make them emissive
if you can it will be cool
if we're going to make mods for remix, we should share a common file structure so when we upload it, it wont be a mess of a bunch of folders and files
also for this prop if you can make this one too..
it would be cool
the other lamps are fine btw
yup
im not too sure on the process but it would be nice to make it look like this
from portal rtx
for now i guess we can just make them as they are
doesnt really matter until we make a pack or something
sure, send it over
we should try to do that
i mean its not that hard to add lights but if for example, one of us do the upscale and someone else do the light we can make faster progress on maps
idk
on dm? or here
here
ok readme and github is updated
should be in conformance with user safety
you can package it here
updated the guide to include multiplayer setup https://github.com/sambow23/TF2RTX-Stuff/blob/main/README.md
idea: make a script that automaticly install the mod
also add a note that sourcemods folder only works where steam is installed, not where your steamlibrary is.
yeah ill add a note then
I can allow PRs but i'm probably not going to do co-authors
i did credit you in the commit though
why?
I just have a certain way of maintaining things, why do you need permission to modify the repo?
push request are fine
i've been thinking about how i want to tackle that, mostly for gmod though
i've been thinking about a python script that grabs all the files and installs the patches
same, but if im being honest i'd be using GPT4 to do it lol
i have the ideas and methods but im no means a programmer
i've had better succes with gemini over gpt 3.5
but if you have gpt 4 then go try it out lol
if we're going to be using a python installer then im gonna have to follow blueamulet's way of patching the files with python, no reason to use IPS anymore lol
makes sense
shouldnt be too hard, it basically looks for offsets in a dll and replaces the contents
ill work on it later though
GMT-5
done, made a pull request
Dang
merged
next time i'll add a tutorial for servers
I dont think we need a tutorial for dedicated servers lol
i needed it so other might too
maybe we can evaluate it based on popularity?
there isnt much going on with the project atm so at least for me personally its not high priority
i'm back
did it work?
im just getting to it, sorry
kinda
no problem ๐
oh yeah they do
nice
looks great too

there are some places where i didnt place lights
since they looked bad
we have to edit the textures for those
like i told you before..
idk how to edit textures to make them emissive
did you by any chance change the roughness of some things? lol
ye lol
i see pipes are reflective
its because
we going to make new textures anyway (pbr and upscales, roughness and metallic)
so it will go away
when i make PBR replacements and they dont work, you might have to remove them from your mod
im not sure how remix handles conflicting changes
okay
just personal taste, these should probably be darker as they are in the original game
how much would you say?
i make them darker rg
i would try to match it with the original, most of the inteligence room is pretty dimly lit
bit of a problem, tf2 can't detect my server:
Console initialized.
Using Breakpad minidump system. Version: 6630498 AppID: 244310
Loaded 1222 VPK file hashes from D:\SteamLibrary\steamapps\common\Source SDK Base 2013 Dedicated Server\hl2\hl2_textures.vpk for pure server operation.
Loaded 574 VPK file hashes from D:\SteamLibrary\steamapps\common\Source SDK Base 2013 Dedicated Server\hl2\hl2_sound_vo_english.vpk for pure server operation.
Loaded 383 VPK file hashes from D:\SteamLibrary\steamapps\common\Source SDK Base 2013 Dedicated Server\hl2\hl2_sound_misc.vpk for pure server operation.
Loaded 446 VPK file hashes from D:\SteamLibrary\steamapps\common\Source SDK Base 2013 Dedicated Server\hl2\hl2_misc.vpk for pure server operation.
Loaded 5 VPK file hashes from D:\SteamLibrary\steamapps\common\Source SDK Base 2013 Dedicated Server\platform\platform_misc.vpk for pure server operation.
server.dll loaded for "Team Fortress"
maxplayers set to 24
Unknown command "r_decal_cullsize"
Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
Initializing Steam libraries for secure Internet server
Logging into Steam game server account
Executing dedicated server config file server.cfg
Using map cycle file 'cfg/mapcycle_default.txt'. ('cfg/mapcycle.txt' was not found.)
