#OctoTex - Texture Remastering Tool
1 messages · Page 4 of 1
Because there're supposed to be "mods" there
Write problem still exist
Then wait till I release new version
its working for me just letting u know ...found out just now
no...as i said wanted to do it from the clean start to i removed everything..even usda files
And clear the hashes right?
i tried clearing hashes didnot worked...but i kept a backup file of usda files
i put there it worked..
so when its empty it should generate new
Only the text inside
Never delete USDA files
Remove only the text Inside of REPLACEMENTS.USDA
Nothing else
It will not work if you remove USDA files
ok then i think 3.11 will also work...just not the usd core
before version was generating...dont know why u made it like that
Wdym?
I didn't linked the version
ahh
ERROR: Could not find a version that satisfies the requirement cv2 (from versions: none)
ERROR: No matching distribution found for cv2
do u have cv2?
installed
I assume u have the Ms Store Python 10 right? For sum reason when I try to open webui.py it gives this error that no module found cv2 and when I write pip install cv2 it gives tat error
Oh
pip install opencv imma try tat
ok now its wrking
whats cv2
Another module, it says cv2 but it's proper name is opencv-python
So if u wanna install it u wanna write pip install opencv-python
It was required for the webui to wrk
Alongside Basicir and realergen I probably butchered there names
I think these 3 are also needed to be added in requirements.txt
Dang I'm remastering cs assault I hope it wrks
cs 1.6 version of the map
idid it all
if remix is working it will work
I dnt see them in the requirements.txt
Also usd-core is also installing
So it does work in python 10
Wonder why it's not supported for python 11
tqdm
pillow
numpy
scipy
matplotlib
aiohttp
wand
opencv-python
basicsr
realesrgan
torch --index-url https://download.pytorch.org/whl/cu118
torchvision --index-url https://download.pytorch.org/whl/cu118
torchaudio --index-url https://download.pytorch.org/whl/cu118
this is the requirement txt i ahve
Idk why mine doesn't have those 3
may be u are haviing old one
Nah I downloaded the new version latest one
But whatever it's working that all it matters
the i have no idea properly check inside the zip
Ah crap I forgot to install ma drivers
@left orchid Can I give different look to texture with Stable Diffusion ?
If not how does it work in octotex
Yeah
I have a Question, when your writing those 2000 textures, does it write the whole 2000/2000 textures or it stops at 1999/2000?
writing is done for all...generation miss 1 texture ...dont worrry about that
oh
can u tell how to use with octotex @left orchid
i wonder why it always misses one texture
it dosent support the camera angle from other side thats why
just in case can u send me your write.py?
if u dont have anything in GUI it will not work becasue of the cache
even if i give u my write.py
i do see the textures in the GUI
first try clearing hashes in settings
ok
replacement usda is required
where do i put them
what ?
i mean do i need this one?
.
try frst if doent work yhen yes
@left orchid which link to put to install stable diffusion...tried
ok it wrked
but roughness is not set, i set the barrel to have full reflections but its still rough in game
same for other textures aswell
like the gun, all the textures have same roughness value
in game
but in UI i set them to have different roughness values
other stuff like pbr, pom and upscaling work though
if u are using pbr for barrel reflection change is not gonna work...it wriiten in the ui
oh
he will fix as he said i think we will get the update on monday
ohhh yeaaaa
thanks
You can bump up metalness
not with material cahnge
also i noticed
that if u set the roughness very very low there are these weird white outlines around the object
well now tis issue is solved
now i need to fix another issue
and that is to get ma YT channels account back! 😭
so i can show all this stuff to other people
why whta hppent to ur channel ?
