#Call of Duty: World at War

2626 messages · Page 3 of 3 (latest)

celest lily
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I absolutely agree! And the best part? These NVIDIA legends are putting the power to remaster games into OUR hands. I would not trust Activision in remastering this game without HEAVILY censoring and ruining it, they've long forgotten their roots.

That's also what I'm excited for. We're definitely still a couple years out from viably playing the entire game at reasonable framerates, especially with opacity micromapping and features akin being limited to the 40 series currently but I genuinely think NVIDIA is gonna revive so many old games thanks to RTX Remix. I'd be willing to bet we'll see a revival of World at War when Remix becomes more stable and talented people in the community take on the project. I'd love nothing more than to play through this entire game with enhanced visuals made by more experienced modders and a couple buddies.

upbeat patrol
# celest lily I absolutely agree! And the best part? These NVIDIA legends are putting the powe...

While I definitely wouldn't call it accessible, on a 4090 with WaW I can get something like around 70-100FPS with DLSS Performance at 4k and Frame Gen depending on the scene, which is pretty alright numbers for relying on frame gen, certainly perfectly playable. If I go with Ultra Performance, which does introduce a good bit of shimmer, I am able to get a pretty reliable 110-150FPS.

If you want good frame rates, we're probably another 2 gens out from anything besides close to the top of the line being able to accomplish that at high FPS with these remix projects, but by next gen I'd bank on something like 5070 TI+ tier having at least "good" performance and close to high FPS.

celest lily
# upbeat patrol While I definitely wouldn't call it _accessible,_ on a 4090 with WaW I can get s...

Oh wow, I do admit I'm not very knowledgeable about the 40 series quite yet, but thats phenomenal! I totally thought we weren't anywhere near decent performance especially at 4K for this game. I forgot frame gen even existed too. Out of curiosity is this performance with or without upscaled/PBR textures? I'm extremely excited if you're pulling off those framerates with textures on 4K regardless of DLSS. Gives me more reason to grind for a new PC at this point, if I had any reason the release of RTX Remix absolutely would be it. It does sound like we're a lot closer to enjoyable playability than I thought.

My poor 2060 Super agonizes at just 720P with DLSS on Ultra Performance lmaoo 😭 The best I can currently do is take baller screenshots forcing 2K/Full Res while my GPU running 10 seconds per frame begs me not too 😂

upbeat patrol
# celest lily Oh wow, I do admit I'm not very knowledgeable about the 40 series quite yet, but...

With World at War that's with trying out Nacht with the map specific mod that's got some extra assets made for it, alongside running a few missions in the campaign.

I know the Nacht map is still in beta but it still had a chunk of assets made for it IIRC. Some of the bigger campaign stages might end up straining things a bit more but unless something gets really screwed up on the optimization, given what I got the 4080 and 4090 should still be fairly playable with frame gen. 4090 could probably still be at playable FPS without frame gen and DLSS performance. Not the best FPS, but playable 30-60 range.

celest lily
# upbeat patrol With World at War that's with trying out Nacht with the map specific mod that's ...

Honestly if I could even consistently reach 30 I'd simply limit it in game and bear with that, if it works how I imagine it shouldn't feel any different than how it would've played on the 360/PS3. I haven't actually looked into the Nacht mod since I've been doing everything myself in terms of lighting maps and upscaling/working through textures. If it has custom models that's pretty sweet! I can absolutely do textures and lighting, at an amateur level. But modeling is far beyond my scope, so yet again another thing I need to learn how to do. I haven't even stepped foot into any of the American campaign missions simply because those maps are usually larger than the Soviet side on top of being FULL of foliage, I'd be so interested in what kinda performance you'd get off a 4090 on a mission like Hard Landing or Relentless.

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Also unrelated:

I'm currently working on a quick OctoTex fix for the particles with a black background. I'm not entirely sure if it'll work properly but from what little testing I've done thus far it seems to work fine with slight opacity issues but significantly better than the solid black background. If it turns out good I'll upload the zip file here so it's just a quick and easy fix for anyone who wants it.

upbeat patrol
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Okay, might have to do that another time lol. Remix is being testy and not loading properly for me right now. I'll just reinstall stuff later. Usually fixes it.

celest lily
# upbeat patrol Even if it's just textures and lighting placement, I'm happy to test a bit for y...

Bet! I do have files prepped for both Vendetta and Downfall plus a convenient mod that has the textures for both maps packed into one mod since there was a lot of overlap anyways. Unfortunately without the ability to use AI to just package it all into the one mod with the toolkit I have to have a separate file for the textures/map lighting.

And no worries, if you're alright with it I'll DM you the mods and you can go ahead and do it whenever. I am realizing I'll have to upload them to Google Drive or something though because I forget these folders are like 2-4GB a pop lmao so I'll probably get on that later as well.

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And update on the particle department. My fixes do in fact work, I just need to figure out how to pull every texture with a black background because I currently don't know how to extract textures without having them somewhere on the scene when I take a capture. Probably not gonna go to sleep till I get it done 😎 it's the last major thing bugging me.

upbeat patrol
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Alright, cool. DM me whenever and I'll see if I can get you at least a brief test of those two in the next 2 days.

stiff kestrel
celest lily
stiff kestrel
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hmm. well, on Portal RTX i'm able to manage 90 FPS with DLSS Balanced with FG off (on a 4090). i think the rest of the performance gains will come through further optimizations with each individual game project. the game i was working on (Barnyard) has major slowdown compared to Portal RTX as well

celest lily
# stiff kestrel hmm. well, on Portal RTX i'm able to manage 90 FPS with DLSS Balanced with FG of...

