#Sonic Adventure DX ( 2003 Version )

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warm notch
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But the textures seems quite unstable, are the materials stable?

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They actualy are, nvm

warped fox
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I can't complain lol

lavish frigate
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The sky does look a bit washed out comparing the two screenshots above ๐Ÿค”

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Why do the stretching come back @warped fox

warped fox
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I don't know, happens when you swap textures out

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if I don't used enhanced assets, it's fine

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texture swap breaks it

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don't know why

lavish frigate
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Ah, ok, I think I know why

warm notch
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Or you just assigned a new material to the mesh?

warped fox
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I need to recall how I did it, hang on lol

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Actually @boreal niche made a quick vid on it for me.

#1148994432704725043 message

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There should be a like a main mesh that you do this with, not the instances of it

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that worked for me

warm notch
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Yeah. The mesh_HASHES are unstable for me. Did you mark them as water texture? Can you send me your updated rtx.conf + mod.usda to analyse?

warped fox
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ok hang on

warm notch
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I applied to a mesh but it blinks every second, so the mesh hash repeats based on animation frames

lavish frigate
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RE the sky looking washed out, it should just be a case of setting the "Sky Brightness" based on your preference (see: Game Setup -> Step 2 -> Sky Tuning) . Note if you decide to use the worldspace UI option, there will be less opportunity to modify the sky in the future when toolkit is available.

warped fox
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Yea that's fine, I prefer having reflections right now though

warm notch
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ppl working on gmod were having that issue afaik

lavish frigate
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Ok, can you show me how it looks with everything set to super shiney sonic mode? (Game Setup -> Material Options -> Legacy Material Defaults -> Roughness = 0.02)

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I have a feeling its related to the sky brightness still but, would be good to confirm

warm notch
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remix camera rotates the skydome with it, kind of weird, but if I use the game camera, I can see the sky just fine, only, it won't reflect

warped fox
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this is as sky texture

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worldspace ui

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it's no contest

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Sky just doesn't reflect

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which, makes sense since it's kinda rendered infinitely

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at least thats how it looks

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but it's still a geometrical object, so hopefully there's a way to get it to reflect

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I have noticed though, alpha based textures set as with opacity materials seem to have trouble reflecting in general

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from what I've noticed, hence me switcing to translucent

warm notch
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Oh boy, alex is actually right

lavish frigate
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And how does it look when setting the sky brightness?

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Say to 10

warm notch
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Just bump up the sky brightness to like, 50 and it works

warped fox
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I had to really crank it, but it's very subtle, not practical

warm notch
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How much did you use?

warped fox
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100

warm notch
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Weird, it works fine on shiny soil bits for me, only the water that I didn't figure out the replacements yet aren't quite there

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And I'm using 50

warped fox
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How does it look as you look out to sea?

lavish frigate
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Interesting. I will need to try some things to understand this issue

warm notch
warped fox
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There's no meshes underneath far out, need to get a good look at it

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Yea ok it is reflecting

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it's just.. not great lol

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Man if we could get the worldspace look with sky textures, that'd be perfect

warm notch
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Well yeah, the terrain below is actually reflecting, not the water surface

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the sea bed

warped fox
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ok yea, as I suspected

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the opacity material with alpha doesn't reflect at all, that was the reason I looked into making it translucent

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which works way better for water surfaces, apparently, lol

warm notch
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Well, the mesh has sliding UVs, which then makes them unstable, and the textures are changing between 6+ frames, so the material is also unstable. I don't know how in the world you managed to replace them

warped fox
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There's actually two layers there

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there's one with the animated textures, and the one that has sliding uv's

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two meshes, to be more clear

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You want me to pack up the mod shit and send it over?

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You can see what I did then

warm notch
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Sure please, if you could sent me your setup I might be able to figure out

warped fox
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๐Ÿ‘

warm notch
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If there are two layers, which one did you change?

warped fox
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hang on, sorry I'm just messing with glass effects

lavish frigate
warped fox
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Nice!

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Appreciate you looking into it, it's really helpful

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and hopefully you're still doing your job, so no worries for not getting paid

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lol

warm notch
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Lets get alex a pizza after that

warped fox
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Chef's kiss

warm notch
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Pretty as "pretty" can be

warped fox
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Ok let me pack all this up for you, gimme a sec

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Do you need my captures as well? I won't imagine so

warped fox
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I could play with this shit all day

warm notch
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Hmm are you using the steam version or the 2003?

warped fox
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Steam version, downgraded to 2004

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I used this one, it's safe, but you may get a warning when trying to download and install it

warm notch
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Weird, none of the textures in your rtx.conf exists on my game

warped fox
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When you install this, it will give you an option to downgrade to 2004

warm notch
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or my rtx.conf

warped fox
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I thought it was the mod.usda that handled that?

warm notch
warped fox
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was talking about this file

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this is what handles the texture/model swaps etc

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Where did you put that mods folder I sent you?

warm notch
warped fox
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I don't think the rtx.conf will help you there

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I also have no idea what you mean by stable hashes

warm notch
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Maybe its the 2003 version who has stable hashes

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Everytime a property of a mesh changes (like the sliding UVs), that mesh will have a new hash to uniquely identify it, the hash is computed based on several properties of the mesh (positions, uvs, normals, etc, I'm not sure which ones exactly)

warped fox
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Ah I see

warm notch
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So if you make a replacement for a mesh_123, it will only apply to that specific UV mapped mesh, next frame it won't apply

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I got it to sort of work, but the mesh blinks with the new material a single frame every second

warped fox
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Don't know what to tell you, I followed that video I showed you earlier and it just works

warm notch
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If you open several captures of the water in OV, does the mesh has the same inst_HASH_x on any one of them?

warped fox
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Yea I think so

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I have two open, it auto applied the new one I brought in

warm notch
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Hmm yeah, most likely this is what is happening

warped fox
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it just appends _number

warm notch
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If you open another capture and select the water plane, it will still have the hash 43E277...?

warped fox
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Let me check

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Yep, new capture has named it the same

warm notch
copper copper
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damn the steam version works now? wild

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if only sa2 had a chance of working ๐Ÿ˜ฉ

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wait i think i found a compromise

warm notch
copper copper
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thats awesome

warm notch
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Testing out with skybox replacement using the same trick we used in U2

urban mesa
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I'm sorry for asking, it's been a while for me, but does remix now support skybox replacement?

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looks gorgeous too

warm notch
royal ridge
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redhoge

boreal niche
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Sky textures doesn't reflect and are not visible through thick glass

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#general-remix message mirror

royal ridge
boreal niche
royal ridge
royal ridge
warped fox
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Few things I want to do today, big one is model a new capsule for items

warped fox
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You mentioned this yesterday, what does kit.exe even do, and why can I close it?

boreal niche
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I said you can suspend it not kill it

warped fox
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Is that through task manager?

