#OctoTex - Texture Remastering Tool
1 messages · Page 3 of 1
I assume I can use the AI separately and then just grab the roughness that it makes and have the best of both 😛
But the normals should be in PNG format
Oh then there's no problems
Yeah
You can basically put albedo textures to diffuse folder
Then select the texture that you need
And generate roughness separately
You can generate only roughness for all textures, but through cmd, there's no GUI implementation yet
What would the command be, I started using this when there was no GUI at all so lol
I think I need to update
Also, will it retain the folder structure? I have these textures mimicking the actual game directories to make it easy for people to change things and know where they are later
So the usual is subusds/textures/diffuse,
I have subusds/textures/path/to/material and then in there it has _metalness.dds, _roughness.dds, _normal.dds, etc
ooooh i forgot
it was in old ui
It does not saves the folders structure
Only the filenames
Oh you mean that
I do not recommend you to write to the existing mod
It'll create a new one when you're writing
By default
Mod will be called OctoTexGui
But the files will be in their directories
Like subusds/textures/roughness/75hfy846vfu_rough.dds
Ahh okay
Yeah, experimental tool so
I'm a little scared because some of the textures have the same name but in different directories, for example the level textures
But I will mess around and do it piece by piece
Good luck
I just didn't thought that someone will be messing with the tool like that
I was just like... load, upscale, PBR, write
💀
It's no problem, I realize I'm asking all these questions just for the upscaling portion of it and even then have a bunch of conditions attached hah
Where am I supposed to have the textures in the Octotex directory?
OctoTex/textures/processing/diffuse
Well they appear but it still isn't properly loaded
if you placed them by hands, do not press load button
octotex should be in the game folder
where rtx-remix is located
alright, is it supposed to stay in dds format?
no
you should place them as png
otherwise, do not coy anything
just place octotex to the game folder
open octotex
and press load
and move all the textures you've placed by yourself back
also how can I fix this
'pip uninstall pytorch' wasn't uninstalling pytorch i had to use 'pip uninstall torch' to get it to uninstall
oh ok
Yeah, the name of the package is torch
I've continues old models training
will see how that looks
for now i gonna add material properties
Unfortunately the thing completely destroyed the normal map when it upscaled, looks like a painting. All good
did you used RealEsrgan?
Is that the default?
upscale_model = "models/RealESRGAN/RealESRGAN_x4plus.pth"
selected_mod = "captured"
transparency_as_reflectivity = True```
Here's the default config
Alright
that's sad
It's alright, like I said, pushing the limit here just out of laziness mostly
Wait
You can load in models or
Is this using the translucent function
mdl_translucent thing
Referenced that coach's material to AperturePBR_Translucent
HMM
how to make it editable in real time? T_T
AAAH
i understood how to do that
YEAAAH
IT UPDATES WITH OCTOTEX HELL MAMMA MIA
What you have changed
i just need to update mod.usda to show remix that something has changed
i dont really need to change anything in mod.usda
just update it
I think I've said that
nah I wasn't so clear
I said rewrite the mod.usda
I meant write the file again so it is "changed"
God damn octotex updates faster than I shit in tacobel
it is a separated mesh
That's awesome
Put something inside and view from angle 👀
i've added ior
let's try it
woah
oh i thought ior is a power of refraction
ooops
Yes kinda
but it just made my reflection powerful
But better name it as simply "Index of Refraction"
ior is the conventional name
Also a small reference box would be great
like
Water: 1.33
Glass: 1.5
..
It's not ior strength : ) just ior or more clearly "Index of Refraction"
k
@left orchid what about this
ignore the opaque materials listed there
we can't have both opacity and ior at the same time in remix
not in the same mesh
how is it magnifying lol?
idk lol
@left orchid It would be great if OctoTex ui had some preset values for common materials like glass, water etc
Yeah that will be amazing
Here is the website btw: https://www.cgdirector.com/ior-index-of-refraction-list/
thanks
Wow like a glass u can add it for water too
Yup
i did not tested it
but in theory yes
Did u planned anything for lights ?
Just set ior to 1.33 and slap a wavy normal map ez
idk lets try
and a blue-ish diffuse color along with a correct value of transmittance m distance
Yea it does a good job for baked ao tho
shadows are just too big and pop out
See its great for removing ao
yeah
I think shadows would need masking
or a more specialized model
maybe both 🙃
@left orchid How do you train those models?
wdym?