I'm assuming your playing at 4K as well? That's fantastic. The issue with WAW is the scale of the maps and all of the foliage textures and such.

I can bet exactly why NVIDIA chose Portal first because the maps are fairly small, and in the first game there's no worry about foliage or much of anything of that nature too tank performance. Plus that came packed with enhanced textures which absolutely eats up video memory. But out of any game they could've picked to get this off the ground running they chose one of the best.

In terms of WAW without any custom textures/PBR and strictly just remix with added lights this performance is pretty rough. It's absolutely not just on the Remix end though like you mentioned, more work needs done on the engine side of things.

I wish I was knowledgeable enough to actually help with that, but the best I got is finding bugs and reporting them and hoping they aren't caused by my evidently outdated GPU lmao

stiff kestrel
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1440p. iirc based on that difference, balanced vs performance would make up the difference between 4k and 1440p. so effectively 90 FPS performance 4k?

i'll try DSR just to be sure

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there are a lot of things that go into it though, yeah. it's not very clean cut, and optimal performance is hard to achieve

celest lily
# stiff kestrel 1440p. iirc based on that difference, balanced vs performance would make up the ...

Yeah that's still extremely good, and is that on the Portal release version of Remix and the bridge or have you tried swapping the original files out for the newest versions? I'd be curious how much of a difference that'd make.

And unfortunately yeah, I didn't realize myself when Remix was first coming out how much work would actually need to be done on the engine side of things considering how plug and play something like Reshade is but it makes a ton of sense considering how advanced Remix is compared to Reshade.

I'm very impressed with how the community tackled Garry's Mod though. I've seen the best performance squeezed out of that game which is incredible. Other than issues with how certain maps were made causing Source texture errors like the "too many faces share the same decal" one which I don't think anyone except the map creators could fix through optimization on their end.

upbeat patrol
# stiff kestrel wow, what do you consider as "good" if 70-100 FPS isn't?

King basically got it right. With Frame Gen, I'd say those numbers are close to good, but since you wanna try and have 60ish FPS+ before frame gen to get the best results out of it, I'm still sometimes dipping a little low. If I was holding closer to holding steady at 100FPS I'd say it's great even relying on DLSS performance, but most of the time I'm in the mid 80s with DLSS 3.0. From some cursory testing.

Which totally isn't bad and certainly above playable, but wouldn't say it's that good for relying on frame gen.

stiff kestrel
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is remix incompatible with DSR?

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i was trying to test my claims

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anyway, i'd be curious what performance you get at 4k with DLSS Performance in Portal RTX @upbeat patrol

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performance in other WIP games is usually a lot less. i hope they all get to (or exceed) the performance of Portal one day

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i got it working. it's anywhere between 55 and 65 FPS for me with FG off

upbeat patrol
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Yeah that's about right. Techpowerup got 64FPS with DLSS balanced in Portal RTX when it launched. At 1440p they got 118. Not sure exactly where they tested though. Pretty sure that's without frame gen too.

With how ray/pathtracing works the demand as you scale up in resolution goes up a lot and one reason DLSS is so effective at improving performance since the internal render resolution's lower.

stiff kestrel
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i'd say 1440p Balanced actually looks better than 4k Performance due to the increased frame rate (less temporal artifacts overall, and DLSS does a better job)

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and those figures line up for 1440p btw. anywhere between 90 and 120 FPS depending on the scene for DLSS Balanced

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for proof, here's the same scene at 1440p balanced FG off

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and Quality

upbeat patrol
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1440p Balanced is 1485x835, I believe, while 4k performance is 1920x1080

stiff kestrel
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1440p balanced definitely resolves more fine details from what i can see when in motion, then again i am on a 1440p monitor. i just saw a ton of shimmering and temporal artifacts when using any of the 4k options

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there's no real way for me to prove this though (and i don't have the time to go grab a capture card and all of that), so i guess we should just leave it there

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doesn't matter much anyway. i do hope performance continues to improve so we all have a better experience though 🙂

upbeat patrol
stiff kestrel
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i'm aware, yes. the temporal artifacts just outweighed whatever improved clarity there may have been for me. also given that it's upscaling from a lower resolution, i'm not convinced that i wouldn't be able to see it at all despite my monitor's lower resolution

upbeat patrol
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Personally, I haven't been that impressed having tried DSR and sometimes made things look worse for me. Perhaps due to the uneven scaling rather than upscaling to the monitor's resolution. 4k is evenly 4x the pixel count of 1080p where as 1440p is 1.77x.

So still wouldn't say it's that representative of a physically higher display, at least in my experience

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I've used a 1440p and 4k display and performance at 4k has looked pretty comparable to 1440p with quality to me.

stiff kestrel
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i'll take your word for it

upbeat patrol
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@celest lily

Tried Hard Landing Earlier. Actually looks pretty nice out of the box(I downloaded the Nacht assets, if that might be doing anything here), save for some texture glitches like on the right and the plane at the start not appearing.

