#Call of Duty 4 Modern Warfare
1 messages Β· Page 2 of 1
you did not update the game build right?
It's what steam gave me
no I mean the rtx branch (github actions)
I've made a mistake with the debug light array thats why light 4 and up have weird color values
That still doesn't explain the crash
the gui basically writes to wrong memory
dudes watching DF
Always have been
shouldnt happen with the build I've pushed an hour ago
all color values should be default at 1 1 1 and not some random values like in the video
odd, did you forgot to overwrite the dll? π
uh
This is the 4th time I'm updating
happens to the best of us π
you can also do bind F5 devgui
Just noticed that hashes change when ADS'ing π«£
its because I still had r_dof_enable set to 1. The game does a prepass for depth of field then 

You know what'd be real good
More light slots and an option to save and auto load from a file
Wait
Yea I thought about that
You could just use ov for that
true
nvm
OV would be better
Actually
Although
There's one strange problem
The normals seem strange
Even without fullbright
Look at how lights affect the surface in this
That's not how a flat surface should respond to light
There's a visible curve to the light in the direction of the camera
Like it's being smooth shaded in a weird way
I'm gonna post that video on yt
Looks really good
Well
Looks good enough
yea I'm not sure why remix has an issue with this game when it comes to normals. Interpolated normals are flickery and the shading normal kinda changes with view direction
The closer you are the worse it gets
yeah
It's weird
Shading normals should not look like this
I threw the video on yt because why not
Just a little test to see how well the game would work with remix. It's not very playable, but looks good. Made possible with @xoxor4d's help.
Looked really moody
π₯
This is enough to stir up some level of hype, looks shit but atleast remix works with cod4 now
@upper rampart can you change the SkyDome texture?
Maybe
#1135531755764453477 message 
idk ho xoxo set them up
so it just needs 1 huge sphere right?
And then mark as sky textures
It projects it at an infinite point
Yeah, just put a temp texture on it and then replace in ov
Or you could do it in-game but not recommended
you cant mark a mesh replacement as sky, have to do it in game
Hopefully cod 2 things (like the spinning SkyDome) can be transferred over to cod 4
@timid salmon Can culling be disabled via a command?
@wide moth has done a fantastic job on the script this weekend, i'll get a video recorded when i get chance you can change spinning skys with a press of a button
Tie it with game clock or system clock so it matches with whatever time zone you are in
no more idea's for you
In-game in cod4, no. You can in cod5. Why?
Remix crashes when loading maps with lots of models
Also volumetric lighting is broken. Tho it could just be remix. I never understood this part of remix anyways
imagine: https://youtu.be/PlCpgC3jPcM?si=A6uylDFWINYmwiKt&t=405 π«£
Completely customizable day and night cycle with filmtweak, suntweak and fog lerping, volumetric clouds and much much more. Customizeable via IW3xo.
Github Repo:
https://github.com/xoxor4d/iw3xo-dev
Project Page:
https://xoxor4d.github.io/projects/iw3xo/
Skybox Shader:
https://github.com/xoxor4d/xcommon_iw3xo
Discord Server:
https://discord....
that does look lovely
huh never had that happen to me (volumetrics).
Setting r_lodscalerigid to some higher setting might help
Capture the result of this skybox as a cubemap and then project it on a sphere with a simple ff shader.
uhhh
Then make a debug distant light
And then make in follow the sun angle and color
And uhh
This sounds stupid
But who knows
distant lights dont move
Talking about it being handled game-side
does remix pick that up?
Yes
It picks up point lights moving around
Not sure about distant lights
But it couldn't be that different
what a fancy tool you've made xoxor, lovely stuff
This is the culmination of years of work done on a dead game because
because
uhhh
idk why one would do that
I'm not sure either
yeah
Thanks! Its really simple stuff tho π
cause its very cool

no ov
Can we get that in WaW easily?
is it still hdr without it?
its not hdr no
Should be doable. I have yet to fully implement it in cod4 tho. Its currently within the mapfile and I want to spawn it via an imgui button no matter what map or mod
there is one thing.......its Black Ops 4
Damn 
You won't have it move that fast normally though will ya. Looks great
oooo what if I render the day and night cycle shader to a texture at runtime and then use that π«£
My lord
For Remix, if you BC6U and adjust the exposure down you can use the HDR sky ability
Oh and use an actual HDRI of course
That's....
What I said