Like how do you craft the training set, like gathering albedo and baked maps from the internet?
yes, exactly
baked maps are mine
i did them by combaining the raw color with normals and depth maps
in some ways
wait ill show ya
and that's what im generating
theres light upside down
Normals are?
whoa how did we come here
hahaha
have you tried fixing this?
I did not fixed it
Material preview doesn't work for now
u can also suggest overall best settings under slidders for noob ppl like me
Okie
when i write the glass...it show.. what does this means
Did you copied everything??
Create a materials folder
Inside of octotex folder
I've forgot that
and the files it is searching for ?
yea done
inside octotex not octotex/textures
Yup
Did u release the update?
it is writing to all the materials
yes i did it started to writing to all
i still get few errors when legacy pbr to all texture
theres more
white text on white background
generating
and I will make a video when there is a fix for non-square textures
Okie
for now I can only take screenshots that do not contain broken textures
I recommend you to edit some textures manually
For things like glass
And using unbaker
yes, I will definitely do it
Cuz unbaker is not used in the automatic PBR for now
I generated normals, but they are not in this folder, why does Octotex look for them here?
`its not writing the the code to replacements aagain.
Nvm
Remove all the text inside of replacements file
And write again
Without cleaning the hashes
why ai works on CPU
Do you have a torch with cuda right?
It's maybe cuz of files reading converting and writing
how to check this?
You did not Installed it right?
Then launch these commands in cmd
pip uninstall torch
pip3 install torch torchvision torchaudio --index-url https://download.pytorch.org/whl/cu118
i deleted every thing
it generates file not the code
Then idk, maybe it's working not on CPU
But CPU does something like loading and writing stuff idk for real
Hm
That's strange, cuz I've tested on my pc
I've removed all the text from replacements
And it wrote just fine
I need a parser...
and not on gpu?)

still confirming its not working....u try after deleting octotexgui folder...
with the new verion i did evrything from the start upscled generated legacy pbr then write
Ok then, I'll write a parser tomorrow
It'll fix all the writing issues
Sorry that it takes a lot of time to fix that
plus it doesnt even copied the materials it generated
Wdym?
You mean that it does not write the dds files?
If so, that's probably because it saved that they've already been written
You need to clean hash, if it does not saves dds files
it does i am talking about glass materials it created
try use these Commands with cmd python install torch torchvision torchaudio --index-url https://download.pytorch.org/whl/cu118
Wait wait
Wdym copy then?
Frosted glass
Is it animated
Можешь показать как эта текстура выглядит?
а то мой Окто сьебался
ибо мне винду пришлось переустановить
Yes there are 3 links in the requirement...and any of it doesn't install with dependencies
Doing all together
ну я говорил про ПБР
Я про то как она выглядит в твоем Окто
Ну это уже когда мне интернет дадут
Понятно
Сижу на работе, твари инет вырубили
жаль
😃
Translated with Google Lens. Try it yourself!
https://g.co/lenstranslate
"animals are dead"
google translate says I’m sitting at work, the creatures have turned off the Internet
oh so i have to copy the materials manually but still did u fixed writing
Both translations are incorrect
That's why you should use english here
Thats why i can use russian instead 
So we perceive your colleagues as "creatures"
#1146726031022108752 message
google translate says I’m sitting at work, the creatures have turned off the Internet
Oh
He was talking about that someone turn off his internet
And he naming them like Bastards
Creatures not really fit there
Its direct meaning of word "твари"
But its just mean like bad people
Aside from joke why not speak english while you can ?
I can speak
Yea you all guys can
But with him i can speak in russian because its easier
Kritischer Motorschaden, Bewegung ist unmöglich.
u got the water too gb meh th update
i dont understand what are you saying
did u updated git hup for thwater too
does it work properly
yup
dayum
ior?
does water work in remix? nothing changes for me when I mark the texture like water
nah doesnt worked too, maybe cuz the game is already trying to animate the water
It's not supposed to turn that material into "water"
Its for animating its normal map
for waves
You need to do material replacement to get that translucency
u need to to attach the matterial too
I have a more interesting task, the game has animated water consisting of 10 (or more) frames, instead I need to make a seamless cyclic animation of waves with a height map for the same number of frames, how is this even possible?