Minimizing the app seems to do a decent job bringing my frames back

boreal niche
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If you suspend, it basically pauses the program. This should free up cpu & gpu (not ram). Then you can resume it to continue from where you left off.

warped fox
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I've never suspended and app in my entire life, it sounds useful lol

boreal niche
warped fox
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Damn, wish I knew about this all these years lol

boreal niche
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I am on Win10 so I use a 3rd party foss alternative

warped fox
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So how do I suspend? Seems it's not as simple as right clicking and suspending >.>

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efficiency?

boreal niche
warped fox
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I'll have to dig into it later, there's no suspend button, but I can see a bunch of apps that are suspended

boreal niche
warped fox
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I'm sure they're right, I see suspended apps

boreal niche
warped fox
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Oh, I use process lasso

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very useful

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I'm sure they're basically the same though

boreal niche
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Sysinformer

warped fox
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Hmm, that is clean

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I just.... paid for lasso lol

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how much is that?

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oh wait that's the free one

boreal niche
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Process Explorer

boreal niche
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sysinformer might have the same feature but I didn't dig down its settings

warped fox
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PE I may check out

boreal niche
warped fox
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Yea this is nice actually

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being able to see what process are running and under which tree

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that's nice

warped fox
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@barren lichen you available a sec?

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How about you @boreal niche

barren lichen
warped fox
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can you pop into the streaming channel and let me know if the audio is playing, please?

barren lichen
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Ok

warped fox
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If not, I may have to set up a voicemeeter thingy

barren lichen
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My stream is not loading

warped fox
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Ugh

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ok no worries

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What's the best settings for discord, 1080p?

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Just knocked it down th that, maybe it'll load for you now

barren lichen
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Yeah it's okay

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No wait

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I still can't see stream

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Infinite loading

warped fox
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Hmm

barren lichen
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Maybe a problem on my end

warped fox
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Could be

barren lichen
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oh

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I see now

warped fox
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any sound?

barren lichen
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Nope

warped fox
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Ok cool, know what to do now, thanks

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How bout now?

barren lichen
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Laggy, sound glitching

warped fox
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hmm

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are you downloading anything?

barren lichen
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No lol

warped fox
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Feck

barren lichen
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But it's consuming way less kb/s like 28kb/s

Maybe because its a still image

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Oh yeah

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It works sometime

warped fox
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I just removed sound echo etc

barren lichen
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It works but with micro breaks

warped fox
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dammit

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gonna open on my phone

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Well that didn't work lol

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If you're talking, I won't hear shit

barren lichen
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It's okay

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No sound

warped fox
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trying to fix it

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now it's broken

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I hate tech

barren lichen
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Are you using obs?

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go into discord and select your sound source

warped fox
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Yea it's not that

barren lichen
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It worked

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Yes

warped fox
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But I can't hear it lol

barren lichen
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But I can

warped fox
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I am not working in complete silence XD

barren lichen
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Put up some heavy metal for a bit

warped fox
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It plays for a few seconds and stops

barren lichen
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Hmm

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I can listen to the music bro

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weird

warped fox
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Oh it's working again

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you hear it?

barren lichen
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yes

warped fox
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sweet, how's the quality?

barren lichen
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Its okay

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Audio is a bit trash sometimes but okay enough

warped fox
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Has to be a way to improve it

barren lichen
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dude audio is okay

warped fox
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Screw it, wasted enough time on this lol

barren lichen
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yeah stream is good, continue working

warped fox
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I shall lol

barren lichen
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I'm interested in seeing you model

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hey umm

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im on PC now but can't see your stream

warped fox
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I'm not sure it's on my end dude

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Net is looking fine on my end

barren lichen
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ok i got in

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seems like browser discord was bugging me out

warped fox
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Oh I use the client

barren lichen
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but no sound on my end lol

warped fox
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ugh

urban mesa
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the stream has sound for me

warped fox
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Nice, thanks

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refraction should just work now, I'm missing something

barren lichen
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im no blender expert but damn, you model stuff very fast

warped fox
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I have a lot of experience, it was my job lol

barren lichen
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oh ok

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lol

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it works

warped fox
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nah you can't see through it

barren lichen
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the refractions are amazing

warped fox
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it doesn't matter really, it's just to help me visualise

barren lichen
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hmm

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ok

warped fox
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however it will bug the shit out of me

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to google, hang on it's been while

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It must be broken, I'm doing it right

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whatever

barren lichen
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im here dude, still watching

barren lichen
warped fox
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It works in game, I already did it

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wanna see?

barren lichen
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yep

warped fox
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wrong save

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forgot how to swap

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got it lol

barren lichen
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hmm

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it works

warped fox
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refracts lovely

barren lichen
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you need to use the ApertureMDL something to get the transparency on certain parts

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translucent it's called, right?

warped fox
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Yea that's it

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should work fine, it's it's working already

boreal niche
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Nice

barren lichen
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im going afk

barren lichen
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i gtg dude, important stuff to do rn

warped fox
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No worries mate, I'll be here a while.

warped fox
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So they fixed the reflections for textures that are tagged as sky

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However, the offset seems to be a bit off

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I'm not sure how to go about fixing that, but the islands should be reflecting too

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but it seems to be relfecting the higher parts of the sky texture

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Overall though, I'm happy

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Could be a scaling issue, I'll try with a new skydome

warm notch
warped fox
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Not correct lol, this happens everywhere

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The water plane extends beyond the skydome

warm notch
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Hmm weird. for me it seems just the plane not stretching all the way to touch the sky sphere mesh. I'll take a look when back home.

warped fox
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that's an illusion, trust me

warm notch
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Oke ๐Ÿ™‚

copper copper
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for me everythings black in game

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is there a specific setting i need to enable?

warped fox
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what version are you using?

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Started work on a new capsule model, obviously not finished, but it's getting there.

copper copper
warped fox
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Did you tag the UI textures etc?

copper copper
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yeah i did for the ui, problem is once i get in game my mouse locks up

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even when i have the remix menu open

warped fox
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Hmm, that used to be the issue, but it's since been fixed, have you got the latest remix files?

copper copper
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yep, just downloaded them

warped fox
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At which point does the game go black?

copper copper
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once i start the actual story mode

warped fox
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So once you get in game

copper copper
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yes

warped fox
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can you see the character in the character select screen?

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Also, with SadX, did you set the graphics to Lowest?

copper copper
warped fox
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Do you have that new lighting engine mod enabled?

copper copper
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also, its not entirely black, some textures show up. i think theres just no light source

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yes

warped fox
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Turn that off

copper copper
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ah

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so lantern engine?

warped fox
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yea that's it

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also make sure you're using a DX8 wrapper

copper copper
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yeah im using the one that comes with the loader

warped fox
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ahh ok cool

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can you bring up the remix menu?