i cleaned ma c drive man and it removed all the accounts, so i try to get it back but i forgot ma password so i try to change but its saying first to tell the gmail account i linked that account to so i tried multiple times to do tat and now google has blocked me and said try again a few hours later since yesterday 😭
rookie mistake
heres a advice NEVER EVER FORGET TO SAVE YOUR PASSWORD FOR YOUR IMPORTANTT ACCOUNTS 😭 😭
if you connected your phone no. u can get it back
its tis one https://www.youtube.com/@physicgames9778
ooo my
this kinda scary looking da heck happened to my arm
also forget to set the transparent of the scope ah
but dang the reflections on the gun luk good
and that glass aswell btw
its hard to see cause i forgot to set transparency but u can see the reflections on
and i really really badly misunderstood this texture
i thought only the glass will reflect but didnt knew the brick walls also fall into the glass texture
glass
did u increase the normals strenth
i have it to 2000 and for transparency its at 0
there are two normals strenght options one for opack or whatever its called textures and the other one is for transparent stuff like glass, water and etc
my textures are aalso looking off like this
did u generated ai pbr or legacy pbr
i just did albedo first, then legacy normals and then parralex mapping
you might have to set the arms as a player model texture, then align it with the settings in Remix
how ....can tell me the comand i want to generate only roughness with ai for all textures
@drifting vortex ?
how did u generated speperatly for all textures
ok first
i loaded the textures
then upscaled them
you can generate for all, then select the texture you need, and remove pbr for it
and then went to materials
and set all the stuff like roughness and etc
and then just did albedo, then parrelex and then legacy normals for each textures
u said we we can do it with command too ... so now i just wana generate roughness with ai
that's in the old gui
what link to put in the plugin for stable diffusion.... i tried it said nope
i feel that, but on the other hand, that's kinda interesting to do with the gui
thats a local ip address
you need to install automatic1111 first
but i will not instruct you, sorry
that's a different story, sorry
yea but for some reason i can only see reflections of glass when like looking at them side ways, looking at them from the front only reflects emmisive srcs but me or objs are not being reflected even when standing face to face with it
try to lower transparency for glass
that way it'll be less transparent, but will reflect more
uff the grass mannnn wow
and bump ior
it just time wasting when i just need roughness from ai but i have to do it for all
it's just not implemented in the webui
in was in the old one
can it be done through console command
add it back
nah i don't think so, i thought that i've added, but im not
i'll add, don't worry :3
is parsing working now ?
that gui has it
dude, i've said already, i can't work on this project in weekends
there's no updates
i know bro just asking
man i really like how u can change stuff in real time cause u know starting gmod rtx is like starting a rusty old car
yeah
and the tool is not so intensive
so it can be run with a game
at the same time
with a new clipboard feature it'll be even more enjoyable to work with
i already did this feature, but did not uploaded it to github
nice
and after USD libs update in remix, now you can just launch the tool, then game, take a capture, then load in the tool right away, and thats fast
for me actually, i don't think that this problem triggered you
cuz for me it was like 4 minutes or more to take a capture
yea better than omniverse
soon i'll try to scrap some code from usd-lib for exporting usd as usda
to implement it in the tool
then you'll be able to edit the models with just a blender
have never used blender before
maybe i'll make a light placing support
nah it's really easy
try to mess with it some time
wdym?
i added new textures inside the UI to edit
while ma game is open
ahh
that's a default thing
you can load new textures
and it'll load only new one
and will not touch already loaded
woah
imma upscale everything to 8x
8x is worthless
nvm
theres also css textures in the UI aswell and src stuff take alot of time to upscale at 8x heck even errors
goldsrc textures get 8x upscaled fast though
also if that's real-esrgan, i'd recommend a different model
8x is mostly just fake detail unfortunately, definitely not worth using
its 4x ultra sharp btrans model
really? wouldn't have expected those results from it
whch one is better?
the one you used, imo. real-esrgan wipes a ton of original detail
if octotex allows you to use other models as well, you can try some from here: https://openmodeldb.info/?t=arch%3Aesrgan
but ultrasharp has alot of glitches on really small textures
but if texture is not amazingly small
results are mind blowing
and RealESRGAN not just wipes details, but makes textures blurry sometimes
realisticrescaler is quite good imo. i usually switch between that, ultrasharp, and SwinIR-L for game textures. octotex has no swinir support from my understanding however, is that correct?