You make heightmaps for those 10 or more frames?
and assign AperturePBR_Translucent to all
sorry normals
I don't think it supports pom
i have a Qs that is confusing me, when i like configure a material, do i have to use the "write" in the Material tab or just using the "write" in the Main tab will also work and save the settings for materials aswell
hi, is it possible to change power of normal maps per texture?
they are mirrored
doing the same
for sum reason its not writing one texture
FileNotFoundError: [Errno 2] No such file or directory: 'webui/textures/temp/121BCA8EA418C5BF_normal.png'
Converting...: 99%|████████████████████████████████████████████████████████████████▌| 129/130 [00:56<00:00, 2.30it/s]
it hangs?
show the logs file
yup
unable to open image 'textures/processing/displacements/FF4AAA3F9D7E854C_disp.png': No such file or directory @ error/blob.c/OpenBlob/3569
do you have files inside displacements folder?
btw it may not write cuz theres some error in the code
i already fixed that for me
i'll upload soon
yus
da heck is he doing to that orange hedge
There are global ones in remix menu for translucent and opacity but other than that no
dang i never tried to see how gun shot decals will look with pom in gmod
He's not a hedgehog
nah globals are not interesting for now
For some reason every single normal map I slap onto translucents cause some sort of flickering, reducing the strength helps
noice
maybe normals too powerful
I generally use the one from portal, it has that issue as well
this is glass why its not transperant
it does not set's glass material automatically
you need to set it by hands
in the material tab
Yea there is no way to confidently determine
yup
some games even use shaders for the glass effect so in remix they're black-gray-white
or cubemaps
I need to generate a cyclic seamless animation of water, split into ~10 textures (frames), and generate normal maps, heights, etc. for all these textures, and the height map should look like waves
I can't imagine how to do this at all
I think heightmaps don't work on translucent material
pom
Octotex will generate normals for you
or you could use the portal's
PortalRTX\lss\gameReadyAssets\SubUSDs\textures\T_Water_Toxic_normal_OTH.dds
nfs has that conversion to glass goin on
water has 12 to 16 textures not exactly remember
btw i have another question
does the scene captures into usd.dds file?
that's what i've got
uh thats just a thumbnail
ugh
it should be inside captures and named something like %date%.usd
i have no anything else
The new builds have two options one of them only captures the assets
yup
if not check the .trex/usd folder
usd in the materials?
yea for each texture
does it have somehting like failed to load lss plugins
where's the logs?
hl2_d3d9.log
not that one
is it 64 bit?
whatever, there should be a gameexe_d3d9.log near the exe
there should be one for the dxvk-remix
nope
sonic_d3d9.log ?
that's a search
weird
can you check if you have a hl2_d3d9.log file for gmod
nope
wait, maybe ik what the problem is
what if i try to launch the game as root user
that sounds strange ik
those are controlled by steam
override it somehow?
yea because no one would want to have tons of log files for each game
like can't you just do something like export DXVK_LOG_LEVEL=debug
not sure if that's how to set env vars in zsh
that'll work
uh I just realized steam will override it again upon launch?
do proton logs are get written to the game directory?
no idea mate
that cringe
you have an idea?
nope, googling now
sudo chmod -R a+rw /dir ?
how is it working for u
I've already granted full access for everyone to test that
Same question, how it does not working for you
There's nothing wrong
https://www.reddit.com/r/SteamPlay/comments/jvxk35/proton_games_cant_access_external_drive/
STEAM_COMPAT_MOUNTS=/path/to/unexpected/folder %command%
what about this @left orchid
It's on the same storage, and it writes the textures lol
I would give it a chance no matter how silly it sounds
And located right in the steamapps folder
after generating dds it doest not do anything

so this is an issue with the usd plugin they use
yup
So a solution posted?