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You need to tag the sky textures as sky, otherwise it blots out the sun, lol

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it's pretty dark otherwise

copper copper
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yeah i can, but only until i have control of the character

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then my input gets locked

warped fox
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try this config for the .trex folder

copper copper
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thanks

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yeah that seems to have fixed it

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and the lighting works now as well

warped fox
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Nice

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Awesome

copper copper
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and i dont see the character model in character select

warped fox
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Yea tagging stuff as UI will seem to draw over him

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and tagging the textures as worldspace UI does nothing

copper copper
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lol the SA2 conversion mod works

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ah much better with sky auto detection on

warped fox
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Look at that bounce lighting from the grass, looks great

copper copper
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yeah

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man if only SA2 ever had a chance of actually working

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this is a nice compromise though

warped fox
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What was wrong with SA2 then?

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I never tried it

copper copper
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the rendering is like.... emulated entirely with shaders or something

warped fox
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Oh really? Damn

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that sucks

copper copper
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yeah

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so theres nothing to capture

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you enable vertex shader capture and it just renders the raster

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maybe someday there will be some something that gets it working, but im guessing probably not

warped fox
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Remix: Shader version lol

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long ways off yet

copper copper
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my worry is that its doing something super jank to emulate the rendering of the gamecube or something

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because if its doing something nonstandard then theres no hope

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lol it looks like one of those bad hd remakes where they just import the levels into unreal and make a youtube video about it

warped fox
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except it's the real deal! ๐Ÿ˜„

copper copper
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man even with bad textures this stuff looks so good

lavish frigate
# warped fox However, the offset seems to be a bit off

It does look really strange. I think the problem is the game skybox was really small, and now we're treating the sky as infinitely far away so its a bit odd. I will take a closer look into what options there are.

One thing I will say though, the code says you can replace sky textures (they can even be HDR textures e.g. BC6H where the sun is defined as a super bright spot). To do so, just use a standard material replacement for the original games texture. I see we dont have any good tests for this feature, so YMMV, but Im interested in knowing what you run into

warped fox
lavish frigate
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Also, just merged a change that will fix the texture stretching on replacement materials

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๐Ÿคž

warped fox
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Ugh, as soon as I go to bed, lol

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I'll check it tomorrow, first thing in the morning, thanks Alex, really appreciate the work you're doing here.

lavish frigate
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No rush at all

warm notch
# lavish frigate It does look really strange. I think the problem is the game skybox was really ...

There are 2 problems with replacing sky though:

  • The original game mesh is really bad. It is a weird cylindrical shape with an open top, and there is another separate "cap" mesh to cover the hole up top, and the UVs won't play nice with HDR maps. It is much preferable to replace the whole mesh by a properly UV mapped sphere, like blender's default UV sphere.
  • The issue I registered yesterday about sky meshes not being replaceable: https://github.com/NVIDIAGameWorks/dxvk-remix/issues/39
lavish frigate
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I see, yes, you'd be constrained to the original games mesh/UVs with the current replacement capabilities. Replacing the original game mesh in this case would be, tricky for that system to handle currently.

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Do you have an example of a HDR map you'd like us to support? Would be nice if you could add that to the ticket so we have something to test with

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Of course, the benefit of using the original games mesh, is that the current system actually renders the sky to a texture using the original games shaders (which means it would support any dynamic sky there may be). If we supported replacing the sky wholesale with a mesh/texture, it would be largely static...

warm notch
warped fox
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@warm notch , They can be captured, in this case at least, you just need to increase the search distance, but otherwise yea, you can't seem to replace them if they're tagged as sky

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can replace the texture, but that's not super helpful right now

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@lavish frigate I could of sworn there was a way to increase the size of the skydome on one of the builds, unless that was part of the Portal build, I'm not sure, I know I saw it.

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@lavish frigate good job, you done fixed the issue with textures.

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Now I can finally get to balancing

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Oh my god, and somehow capturing now works correctly XD

barren lichen
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does that mean

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replacements are possible?

warped fox
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Yes

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I mean they were anyway, but were just broken

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fixed now

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I think in this case, maybe a skydome scale slider would help

barren lichen
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i mean it is pretty big

warped fox
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No, it's too small, lol

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Way too small

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but it's a product of it's time, but it won't work for out purposes

boreal niche
warped fox
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Yep, way too small for a skydome

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They used it as their view distance essentially

boreal niche
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The shape is weird too

warped fox
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Nah I think I scaled it by accident lol

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so technically it's smaller than that

barren lichen
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Couldn't we remove it and replace it with our own skydome

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Like how @quaint sage did with chess titans

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(Sorry for the ping, had to bring it up ๐Ÿ™‚)

warped fox
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I don't think we can replace it right now

barren lichen
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Are the hashes stable?

warped fox
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E-Man raised the issue about it

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not just this game affected

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If I attempt to change the skydome in anyway, the game doesn't like it, either freezes or black screen

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I really wish remix would capture meshes as whole, rather than separate materials, smoothing groups etc

quaint sage
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My sky dome USD is included in the mod files for chess titans if you fancy having a go.

warped fox
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may be engine specific, if I try to do anything with the skydome in this game, it really doesn't like it

warped fox
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I'm currently trying to find a decent palm tree pack to purchase, there's a lot of crap out there

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I can always make adjustments if needed

barren lichen
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Are these free?

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Looks good

warped fox
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Nah, I'll be buying them

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There are some things I'm just not willing to model, lol

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I could, but it's just a pain

copper copper
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It would be pretty cool if remix had a sky replacement feature or something that would just generate a sky with clouds and what it automatically and we could just remove the built in skybox

warped fox
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Volumetric clouds and stuff, yes please

warped fox
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@lavish frigate Sorry for the tag, when you get a minute, do you know why my custom textures appear darker than how they should actually be? I'm using SRGB for the sand, but it's a lot darker than it should be

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Non metalness etc

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That's in omniverse.