yup it allows
yeah, definitely. it also has a tendency to introduce a green-ish haze to smaller textures
only ESRGAN and RealESRAGN architectures
if you want, i can work on it
swinir-l definitely provides very good results, but it's also very slow. it may be worth implementing
nah sounds good for per texture upscaling
ah dnt tab out while your in camera mode using the camera tool with enhancements on or bridge will crash
it has a tendency to wipe detail from finer textures as well. but it works well on the majority of textures i've tried it on. using a single model for everything isn't good in general though
there's also some newer models in the DAT architecture, but i imagine that'd be more difficult to implement support for
tell me please, the version that you're using has a model change setting?
i've forgot if i uploaded that version to github
if no, then spoilers, you'll have it in the new update
in the settings tab?
yup
nope i dnbt see it
ugh
it made the logo more fat
i've already did that setting, but i didn't upload it
interesting
after what step it become fat?
i have no idea, i clicked on albedo, parrelex and legacy normals on almost the same time for each texture but thats where some textures changed completely
wait
thanks
this?
I like the reaction to the 🧱 of everyone who makes PBR and POM textures
that's not the best one probably
yeah
and tiles
tiles
theres only three types of bricks i could find
are you using unbaker btw?
yea i used in all of them
default "generate pbr for all" does not include unbaker
u want the replacement folder for this map>
nope thanks
you need to do it by hands
yea its only 138 textures, CSS maps have 200 plus textures uff
ufff
and CSGO maps? man it took sumtime to remaster cs_italy csgo version
oh
theres one more brick texture
in tis map
actually two more
woah unbaker does a good job
but if the texture has a completly black spots ugh
that a trouble
the ai didnt like the headlights on this car
now it's a cyberpunk car
could use some kind of contrast adjustment before and after processing
i actually thought about adding more textures with black spot's to the dataset for ai
By the way, there are 4822 textures in mafia
found tiles on the map
dang whoever is gonna remaster them good luck
😦
well thats it imma go to sleep
good night ❤️
ok so its albedo unbake thats causing textures to get bigger
and let me tell u
its terrifying
🤣 😂 there faces
i love this one 😂 🤣
yea albedo unbake messed up the hostages and some weapons but ct and ts playermodels are fine and most weapon models are also fine
but those faces and those weapon models look cursed 😂 🤣 🤣
Can't stop laughing it was sooo unexpected 🤣
Can you send this texture which is second one?
i want to try other AI
It's just cropping it to the square
У тебя есть эта карта из 1.6?
this one?
Big
Well sadly its not a model
its site
so u cant use it in Octo
But its best so far i know between other upscalers
Like, see
dang
Thats in 2k
If they have an API, you can make a plugin
To use it
Idk
https://developer.iloveimg.com это мб похоже
А может и не совсем оно
You can check the stable diffusion plugin for example
Если это тот самый сайт где ты апскейлил, то это оно
Ну да
но я чет думаю что это немного в другом АПИ
там ведь не только Апскейл
Да мине проще па одному кидать текстурку постоянно 🥲
Ну по сути плагины делать не особо сложно
Возможно
Там базовые знания питухона
но чет кажеться что это API полу платное
Тоже возможно
У миня их нету
Hmm
Мммм
why upscaled looks flatter than original?
Try 8x upscaling
the albedo made 3 textures fat on tis map
Нейронки для генерации пбр были натренированы на голом цвете, без освещения, поэтому после unbaker'a результат должен быть приближен к правде
Думаю надо заапскейлить побольше
Я так понял она просто свето тени убирает с текстуры
Да
these are the 3 textures that got fat
Отдельная нейронка для этого
Потому что запечённое освещение - некорректное
also the deagle with reflections luk so gudddddd
Освещение должно создаваться на ходу с помощью рей трейсинга
Ну это да
но выглядит все же более глубинне еще с оригинальными
ПБР + тени
на текстуре
Свет на текстуре это плохо да
а тени нет
Тени тоже
Потом увидишь
там свет в текстуре просто отрисован
А кстати мля
а как оно определит что в глубину идет а что нет
?