I think you should open an issue
in rtx-remix repo
This is something they should be aware of
is the writing works for u ?
of captures? yes
ok let's try that
can u share ur octotex files without equipments
I don't have octotex right now
I was talking about the problem ALEX having
👀
can u share yours ?
dud on github is all my files so
its just wasting my time
u also have on your comp share that one
they are the same
i am asking all files
do you have git installed?
yea
git status ?
how to check
you cloned the repo didn't you
naaaaaah
what did you just tried
no... thought u reefreing to that.. lets try that
copied the sadx folder to the program files
Ok the problem is both in USD itself and Linux
I think
Cuz it tries write the USD
Or more accurately the usd library not being properly tested on linux
But the wine works with drives as network filesystems ( I think so )
And boom, conflict
Not on Linux but with network filesystems
That's more accurate
Cuz I'm not alone, even windows users have this problem
Just wine handles all the drives as network filesystems
THATS JUST A THEORY

That makes sense, I think I could reproduce this
to test if it actually is the problem
If it is, then we'll know the core of the problem
So the devs will know where to look
So I have to simply run the remix run on a network drive?
I think so
Does it work if I mount a offline drive as a network drive?
or I could use a vm as the file server
Idk really
Okay hold on
I'm not a windows gigachad
I think no one except for those worked in windows nt is confident about windows behaviour
😄
😂
Maybe make a plugin for normals and roughness presets
Like a wave normals
Cloth
Noise
And etc
And btw I have an idea for real time editing
👀
real time editing? wdym
When you selecting the texture and copying the hash, and going back to the octotex tab
The GUI will scrap clipboard
And search for the texture by itself
And if there's a match
Automatically select the texture for editing
That way you can just copy the hash of the texture in the game
Then get back to the octotex
And edit right after
And no needs for searching
I did everything this in one session without rejoining the game lol
And with clipboard feature it'll be even easier
But this will not work for Firefox
Uh
Yeah Firefox is like a safari parody kinda
Not in the bad way
But some css features getting there more later than in chrome
And other things
@left orchid A new dxvk build just came out
it updates the usd libraries used to a newer version
Oh hi there
Hmmm
Sounds interesting
don't forget to update it before testing
Yup
I'll try tomorrow
If it'll work
Then I'm going to make a model loader finally
Ooh oh oh
With clipboard support
Maybe I'll make an automatic texture loader
Like when you copied the hash from the game
Open octotex
And it will search for the texture if the captures are loaded
If it can't find it
Then it'll search in the captures folder for dds
And if find, then convert it
And select automatically
Then you can just run the game, make capture
Copy the hash of interesting texture
And you can edit right after
Without loading the captures
Yoo, this sounds amazing
even after cloning it dosent work...it gives me some material error
if i remove mods.udsa and replacement it says cant find that file
so it was generating before mods.usda but now it require u to be alredy there
i should stop wasting time on this
Don't delete them
Just remove text inside
And only replacements.usda
Don't touch the mod.usda
For real, does the new versions of octotex works for someone?
what ever u say its not working
😭
Did u update the write.py? It wasn't working for me, I can see all the configurations and reflection for glasses in the UI but when writing it, It didn't work in game
I really wanna see them in game😭
Send me the replacements file
Please
ma electricity went out 😭😭😭😭😭😭
Ugh
Nothing appears in the replacements.usda right?
It's gonna come in a hour and 30ins
Waiting
just a template
Nah, everything is telling me to make a proper parser
I've started working on it today btw
I think tomorrow I'll fix the writing fully
and make the usda generatable
Sorry, I was busy today so I was not able to finish it
Yeah, it will generate usda
That's just a parsing issue
Also I forgot to tell U but for some dang reason only the glasses of the leet crew guy was working and replacing with the new version
Maybe because of writing issue?
You've said that it does not writing for you
Oh wait
Yea it stops at like for example it's writing 120 textures it will stop at 199
Give it a try
Oh
Didn't work
That's hard to develop for two platforms sheesh
Yea
Also are U working on emissions? Cause I saw a lot textures that would be cool with emissions, like there is this HL1/CS1.6 Texture that has green and yellow buttons that would look cool if they were to glow and caste light and shadows.