SV_BroadcastMessage: Recipient Filter for message type 23 (reliable: no, init: no) with bogus client index (0) in list of 1 clients
Set motd from file 'cfg/motd_default.txt'. ('cfg/motd.txt' was not found.)
Set motd_text from file 'cfg/motd_text_default.txt'. ('cfg/motd_text.txt' was not found.)
SV_ActivateServer: setting tickrate to 66.7
'server.cfg' not present; not executing.
'ctf_2fort.cfg' not present; not executing.
Server is hibernating
Connection to Steam servers successful.
Public IP is 31.186.222.33.
Assigned persistent gameserver Steam ID [G:1:11259352].
VAC secure mode is activated.
okay im going to work on it rg
but i feel relieved that the lighting works
connect with your local ip, if you're not port forwarding its not going to show on the server browser unless you ran the server in LAN mode for local play
also odd issue, the ligihts stay on even when i disable enhancements lmao
so i cant compare for whatever reason
also i think you missed this spot light (if it was used ingame idk)
im gonna start on PBR textures now
this is gonna suck without using AI lol
can't wait for the final result!
oh ye
i might forgot
its kinda hard to find all the spot lights sometimes lol
also
i fixed the intensity already
lol no worries, 2fort has a fuck ton of lights
OH
you are on 2fort?
i did it whit another map on mind-
what map was it supposed to be ๐
๐ญ
unless you started on 2fort
the one we played on the online server
because there is no way these lights work across maps
the last one
they do.
because i apply them to the models
the one with the water and trains?
yup
so if i remaster 1 map light
it might apply for other maps too
only on laps though
or props
oh you're doing it directly to the models, i thought you were using 1 model to anchor all of the lights you added lmao
nono
would be cursed tho dont do that ๐
it would be more hard to do it that way though-
you'll have to send it again
this for the well map?
yup
ctf_well
btw remember to ignore game lights : point, spot
yea those tank fps
ok so there probably is an issue with attaching lights to models
can you show me?
since you dimmed them in another map, the others dim lmao
maybe its not an issue if they have universal brightness in maps already but im pretty sure they dont
spawn room spooky
hmm
right but you arent worried its affecting other maps?
like i said, each light in a map has intentionally different brightness placed by an artist
it saves me a lot of time
i can change brighness of every map, we can figure it out
there its a SUN light on every map
i think need a balance so it wrks everytime
spooky
should i make it brighter?
yes
the problem its that tf2 uses a big sphere light for every room...
maybe i can do that too
i'd say this is the best looking room so far
agreed
good visibility for gameplay but also contrasty
but how we will fix the hud?
we dont lol
it really bothers me
kinda hard to do that..
unless you want to replace the hud with something else
thats..
actually a good idea
why is it like that in the first place?
source engine.
it looked fine in modern tf2
just...source.
before remix it was fine, so what did break it?
DAMN
i think its just the dx7 mode
if someone wants to redesign the hud for dx7 go ahead but its definitely not a priority
(for me at least)
go ahead
should i make lights brighter
or..
just add a sphere ball whit high radius
to make the rooms bright
the problem its that if i generate light from where the props should emmit it...it looks dark.
thats why i think about the sphere
then we're just doing the same thing the OG game does, it would be nice for the actual light models/positions to be used, but also have the same brightness as the old ones. but the complication is that since the lighits are tied to the models, how are we gonna adjust it on a map basis. i do have a solution though but its gonna be cursed
that or use sphere lights while making the lamps emissive?
still not perfect though
perfect.
look
i show u
where whithout the light sphere
here whit it
it doesnt have a good position but i just wanted to show you
i think with
do you think i should use whit or whithout sphere light
i have another idea, kind've a long shot but it refers to my "bad" idea :), find a map-unique prop to attach lights to so each map has proper brightness
its archaic and probably a pain in the ass, but it would be seamless to the user
with or cr idea
we could also decompile the maps and put a unique prop in each one to attach lights to
true..