oooh I read it like: grab a shot and use that as a static texture π«£
mood
Are those lights custom?
Yes ππ»
Started this thread 5 months ago and seeing the progress you guys have is mind blowing
If you guys need any help with creating modern materials or meshes lmk, would love to contribute where I can
Then start doing it
it ain't a organised effort yet
it's a free for all
Do whatever you want
there's probably a reason they haven't yet
Yeah, the game isn't super stable
anyone have a good rtx.conf file? i wanted to mess around with it
hold on I think someone shared some settings with dvars
@gaunt atlas start here
Hello guys, CoD4 RTX looking good, but I have a question. Can RTX Remix working on 1.8 patch, or his working only on iw3xo?
Understand, thanks
why didn't you just use white
@timid salmon now we can just replace CoD4's assets with MWR and it'll be golden lmao
Sounds like your goading someone into copyright infringement so you have a pretty game to play
Taking it seriously
Flashlight π
Moving fast gets the light stuck tho
flashlight is ontop of the gun also π
headlight 
Hey @timid salmon since you have the game basically reversed engineered completely, maybe you can do something with the remix api
#general-remix message
Well it looks like the api is made for 64bit processes so not of much use for most remix compatible games? Or I'm missing something π«£
You're probably missing something
They wouldn't make a tool for x32 programs x64 only.
Well the struct size checks expect a pointer to be 8 bytes and not 4 like on x86
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/458b0103da437813009a52d0d49914f40de07bc2/public/include/remix/remix.h#L338C15-L338C15
πΆ it's beginning to look a lot like Christmas πΆ π€Ά
I'm going to pretend as if I understand what you just said
A pointer points to a memory address where the actual object is located at. 64bit has a larger address space then 32 bit thus you need 8 bytes to represent every possible address.
On 32 bit you only need 4 bytes to do that.
struct
{
MaterialInfoTranslucentEXT() // 4
{
sType = REMIXAPI_STRUCT_TYPE_MATERIAL_INFO_TRANSLUCENT_EXT; // 4
pNext = nullptr; // 4 (8 bytes on 64 bit - pointer holds a memory address)
transmittanceTexture = {}; // 4 (8 bytes on 64 bit - pointer holds a memory address))
refractiveIndex = 1.3f; // 4
transmittanceColor = { 0.97f, 0.97f, 0.97f }; // 4 + 4 + 4
transmittanceMeasurementDistance = 1.0f; // 4
thinWallThickness_hasvalue = false; // 4 (actually 1 byte but with 3 padding bytes)
thinWallThickness_value = 0.001f; // 4
useDiffuseLayer = false; // 4 (actually 1 byte but with 3 padding bytes)
static_assert(sizeof remixapi_MaterialInfoTranslucentEXT == 56);
}
}
ok now I can understand a little
Have decals and effects been figured out for either CoD 4 or WaW yet? π
Effects are pretty much good in cod4. Some are broken and need to be ignored / fixed tho.
Decals are still a no-go
@fluid coral @wide moth Just need to get rid of the attached weapons now π«£
omg thats brilliant!
shouldn't be hard to apply to cod2 as well
that REALLY elevates the render don't it. it's like you don't know its missing until you see it there
Just gotta cull these extra weapons and we Gucci
Can't we select these textures of 3rd person weapon models and do something with it to make them disappear?
they are using the same material so doing that also hides the first person weapon
also .. if I add the player model flag to the player materials ... other players will be invisible as well right?
Probably only that specific model
or is that what this is for?
so it only hides them near the camera?
oh yes indeed
you're quicker than i can type π
so other players shouldnt be a problem then
wait so, did it fix the extra weapons hanging mid air?
Checking the create virtual instances box solves it?
did not have the viewmodel setting enabled (because of the quake 3 plasma gun .. it did not cast its emissive light into the scene probably with view models enabled :D)
self shadowing is a blessing π
turns shadows off for guns and arms as well which is perfect, unless you're playing as an octopus
π₯
now I need to create the hooks for that so I dont have to re-do that with cheat engine π
oh having that. ta π
@fluid coral do you have self shadowing in cod 2 as well?
noooothing like this but if kamil fancies the challenge and xoxor4d said it's possible i'd welcome it for sure. looks amazing
we just got arms if we want em π floating arms
I must say that the shadow from the 3rd person model looks mismatched from the viewmodel one when you proned
yea well because it is
btw @timid salmon are your character hashes stable? what about guns? might be able to replace characters and weapons if they are
first person and third person do not match up 1:1
rigid (non moving) parts of the gun have stable hashes
magazines etc not, players are also unstable
same for cod2, cheers mate
We have to give xoxor4d the ray traced "working" scope to try it out with the sniper rifle
oh yea it was awful to play with but worked
last time I saw it, we had a magnification of 4 times
https://youtu.be/1sinEkQnY5I
yea here you are
oh yeah this is amazing
How
I'm hindering game logic from entering third person logic
but keeping the model drawing functions
So you just need to find the right offsets for cod2 as well?
yup
really easy to do. You just string search for cg_thirdPerson and xref to where it registers the dvar. You then xref the dvar pointer and find this:
then you just xref cgArray.renderingThirdPerson and basically invert the logic everywhere its used except the parts where it draws the player model
I wonder why fov is very low with that one
In my lens formations, -although not very successful at magnifying- the image was covering the whole eyepiece
i slapped the model on the m1 grand, its just far away π
I think Adam did something else π
All this stuff sounds like black magic to me :D
I think the shotgun aims a bit higher
it doesn't align the sight, looks down slightly elevated
we could slap a scope onto that instead
I'll look for the offsets in cod2 in a few minutes ππ»
Didn't knew this existed
well I knew about it but I wasnt sure what its used for .. until now π
custom but broken fixed-function rendering of static meshes π
Could help with mesh replacements I guess
are hashes stable? ish π
Completely stable yes. But they already were even with shaders ππ»
This could improve the performance tho
That might be a nice side effect indeed. I have to figure out why the texture coordinates are all wrong. Remix also fails to produce shading normals for some reason
interpolated normal
Gotta figure out the shading normals somehow
i want to see geometry hash debug mode