Без теней
Нуу
Когда допилят нормальное освещение в ремиксе, тогда будут затенения в таких дырках
Спорно
Понял
Щас освещение у параллакса дико храмает
Сам наверное заметил
Даже на скринах с соником которые я уже тыщщу раз скидывал
Края плиток нормально не затемнены
Ну там и паралакс эксперементальный
Ну да
Хотя в колде там все заебумба
почти
В общем ждём реконструкцию лучей, и нормального освещения с параллаксом
Тогда будет зашибись
👍🏼
Посмотрим
Каких карт?
Хейт мапа
Я на выходных не могу работать над проектом
Хейт Мапу можно слайдером настраивать
Ну вот я ж видел
Рафнес тоже, но только если рафнес мапы нет
а то у всех почти хейт мап выглядит убого
Твой Окто еще полезен тем что он может просто скрипт написать
на свои текстуры
а потом их можно заменить на собственные
которые качественне
Всм?
А, Я понял о чем ты
Вот
Это одна из идей тоже
При создании пбр окто запоминает хеш текстур для которых был сделан пбр, и если их изменить или заменить, то он заново пересоздаст
Одна из фич окто
Можно заменять текстуры, и сразу генерировать для них пбр
Заново делает если основная текстура была изменена
А прикольно
Так же и с загрузкой текстур
Окто запоминает какие текстуры он загрузил, и если появятся новые, то он загрузит только новые
Из captured
С записью тоже самое
Записывает только изменённые
Классно
Вот мляха только я пока не могу им пользоваться...
ибо снеслась винда
и питон с ним же
То бишь можно тупо загрузить текстуры, выделить одну, поменять, записать, и все действия будут применяться только к одной текстуре, и не придется ждать вечность пока он запишет все текстуры
Не ну круто, что я могу сказать
💀
Я вот хотел паралакс попробовать
в одной из своих игр
ток твой окто нужен
я пытался сам добавить
как марк писал
Мне кстати один из разрабов энвидэ писал в лс
но нихуя не понял
Понимаю
Текстурки в пнг тупо в папку diffuse закинуть и всё
Чтоб я ему скинул утилиту, объяснил как поставить, и скинул ассеты из соника
💀
Норм
Надо чекнуть есть ли гит библиотека для питухона
Чтобы можно было реализовать установку плагинов
И обновления окто через интерфейс
For sum reason the tool stopped working, I just load everything, upscale them, then add albedo, Parrelex and legacy normal and then write them like I used to before but textures aren't replacing. Pretty weird
Imma just wait for the next update I guess
Some of the normals that are generated are just SLIGHTLY too low. Left is the normal map from the legacy generator, right is the actual normal map from the game. I got good results unbaking the texture but it still doesn't have that full strength
Is there anyway to beef up the intensity within the tool?
I do not recommend you to use unbaker with legacy stuff
Yeah I'll try to make a normals slider
Ah, alright.. The AI was just so far off the mark the legacy normal map thing just happened to work better
Like look at that
It just recognized it as rectangles lol
ok that looks promising
i need to put quotes in the over vars
nooo
def "Shader" "Shader"
A p e r t u r e P B R _ T r a n s l u c e n t
left is the original usda
right was converted to associative array, and back to usda
looks very promising
this is for format conversion?
if so, very nice, and also what method did you use?
that's not for format
that's just to make my life easier
ah, okay
and treat usda like an associative array
now i need to try and write to the file with a new method
format conversion will be later, if i'll be able to understand the pixar sources
😛
If you need to convert to usd or something, I think you could create a standalone executable (using py 3.10 and usd-core) for that instead then call it from the OctoTex
You could package both the linux and the windows binary, no problem
how about sizes?