Yeah, I'm working on emissions 😎
Already did a working slider in the GUI
Check this
The monitor is glowing
I'm too far from it
Ohhh I see that
I have never played sonic but there's a sonic map in Gmod and it has that floating monitors in it as well
Oh and may work for Gmod, and any other game basically
Like the lights of the car
It will cast a proper light and shadows
Dang
On the screenshot the textures was tagged as UI textures so that's why it glowing
Man there is this neon race map, with all these reflections and stuff, it will look like NFS
But I've already did a proper emission
Oh yeeeah
materials also generate for every texture...
i saw that
You can generate by hands
Just select the texture, then open materials tab
And here you go
Oh I did add some glowy on some textures via world space UI but problem is some textures glowy parts are attached to there not glowy parts so when set it as world space UI the whole texture glows including the parts that should not be glowing
Oh yeah
I can't fix that
yea i did that it generates material for evry texture
Maybe try to add an threshold
It shouldn't
You've probably pressed the "generate materials for every texture" button
In the main tab
Cuz functions for them are different
i preesed the write button under materials
And function for per texture generation is not able to generate for all textures
Write button does not generate pbr
i am talking about .mat files
Don't touch the mat files
It's only for GUI
To save textures properties
When I'm talking about material generation, I mean a normal map, roughness and pom generation
Not the .mat files
Mat files should be generated for every texture
So mat files dont needs to be copied to remix
Of course
You don't need to copy anything
Just press write button and nothing else
here
That's after writing right?
yus
Thanks for the info
yup this clipboard feature is amazing
Compiled succesfully
exported to PATH and PYTHONPATH
and now i have usd-core on python 3.11.4
😛
and all the things like usdcat
im happy now
Now you use the usd-core library instead of writing raw text?
im writing my own parser, but now idk maybe use usd-core
ooof i think i can't hahaha
SystemError: type Boost.Python.enum has the Py_TPFLAGS_HAVE_GC flag but has no traverse function
why tf is this error happens on 3.11
usd is more like fckusd
im so angry now
😠
fk you usd-core
now i can use it
but now i can't use things from 3.11
like AI
and i can't run octotex in 3.10 without hese packages
uuhhh
at least usd-core is working now
i have a full fricking adventure with it lol
Dang that new emissive option
I am also 3.11 is this the problem with me
can you install usd-core?
give it a try
pip3 install usd-core
and show me what it throws at u
i mean screenshot
Not on pc now I wil check in half hour
ok
can you try it?
is the update released with fix write.py?
pip3 install usd-core
will be soon
after i done with usd-core
or
pip install usd-core
i can't remember
ERROR: Could not find a version that satisfies the requirement usd-core (from versions: none)
ERROR: No matching distribution found for usd-core
yeah
it gives this error
you will not be able to use usd-core
when installing usd-core
and load and write models
sadly
and maybe write the textures
with the new update
i need to make a multiple write functions then
files are for 3.10 python
ah
you can try to install python 3.10
but you'll need to reinstall everything else like pytorch
yea i dont remember which python version i hav
oh
Python 3.11.5
well hopefully i can modify the textures without the need of usd core otherwise i will downgrade to 10
wait i'll try to do something with it
did you know that i wanted to do writing with usd-core?
i wanted
until saw that shit
with versions
dang does that mean using the tool would be impossible for most peps?
So we need to revert to 3.10 ?
k i have usd-core source code, maybe i'll be able to write my own lib for that
dont do that
If you have noticed warnings properly there is going away some support for torch in future version
or it could be like one of those fake warnings, like how winrar has that fake warning but is still working for so many years for me, that 30 day trial hasnt expired till today
Lol but why u use winrar...use 7zip it's way faster
nah i've made only reaader for now
forget that
you'll not be able to edit the models with octotex
im making my own parser
not hte best one but i like it
why ?
becuase you cant install usd-core
it's only for python 3.10, but if you install python 3.10, idk what will break for you
but something will break for you im sure
are u on 3.10
i have two versions, 3.10 i compiled by myself
what if i clean install after wiping evrything
Not u everyone
Wdym
Everyone getting this
Even right now?
Bro uses gnome
Yea this time discord properly fkd
Yup
Try resetting router
oh discord was fixed
so thats the array
from usda
yaaay
now i need to convert that back to usda
and boom
perfect writer
You're writing your own usda parser?
yup
already wrote
now i need to save it back as usda
so after that all i can do is just iterate usda just like array
baiscally i just make usda syntax looks like a json one for json parsing
cuz im too lazy now for something better
but it works
Should I upgrade pip it's showing me a newer version to upgrade
Why
Idk nothing is working for you, I'm just scaried that if you update something, everything will be even worse
I have downgraded and successfully installed usd core
Then it's showing the pip update
It's not working for others to u need to mention the versions u are using all the time codes get updated...if u give half info how is that gonna work
What version is your pip
Im trying to add packages into req file
Sorry, I'm a bit angry now
me too
As far I can understand, in the new version of octatex u will be able to see the whole model that the texture is being used for? Like I'm able to see the Whole Counter strike M4A1 weapon model in the new UI?