Performance was awful though lol. Around 60FPS with frame gen and DLSS performance. The game also crashed at the same spot near the beginning, seems to be another engine limit and problem. Little Resistance had the same issue when calling in the missile strike. Probably gonna need some work to get around those problems in the campaign.

upbeat patrol
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Having around 60FPS with frame gen feels like absolute death though. Ultra Performance gets into the 80s. depending on where I'm looking. Some spikes into the 90s even.

I haven't ran through the whole campaign but that was definitely one of the heavier areas I tried.

stiff kestrel
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the alpha textures in the scene are probably wrecking your performance. you can try turning off alpha tested (or alpha blended?) in Remix settings to see

upbeat patrol
celest lily
# upbeat patrol <@738993745873076245> Tried Hard Landing Earlier. Actually looks pretty nice o...

Impressive! I can't believe the damn map even opens! And yeah we've known the causation of the performance tank unfortunately. I'm interested in how this specific issue gets solved because while it is semi specific to WAW and the amount of transparent textures, the root of the problem is how the raytracing handles said transparency. Which again is what Opacity Micromapping is supposed to help solve but considering it's a 40 series exclusive feature currently it's not exactly accessible as mentioned prior.

I do wonder if there's other solutions beyond just deleting them for older GPU's because that's what I've had to do, Nacht looks pretty bare afterwards lmaoo but I net on average 30FPS so it's worth 👍

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I just woke up, I'm gonna finish on the gun PBR I was working on and I'll get those mods uploaded to Drive so you can give those a shot at some point as well.

upbeat patrol
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Great! I might be able to give it a spin later this evening or tomorrow.

Unfortunately, like we said managing even decent FPS if you're running higher than 1440p(And even that'll need something a bit higher end) is probably gonna stay exclusive to the top of the line or near top of the line hardware for a while without some serious optimization. Path Tracing is no joke.

The zombie maps definitely run a lot better than the campaign though. Probably a combination of being smaller in scope and some more work's been put into them.

celest lily
# upbeat patrol Great! I might be able to give it a spin later this evening or tomorrow. Unfort...

Surprisingly I actually managed to net some higher frame rates through playing with WAW's settings in the NVIDIA control panel, and I'm sure I could still net more. Not anything substantial but definitely enough of an increase to overall feel.

But yeah I'm not surprised 😭 curse all of this being in such an early stage. The only map I've successfully ran at anything higher than 60FPS was the zombies AI test map mod, which to be fair isn't saying a whole lot 💀 as the mapname implies it isn't much, in fact it's smaller than Nacht.

Glad I can at least take some badass screenshots where things stand currently.

upbeat patrol
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Oh yeah and it looks like there's quite a few points in the campaign where having remixed enabled runs into engine limits that crash the game lol. Seen several impassable points where an error like this crops up or I get too many visible static models error. Blowtorch and corkscrew won't even launch

celest lily
# upbeat patrol Oh yeah and it looks like there's quite a few points in the campaign where havin...

Yup, I've ran into that a bunch as well. But I've surprisingly managed to load into Blowtorch & Corkscrew like less than 20 mins ago lmao. I didn't load it up through the dev console though so that might be why, I finished the mission prior tryna kill some time.

I know in the past with WAW it was recommended to boot into a map that works first to get Remix operating and then booting into the problem causing map.

celest lily
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Finally at a point where I can start uploading the textures/map edits. I'm gonna leave out Vendetta because for some reason the mod that the toolkit put out is 20GB+ worth of stuff which is wild lmao and I'm betting it's the sheer amount of different meshes in the map but still seems really excessive.

So I'll include Downfalls lighting (which I stupidly split into two files before I realized you could load several captures for one mod), my first test of the weapon/soldier textures, and the textures for Downfall itself.

I'll get the link here when it's done, and anyone else who's interested in just hopping in and having the enhancements without much effort can use them.

upbeat patrol
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Cool to hear! Look forward to it.

If you wanna upload that behemoth of a mod for Vendetta I'll still install it to take a look lol

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Surely there's gotta be a bunch of textures or assets there which're reused elsewhere in the game too.

celest lily
# upbeat patrol Surely there's gotta be a bunch of textures or assets there which're reused else...

That's the weird thing. Vendetta and Downfall share a good chunk of textures, when I did my combination of the textures of those two maps there were like less than 50 textures that didn't overlap. But also the capture should only capture the assets used in the map/scene, not for the entire game. I think it's an issue with mesh files being duplicated because I'm also running into a weird issue when working with textures specifically the guns where there's duplicates of the identical gun textures, literally no difference. Scopes are their own seperate textures and I don't think they would've made a whole other texture for small stuff like the grenade launcher attachments which could've been implemented into the original texture and left unused when not needed.

I'm fairly sure this is limited to WAW as well, I think the hashes are stable enough to work just fine but issues like duplications occur because it doesn't give two identical meshes the same hash. That's my guess but I could be entirely wrong.

Anywhos I'm gonna figure out where I can upload all of this since Drive limits me to 15GB lmaoo, and I'll include the Vendetta file.

upbeat patrol
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I think you could try mega.nz. That has a 50GB limit.

Annoying to hear though. Guess it's something you'd have to go through and manually delete and duplicates from the sounds of it or else the filesize would get absurdly bloated doing that for every campaign mission.