Just a simple convertor shouldn't harm
nah i'll try view the sources first
?
in usd-core
Неплохо, хороший хабар) 
woahhhh
how does tis wrk? i just put the link of the web and it just shows all the textures?
no
you just open it and that's it
just open the tab
yup
If you'll see a problem with writing, try to relaunch the tool
If you find some, please tell me about it
There may be an error in ambientCG
When you're trying to go to the next page
Idk how to fix it
USDA class is an unoptimized mess
are usda generating now if not available
I've forgot about that
thats important
So it's better not to touch these files
Yeah but I have a real life job so
I can forget something
I think u also forget to write the "to do" list aswell, u said here that u will do that, Dang your memory is like me, ever since I hit ma head on a window ma memory has been weak 😭😭😭
Nah I have a problem with a brain blood circulation
Yeah, iv forgot...
just reminding and amking sure
Is the write.py working for u now in the new update? I haven't got the time to test it
did u updated the models too
Nope
not working for me too
Shit dude
i am trying with new one
Don't delete anything
yeah
in the material s folder theres already some files... did forget to remove or its required
ah, well im gonna see if it wrks for me, hopefully it does
Do not change anything
your mat file is giving error while coping from the zip
oh yea me too
Wdym
They are coming not from zip
but im not getting any error when copying via 7zip
Mat files are generating when you launching the tool
Whaaa, what are you talking about
You don't need to unzip anything
while extraction a mat file is giving error...corrupt or somthing
after downloading from github
Wait
he means when we try to add the octatex folder into the Garrysmod directory theres this error about a certain mat file saying something about strings being not this or sumthin
Try again
Ove deleted them
They're not important at all
Ive deleted them but GitHub decided to place them as nothing was changed
Wtf
Redownload the zip from github
i get these three two at 26 percent and 1 at 98 percent
ok
copied
ok now it copies fine without any errors
@left orchid now command is not working for web ui
pip install clipboard need tis module
yea do that and the UI will wrk
dang now theres no errors on cmd when opening WEB UI
it used to say sumthin bout favicon not being found
now lets see if write wrks
ok this time it did 9/9
instead of 8/9
but lets see if it wrks in game
YAYYYYYYYYYYYY IT WRKSSSSS
Open plugins tab 😛
oh there built in now
does the ambient CG tab have already materials in them or we need to add it? cause its empty for me
same
Install the package
i have 7zip installed in windows
No
ok
Install the package
pip install zipfile
ERROR: Could not find a version that satisfies the requirement zipfile (from versions: none)
ERROR: No matching distribution found for zipfile
Wait
i think thats not its real name
this one and clipboard is not added in the requremets text
keep adding or else u will forget
I don't think it's the right name, but try it, is the ambientCG plugin works?
nope i dnt see any textures in it
Oh, wait, you don't see texture there?
nope
pip install requests
Try this
And this
pip install beautifulsoup4
pip install fake-useragent
any more?
how to undo
There's a button
Undo upscaling
Just press it
And remove all pbr
dont wana do it all... just wana undo last step
suppode if i used wrong material
It's a plugin so
The whole system works around PBR and stuff
So the writing works now?
if i mistakly click it get applied...and i restarted still applied thats messy ...what if i want to rever it to orignal...cant do it.. great
Ok I've updated the requirements
Oh and yeah
@drifting vortex sorry for ping
You can finally just copy the hash in the game
And alt+tab to the tool
And the texture will be selected automatically
I hope the new update is more enjoyable than the previous one
yeah amazing
add undo button
I'll try
😛
@drifting vortex sorry for the ping again, does the "fat" textures still appear?
Dang I hope that the parser will be able to parse USDA models syntax
OctoTex - Texture Remastering Tool
only tested on flatgrass so far
The thread has been quite busy, I haven't been following along. Why aren't you guys using the pixar usd libs for python?