most of the vertex information of static model surfaces are packed (normal, texture coords) so they take up less space. Fine with shaders but not compatible with fixed functions. I guess I have to unpack stuff first and create my own vertex buffer 
maybe we can do skinned meshes too? π₯Ί
I'm not gonna touch these 
Thats waay beyond my skill level

Vertex explosion 
get the most of your polygons by stretching them across you're whole map.
Looks about right
Oh shit it works. I successfully downgraded the game 
Yay!
Never expected perfomance to improve sooo much 
Comparing the same spot with a lot of grass and trees:
Fixed-function: almost a steady 45 standing still, ~40 when moving the camera
Shader: ~32 standing still, going down to ~19 when moving the camera
This is mind blowing
Yep, shaders really hurt performance
We're vertex shaders completely disabled?
is that what is causing performance increase
42fps still a nice uplift
wonder how a 4090 will fair
Not completely no. World geometry (brushes/terrain) still uses shaders.
Static meshes are rendered using fixed-function now
I really need to get my install of cod4 up and running 
How much work it took, this is mind blowing
it wasn't as bad as I initially thought. Well worth the 6 hours of reversing and coding π
You're a genius
only if single player worked
I'll work on that soon after a bit of refacing. It might need a new codebase tho. Not sure about that yet
can you lay down some of the challenges one might have to get sp working? like what is the root cause of remix incompatibility with single player
i was guessing maybe it was the excessive use of shaders
SP uses a different rendering library and executable in CoDs
Have to take all the work from MP and translate it again to get to work in SP.
i need to see captain price with his cigar lit up by path tracing
play mw19
i got the cracked mp version but it naht work
Same issue that mp has with not finding a camera. There is no fundamental difference between sp and mp besides map sizes and the amount of meshes (which will overwhelm the runtime).
Getting my changes from mp -> sp will require a lot of rewriting and reversing the single player binary to get the correct memory offsets (what Adam mentioned)
hmm, it would be better to sort out MP branch first then move on to SP
Someon'e sgotta make a sacrifice for the greater good
I do have next week mostly off π
But do you know how to fix sp?
If itβs anything like CoD2 (which it isnβt) itβll just take me a few minutes (months)
Then just go fix culling in nfs
Too bad I have a newer version of Ida
still on 7.5 because ppc support 
Oh yea all the consoles from 7th gen (except the 360?) were PowerPC.
360 as well
Didnβt know the Xeon was PPC at one point
i guess iw4 (mw2) is out of question with remix
nah mw2 should be fine
are there any substantial upgrades to the engine from iw3 to iw4?
was wondering if it was even remotely possible to have mw2 with remix
π
Anything is possible given enough time
CheyTac M200 360 noscope with path tracing wen
Just spend a few years learning reverse engineering and itβll be possible.
2030s if you start learning now I suppose.
iw4 is almost completely reversed and game structs were leaked which makes it rather easy I'd say
The renderer isn't really different to the one in iw3
and shaders are mostly sm2
I wonder if the core is still similar to CoD2, which is based on RtCW(?)
oh yeah definitely
Anything is possible giving we convince xoxor to get onboard 
Far as I'm aware, even in MW19's version of IW it is, in a very small amount lmao
Where's the rest of it
Just feed the shaders to chaptgpt and tell it to make them SM1 
Give it to me