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Sure hope that's fixable at some point to avoid having a 150GB+ install if that's how every map turns out.

stiff kestrel
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Mega hasn't had a free 50 GB account for a long time now, it's only 15 iirc

upbeat patrol
stiff kestrel
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ya, old accounts still have it. sadly i made mine like a day after they changed it 😦

celest lily
# upbeat patrol I think you could try mega.nz. That has a 50GB limit. Annoying to hear though. ...

Except that's the issue, if you delete the meshes specifically the map will refuse to open in the Remix toolkit. Even simply deleting small textures caused that issue for me. There is no way to get rid of the duplicates, at least not on the mesh side of things. It relies on the hash even if the texture/mesh are the exact same. Textures are a different story and if I were doing all of my texture replacements through Remix itself I'd likely not have even known about the texture duplication because it would've applied to the correct version of the texture being used.

On the uploading side of things I'm considering creating two new Google accounts just to cheese the free 30GB of space lmaoo

upbeat patrol
celest lily
upbeat patrol
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While it's gonna go pretty fast with these file sizes, if you end up needing to split the files up a lot for missions I don't have much on my mega account so I don't mind lending out the storage space to host a few missions when they're done if they're going to be that big.

50GB should get at least a couple missions.

Though, probably best to wait till they're out of beta in case there's any updates needed since otherwise it'd be a hassle.

celest lily
# upbeat patrol While it's gonna go pretty fast with these file sizes, if you end up needing to ...

That'd be sweet, I think currently all I CAN really work on is Vendetta and Downfall anyways since those were the first two maps that came to my mind that'd play nice with my GPU. Still gotta test some of the stuff on the Russian side of the campaign but I know damn well I'm not capable of running anything on the American side lmao.

So yeah I agree, after getting this stuffs uploaded I think sharing campaign files specifically would be better held off until hashes become perfectly stable for this game. Which I don't necessarily think is on Remix itself but on the game engine side of things.

I'd have to actually play with Garry's Mod more to test my theory on this.

However I did snag a free trial to this website that I think will hold the full .zip file with no issue, which works perfectly for this scenario.

celest lily
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Bingo, I got it uploading rn and the compressed file is only 8GB.

Btw in case you're unaware don't throw the map lighting files both in at the same time, I split Downfall and Vendetta up like that because they share some of the same lightbulbs, lanterns, yadda yadda and I changed them based on the map so there'll likely be conflict if you throw them both in at the same time. Textures don't matter tho.

celest lily
tepid totem
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Heya people. Might be a silly question but is zombies, or campaign the main focus now with modding World at War?

golden wyvern
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Zombies was what I focused on

upbeat patrol
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At least there's a trial but damn

fervent pelican
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Call of Duty: World at War Remastered in 4K 60fps with RTX Remix Ray Tracing enabled on RTX 4090.
►If you enjoyed this video please hit 👍 "LIKE" 👍 & subscribe with the bell ticked for more!
►Link to the mod: https://www.moddb.com/mods/cod5-nacht-der-untoten-demo

This is an early look at a full RTX Remix version of Call of Duty World at War run...

▶ Play video
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omg

celest lily
upbeat patrol
celest lily
glacial escarp
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i cant get the RTX mod to work when i play

night surge
glacial escarp
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sorry lol i downloaded the mod and followed the instructions but i cant get the nacht rtx demo to work at all.

night surge
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Is t4-rtx being loaded?

glacial escarp
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i believe so im not sure i would need help setting it up this is my first time

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the in game console does not show t4-rtx-version

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i got it working now lol just have to fix why its so dark and the lighting is not working correctly

glacial escarp
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nvm i fixed the issue im good now

night surge
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@ here : campaign should be a little more stable with the latest nightly: https://github.com/xoxor4d/t4-rtx/actions/runs/8024631670

  • culling can now be tweaked and isn't completely disabled by default now (dvar rtx_disable_world_culling)
  • added an unlockall command
  • disabled specular and normalmap texture loading to declutter the remix ui
upbeat patrol
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Good stuff man!

upbeat patrol
# night surge @ here : campaign should be a little more stable with the latest nightly: https:...

Did some testing just to check, campaign is much more stable, great job. Tested multiple areas where I consistently would crash and they're all fixed. 👍

Still an occasional problem which might require a restart but much more playable. Would still have to play through the whole campaign to confirm but seems like the campaign, while not perfectly stable, is at least completable without any hard walls. Was able to complete all the stages I've tried. 8/15 so far.

Sometimes there's still a problem loading into the mission, it'll usually lock up within the first about 5-10 seconds of dialog starting, but if you get past it seems like you're good to go.