Oh
I don't want to
I want to use latest python, latest libs, and don't lock the users with an older versions of everything of these
oh
I'm currently thinking on how to fix that
the css weapons
I actually have one idea
Now you can copy the hash from the game, alt+tab back to the tool, and texture will be selected automatically, rewritten USDA writer, ambientCG plugin, that allows you to replace the texture to the whole PBR one of your choice
And more
🥰
Oh new type of material "emissive"
yea saw that
Hmm gotcha. Its usually a good practice to wrap your whole software release with a fixed set of tested/approved versions for each lib per release, so, say, octotex 0.3 uses pytorch x, while octotex 0.4 uses pytorch y...
Otherwise ppl will be raining on the thread with all sort of unexpected problems.
If its just the usd lib, you can build and ship a compatible version within each release
I could help with that, have dealt with dependencies hells on the past
Nah, will mess with it later
Now I need more features, model loader and writer, and etc
Bug fixes
I'm still so tuned about the tool
Also, I have a few ideas to help shiping it and make it easier for ppl to install and run. I could work on that while you work on the features ☺️
Btw now you can work with USDA like with an associative array 😎
That'll be great
If you wish of course
oh God, i hope i dnt see those faces again
Sure. I'll take a look at the codebase to understand it better
Try not to die please
good news
there faces are not messed up now
there fine
Yaaay
also
So another bug is fixed?
is there a button to add albedo to all?
I hope so
Ah no
You can't unbake for everything for now
Sorry for that
maybe in the future i guess cause i saw Xentho add sumthin in the code to add albedo to everything
Oh and the problem is that I can't use python 3.10 with usd-core
Cuz I need to install pytorch then with cuda to the 3.10
But I have no space left on my ssd
Soo, that's one of the reasons why I wanna do my own stuff
It's only for selected texture
i found a bug
if i set a texture as emissive
and then write
it gives a error in the UI something about Variable temp
and writing just stops at the go
Converting...: 2%|█ | 1/61 [00:00<00:05, 11.02it/s]
it just stops if i have one of the textures set as emmisive
Try to restart the tool
And do it again
That may be a problem with a new parser I wrote
Error: local variable 'temp_ref' referenced before assignment
still get it after restart
if i have one of the textures as emissive
otherwise if the textures are opach or glass only write wrks
Thanks, I'll fix it tomorrow, I know what the problem is
it has reflections even pom
Change the material to glass one
imma show both opach and glass
also this map is buggy in remix idk why i choose it
walls disappearing when entering rooms for sec
i dnt know how to play with glass yet
Oh the map has no ground on the bottom
yea
that is a water model i placed there actually
the map just has the water as skybox
i replaced tis texture
oooo luk at those poms of ambient cg textures
@left orchid There is a missing octahedral module I don't know where it comes from. It is imported in webui.py
It's from the root of octotex
Or from Nvidia folder
That's ok
Hmm its not tracked by git then, cause I didn't get it from cloning the repo
Oh wait, I should've read better, gotcha 👍
@left orchid could you add me as a collab? Ekozmaster is the nick
For me emmisive worked but cg texture that it told mistakenly placed got stuck like popos emmesive
@left orchid hi a get thse error on the latest update
Traceback (most recent call last):
File "E:\Games\Grand Theft Auto San Andreas\OctoTex\webui.py", line 6, in <module>
import functions
File "E:\Games\Grand Theft Auto San Andreas\OctoTex\functions.py", line 28, in <module>
import clipboard
ModuleNotFoundError: No module named 'clipboard a fix by install clipboard
I had that too. "clibboard" isn't listed in the requirements.txt. Just install it yourself:
pip install clipboard
yha a knew on the requirements a fine these pyperclip is need to be clipboard
not sure, I'm fixing it on a branch I'm working on already
though I didn't touch the pyperclip lib
idk if pyperclip is require or not a gon to cheak
ok is require
by clipboard
AppData\Local\Programs\Python\Python311\Lib\site-packages\clipboard.py", line 8, in <module> from pyperclip import copy, paste ModuleNotFoundError: No module named 'pyperclip'
Idk I have python 10, I typed pip install clipboard in CMD and it installed it
pip install zip_files
pip install requests, pip install beautifulsoup4, pip install fake-useragent
Some writing issues was fixed in the main branch today
Вот то что не рядом с бассейном реально ахуенно смотриться
pip install -r req file
some testing
How can this be fixed?
error when you're generating PBR with AI imma right?
yeah
THis is just trying to generate with AI after upscale 4x
What works?