Bro loves his scalable vector graphics
What happened with Black Ops that they just left it abandoned
Hating Onions
I will be very happy if this game starts working
I do
Use https://github.com/nomacs/nomacs, it opens everything
I can finally replace all the meshes at once 
Chess
There is a new build if someone wants to try: https://github.com/xoxor4d/iw3xo-dev/actions
Wild how far Chess titans has gotten
I will be tonight 
Ay xoxor is there a way to not have it force me into 640x480 when loading? It's very annoying Nevermind, got it fixed, have to change all vid settings before outting the rtx stuff in
However this presents a new issue
There is a man inside of me
Yea mark the player character as player model
How do I select the playermodel to mark it? Through the list or is there an easier way? There was
That is fucking scary
Wet work and Chinatown look like theyβll be fun to remix 
Does water cause the game to crash like it does in CoD5?
I'm gonna be honest, I'm excited about winter crash lmao
Will check
Winter crash?
Yeah? The christmas version of Crash lol
Ohhh I played on console so I never got that map
Awwww you missed out
I wondered where xoxor got that candy cane.
Was in MWR tho too, on consoles as well, was pretty sick
MWR was past my time 
How big is he?
Adds charm
Oh also yeah, wetwork
Prob some thing with how the texture is. Might be an alpha texture that needs marked as a decal
π
Any guesses as to what this shadow is
I know what it is
But if anyone is wrong there will be DIRE CONSEQUENCES
It's a shadow casted by the sun
But I'm asking what is creating the shadow, not what the shadow itself is
Ur head
WHY IS THERE SNOW
INCORRECT.
Shit
Sweet Jesus muffins
Christmas came early 
||Did I already ask if decals work yet? My bad if I already did. ||
no π¦
Wonder if thereβs a way to put them back via a mesh replacement.
Be tedious but I presume it would work
Replacement decals are a thing
Think that's possible
@neon bronze @foggy bison I've speedrun sp = https://github.com/xoxor4d/iw3sp-mod-rtx. It "works" and even has fixed-function rendering of static models. Some maps might still outright crash due to their complexity tho

He's cooking
Chinatown is mp_carentan in 4
if we only remaster this map then remix discord will look like a Carentan tribute server

It's Carentan and Chess is the only thing remixed
Nothing else allowed
Oh finally. I was able to batch convert all the IWIs to DDS.
I had to keep doing it in bunches of 300 or so for CoD WaW
Thought this would go fast not going to lie
Relatively speaking it is fast :D
i've been processing a scan for the past 2 days π
Processing a can for the past 2 days
Might wanna see a doctor for that
BRO LMAO

chaiNNer has a major bottleneck in the iterator unfortunately. no real way around it currently
it's still the best option for batch processing images despite it though. hopefully a magical solution pops up one day π
Donβt try to mantle something with fixed-function mode enabled π
Whatcha mean
Fix function = no climb :D
As in you can't climb ladders?
Think he means over walls and sandbags and whatnot
Like where it does the anim for the hop over
Noted
Ooooooooooooo
Man the way the lights look outside is fucking sick with that red glow
@foggy bison can you try loading up sp?
How many photos??
At least 1
Some say he's still taking them
I've fixed the issue with world rendering going crazy when mantling or using cg_drawgun 0 π
- The game now "warms" (build the index/vertex buffers) for all loaded xmodels when the map loads so it should stutter even less ππ»
faked motion blur π
most certainly fog / smoke effects
you gotta invert normals ig
I have no clue why they look like that in sp
can you check those colored view hashes? are they stable
especially on NPCs
skinned meshes are not stable
now the geometry is also rendered using fixed-function 
That mean geo-replacements are possible now? π
yea should be possible
Fucking based
based asf
Kinda funny .. When I first heard about remix and it requiring a game using the fixed-function pipeline, I instantly thought about backporting parts of cod4's renderer so that it uses the fixed function pipeline for rendering.
I quickly gave up on that because I did not find a lot of resources on older d3d techniques and all my attempts didn't go so well. Only got back to remix because I heard that it supports vertex shaders. I've gone full circle now π
in an alternate timeline

Pretty much
@timid salmon hmm, I suppose it's also possible to get WaW single player running too π

huh that already works
^
#1165264083554148482
It just doenst have the latest and greatest features but it works
zambies
HUH?
uhhh...I'm kind of confused, there's zero footage of that first mission being tested with remix
can't find it
It's because everyone played Zombies with it lmao
because real sp maps dont work that well because of their complexity
That the same reason Campaign in CoD4 has issues running with remix?
Its much better on cod4 with fixed function rendering of models and soon geo
nice, thank you for answering
Ahhh right, fair, any chance fixed function can be reintroduced into WaW or we SOL on that front?
definitely possible but not having the game`s structures means A LOT of reverse engineering
Need an Avengers-style team lmao
I mean we got cod4 partially working so that's enough for now
Oh yeah, absolutely
imagine telling cod4 graphics devs that worked hard on the shader pipeline and shaders that someone would downgrade it to then run it through a library that raytraces it
lmao
Hahahah
All in the name of art
Ay xoxor, petition to make this the official theme of RTX Remix for CoD4 (And it's not copyright infringement because it's already in the game!)
Something with the -disable-culling flag causes my renderer to crash once in game :/
Carentan looking good so far though
kinda dark
Still working on it
Also since I can't disable culling, none of the interior lights appear
This looks like a vertex color based shadow
Nah it's just how the shadow is casted
load mp_crash instead
carentan is kinda meh on cod4
But muh lights
Winter crash :D
lw gets crash, adam gets flashy night time lights, you both win :D
I mean it's got potential but 
Yeah it's not quite supposed to look like that lmao
Think this looks great. all those local lights are wicked
Ngl, I think I prefer the darker carentan screenshot as opposed to the lighter one, though obviously it'd be kinda ass to play on lmao
u could try loading winter/xmas crash like @woeful pewter suggested
it's dark as well + good for this time of year since its xmas π and give same vibe + bit better than carentan
Winter Crash isn't a custom map π€
my bad it isnt
@foggy bison mp_crash_snow
All good, had me a little confused there though lmao
Just put a glowing halo around the opponent
Oh like the experimental playlist had in MWIII?
Faint red glowing outline around enemies
Whats the command to increase the round time limit?
scr_war_timelimit 0
Assuming you're in TDM
Don't ask why TDM is War in CoD4, I don't get it either
Explains why I couldn't find it
Infinity Ward making reasonable, sensible decisions
Can't wait to see Winter Crash looking like this but with RTX lighting π
Trying to figure out the decal blending before attempting it
Valid
honestly this already looks absolutely amazing even without path tracing, i never knew call of duty 4 could look this good
Well technically it's not CoD4 per-say π
That's MWR lmao
ohhhhhhh ok
im a dummy lol sorry
still looks great, absolutely love the sledgehammer branch of the cod engine
what does it look like in call of duty 4?
A lot more flat, mostly, low res too, and not nearly as shiny lmao
do u have an image of the call of duty map?
I can grab one, gimme a minute
Tried to get it as 1:1 as possible
This appears to only be on carentan from what I've gathered so far
Weird
it still looks nice tbh