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This is ingame, could be a normal issue, but I'm not sure

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Even when I mess with exposture values to match the ingame scene, it still doesn't match up

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It's a shame that composer doesn't show stage lighting accurately

warm notch
warped fox
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I figured it out, seems like converting via Chainner causes the textures to get darker, but using the nvidia texture tools seems to be 1to1

warped fox
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Actually no, there is something going on with chainner, nvtt works when I restart the game, and when I export with Chainner, the texture will be darker, one instance where it didn't even load at all and was invisible

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@copper copper sorry moving it here, didn't want to bog down general

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I will make a new chain from scratch, see what happens

warm notch
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I recall someone else also havin that issue a while ago

warped fox
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Yea chainner is updated

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Nah, just rebuilt the chain, same issue

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Seems to be something with BC7 sRGB from chainner, as the other maps seem to work fine

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although I'm going to double check now lol

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Nope. definitely an issue with Chainner, and I'm on 0.19.4

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@copper copper

Here's some information you may find useful, on the left is from nvtt, and on t he right is from Chainner. Seems Chainner is outputting more colours

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They are both using sRGB BC7

copper copper
warped fox
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It could be, nvtt is set to default

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I don't know if I have the same level of control in chainner, not too familiar with it, but the dropdown menus for saving files only give dds formats

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Oh and compression I guess

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wonder if I should try a different one

copper copper
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Yeah try it

warped fox
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Bah, none of them give the result I'm looking for, but the colour amount does change, so I doubt it's to do with that

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Chainner

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DXGI format is different slightly

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not sure why, but chainner adds SRGB and is set to 99, nvtt is 98

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if that makes any sense?

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Also alpha mode is set to straight intead of opaque in the nvtt one

copper copper
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Maybe try saving with linear rather than srgb

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Could also be that alpha mode

royal ridge
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So Iโ€™m guessing that the project got split into two, one for the steam version and the other for the pc disk version

warped fox
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There's no real plan, I'm just doing my own thing and seeing where it goes, I just want to have a project to work on tbh

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Also, I can't seem to change the alpha mode in chainner, and linear is meant for greyscale, doesn't make much sense to use that mode

copper copper
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MSchmidt is working on doing something related to alpha though, i think he's gonna be adding some stuff within the next week

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probably best to just export to png and use nvtt in the meantime

warped fox
#

Ahh I see, I thought it was your baby, didn't mean to come across as pushy or anything, just wanted to help ๐Ÿ˜

copper copper
#

chaiNNer is my baby but uhh it's also co-parented by MSchmidt lol. He's done so much for the project, and actually has more commits in the repo than I do. The extent of DDS support that it currently has is all him

warm notch
#

Oh, I didn't know you guys were the maintainers of chainner. Thats pretty cool

copper copper
#

yeah its probably the one project i've actually stayed committed to the longest and haven't lost interest in yet ๐Ÿ˜†

#

it helps that people actually use it. didn't have anything like that before chaiNNer

#

Unfortunately it still lacks a lot of things, like as you can see there's a lot of DDS stuff missing

copper copper
warped fox
#

Fair enough, it's a great little tool and I see a great future for it, the way I see it, I help you, that helps me and everyone else.

copper copper
#

and btw, i might make a separate remix mod for SADX using the SA2 conversion mod -- maybe. I'd at least like to see city escape with pbr textures and some models replaced

#

could probably even model swap in some ones from generations

warped fox
#

I liked SA2, but I missed the hub world and stuff, which is why I thing SA1 was the better game

#

SA2 was a nice leap in style and graphics though

copper copper
#

i never finished SADX because i had borrowed it from a friend, got stuck at some point, and then had to give the game back

#

but SA2 i actally played all the way through

#

and i played it just generally way more, so i'm more fond of it

warped fox
#

Sonic has seen better days, to be honest.

urban mesa
#

woah

#

nice modeling

warped fox
#

I'm still plugging away with it, just experimenting with shapes, I don't wanna go too overboard, it's still Sonic, so it's pretty basic

warped fox
#

S'ok guys I saved him...

#

Just missing a body

#

Also yes, I'm bored, just having some fun before moving on to the low poly, baking etc

warm notch
royal ridge
#

๐Ÿ’€

#

oh wait

#

capturing is working!

#

hell yeah

warped fox
#

Yeaaaaa

#

I'm currently building a tool that will make texture conversion much easier

royal ridge
#

i need to try octotex

royal ridge
#

but it's not that easy to use

warped fox
#

Mine will be as simple as right clicking on an image, and converting straight to DDS, It'll be based on workflow though, so it'll be expected to name your textures correctly

#

_Normal, _Roughness, _Alebedo etc

royal ridge
#

hmm

#

sounds good

warped fox
#

And automatically converts normals to Octahedral

royal ridge
#

wait, isn't that thing already exists?

#

wait

warped fox
#

Not as far as I know

#

even if it does, I'm just doing it for fun and learning

royal ridge
#

ok i can't find it

#

wishing you a good luck โค๏ธ

warped fox
#

Chainner is nice, but it's overkill for my needs, and I don't like the idea of having another tool in my arsenal just for making octahedral normal maps

royal ridge
#

im understanding you

#

btw wait

warped fox
#

?

royal ridge
#

this script allows you to convert normals to octohedral

#

it's from nvidia as i understand

warped fox
#

Ah they're using numpy as well lol

#

That looks a lot better than mine though

#

Where'd you get that?

royal ridge
#

im using this script

royal ridge
#

i can't find it anymore

#

im a blind kinda

warped fox
#

Well, that's super useful, so thanks a lot for that, mine isn't anywhere near as robust as this, so I'll just use this lol

#

plus this way, I know it's correct.

royal ridge
#

oh it's done

#

upscaled

warped fox
#

Might want to invert the roughness, but looking cool

royal ridge
royal ridge
royal ridge
royal ridge
barren lichen
#

Texture tiling issue

#

Can't we make it seamless

royal ridge
#

oh i see

royal ridge
#

even sand

#

if you try to generate a roughness map, it won't tile

#

idk why

#

ok i gonna upload these textures as mod

#

there's it

royal ridge
#

woah

#

oh noo sanic

barren lichen
royal ridge
#

yeah

#

Cannot get road texture to capture

royal ridge
#

k I'll try to make some more modern animations for sonic later

royal ridge
#

ugh

royal ridge
royal ridge
royal ridge
urban mesa
#

amazing

royal ridge
royal ridge
#

if someone want's to try it

#

here you go

fiery lion
royal ridge
#

and decided not to do that

#

hello btw

fiery lion
#

Hi

#

I used to mod this game when I was a kid

#

Nothing fantastic though

#

The stuff I'm seeing looks great

royal ridge
#

thanks

fiery lion
#

Look, idk how the whole RTX thing works or how to set it up, but if you need someone to throw some concepts, models, or textures your way, reach out to me

royal ridge
#

im only developing the tool, idk if i continue to make stuff for sonic

#

but the chances are high

fiery lion
#

Oh okay

#

Well whatever the case

#

I literally specialize in 3D Modeling and VFX stuff, just graduated from college doing this type of work not too long ago

#

So if you need someone to do a few simple assets for you, I'm open to doing it

#

Don't gotta credit me or anything

royal ridge
#

But I need to finish my tool

fiery lion
#

Sure

royal ridge
#

For now there's a uv map problem

#

And it can't export back to USDA

fiery lion
#

Idk what USDA is

#

When I used to mod this game, you had to extract from a file called CHRMODELS.dll

royal ridge
#

Rtx remix saves the models as the USD files

fiery lion
#

What exactly do you want to do?