Why would that be needed?
to edit the models
don't tell me about omniverse
i don't wanna use it
hell yeah
💀
waiit
in theory
yeeeah UV maps are broken for now
k im going home
that's all for tomorrow
so mesh smoothing is going to be avaialable ?
Is it unavailable by default?
damm nice...pls add revert orignal button...revert to orignal is better than undo
The tool has it
how can i ?
it will do it for all the textures ?
nice
i was scared to use that thought might ruin all texture
damm ...not good
lets seee...confusing
to remove this whiteness...do i need to remove roughness for this texture
Whiteness?
After unbaker?
You need to press "revert un-upscaled"
That'll bring back the original texture
this is diffrent issue...
After what step the whiteness appeared?
pbr made cars lok like this
Try to remove PBR from car's textures
its due the game the way it works
i want to keep metalness and normal
Then open the textures folder
Processing
Roughness
Then find and remove the texture
ok
Well whatever is causing it I can't seem to use it again without that error
Does it work for any other texture?
This was for generate pbr for all textures with Ai
And every texture has no PBR right?
yeah, no PBR
Ok, can you open
ai/PBR/eval_norm.py
ai/PBR/eval_rough.py
eval_disp.py
eval_unbake.py
And uncomment two lines?
These one
And try again
Did you upscaled every texture?
Yeah
Then try to uncomment those lines
Blender can import usd files, maya too iirc, no need to convert them
Can you place the light through the blender?
Not sure, in theory you can export the meshes back with lights attached to them as a USD file and it should be translated to usd-compatible light types (Disk, Sphere, Rect, etc.).
I was referring to purely editing the meshes though
Specially the blender you dl from omniverse launcher has better compatibility with usd than main branch blender
I think
Wait, can you assign multiple textures?
In the blender, and export as usd
As long as each material gets separated in different meshes
Aaah, okie dokie
At least to be supported by the runtime
Blender has it's own python library, however it's only accessible within Blender itself. you can probably do some stuff like that, but you'd have to require users to run it in there
It might be possible that the usd standard also implements submeshing to assign different materials, idk, but for the runtime this is what we've got
Does anyone have an idea then what we can do with meshes in OctoTex?
Other than porting the functionality of E-Man's tool? Maybe auto smoothing since some games have issues with (ehem Hitman). Not sure if it is a good idea.
smoothing would be a nice feature, even if unused a good portion of the time
other than that, can't really think of anything
Oh yeah what does your tool have in case of features?
Yeah I think I'm stuck with the textures then
There's no need for the models features
Then I'll just fix the bugs and implement more textures features
All of them are listed here
Since your focus atm is remastering textures, there ain't much, though one particular thing that would be great to have is being able to visualize the remastered textures using their meshes rather than just planes and spheres
That would be great yea
Unless you'd like to expand its functionality
@left orchid are gonna do anything for lights ?
Also, calture usd files are pretty easy to mess with structurally speaking, so if you use the usd libs, you can expand further on that and implement a capture renderer to visualize the whole thing.
Yeah I thought about it
Maybe move all the meshes to the specific folder in octotex, and save the hashes
Then after editing the models
When you writing the mod back, it'll check what models are changed, and write them automatically
Like with the textures
That way you don't need to make any changes in the USDA files
I mean, replacements
The idea of rendering captures was purely to visualize how the textures would look ingame while you're editing them
Yeah
Textured model with setted up materials, and a real time updates
Honestly, the mod.usda file might probably be used as a mod loader/centralizer setup file in the future, and actual mods made by different authors would be arranged within the file while being confined within their subdirectories.