maybe even an invisible one
i mean which one of those you like more?
cant be, remix needs to see its hash
ideally we would attach lights to geometry but source does not have stable geometry hashes outside portal remix
yeah
idealy make it as much up the original as possible
true
i can do that btw, upload the maps to github so yall can edit it if u want
i dont have any experience whit hammer...
but i hear its a pain to learn it
dw i do
i'm not good at hammer
i meant to say i would upload the maps to github
ooh
i know only the basics for csgo
sure do
can you tell me how can i add emission to a part of a texture?
or send me a tutorial
anything
so i dont have to create lights inside remix and we can just use the custom texture
making the work faster
kinda
how familiar are you with blender or any material editing tools
...
...
i have almost 1k hours in blender but i mostly use it for animation..
so i have 0 experience on everything else.
that still has the same issue with attatching lights to light models
true...
we can have emissives but they for sure cant replace lights
i would get a trial of substance painter if you can
its really good for materials
also has a good tutorial
Enjoy this free chapter from our FlippedNormals Exclusive - Hard Surface Texturing for Games https://flippednormals.com/downloads/hard-surface-texturing-for-games/
โถ SUBSCRIBE | http://www.youtube.com/channel/UCvd6HxqYVWvfvfaF2Ereb9Q?sub_confirmation=1
โถ MARKETPLACE | https://flippednormals.com/
โทInstagram | https://www.instagram.com/flippedn...
i can do it as well if you want
i have experience with substance
if you can..
it would be cool
you prob going to do it faster than me lol
im gonna start with map decompilation and then probably emissive signs
the PBR work for base materials will come later
since that will be harder to do by hand
(please no octotex or AI PBR textures pls)
๐ฅน
i am dead
i mean we can use it as a base but i'd strongly prefer making it by hand so its authentic to the art style
i dont want mopped floors for materials lmao
for realistic stuff, doing toon art is new to me
oh
but we're just copying the original texture so it shouldnt be that hard
ill just be upscaling it and then manually adding details, normals, roughness, etc
needs to look unique enough but at the same time just like the original game
ooh
i said nothing then
๐คซ ๐งโโ๏ธ
bye bye๐ฃ๏ธ ๐ฅ
bai bai
btw we should start on a small map...
2fort is pretty small
since only 2fort have over 200 textures 
im gonna start with the big stuff first
walls, floors, etc
small stuff comes last
okay

a chef hat
the longest part is gonna be compiling the map ๐
hammer is so single-threaded
the AI did it automatically so the roughness and pom is the same for all the teextures but imma do that manually when i get the time
while it looks good, the issue with using octotex is that its probably not good at handling tf2's cartoonish style so things look realistic and cartoonish at the same time lmao
yea i used realistic rescaler to upscale them
u can put custom upscalers in octatex
yea its just stable diffusion under the hood
true
man i love how you get a clear image on one window
and in the other one you have a weird sky blue color creature
that no human can understand
i try to work in the 3D viewport as much as possible lmao
idk what valve was thinking with the 2D views
forgot i have this ultra low config on my modern tf2
700fps 
dang
im having some issues getting a prop to show ingame, i think some props dont support being static
so im gonna have to get creative and use hl2 props
๐
๐
why is nothing there oml
i love source ๐คช
theres no hat there
so i tested the perf on all the maps available on this build so i found
Playable(40 to 60 fps):
1:Well
2:Granary
Decent(20 to 30 fps):
1:2fort
2:badlands
3:Gravelpit
Unplayable(1 to 10 fps):
1:Hydro
Impossible(geometry very buggy):
1:Dustbowl
Dustbowl is just broken mess
walls terrain and stuff just disappearing appearing
dustbowl actually works fine, you need to flag the textures that flicker to a particle texture
wait really? imma try that
lemme double check tho lmao
i faintly remember dustbowl breaking on modern tf2 when i fixed culling in shader mode
oh its actually broken