#

Change the model?

royal ridge
#

Yup

#

But not as a regular mod for sadx

#

But as a mod for RTXRemix

fiery lion
#

Hmm

#

I'm not sure how that would work tbh

#

Again, I've never used RTXRemix nor know how to set it up

royal ridge
#

That'll allow you to use more polygons for example, and fps will be higher

fiery lion
#

What's preventing you from using the original method?

royal ridge
#

Don't wanna mess with it

fiery lion
#

Ah okay, well

#

It may prove difficult tbh

royal ridge
#

And high poly models makes fps with remix lower

fiery lion
royal ridge
#

I will need sadx mods only for music, sounds, Animations

fiery lion
#

This is probably the way I would've done it, but if you're saying high poly models will be a problem, then maybe you could vert edit the existing model

fiery lion
royal ridge
#

The textures and models will be replaced with remix

fiery lion
#

Animations I've never done for SADX tbh

#

But I think I know someone who has

royal ridge
#

I've wanted to just replace sadx models to generations one

#

But idk

#

It'll be the fastest method I think

fiery lion
#

That's been done already

royal ridge
#

I mean through rtx remix bro

#

It'll look outstanding if we do that with proper PBR

fiery lion
#

Wait

#

If you're just trying to get PBR on the model

royal ridge
#

Even default models looks great

fiery lion
#

Why not just get the model in the normal way, then only edit the textures in RTX Remix?

royal ridge
#

Or wdym

fiery lion
#

Like follow the tutorial to import a model into the game the normal way

fiery lion
#

And get the model in the game

#

Then

#

Only use Remix to edit the textures

#

It'll probably be more efficient this way too since I know that there's a different model for each frame of animation in that game

#

When a cutscene plays, his head will probably break or the game will crash

royal ridge
#

He fps will die

barren lichen
#

@royal ridge you got HALO CE to test?

royal ridge
#

It's better to replace the model through remix

fiery lion
#

Hmm

#

You could probably get away with the 3DS model lol

#

Or the PS2 unleashed model

#

I honestly don't know any other potential workaround since again, I've never used RTX Remix or know how to help troubleshoot that specific issue

#

I'm just the art guy

fiery lion
#

I'm not trying to avoid it, it just seems a bit complicated to setup from what I've seen

#

Though of course

#

I haven't really checked this server for months so

#

My initial interests were to mod SH3 and Prince of Persia with it

#

But I couldn't figure out how to hook it into the game

royal ridge
#

I'm working on a tool that in theory should make life easier

fiery lion
#

Wait

#

That's all you need?

royal ridge
#

Basically, yeah

#

But the tool does not able to write models back for now

fiery lion
#

Is the tool for RTX Remix or for the game?

royal ridge
#

Only convert captured models as obj

#

For rtx remix

fiery lion
#

Damn, that would mean that you could only use static models

#

The head may still break in game or crash

royal ridge
fiery lion
#

Like during cutscenes

royal ridge
fiery lion
#

Well obj is static

royal ridge
#

We need to try still

fiery lion
#

So yeah

#

If it were fbx it's a different story

#

There's animation in fbx

#

There isn't any animation data in obj

royal ridge
#

Oh wait

#

It'll be animated

#

You're replacing the meshes

#

Game uses it

#

But still thinks that the old meshes are here

#

And animates them

fiery lion
#

There's a couple of issues though

#

There's a problem with auto weld

#

If you're importing static models, you might get breaking in the legs, arms, and feet

#

Because they're divided in to 3 separate parts on the legs and 2 in the feet

royal ridge
#

Yeah probably

#

So obj does not support weights?

fiery lion
#

On top of that, there's still nothing accounting for the animation data stored in each character's head

#

No

#

Obj is just static geometry

#

Fbx is what you want for animation

royal ridge
#

Welp remix do not gives you the weight

#

So I think that it's ok

#

Still we can use low poly sonic model in the game

fiery lion
#

You can still replace the model, but what I'm saying is, you'll probably run into issues with some things that Remix won't be able to fix

royal ridge
#

And everything else will be high poly

fiery lion
#

Sure

#

That works too

royal ridge
#

K it's a bit late for me, cya tomorrow!

fiery lion
#

Same

royal ridge
#

I'm a big sonic fan btw

#

๐Ÿ˜›

fiery lion
#

9:28 AM

#

Haven't slept yet

#

I used to be a Sonic fan lol

royal ridge
royal ridge
fiery lion
#

12 years ago

#

This was back when we had to do it the shitty way and 3DSMax would only let us edit 1 model at a time

#

And it was this ugly light gray UI

void egret
#

Would Remix even be able to handle the chunk-style models?

#

Same for the heads: they're animated by transitioning the vertices between about 30 different possible heads.

#

Well, for Sonic, 20.

#

For that matter, nobody's actually bothered trying to cover them all in their model mods. It's possible, but it hasn't been done.

fiery lion
#

That's exactly what I was getting at before

royal ridge
#

I'm training new ai models for pbr

#

And working on two additional models

#

For emission and metalness

royal ridge
royal ridge
royal ridge
#

im happy

#

now i can export models with octotex

#

now i need to place them right way with capture.usd

#

and write them back to the replacements.usda

void egret
#

I just realized all the land tables are bunched up in that second image lol

royal ridge
#

hehehe

void egret
#

I'll be honest I kind of think a Remix version of adventure is a lost cause over just remaking the whole game in either an engine that supports ray tracing or just has very good lighting from the start just because a lot of the work that would go into remaking some of these assets would seem to demand as much.

void egret
#

I also don't think it can be brute forced through upscaling and making textures PBR alone.

#

I'm still interested in the results either way mmcSIP

royal ridge
#

download?

high void
#

I tried remix on the game myself a long while ago but it was just broken geometry mess

wooden orbit
void egret
#

So you could still do replacements at the game's level itself, and just use Remix for extra materials?

royal ridge
void egret
#

By how much mmcSIP

royal ridge
#

in another game, if i create a car with alot of polygons

#

fps will drop from 60+

#

to 15 or so

#

im on 3080

#

idk maybe with a better cpu situation will be better

royal ridge
void egret
#

It can't be that bad unless the object itself is just really high poly

wooden orbit
#

so yes, you can absolutely replace the meshes using the game's normal non-remix modding flows. Just be aware of the performance constraints on those.