Your r_lodScaleRigid settings might be to low or its related to a mesh thats just rendered all the time? What I mean is that it might also happen with culling enabled, you'd just need to get close to the broken object
Ah, it's likely trying to draw too many models 
Yea I still have to properly extend that limit. rtx_extend_smodel_drawing is just a hack and can eventually crash the game if it becomes to much
how it should look
my current issue with normals being wrong on fixed-function geo π¬
Wonder if that's what causing decals to freak out 
I dont think so. This is only related to my implementation of fixed function rendering. Decals might work now .. haven't tested that yet

BLENDING
I can confirm that this feature is in fact working
wow decals!
enough blending for now .. lets see how that translates to a real map π
Damn I should sleep more, I wake up to shit like this

What's the secrect to the blending? Did you use a blender?
It looks more like he used a food processor to me but that could just be my eyes
Looking good ππ»
uh ..
Yes I've seen that, restart after every decal change you wanna see
Why is it increasing the offset when it should wrap at offset index 8?
Call of duty ghosts
NO FUCKING WAAAAAAAAY BRO
Should I redo the textures for the seaknight?
It is a bit crusty tbf
It's got some normal map issues.
Oh hey there's a texel mode for debug view now I guess
Blending 
mhh these are odd
It's something with how remix handles the alpha of them
Alright so ignoring that for now
I guess its pretty easy to find decals that are not yet marked as such:
They stand out well
disabling Stochastic alpha blending also allows them to be selected directly
and disabling / enabling decals then fixes it ππ»
No more full restart of the game
There should be a new gh actions build with decal support in a sec ππ»
You need to enable decals / effects each time you start the game as I force them off by default (for now)
https://nightly.link/xoxor4d/iw3xo-dev/workflows/build-rtx-release/rtx/Release-binaries-rtx.zip
Once I'm done cleaning up the crash heli model I'll start the fun of marking all the decals 
oh shit forgot to update the rtx.conf in that build .. anyway:
and then mark decals as
Just a tad
Jesus christ lmao
Might have to do the @fluid coral method and make most things a decal cause there's no way I'm getting that texel density up
Thanks for mentioning that. Its fixed now and new build should be up in a sec

OO
I think we are almost golden in terms of compatibility right?
The one thing I still have to fix is skinned meshes lagging behind when disabling r_smp_backend. Having that enabled causes really bad lag-spikes for me
I think MP is nearing completion.
Whyat's the smp backend?
Processes part of the renderer (the backend part of it) in a separate thread
So it's just multithreading the backend of the renderer?
50ish fps with it enabled and 70 when off
Yea
no clue why having everything on the same thread causes skinned meshes to lag behind so much (thats not an issue in the stock game so seems to be a remix issue)
How does sky replacements work? Do I need to replace a certain texture somewhere?
Game wise or in omniverse?
Whatever lets me toss in an hdri 
Perferably game wise since doing it through remix is really wonky
Need a wintery sky for christmas
Also night time π
well you can spawn the skyspheres using the /devgui. Textures can be found in main/xcommon_rtx.iwd
the game doesnt support hdr files tho π¦
I think .. I might be able to fix that
Does it support BC6
well the asset converter does not know that format
Hm
a custom dds <-> iwi converter also fails
Just tell the sky to do the thing
Chuck a sphere into the sky, give it a unique texture, capture scene, replace texture with hdri in Omni and mark as sky. Can be HDR DDS then
The sphere you chuck into the sky has it be done in cod with a mod though. I sent @foggy bison my rtx mod with my sphere dome model in cod format didn't i
You did, but I don't really know how to do those things.
Ah, I am not going to be able to help tonight, I need an early one, busy day tomorrow
I think spawning one of my skyspheres (which is the same as spawning it via mod (gsc)) should do the trick as well. You just have to unmark it as sky
then capture the scene
Oh those do that?
Oh yea that'll do it
yea the sphere it spawns is just a generic script_model placed at 0 0 0
yea working fine
Uh I can't find the sphere 
in omni?
in game
There it is
βοΈ
Gloomy π
Need to add the christmas lights
r_smp_backend 0 & r_skinCache 0 fixes the laggy animated meshes and makes the game run much better ππ»
Getting stable 60-70 fps on showdown now
https://vxtwitter.com/MicrosoftEdge/status/1740419662867841489?s=20
My reaction to this information
im IN LOVE with that sky, i always love such bright and vibrant skies
noice noice noice β€οΈ
Floating a little
Nah it's the non-slip feet on the base
0/10, everything is placed on the ceiling support structure.
broadcast?