Even without mission specific assets and textures, the early American stages which take place in the jungles look really good if you can ignore some occasional texture glitches. Just slap in the textures from the Nacht demo.

night surge
umbral goblet
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Sweeeeeeeet, good shit as usual xoxor

upbeat patrol
night surge
upbeat patrol
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Even at the lower res, that's still pretty nice for being on a 3080 and not relying on something like frame gen with how intensive path tracing is. Love to see the progress!

night surge
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There is still one frustrating issue that can soft crash the gpu driver when spawning or re-spawning. Also happens on cod4

lofty pecan
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hey lads, having an issue where the game isn't actually going in fullscreen

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for the purposes of messing around it wouldn't bother me, but I'm trying to see how RTX HDR looks using the Nacht demo, it's sure to look great. But it requires fullscreen to kick in

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Well nevermind, RTX HDR is working after messing with stuff. But the game still isn't in full screen, it's barely offset

golden wyvern
lofty pecan
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you mean the mod? @golden wyvern

golden wyvern
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Remix in general with WaW

lofty pecan
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it's odd that RTX HDR worked then, it's stated to only work with fullscreen

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is it borderless fullscreen but offset wrong?

stiff kestrel
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it can work in borderless just fine so long as it's modern (modern games usually use flip presentation)

i had issues with Remix though, i'm not sure why. it just crashes constantly

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Remix does a lot of hacky stuff so i'm not surprised

upbeat patrol
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Know RTX HDR is supposed to take something like around 5-10% performance depending on the scene so should've been easy to see

lofty pecan
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as for how it worked, turns out it was just having my other monitor on lol. Forgot that until the next driver update you can only have one on for RTX HDR

upbeat patrol
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Mhm, well even if you don't have official HDR enabled if HDR is enabled in windows that can sometimes still impact the visuals. Even if it's not "right"

Granted, windows is supposed to tonemap that stuff properly and clamp the gamuts but Remix is doing a bunch of hacky stuff which might mess with some of that

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Because I have an HDR 1000 monitor and nothing changed with RTX HDR on or off

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In that game at least.

In some other stuff it certainly did and I could tell it was working, but nothing in WaW with Remix

lofty pecan
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with my Windows HDR calibration, non HDR content just looks like SDR for the most part

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no oddness. AutoHDR is off ofc

upbeat patrol
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That's rather strange, especially given what RTX HDR needs to work

lofty pecan
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wdym? all of the variables seemed to be there. On in Windows, one monitor running, game is running in "fullscreen" though offset

upbeat patrol
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Because, from what I saw, RTX HDR only works with fullscreen exclusive on DX9 and 10 games. DX11/12 is where is works with borderless fullscreen fine

stiff kestrel
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oh also @lofty pecan, are you forcing exclusive fullscreen in Remix?

lofty pecan
lofty pecan
stiff kestrel
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in NVCP, make sure you enable this bottom setting:

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that should ensure basically every game is compatible, borderless or exclusive fullscreen

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i tested all common APIs in windowed mode and it worked flawlessly, with the exception of Remix unfortunately

lofty pecan
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yep, good on my end

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tbf I've tried Remix on a grand total of two games. It worked in Republic Commando and now WaW

stiff kestrel
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i tried it in Portal RTX, Fallout NV, and The Simpsons Hit and Run

lofty pecan
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portal rtx worked flawlessly for me. Amazing experience

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so I guess 3 games

upbeat patrol
lofty pecan
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recorded a bit of WaW RTX gameplay. With frame gen I'm just about always above 90fps. You should be able to see it if you have a high refresh rate monitor. Will upload once the handbrake encode is done

lofty pecan
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technically the recording is in HDR I'm pretty sure, though it won't play natively in Discord. I don't think Discord tonemaps it either so weirdge

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yeah colors look pretty wrong in the discord player

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wait when I put it on my main monitor it's HDR footage. Does RTX HDR video work in discord too? It's chromium based so I'm unsure

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@upbeat patrol can you see how it looks on your end?

upbeat patrol
lofty pecan
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gameplay doesn't look HDR on your HDR display either? If so then RTX HDR video works in discord

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okay I guess the native discord player has HDR. I'm so lost

upbeat patrol
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No it defintiely not looking like that here.

lofty pecan
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this isn't in HDR for me^

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I'm beyond lost

upbeat patrol
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Okay, so you can also use RTX Dynamic Vibrance here if you add it in the filters manually under the ingame Nvidia overlay, if you enable it in the RTX App.

Actually really nice if you plan on playing the campaign with this mod, because light sources aren't properly placed yet and so almost all the indoor places feel TOO dark to really see well.

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By that I mean seems to work with RTX HDR too.

lofty pecan
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so you can use both together? haven't tried that yet

upbeat patrol
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Yeah, you can.

I don't think you're supposed to be able to as you cannot adjust the values in the in game menu and if you close the overlay(Alt+Z) and go back to filters, RTX Vibrance goes under inactive filters and you can reapply it again, but it does nothing.

But if you select the filter and delete it then you can toggle with RTX Vibrance on/off. Provided you launched the game with it on

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Still have to test a bit if it's better on or off. seems to sometimes be better sometimes worse.

But until proper light sources are placed in the campaign this feels like the only real way to properly see in some places lol.

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This is likely gonna depend on the monitor, but actually kind of liking RTX HDR set to -100 saturation, 100 contrast, and then RTX Dynamic Vibrance.

Kind of gets that desaturated look World at War had originally for atmosphere while still benefitting greatly from the new lighting and that "realistic" look. Kind of a nice inbetween. And I can actually see indoors lol.

night surge
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I hope there will be some kind of particle editor / system later down the line. Working on fx is somewhat of a pain rn monkaW

umbral goblet
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Can we get some shiny metal for the Ray Gun like it is in BO4? 🥺

ashen ivy
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hello, I got this error when trying to launch the game with RTX Remix. Anyone know how to solve this? Top is the log file. I'm using rtx 3080

night surge
cursive wave
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Any luck with this?

night surge
# cursive wave Any luck with this?