#

for Portal RTX, Remix didn't support animated meshes yet, so all the skinned replacements were done as normal Source mods. for Portal Prelude RTC we ported all of those over to Remix replacements and saw a significant performance improvement.

fiery lion
#

^

#

That's what I was getting at as well

smoky shale
#

i would love to see station square in RTX

smoky shale
#

tried to add rtx to SA1 but remix menu doesnt pop up

copper copper
#

Did you set your conf file to be shader model 0?

#

If not, do that

hasty heath
#

this looks firee

#

my personal take on the model thing is maybe look for models that resemble either the DX models or the DC models, just having say generations sonic in adventure feels off, only criticism Iโ€™ve got is that like, the sand looks awkward ig

void egret
#

My solution would probably be to take the Secret Rings models and have someone at least bake some really nice materials for them even if they couldn't really be much higher poly than they were on the Wii, But considering the reaction to even bothering with in-game replacements at all over Remix replacements is "oh my god that's going to slow everything down so much oh my god" I guess that's maybe too optimistic of a goal.

#

I guess for an example their Brawl models are about the same and their trophies conveniently pre-posed to give an idea of what that they all look like.

void egret
#

Eggman would be pretty funny to see actually because his entire mouth is hidden so they didn't have to deal with syncing his voice.

winged gale
#

Hey there! Is there a group working on an RTX version of this game? or are you guys doing your own separate things?

void egret
#

As far as I can tell there is no group and Alex's stuff has remained his own.

#

There is some interest outside of this server, but I'm not sure how far that will go.

balmy sandal
#

Damn, so is RTX Remix dead for this game? New to the beta and was most looking forward to this and SA2, and both of them look nearly insurmountable with the current iteration of remix.

copper copper
#

SADX is actually at least possible. Nobody's actively working on a project but that doesn't mean it's dead

#

SA2 on the other hand doesn't work at all lol

balmy sandal
copper copper
#

that wasn't the case originally but if you turn shadermodel to 0 and install a few mods it works great

void egret
#

what do you mean the steam version is better lol

#

I mean hypothetically sure it could work but you don't want to be using that version because the 2003 version is the one all the mods are made for, including all the patches the mod loader provides such as widescreen.

#

And 9 times out of 10 a "mod" made for it is not a mod made for it, it's just an installer that will replace it with the 2003 version.

#

Bettersadx is similar but outdated and stop calling the mods included "bettersadx"

copper copper
#

No need to be rude about it, why don't you try it yourself and see? If you can get the 2003 version to work well with remix, that'll be big news

#

@royal ridge would you mind confirming of this is still the case?

royal ridge
#

But 2003 version objectively will be better for many reasons

#

I'm telling you as a sonic fan

#

๐Ÿซถ๐Ÿป

copper copper
#

Sure it would be better, but I just thought we ended up with the conclusion that the steam version works better with remix

#

It doesn't really matter if the original 2003 version is better for modding if remix isn't as compatible with it

warm notch
# copper copper It doesn't really matter if the original 2003 version is better for modding if r...

IIRC, the 2003 and steam version had just some minor differences about some mesh hashes being stable in one version and unstable in another. I'm using the steam version, had to install this sadx mod manager to get a bunch of mods enabled and then it worked. Idk a thing about sonic modding community or sonic games in general, jsut played this one when I was a kid, but on the remix side for me theyre equally promising, the steam one obviously having the convenience of accessibility throgh steam, so maybe a bigger player base for the mod? idk Peepo_Shrug

#

These ones

copper copper
#

Ah ok, well if they're equal then I guess we're just good to go

void egret
#

But what I'm saying is that the fact mod manager is working means you are playing the 2003 version

copper copper
#

Do you still need a dx8 wrapper when using the mod manager with the steam version in order for remix to work?

#

Sorry but it's been a while since I've tried this

void egret
#

It's used by and included with Lantern Engine so It's probably working in the background.

copper copper
#

I think for remix to work you have to disable the lantern engine

void egret
#

What I'm saying is that it's probably installed because of that and Alex and the others didn't even notice

#

Also I'm not trying to sound like I'm confronting anyone in particular but it is a pain point of a general lack of education about how this all works

#

I'm just trying to offer perspective and clarity as someone who's been around this for a long time and watched a lot of this stuff come into existence

copper copper
#

Thank you, that make sense

warm notch
#

first time I tried I had lantern enabled and remix didn't hook. Later on I disabled and it worked

balmy sandal
wispy elk
#

No rtx

balmy sandal
#

rip

copper copper
#

maybe also configure the shadermodel to 0 in the dxvk config

void egret
#

Again, betterSADX is outdated.

#

Honestly maybe even this method is outdated and they built it right into the new mod loader, I'm not sure.

#

Maybe not: Whatever the case, the installer will get you as close as possible to having everything ready and the update processes in the mod manager will clean up the rest.

balmy sandal
#

Thanks for your help folks

#

Also -- do auxillary things such as the DC character pack or other such mods affect Remix? (I.e. should I just be going forward with a vanilla as possible mod loader install)

void egret
#

The installer that I linked will help you convert the vanilla Steam release. The only thing you should need to install for RTX compatibility is Lantern Engine, but even if you don't otherwise just get d3d8.dll and follow the other directions.

balmy sandal
void egret
#

It shouldn't, it's just an easy way to get the dll.

balmy sandal
#

copy

void egret
#

I would also say don't use anything non-vanilla like DC Characters or Dreamcast Conversion since a full project is just going to replace everything anyways.

#

Well... I don't know. Dreamcast Characters is completely redundant, but otherwise That's actually going to be a personal choice, I guess, since some levels are modified on a technical level by Dreamcast Conversion and people generally prefer it.

balmy sandal
#

And when you say " just get d3d8.dll and follow the other directions" the d3d8.dll is just a DirectX 8 wrapper right? And in terms of "other instructions" are you just referring to setting up Remix in general?

Apologies for all the questions. First time doing something like this.

void egret
#

Yes and Setting up remix, yeah.

balmy sandal
#

Copy that, appreciate

balmy sandal
void egret
#

Yeah

balmy sandal
#

Cool cool, thank you for your help!

#

Game has loaded up and seems to be doing something differently than before. Thank you so much! Any other setup tips / troubleshooting stuff I should be aware of unique to SADX?

#

Like the chaos 0 fight is entirely black for some reason lmao

void egret
#

I swear someone said something about shader=0

balmy sandal
#

omg yes you're right so sorry

#

Actually, they mentioned a dxvk config, which I'm having trouble locating. Is it usually found in the remix base folder or in the sadx folder? seems like something that would be remix centric

balmy sandal
#

Okay, so I think I got it working! But now I'm having an issue where I can't open the Alt+X menu after the game launches. Any wisdom?