this issue happens in gmod too
i think its some issue with too many brushes not being culled from the engine
im so confused
I TOLD U
the walls they were disappearing and appearing
YES
now its stable
THATT HAPPENED TO ME
REMEMBER YESTERDAY I TOLD YOU TWO
THAT MY TEXTURES WERE CHANGING
oh my i doubted u boah
idk why that happened
NEVER DOUBT ME
some spooky stuff going on in dustbowel
hu? it just seems like only dustbowl does it for me
it happened to me in dustbowl only heck i tried dustbowl in gmod months ago same issue
yea its a engine issue then
its something that you have to live to actually understand it
its weird asf
any ways yea dustbowl goes to the playable catagory 40 fps there
it fixes whit just restarting the game though
well for me atleast
try loading another map and then go back to dustbowl
oh that might be it imma try
so i guess source has some rendering bug with dx7 then
when u join a different map first
nothing we can do lol
then after that join it
its so weird its like dustbowl gets jealous or angry at me for joining a different map first and not it
i think it hits some kind of issue with culling in the engine
blueamulet would probably know more but im pretty sure it requires some code work in the engine to fix it
im gonna take a break on working on this today, my brain is fried and hammer is driving me insane
understandable
Yellow lights and night time ufff
looks cool
hmm i captured every map except hydro and there only seems to 845 textures even more less if u remove the skybox textures
Patcher for SDK 2013 SP, MP, and TF2-Base v1.03
Will work on Modern TF2 later
Edit: Removed old patcher infavor of link
https://github.com/BlueAmulet/SourceRTXTweaks/blob/main/applypatch.py
finally got it, for whatever reason remove vis and rad from compilation got it
we dont need map lights anyway ๐
spooky door, tf2 arg ๐
slender fortress rtx ๐ฑ
also makes the map compile extremely fast 
time to add some lights myself
do you mind adding it to your github when you have the chance? i would love to update my guide using your patcher going forward
ok so we probably need vis lol, doors dont work
Hahahaha I had a channel about tf2 and people thought I was a arg ๐ there's even a guy who made a video bout me
Table of Contents:
0:00 - Introduction
6:36 - Section 1: Who is Hamza Khalil?
24:10 - Section 2: ARG or Not?
28:03 - Section 3: What is the Story?
31:51 - Outro
Join me today as we uncover what is possibly one of the first ever Alternate Reality Games based around Team Fortress 2, and try to figure out what the story is of the newly exploding ...
Hahahaha
another odd issue is that firing my gun in the decompiled map crashes the game ๐
turns out i need vrad too
im just gonna remove all but 1 light in the map
what is that
im only gonna keep the light_env so we have a sun lol
thats a pain
:0
but its really slow so yeah i removed all lights
except for the sun
ok well nvm i have no idea what broke the sun
maybe we just make that custom too lol
i just dont want to compile a map for over an hour for one small change
Dang a hour for like one change
also one issue, the doors dont work because the entity is different in modern tf2
i have no idea how to get a hammer closer to our 2007 build
for now since its proof of concept, i wont worry about it rn
ill see if i can get the lights working
๐ฅน
dear lord just for 2fort
are those 1051 textures
assets total
Oh well good luck, that would be kinda painful ๐ฃ
hmmm well maps do reuse assets though
yeah and its not like ill be replacing everything lol
i think a good third of it is textures so its definitely gonna be slow, but doable
@hard ginkgo the lights do not work ingame, how did you get lights working lmao
i added them to the file cabinet but my game is pitch dark lmao
are they attached to the model?
yes
hm
they are attached to those lamps
right?
if you move the lights far away from the main object it will not work
no lol its attatched to the file cabinet so we have per-map lights
dnt-
dont-
its not going to work-
๐
once again i think we're running into a model/geometry hash issue with source and remix
you have to put different models each time if you dont want them to share the light settings..