π€
I just love playing around with textures and lighting π
Slowly getting there
mw remastered tv with emission map ππ»
light them up π
For some reason my capture shows them all destroyed
yea I think they overlay a separate mesh that gets hidden when you shoot it
Got the general lighting 
Ooooo
They end up looking kinda washed out
thats still the stock cod4 model right? Atleast the test image part of it
I'll add the MWR model sometime soon 
Ohhh it's washed out cause I didn't do the gamma thingy
Still seems like the gamma is off on the screens 
the gun lighting lookin π₯ in that screenshot
Where did you put your emissive map? Diffuse colour or emissive mask?
Both
Well I'm out of ideas lol
Just gotta gamma it down I suppose 
Oh for smoked glass, is it best to just do a noisy normal to get the effect?
Never tried it. Was gonna with my lamps but bottled it
That's better, nice one. Glass is cool too
how did you manage that?
For the glass rail have you tried the thin wall check box?
There's two pieces to the glass so I don't think its thin walled
Oh I see fair enough
Adjusted the brightness and contrast in the NVTT
I tried to do it in chainner but I was feeling lazy 
The perlin noise(?) normal map was done in chainner tho
JW, this gonna be your plan for all the models, or just the props?
Nope not the plan at all
Ah fair
Uhm, i don't get it
Not before cod4 is 100% working π
@foggy bison Might have a fix for the constant crashing when spawning.
Leaving culling per portal enabled should be fine for most cases. I guess I'll make a separate flag that disables all surface culling
According to xoxor, it should
For some reason I thought no Russian was in MW
I know that it does π
culling can now be tweaked in-game via a dvar
0: default culling
1: will cull less
2: will disable all surface culling
Xoxor out here doing god's work
Have you figured out the surface normals yet?
#1135531755764453477 message
Getting it to be a bit more stable .. uh there are still some issues with decals and just general refactoring I guess
skinned mesh hashes are not stable i think
So almost ready to start replacing.
Now rip assets from mwr and get to working
I mean
They aren't in many games
Yea that stuff is working fine already. I'd still hold off because hashes might change again depending on whatever I do π
oh
yeah
just uh
Yeah idk. Do your thing
It's almost ready
Yet another project for adam to pick up before forgetting about it
||MW2
||
No
mw campaign
xoxor did get it running
But I don't think it's up to date with the latest fixes
The campaign going to be an interesting one since thereβs so much going on graphically
Not only that
But also there's a shit ton of objects
For me personally, remix crashes on larger mp maps
So campaign will be interesting
yeah i think Modern warfare will be the next remix benchmark
portal already brings 40 series on its knees
I was trying to get 3d mark 2k working, but it refuses to let me open the remix menu
what wrapper?
meh completely forgot to check hashes .. I guess that wont work for now as hashes become unstable 
part 1 of fixed-function xmodel rendering 
Now you can really no scope on shipment
lmao
stop you're ruining the advanced render engine of cod4 πΏ
jk continue
Bro is playing TimeSplitters 2
aaaaa wtf
Try setting it to wumbo 
I thought everyone knew that setting it to M for Mini was bad juju
mhh this is cursed π«£
Yea I think I'm skipping these types of models for now because I'm having issues with models rendered afterwards.
switching from shadermodel 3 to 2 without restarting the game
LSD warfare
what thr fuck
yrs.
lamp
If you like it then you gotta place a lamp on it
Dem sofa rips though
Looking great
btw if MW2 would work, then i think MW3 should work as well (and boy, i would LOVE to see MW3 remixed)
oink
nice one ππ»
if MW2 Remix will ever happen
promo screenshot right here
promo, huh?