#

For anybody who faces the same issue -- disabling geforce experience overlay fixed this for me ^^^

void egret
#

Unfortunately I can't really help with the Remix part because I can't use it myself.

balmy sandal
#

Oh dang! Well, I got it working. For anybody who's clueless like me, here's what I did to get it working with Steam SADX based on the advice of Shilz and Joey:

  1. Download SADX mod manager and install Lantern
  2. Disable Lantern
  3. Download SADX conf file found here: https://www.moddb.com/downloads/rtxconf-sonic-adventure-dx-directors-cut1
  4. Place RTX runtime files into main folder
  5. Disable geforce experience overlay
  6. Disable any dreamcast mods for the time being, and try a capture.

At this point now, I'm messing with texture / material replacements. SADX has a pretty short render distance so Emerald Coast has required quite a few captures so far,

balmy sandal
#

The beta definitely makes texture editing and PBR stuff easy for artists. Loving it so far!

#

The one issue I'm running into so far in terms of modifying assets is the water. I'm guessing it's because it's an animated texture?

#

In the editor it's looking like this, but in game it's a sort of flashing texture

#

also, randomly this area of emerald coast does this

void egret
balmy sandal
#

Interestingly, if I turn DC conversion off, and make the same modification to the materials, I do not have the same issue. I'm wondering if maybe I keep the SADX water mod enabled if something changes. Further testing tomorrow!

balmy sandal
#

This shit made me laugh

void egret
balmy sandal
#

If anybody has any ideas let me know

void egret
#

If I had to take a guess, it might have something to do with transparency.

fickle bane
#

so i'm very very late to the party, but i've been working on sonic adventure on and off for a few months now, just recently picking it back up again. i wanted to reveal my progress once i had a bit more of station square's pool finished, but it seems like the game is getting a bit of attention now.
i've been making a few textures and assets from scratch, including station square's daytime skybox (found the original source texture, edited it, and saved as an exr), the switch/button object, a pool parasol & tableset, pool tile textures, etc. modeling isn't my strong suit but i've been learning as i go. again, my short-term goal is to finish station square's pool area, then work from there.

#

i am also using Dreamcast Conversion as a base, just for personal preference. i'd like to have a non-dc version at some point but that's for the very distant future

fickle bane
#

a couple of problems i've run into so far, sorting by importance:

  • culling is a big problem. every object offscreen is culled. rtx remix's anti-culling causes offscreen objects to.. technically exist? but their textures flicker rapidly, faces disappear, and the game tends to crash a lot (warn: Still waiting on the Present semaphore to be released...). to attempt to remedy this, i'm making a companion mod to work in tandem with rtx remix. i've managed to find the function that culls SET objects and overwrite it, so that's one part out of the way, but i've been struggling to find the function that culls landtable objects, aka the level terrain. i'll keep searching and i'll ask around in the modding server eventually, but if i can't find anything, i could most likely add a custom SET object to every single level, then use it as an anchor for all of the replaced terrain.
copper copper
#

That's awesome

fickle bane
#
  • player characters have unstable hashes. the game uses CPU skinning and also stitches vertices together in realtime. NPCs seem to have stable hashes, though their parts are not stitched together. can't imagine any replacement assets looking good here. there are already a few game mods that replace certain player characters with higher poly versions, so it is certainly possible
#

certain parts of characters also have jiggle physics, causing even more hash instability. turning this off is trivial but wouldn't fix much, though i thought it was worth noting

#
  • a majority, if not all of the stages can be completed with rtx remix... in a vacuum. when launching the game directly into each level and event cutscene that i've tried, they seem to work without crashing. but when launching the game normally and making my way to the exact same event and level, i get strange crashes relating to warn: Still waiting on the Present semaphore to be released... not sure what could be causing this
#
  • every single subtitle is its own hash. every. single. one. i had no idea that subtitles were generating textures in realtime. but that, uh, sucks. i could go in and select every single vanilla subtitle and set it to UI texture so it gets rendered, but that does not seem feasible. or fun. or sane.
    fixed by using HD GUI 2!
copper copper
#

aren't those issues fixed by disabling shaders?

#

or am i thinking of something else

fickle bane
#

i'm not super sure honestly

void egret
#

Interesting approach to the tables.

void egret
#

Actually really bold of that place to allow for glasses in their pool section lol

void egret
#

From what I remember you can merge vertices in any mesh you want but I imagine that would pile up a pretty heavy load with all the NPCs.

heady token
warm notch
# fickle bane - ~~every single subtitle is its own hash. every. single. one. i had no idea tha...

When you tag a texture as UI, remix will forward that draw to render as the original game is asking, but so will happen with every following draw call until the frame ends. If you manage to tag an UI element that is being rendered before the subtitles, they should also render just fine.
Also, there is an heuristic settings you can enable that could help: "Orthographic is UI". It should assume that every element being rendered using orthographic (no FOV angle) should be UI

warm notch
fickle bane
# warm notch This is really weird. It is almost as if his tail had each face scaled inwards a...

i figured out the problem, it's two things:

1, i had a mod on that restored a lost effect from the dreamcast version - "onion skin blur", which adds fake motion blur to tails' tails, sonic and knuckles' feet when running, etc. disabled and it looks a bit better. but now the real problem is
2, tails literally has three sets of tails, to simulate faster motion when he spins them. they're a lot easier to notice when they aren't in resting position.

#

no one has made a mod that removes the fake tails, but i'm hoping it's pretty trivial? it's something i can look into later

balmy sandal
# fickle bane no one has made a mod that removes the fake tails, but i'm hoping it's pretty tr...

First of all this looks so sick. When I get some time I'm excited to share some of my own texture work. Aside from a few textures, I'm utilizing AI so it's awesome to see somebody homegrowing most of their assets. I haven't begun modeling new assets yet but you've inspired me! Those umbrellas are dope.

Secondly, this is why I've decided to work off the base game. Using the DC Conversion as a base is preferable but I found it to cause a lot more issues for whatever reason.

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I mean base game + the normal stuff you need to get everything running

balmy sandal
fickle bane
#

so after checking, there's a few general model mods here and there that either use the DX models as a base, or just straight up use models from newer sonic games.. which isn't quite what i want. there's one hd dreamcast sonic, but it is unfinished, is missing mouth morphs, and was last updated 3 years ago

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i definitely do want to tackle hd character models at some point. it'd likely have to be from scratch, and i'd be limited in terms of poly count as it'd have to be modded ingame rather than through rtx remix due to cpu skinning

#

personally i'm aiming to be as faithful to the dreamcast models/textures as possible

void egret
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There's basically no mods with custom morphs

fickle bane
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i remember that it's tedious, but not impossible?

void egret
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Of course it's not impossible but the higher poly you go the more work is required.