Not worth it after thinking about it. When you are at the point that you know where the camera matrices are located within memory, you’d be able to quickly write a dll (asi) on your own. The proper way would be to add some kind of generic logic to the remix runtime itself .. not sure how that could look like tho

eternal isle
night surge
night surge
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somewhat fixed the raygun effect by also modifying the actual game fx (applied new textures so that I can make them as "emissive" without doing so for each and every use of that texture)

cursive wave
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Cheat engine?

cursive wave
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i see this big capital CAMERA

night surge
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ida pro

golden wyvern
night surge
cursive wave
#

what is this float4 world cam position?
?
why is this float4?

cursive wave
#

whats vs?

eternal isle
cursive wave
#

i assume it stands for visual studio

cursive wave
eternal isle
#

It looks more like a header of some sorts

night surge
# cursive wave i assume it stands for visual studio

vs stands for vertexshader and you are looking at one of the sections of a pre-compiled hlsl shader.
All it is is an asset tho. You wont find any actual & updated game data near that. Searching for certain things via string search wont really get you anywhere either 😜

#

You need to dig into actual runtime code of the game that sets up the shader pass for the next object to be rendered

steady flax
#

Yo guys trying to get this to work

#

I believe I did everything correctly

#

Does it only work nvidia graphics cards since I’m trying to use it on my rog ally and not my 4090 pc

golden wyvern
steady flax
#

I keep hearing mixed answers I’m fully aware that rtx is obviously I nvidia technology, but I hear that amd can still play it

#

It’s not like dlss where it’s only specific to rtx cards

golden wyvern
#

Yea on a desktop

#

And even then AMD cards struggle with it

stiff kestrel
#

the GPU in a handheld just isn't powerful enough, yeah

#

it's technically compatible, it's just not feasible

steady flax
#

In terms of performance?

golden wyvern
#

Your performance will be below 1fps pretty sure

steady flax
#

I mean I’ve made minecraft very playable with seus shaders and textures. I know that’s not a fair comparison, but there are ways to get more performance

stiff kestrel
#

other than running this at about 120x80p internal resolution, not really

steady flax
#

I drop down to 720p, turbo mode, and I’ve modified the rog ally to run at 40w

golden wyvern
#

If ya wanna jump though all the hoops to get it running go for it

steady flax
#

So here’s what I did

#

I installed rtx remix which was the first step

#

Then I put this

#

File

golden wyvern
steady flax
#

To the game directory then finally I dragged in rtx runtime

golden wyvern
#

I’m following ya

steady flax
#

That’s it lol

#

I dragged in those 2 links to the game directory

#

And the game looks normal lol

golden wyvern
#

Did you follow the instructions in the GitHub readme?

steady flax
#

When I load the game it says press alt x to open menu

golden wyvern
#

Did to check if the console reads that in it

steady flax
#

But natch looks normal

#

It’s a pain getting the command menu open its comma right?

#

Or ‘

golden wyvern
#

~

steady flax
#

Ye i don’t think it says that

#

But what did I do wrong

golden wyvern
#

Prob need asi loader since you are using an AMD thing

steady flax
#

Alright boys let’s see

#

Here goes nothing

#

The screen is black lol

#

My poor rog ally lol

stiff kestrel
#

😢

steady flax
#

2 fps and the screen is black lol

#

Well the screen is just black

south raven
#

Protip. Get out of bed and turn on the computer.

steady flax
#

Idk what that means

#

I’m attempting this at work lol fuck it’s already the end of my lunch

#

This isn’t over tho

south raven
#

Try running portal RTX first

stiff kestrel
#

@steady flax add these lines to rtx.conf:
rtx.upscalerType = 3
rtx.resolutionScale = 0.100000

#

beautiful

steady flax
#

Honestly I’ve never played portal in my life

south raven
#

Creamy

south raven
thorn ridge
#

Haven't beat Portal 2 SP or MP yet lol

steady flax
#

So an update on my situation I doubt you guys care but oh well

#

When I pause the game, and click quit and asked me if I’m sure I want to quit, I can clearly see it load the game in the back but when I unpause it’s completely black

#

In short, it’s completely black

#

I can shoot, and hear things happening but I can’t see

#

On Der reise, it’s very low fps and looks like rtx works but the brightness is really low

#

I wonder if it’s my rog ally telling me, sure you can play with this, I just won’t let you see anything because it’ll kill me

#

Lmao

#

But then I unpause

#

Sorry for the ugly ass picture lol

#

Any suggestions

#

So after setting all the settings low as shit it worked but at like 9 fps

#

Should have listened to you guys lmao

upbeat patrol
#

Path tracing is no joke

granite moth
#

Hello guys, i tried the WaW RTX mod and the installation was succsessful, but when i spawn in nacht i noticed the sky was grey not at night i dont really know what to do at this point lol

#

Plus some texture like the raygun shot are like they arent on a transparant background (square with th effect inside)

night surge
#

I’ve might included a different configuration file that set sky brightness higher then it should be

#

Open the remix menu via alt + x and go to the scene setup tab. There should be a sky category where you can adjust the brightness of the sky (on my phone so can’t take a screenshot)

granite moth
granite moth
#

it's still isn't at night like in the screenshots bro @night surge

night surge
granite moth
night surge
granite moth
night surge
#

mhhh weird ... are you using the latest release from github?

granite moth
#

yeah yeah i can reinstall the game and the files ifuw

night surge
#

nah nah I'll take a look in a sec

granite moth
#

the latest is t4-rtx-v1.0.0-240224-7d7fef9.zip right ?

night surge
granite moth
#

ok so i need an other rtx conf right

night surge
#

Nah it looks kinda similar to your image. Can you see the starts and the moon if you are at the pos I'm at in my screenshot?