That's too
But models parsing is still doesn't work
But with my own USDA parser that will be much easier to do
You'll be able to even replace the models
In Blender for example
Cool
writing works now
as i told
Downgraded Python inversion?
yea
u are buliding the code on 3.10 and we were using 3.11 does that make sense
why
There's no "exe" file or something
Uff this feels like a maze
Because I have no 3.10 in repositories
I'm on Linux bruh
I've compiled it from the source code today actually, so there's no way I've developed the tool on 3.10 dude
linux then in cant say anything ...i just insatalled from microsoft store
Which exact version of 3.10 are u using? Type "python --version" in CMD
@left orchid what are you adding in your tool?
Emission, USDA parser
Clipboard feature
did it again generating pbr
That allows you to just copy the texture hash in the game, then open the tool back, and the texture will be selected automatically
And some minor changes
It is writing and not generating pbr
As I said before.mat files are not PBR
i understand
pbr is physically based rendering
generation was working before too
So the normals, pom, roughness and metalness
yea works
I remember that the problem was in writing
its been 3 days i was telling its not writing
I remember
But I have a job in real Life
Wife, and other things
So I can't fix it right away
Sorry
not forcing u too do it now...as i said give clear and all instructions
I'll make a roughness slider that will work with roughness map
Cuz for now if you made a roughness map, it'll not work with a slider
when transperency is true in config it looks looks like this even worse...i have to disbale to make it correct properly
Yeah that's for source games, cuz source uses transparency as reflectivity
i am just tring to make glass
Like for reflective windows for example
yea
Uuuhh I wanna publish the new version so bad
reflective and transpereent
Because you can just copy the hash right in the game, and then alt+tab to the tool and it'll select the texture automatically
That's amazing thing
How's it going?
need to check in game ...there are few steps not clear about...just written glass
after copying the hash where to paste
It's not on GitHub
I didn't upload it
You don't need to paste it
it will automatically pick up
Yup
ahh
Just copy, alt+tab, and here you go
Edit, write, and back into the game
And it will be updated automatically
without closing the game
Yup
it will rewrite usda ?
Yeah
noice
no idea about parse just know about parse lighting
After that, I'll be able to convert USD models to USDA, then parse USDA, and with a new parser just convert it to obj for example
I mean, parsing the text
To convert it into json and then to associative array
oh
This will work for anyone without usd-core
nice
u can i know u will find a way
But maybe in the future
I have the sources so
Maybe I'll understand something
hmm
Which python should I get now? Python 10 or 11? I reseted ma c drive where all the stuff for python is cause sumthin was eating the space and also I found it easier to uninstall every single thing related to python.
3.10
3.10 for now
after installing requiremnts uninstall torch and reinstall torch torchvision torch audio
then usd core
I think resetting my c drive would automatically uninstall torch but still gonna try it
what..after installing u have to do that
no need to reset cdrive
if installed python from ms store then unistall will do
@left orchid after slectecting in game copying hash alt tabbing is not taking me to that texture
wow now theres 80 gb more space in ma c drive i have no idea wat on earth i installed in it that made it go below 2 gb
computer iss working fast now
always leave like 20gb available
I've told you already, that update is NOT on GitHub rn
what is this error
That's webui thing, forget about it
You'll not see those errors in the new update
😛
Once i want to doing it from the clean files so i removed existing files
now 4x upscale is not working
Any error?
ah i forgot
yeah working
@left orchid one last think why u made OctotexGUI folder instead of gameReadyAssset
do i need to copy fthe mod from GUI to game ready assets
Because gameReadyAssets may already exist, so that's kinda "fool protection"
You'll be able to write to other mods in the future
But not now
So how live editing works when it writes to GUi not the game ready asset
Remix reads any folder in mods folder
😛
so i dont need to copy files to game resy asset
Exactly
u need to make a long read me
Yup
making it together is good later u will miss stuff