Ain't the best promo, but you do you
player model rendered via fixed function but the orientation completely wrong π
and done
How're the hashes?
No that would require gpu vertex skinning. ^ is just not using shaders to draw the viewmodel / hands
ah..
that feature should be just an "Abracadabra" away for a magician as you
|| I tried to compliment, hope you don't get me wrong||
Just to mention... it shouldn't be that much overhead to add a slightly higher poly mesh using the game's original pipeline, then just replace the materials of it with Remix. That's how we handled Portal's skinned assets, before we had any support for replacing skinned assets. You'll have to be careful with performance, but for hero assets it can absolutely make sense to do
debug rendering is somewhat working now π
Game is running really really smooth now π
Pushed a new update that includes fixed function rendering of models and other tweaks that greatly improve the performance 
And its pretty stable (at the cost of not so stable geometry hashes tho)
an update to the game itself, you mean? great work!
Sort of yeah. A client mod ππ»
This looks SO GOOD
Decals are perfect now using the latest changes (REMIX-2454). I always had some small seams at edges where a wall would meet the floor/ceiling and half see through / dithered on random parts of geometry. All gone now 
yay!
Holy fuck that looks like scene from some game engine
Anyway thats impressive
I guess we need third person animations that exactly match the camera location to get good looking reflections π
have you played the latest cod? your third person shadow and reflection guy looks just as good as that
thats sick, you can see yourself reflected in the lens. so cool!
Just need to find a way to keep the model from clipping into the scope π
not even using any pbr textures (besides gun and arms)
If by gun and arms you mean just the lens, then sure
nope arms and gun use quickly thrown together pbr materials. Itβs only visible at glancing angles tho
(minus the arms, I forgot that I only did this for the marine viewhands)
A very unfortunate pvr material
almost everything rendered using fixed function in sp too ππ»
Woah
now thats pretty, nice one.
you need to no clip into that room to see the light when the big door opens. bet it looks wicked
need to work on the culling of brush models π
What the hell kind of name is Soap
How'd a muppet like him pass selection?
indeed π
n64 vibes
Bro is a Goldeneye 64 character
bro got some sharp knees
Chainsaw leg from that one boomer shooter that came out semi recently
quite shame that line was skipped in a Russian version π
that lighting totally sells it, damn, my eyes are blessed
Enemy patrol dead ahead
Stealth doosen't bloodeh mean anythin' to you doos et?
I expected it to be more green but this looks very blue lmao
Yea the sky is blooming out a bit
Ahhh yeah, it's super grey in that mission normally
I wish we had ability to create custom volumetric fog volumes, just like another material shader we could reference to.
I would love to see the nuke scene with volumetric mushroom cloud
I'll have to add a few more skies so there is a fitting one for each level
can you experiment with other skyboxes, all of your testing show similarities to MW2019 graphics, might be the bright blue sky bouncing off every damn thing lmao
SP build with most features that are in mp already. Pretty stable ππ»
https://github.com/xoxor4d/iw3sp-mod-rtx/actions/runs/7433760858
does anyone mind sharing their rtx.conf? I'm ingame but its a pain tying to find the right textures
the unmarked alpha textures seem to crash my gpu driver within 2 minutes, i had a similar issue with source games
use the one that comes with the build?
fx_enable 0 might help. Or turn off alpha emissive
yeah disabling alpha emissive fixed it for now, i completely missed the rtx.conf file, sorry about that π
the rtx.conf fixed my issues but it seems like the driver still crashes, most likely turing architecture bugs
Holy fuck
The house I just moved to doesnβt have an internet hookup so I canβt cook at all this weekend 
oh no I feel ya 
FUCKING AWESOME
I think reusing assets from the 2016 remaster would be time saving anybody agrees?
Ok
Not unless you're using it outside of another CoD game, otherwise half the BO3 workshop wouldn't exist, but I doubt CoD4's engine would be able to handle having all that thrown into it regardless
My crash remake (crash_2) is full of cod4 remastered assets. Had to use a lot of LOD1 variants tho. Engine limits shouldnβt matter using remix tho because the game is still using its stock assets
Wait yeah isn't it technically overlaying them as opposed to actually inserting them into the game? Or am I talking out my ass?
to be honest, this whole idyll with "no assets from other games in the same series" feels like a desire for perfectionism and an attempt to show your artistic skills rather than something really important
It kinda really is Overlaying, thats pretty much the way how you easily can switch up graphics from Remixed to Original
Yeah I thought as much but wasn't 100%, thanks
Yea the user agreement says that don't it. Section 3 "it's kinda really overlaying or whatever so it's chill fr"
The explanation as to how remix works isn't connected to the discussion of usage of assets, chill out man
This sort of shits going to get Activision lawyers involved and my projects going to get roped into it
It won't get nuked unless you're actively advocating piracy, that's the thing, it's the reason SM2 got shut down as well as XLabs and (And by association BOIII), because they didn't explicitly state (And in SM2's case were saying they were going to host the files so you didn't require legal ownership) that you required ownership of those games, and as for asset usage recreating would be fine, but porting is too, as shown by the plethora of weapon mods and map mods for CoD1, 2, 4, WaW, BO1, BO3 etc., if ATVI had taken issue with that kind of usage of their assets then by all rights they'd have taken all of them down, easily, but they haven't yet and I highly doubt they will, hopefully that makes sense