#

you can tweak a lot to get it to fit your personal preference:

#

general brightness within the rendering tab:

#

or decrease fog color scattering to 0.0005 in:
(it will say its 0.00 but its not)

granite moth
#

plain grey

#

the rest in the bunker is fine the lighting etc

night surge
#

mhh make sure you have the iw_rtx.iwd in your main folder and xcommon_rtx.ff in zone/english

#

ah

#

thats properly your issue .. your game isnt english

#

so put the .ff into zone/yourlanguage

granite moth
#

i thought that would may be the issue lol but i wasnt so sure lmaoooo

#

Where do i find the xcommonrtx ?

#

same with the iw_rtx, they arent in the sample or the main file

#

or i dont see them

#

nvm

#

xcommon found

#

so the iw is needed still ? Bc i duno where to find it

#

i see the moon now so i think its good

#

but my raygun isnt lit up and his projectiles are like png but without the transparency lol

night surge
granite moth
#

nah nvm i founnd it lol it was with in the maintab i forgot lol

night surge
# granite moth

the raygun effect looking like that is to be expected because I did not modify that within the published demo mod

granite moth
#

ooooh ok i thought it was a bug ookok btw love the effect of the ray gun lol cant wait to have it in my hands XD

#

also i wanted to ask on the mystery box the ? arent showing is it the same than the raygun its not published right ?

night surge
#

no its because the game isn't rendering the question mark in the first place (because the game is rendered very basic in the background (fullbright) and a lot of blended decals just aren't being drawn)

granite moth
#

okok i see, ty for ur help bro and do u know when the mod will update ?

night surge
#

Mh I'm not really actively working on the "rtx mod". It was more of a simple showcase then anything else

#

It's more of a .. testing and working with the toolkit to find issues scenario -> find ways to fix them or find workarounds -> improve compatibility -> result of working with the tools maybe gets published on moddb

granite moth
#

oh ok ok rigth i see otherwise great work

west lava
#

Where do I put the .conf file?

latent tusk
#

hey, my game crashes when I launch it, do you have a solution?

winged folio
#

damn it looks good

#

i would play it

#

i would play zombies and multiplayer and campaign

#

with the rtx

vernal carbon
#

No way, would you really?

stiff kestrel
#

i can say i would 😛

#

i've been waiting for this project to be developed further for my next play through

vernal carbon
#

Gonna be very cool for sure

lofty pecan
#

I think the main thing holding it back right now is artwork right? Like it's mostly playable as-is to my knowledge

night surge
#

Yeah it’s just missing lights and some proper materials

golden wyvern
#

Lights? blurryeyes

upbeat patrol
# lofty pecan I think the main thing holding it back right now is artwork right? Like it's mos...

I completed almost the whole campaign like this, so yeah pretty much.

Not perfectly stable but seems stable enough. Some of the Nacht demo assets Xoxor made also look good in the campaign, but it's mostly the American missions which're heavy with foliage and trees.

I remember somebody here said they did some stuff, including manual light placements, for Vendetta and Downfall but never found a place to host the assets because of such huge file sizes. Think it was @celest lily ?

celest lily
# upbeat patrol I completed almost the whole campaign like this, so yeah pretty much. Not perfe...

Yupp that was me! I fell off the face of the earth but my recommendation for anyone who doesn't have a capable GPU to use RTX Remixes official upscaling tool to use OctoTex instead.

It requires Python but it's a fairly simple install and you can find it in this server under #1095534398134300682

Super easy to use and works fairly well, I do redo the roughness/metalness textures by hand because it isn't admittedly great for that either legacy or AI but for automatic 2x/4x upscaling and normal maps it's a fantastic tool.

Of course I'm sure someone more capable in the texture department will also make something more official a couple years down the road when Remix as a whole is more stable and functional, and the current GPUs that are good enough to run Remix pretty well become more affordable + future more powerful GPUs become available.