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Oh you'd also probably have to add entirely new welds, that Secret Rings model doesn't have any where the body meets the legs.

fickle bane
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this is still for the distant future, but i saw that weighted character models were released late last year (still cpu skinned unfortunately), i think that removes the need for manual welds, right?

fickle bane
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another texture remade.. but i should really get to remodeling the hotel/pool exterior lol

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original vs recreation (albedo)

flint pewter
fickle bane
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oh yeah, somehow i forgot about the source photos.. which is funny because i literally used them for roughly recreating station square's sky (might try remaking it again later)

warm notch
fickle bane
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yeah LOL

fickle bane
void egret
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texture looks nice

fickle bane
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i might look into it if necessary

fickle bane
fiery lion
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This doesn't work with the steam version, right?

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Only the old early 2k pc port?

fickle bane
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yes, it requires converting the steam version to the original pc port

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it has infinitely more modding support

fiery lion
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If you run me through setup, I'd be happy to help

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I used to mod this game when I was a kid

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Knew Dude, Mainmemory, ItsEasyActually, Fiamonder, and some others

fickle bane
stuck ember
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also since i'm in the team for that project

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so if you need any help with source textures and stuff

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then i'm here for that

fickle bane
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building the hotel exterior. progress is slow as i'm pretty bad at modeling, but it's going good. mirror and array modifiers are doing a majority of the work, lol

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most of the rooms are going to be real exteriors instead of textures (not too detailed, but just detailed enough!). i need to close those two sets of curtains because they can't have rooms in them. the reason for that is.. well..

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..the rooms would clip into the lounge

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i'd love to find a way to turn lights on inside the rooms only at night, but i'm a bit stumped on that for now. i can't attach it to the nighttime skybox, as the skybox is the same for each area in station square...

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reluctantly, i could add an anchor object through code that only exists at night, but... blegh, coding

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just kind of brainstorming for the future. right now i just gotta finish this building

void egret
fiery lion
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I've been doing this stuff since I was like 12 so

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Also, unrelated but, https://www.youtube.com/watch?v=kcpkZL0llbc not sure if this grabs your attention

A blue storm is coming, Blue is back! Render94 is based on the Sonic 3 title/in-game sprites with a hint of 3D Blast which also used a slight modified version of it, before we got the Render97 used in Sonic Jam and Sonic R.
Download https://drive.google.com/file/d/1woSDBYbEA3lrPX405ZFP9HBGWgpziPLP/view?usp=sharing
Big thanks to Banty for making ...

โ–ถ Play video
livid geyser
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this one looks great so far, definitely gonna wait on replaying SA1 for a while :)

void egret
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You'll be waiting a pretty long time I think.

fickle bane
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got a majority of the exterior modeled, textured, and loaded ingame. not quite finished yet, but learning a lot as i go. there's still some kinks to iron out here and there (i don't like the pink brick texture at all lol, expecting POM to do all of the work was a poor choice. definitely redoing) but progress is going smoothly.

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it also has no culling issues... but that is a workaround that i don't expect to work everywhere. i'm only lucky that this area is small and has a mesh with a huge culling radius.

copper copper
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Amazing

livid geyser
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Lighting's barely touched if at all and it looks pretty out there

fickle bane
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took a small break but just redid the brick material. it was ugly, and now it is not (i think).

livid geyser
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Not bad :3

heady token
livid geyser
heady token
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they are remade

delicate lance
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Those are 100% new tables and chairs

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LOL. Ninja'd.

heady token
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lol

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also im pretty sure lighting is only calcucated per pixel

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polygons still need to be rendered before any rays can be traced against them

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plus cyberpunk path tracing still uses lods

copper copper
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Idk how it actually works under the hood, but I know poly count is waaaaay less of an issue using path tracing. Like to the point where it kinda doesn't matter

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#general-remix message

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So, yeah poly count matters, but it matters differently from traditional rendering

livid geyser
copper copper
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Right

livid geyser
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People have done some crazy poly tests and there's not really a limit in that department

copper copper
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@wooden orbit sorry for the ping, but would you mind confirming how remix handles poly rendering? It doesn't render any polygons before doing the path tracing right? It just renders literally the entire scene using PT, so poly count isn't a factor like it would be under RT or raster?

wooden orbit
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umm, general sentiment is mostly right, but I some of the particulars aren't quite right.

  1. If a draw call is marked as worldspace UI, or is after the first normal UI call (or if the camera is in certain states), it will just be rendered as normal rasterized triangles.

  2. For all of the original game's draw calls that Remix processes and path traces, we have to do a bunch of CPU processing to identify and track them. So increasing poly count of the original game's draw calls can cause a lot of CPU overhead within remix.

  3. If the extra triangles are brought in as Remix replacements, then the polygons are handled in a pretty optimized way. When doing full path tracing, the cost of the most expensive parts scales with the log of the triangle count (instead of linearly with triangle count, like raster renders always have).

Note that there are still parts of the pipeline that scale linearly with triangle count, but those parts are much cheaper, or don't have to be done every frame.

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TLDR: Remix can handle very high triangle count replacement assets, so long as they're applied using the Remix replacement pipeline.

High poly draw calls coming from the original game can actually be more expensive (CPU side) than they would have been originally.

livid geyser
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Thanx for the extra notes

heady token
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ah ok

copper copper
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Yes, thanks Mark!

subtle edge
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How would you get the 2003 ver?

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I only have steam ver

livid geyser
subtle edge
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?

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Is there a way I can get it now?

livid geyser
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not officially

subtle edge
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And unofficially?

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Wait

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Is it part of that disc pack that had SA1, Riders, Heroes and Some classic collection of some kind???

livid geyser
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I don't remember if there was a PC port of Riders

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there was a release of Heroes but it was trash from what I remember

subtle edge
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It was a case, and it had a pack of Sa1, Heroes, Riders, and some type of classic collection

livid geyser
subtle edge
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Photo from online

subtle edge
subtle edge
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Anyone know where I can find these files?

royal ridge
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I think some mod loader can can lower your game version

subtle edge
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?

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For steam ver?

royal ridge
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But I can't remember, sorry

subtle edge
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All g

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But where can I find the old RTX-Remix files

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In here?

royal ridge
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But I have the portal in my steam so

livid geyser
subtle edge
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Which files do I copy over lol

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That's what I'm asking

royal ridge
livid geyser
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so is 0.4 of the runtime broken with SADX?

royal ridge
subtle edge
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What the hell bro

royal ridge
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Didn't touched all that for a long time

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Bro

livid geyser
subtle edge
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How am I meant to do this then ๐Ÿ˜ญ

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I'm dumb as shit

royal ridge
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I can't even try it, cuz I have no rtx GPU anymore

subtle edge
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??

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What happened to your old rtx gpu

royal ridge
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It's standing still on my shelf, I can't use it because of the old power supply