That way, A OctoTex project could be a subdirectory which wouldn't interfere with other mods and such
That sounds interesting by the way
Maybe after changes, make an option to export the mod
But why, when you can just install the mods into the mods folder
Thats the point, the octotex project could be located inplace already, without need of copying stuff around, specially considering the dozens of gb a project might be
As a subfolder
But I can basically extract the mod to the mods folder with the octotex
Like, gameReadyAssets/MyMod/main.usda
I don't get it, sorry, my English knowledge makes my brain go brrrr
Oh
Now I get it
Like the mod.usda contains the links to the other mods
Exactly
I've been designing a rtx remix launcher to install both bridge+dxvk and a "marketplace" to search and install individual mods. Thats where its coming from
Oh yeah
I've got the point
But I think that I need a native GUI instead of we gui
Oh wait
I can just open the "WebView" window with the local IP, and if the window is closed, stop the server
And then pack it to the exe
And that'll be a single exe file that will allow you to install mods, and make them
And export mods that you're working on
And install dxvk with a bridge on the press of a button
I'm planning on using C# + WPF or something closer to that so it is easier to pack and distribute
@left orchid Попробовал этот ваш Окто)
If you're good with exploring alternative ways to deal with gui and have time to, I'd recommend taking a look at omniverse kit libs for python to build standalone applications and integrate within the omniverse ecosystem, pretty much like nv ppl has been doing with the toolkit.
Everything you would need is already there, from rendering and complex window docking systems, to buttons and input fields
Прикольно но пбр конечно немного плосковат
Nah thanks
Всё нейронками делал?
Можешь ручками отредачить текстурки
Да
Сделать стекло
Знаю
Например
так и сделаю
Github. You can tag the repos with a "topic" and use github api to fetch them and list
Всё что тебе надо, это открыть утилиту, зайти в игру, скопировать хэш текстурки, вернуться обратно в утилиту, и текстура будет выбрана автоматически)
The same way as omniverse extensions work
Yeah but what if the mods will have a large sized files?
Is that ok for GitHub?
А что просто заменить текстуру через папку нельзя?
Yeah, we've been using git LFS in U2 and it works amazingly. That way, mod authors pay for hosting their stuff rather than having to pay the launcher authors only to then pay for the storage
Я про настройки материала говорю
А
ну так я настраивал
немного
или там че то другое было
я ток эту текстуру с помощью ползунков
боль менее построил
Hm, that's a good variant
Тоже верно
Oh does LFS work exactly how the git works?
Or LFS is some kind of extension for the repo?
Yup, its design is to make you work with large binary files like you do with regular "diff"ed files on git. Pull, push commit, merge, rebase, everything works the same. The thing is, transparently under the hood, the LFS extension doesn't uploads the files directly to the main repo and won't allow git to compute diff on them. Instead, those files (setup by extension like .dds, .usd, ...) will be uploaded to a LFS server in the repo author's account and the actual file that goes to the main repo is just a "pointer" to that LFS server location. You don't have to mess with it or even know about, git does automatically to you
The caveat is ppl can't download stuff using the zip options or only dummy txt files would be located at the texture's file location. It has to use git with the LFS extension installed
Unless you pack a release file, in which you can include whatever you want
Handmade)
Как прога для записи усда
это имба
а по текстуркам средне)
Шо за модели
Модели чего?
Это не нейронки?
А параллакс?
Если ты про апскейл
Тоже свой
Ты руками рисовал тип?
Ну так не нейронка же
Всё же
Materialize
Там тот паралакс по умолчанию идет
я его раньше не использовал
ибо не было доступно ни гед
Materialize
и вот наконец пригодилось
Интересно
Почему?
Потому что я так сказал(
Ладно