this does work in something like portal rtx
why dont you try to put the green box below the lamps
nah that's not what im talking about, i can have one model and attach all the lights to it with each light having its own intensity, the toolkit supports it
the issue is that hashes are unstable so they dont spawn ingame, weird that they work on static meshes though
in that case ill try this
i put a light on this pipe
and its right next to it as you said
naww man fuck source ahahaah
guess i need static meshes then
rock is holding the weight of rtx remix
such a brave rock

today we play the game "why the fuck is my rock not there piece of shit engine" ๐
(i moved it next to the light but i forgot to take a screenshot)
Realistic lighting
i just realized i have the perfect idea
isnt this cow only on 2fort?

until i figure out what is wrong with hammer, we will be using the cow
๐
bingo
the 1st light is at 0.1 intensity on the cows, then i made a second one and placed it here
seems like this works
hell yea
Tis was done using cows
absolutely delicious
im gonna keep normal tf2 open and just copy that
the fun part about all of this is that i have to place every light manually ๐

why cant we see the outline of what position the rect light is supposed to be?
makes placing extremely difficult
took me forever but i finally got it lined up
Soon, my goal is to make a more generic patcher. I've updated my patch finder and patch applier to work across gmod, sdk 2013 sp/mp, and tf2-base. It's also partially working now against modern tf2 and hl2
good work man, you're pretty much our savior for source games on remix ๐
im pretty sure spot lights are not supposed to do this ๐
ok ill work on this later tomorrow, these tools are driving me insane
i tested a lot of custom maps from gamebanana
most of them works (i though they wouldn't work because we were using the old version of tf2 lol)
i think i found my sound problem
iled to load sound "weapons\draw_secondary.wav", file probably missing from disk/repository
Failed to load sound ")weapons\scatter_gun_shoot.wav", file probably missing from disk/repository
Failed to load sound ")weapons\scatter_gun_shoot.wav", file probably missing from disk/repository
Failed to load sound ")weapons\scatter_gun_shoot.wav", file probably missing from disk/repository
Failed to load sound ")weapons\scatter_gun_shoot.wav", file probably missing from disk/repository
Failed to load sound "vo\scout_battlecry02.wav", file probably missing from disk/repository
Failed to load sound ")weapons\scatter_gun_shoot.wav", file probably missing from disk/repository
Failed to load sound ")weapons\scatter_gun_shoot.wav", file probably missing from disk/repository
Failed to load sound "weapons\scatter_gun_reload.wav", file probably missing from disk/repository
Failed to load sound "weapons\scatter_gun_reload.wav", file probably missing from disk/repository
Failed to load sound "weapons\scatter_gun_reload.wav", file probably missing from disk/repository
Failed to load sound "weapons\scatter_gun_reload.wav", file probably missing from disk/repository
Failed to load sound "weapons\scatter_gun_reload.wav", file probably missing from disk/repository
Failed to load sound "weapons\scatter_gun_reload.wav", file probably missing from disk/repository
sound.cache was the problem
Triangle Culling option in remix menu might fix that I think
where is that?
In Geometry settings I think that's what it's called
let me open ma game
yea this one
did not fix
hmm that fixes the 3d skybox being seen in construct idk why it didnt wrk here
if we can we can decompile the map and just move it somewhere else
the easy solution
the harder solution is to actually fix the problem
oh i can see your server
in server browser
that's good
imma see if i can join it
a relict from csgo ๐
damn
ah ma game crashed
it wouldn't if source wasn't a spaghetti monster
also
we could still have culling but less (editing maps in hammer)
dang u can chat from console in game
oh ok
looks so nice
@hard ginkgo how did you get spot lights working correctly in the toolkit lol, when trying to adjust the cone size it seems to be messed up
yoo found a way to add bots
idk there are bunch of console cmnds im trying to use so far force attack 1 makes them scream
just so you know i will be hosting a server
i made them jump
so if we want bots we need to program them?