Also why Plutonium and tools such as Wraith, Greyhound etc. are still allowed, pretty sure that Scobalula was also in talks with someone at ATVI in order to get official support for using Greyhound with MWII a while ago (Due to Ricochet) but I'm unsure what happened with that, don't think it went anywhere other than having a method of getting around it
enough said
literally an entire bo1 map in bo3
model ports and all
from bo1
the game bo1
to bo3
(And zero LOD which is why it runs like ass)
widely regarded as one of the best bo3 custom maps was on the front page for weeks, surely someone at activision / 3arc / iw couldve seen it
TheSkyeLord - BO1 Weapon Ports
TJ - BO4 Window Barriers
With Tadpole's logic, Activision should have killed that map
For using model from game after BO III
shit is LITERALLY call of the dead
1:1
With my logic fuck sake
for free on bo3
That's breaking copyright law!
I can't say it otherwise
And where is that law in whole 1:1 RECREATION which uses models not used in BO III by default?
Your pointing to people breaking the law and saying we should break the law because they break the law and get away with it
they are free mods bro
YES MATE
there is no profit to be had from making a 1:1 recreation of call of the dead in bo3 besides the love of the game
aside from the tons of steam points you may get for doing such a good job
Your advocating extracting assets from one game illegally. Enough said
never advocated it firstly
i stated that it has happened before
and has never been shot down
not advocate, stated
Its pretty popular map as you mentioned, and again, if Activision really would follow the law THAT MUCH, they would killed it
its not about following the law because these are free mods that do not profit from anything. activision only takes down what they see as financially harming, directly or indirectly.
theres a reason that sm2 and xlabs got shut down and it was because they were providing the files to the games that they still sold for free
through torrents
- dlc too i should mention
that directly harms sales for activision no matter how old the game was
@fluid coral It's important to understand that not everyone may have a strong awareness of intellectual property rights. Therefore, it may not be worth your time to judge them for it. However, it is crucial that they learn to respect the original authors and companies by properly obtaining permission or licenses for using copyrighted game assets in other games.
But there so thick and loud hemry
pluto is still up because they require you now to own the game through steam. these are 2 wholly different scenarios. how does your rtx cod4 mod harm activision in anyway?
dummy thick
(I couldn't not to joke about this, sorry)
I will choose to ignore such individuals; there may be others who will address the situation.
For those who enjoy using original assets, it would be better if they create their own mods instead of encouraging others to engage in illegal activities. As modders, we value and respect each other, including the original authors and companies. So, to those who suggest using illegal materials, please let the modders focus on their own creations. We find more enjoyment in creating and using legitimate content rather than resorting to illegal means.
i agree to disagree. there is a preference between ports and not porting which is okay. i like when people choose to create original content instead of directly porting something anyway
modders make mods, but modders can make GREAT mods with the right set of tools
regardless of what path you choose, i wish anyone involved with the project great success 
I believe that tadpole3159 has the potential to create something even better than the original. So, just let's him cook.
we shall see
hard agree on better tools nowadays
cod4 radiant probably sucked to use back then
It still does lmao
ye but for actually making the game i mean
True but that's just tech
that shit was probably so grueling to use, maybe when you worked there enough times youd get used to how to work with it
yeah this too
As one part progresses so does the rest of it
wasnt a fan of its workflow but its nice seeing what others do with it
especially on bo3 radiant
treyarch tier levels being made there now
you get what i mean
and we didnt even start to get really good BO3 custom maps until years after the mod tools dropped
What do you mean? I love box maps!
years of radiant going into making one window challenge youtuber maps
and YouAlwaysWin Zombies
what was the first BO3 custom map that comes to mind when you think treyarch tier?
"Largest map in zombies!" Yeah bro your fucking flat plane of grass with 4 walls around it is great
I think Europa
which was 2020
Mhm
4 years after tools dropped
so yeah, statement still stands
treyarch tier maps are being made nowadays
also, WANTED is one that comes to mind
which was 3 years
well duh
CSGO was passed the torch from old brother source which CSGO passed onto CS2. the community had tools to port maps from those games into CSGO from CSS and now CSGO to CS2. cod doesn't have this luxury all that much
CS has tools to allow you to port from CSGO to CS2, albeit you would still need to work on the map to get it working
I wonder why they don't then
There's irony in this, in that there are tools to port Source maps to Radiant π
and that's why we have the leviathan remake
To BO3?
what do you mean? you didn't play monopoly zombies in BO3? /s
HL2 Campaign maps to BO3
Where are the call of duty screenshots
(Just joking)
In the oven, baking
who wants to see me port 500 one window challenge youtuber maps AND spongebob zombies to bo3
my years of radiant will guide us through this troubling journey but we will make it out strong and in round 100 on the 500th one window map
Since when do you have years of experience in Radiant? π
i put it on my resume!
been mapping on radiant since 1998 :D
Therefore it must be true!