Pretty excited to see where all this goes 😎👉👉

steady flax
#

@golden wyvern I am using the "automatic" installation of t4-rtx and upon attempting to capture a scene, export entities , or capture assets only the game crashes. I ran the game in windowed mode and in 'Safe Mode'. Should I perform a manual installation instead to fix the crashing?

golden wyvern
#

Uh

#

Oh

#

Need to follow the guide on changing the capture to be a usda

steady flax
#

Link to guide would be appreciated

umbral goblet
#

I'm dumb, I should've read

night surge
#

check your install dir

steady flax
#

Thank you

proud temple
#

Hello, I'm using the automatic version of t4-rtx and it does run well. But my games' just messed up, anything wrong in my part?

night surge
# proud temple

with automatic version you mean the release that includes all required files?

proud temple
#

Yes

night surge
#

I thought I've hid these fake lights on the lanterns.. did you install the rtx sample mod from moddb?

proud temple
#

No I didn't

#

The menu screen also bugs out, it's just shows some grey "fog" thing

night surge
# proud temple No I didn't

The sample mod from moddb might fix a thing or two. The grey "fog" in the main menu after a map was loaded is expected and normal.
The game will look kinda bad at times (especially SP) as there is no proper remix mod yet. Thats up to other people

proud temple
#

Still doesn't work

#

Unfortunately

night surge
#

you might still have these black squares on fire but thats something that needs to be fixed via a remix mod. Why not try that yourself? Thats what its all about anyway 😜

tawdry dome
#

just wondering does anyone know a way to fix this? I can't select "Asset Replacement" and I can't replace assets or anything else.

night surge
tawdry dome
#

okay thank you

rocky flicker
#

I tried using xoxor's mod as a base to work off and learn from but I'm unable to open it up using "Remaster" in the project wizard
Did I miss something or are packaged mods not meant to be modifiable?

#

also what did you do with the landscape? looks sick and i found the textures used but not sure if theres displacement and/or parallax mapping at play

night surge
rocky flicker
# night surge uh I dont think anyone really bothered with remastering existing mods yet .. for...

just wanted a baseline to learn from since some work had been done rather than retreading it from scratch
seems like once packaged it cant be used as a project file as is, the remaster option says that existing mods can be imported into a project as lower priority sub layers but it refuses to let me import yours
Ill have to try it out with other packaged mods since it could be something on my system or just specific to waw

night surge
rocky flicker
#

Thats what I did, since the project path needs to be empty and the path to the game must contain the mod or so I assumed

#

uh well I tried it again just to double check, and it worked??

#

yep your mod shows up as a layer
although my captures dont seem to be counting the modified assets for some reason

#

I have no idea what changed but I simply couldn't get it to work earlier despite reinstalling the game and remix

#

To clarify your mod is still in the game's rtx-remix/mods folder

steady flax
#

yooo whats the progress on the raygun

tawdry dome
#

didn't mean to ping

#

I will give screenshots as soon as I can get a usda that isn't only half built

night surge
#

sounds good 👍🏻

toxic token
#

whenever i try the world at war reshade thing it just says my gpu doesn't support even tho ihave a rtx 3060

sterile girder
toxic token
#

sorry i din't mean reshade

#

and yes i do have a second monitor

#

i have dual video cards turned on

#

tho im pretty sure my primary monitor is connected to the rtx

#

it said check thed3 whatever log and it says cant find defualt config or something for world at war

toxic token
#

and the monitor i boot it up on is plugged int othe rtx card

night surge
#

cod games + remix has its issues with onboard gpu's ..
Try plugging both monitors into your dedicated gpu. If thats not enough, disable your onboard gpu entirely via bios or device manager

toxic token
#

ill try tjhat

#

so only the rtx is connected

#

ill keep my second montior unplugged

#

because theres only one slot in my 3060

#

and one port on my onboard is broken

#

It worked : D

#

why water a bunch of numbers

#

also performance is pretty bad despite good specs

#

any ingame setting i need to mess with

#

fixed it by changeing dlss to utra performance

south raven
#

3060 ain't good specs anymore

toxic token
#

it can run portal rtx with max settings

south raven
#

Try changing the dlss setting if you haven't already

#

Also cod is a lot more complex than portal

balmy kernel
toxic token
#

tysm

#

will tihs also help with gmod rtx

balmy kernel
#

but you have to disable Verticle sync and rester GI everytime you launch a game, for some reason it resets back to enabled

toxic token
#

oooohh ooohoh ray trace me daddy

steady flax
#

What’s the progress on the ray gun bois

fiery remnant
#

is the mod ready to play?

weary flicker
#

You can just play it right now

tepid totem
#

What's been remixed so far? Specific levels from the campaign, or just zombies? Wasn't too sure what the scope of the project was!

night surge
night surge
vernal carbon
#

Oh that's lovely, well done

south raven
#

beautiful

upbeat patrol
night surge
balmy kernel
# night surge

i always get sad at that soldier at the end getting killed by the burning japanese soli 😭

quasi flicker
#

@balmy kernel Fun fact, you can save him

upbeat patrol
# night surge

Stuff's really looking great here. Might we see an update for the World at War remix mod by the year's end? There's been some pretty cool updates you've been posting between things like this and the raygun effect. Thought I also recalled you mentioning something about backporting some performance improvements Black Ops had? Don't know if I imagined that since you've got so many CoD projects going on.

Would sure help because goddamn World at War is brutal with 4k, even with DLSS performance+frame gen.

night surge
#

I think I’ll rework Nacht and maybe Sumpf 🙈

Performance should be much, much better already. There now is culling and proper effects handling. If alpha tested foliage would now be exchanged with meshes that do not use alpha .. Performance would quadruple in certain places

upbeat patrol
static zenith
#

Maybe I'm an idiot, but my game just looks like this after installing t4 rtx and that rtx.conf file for nacht

#

(latest actions artifact)

static zenith
south raven
night surge
#

That will get you proper fog and what not.

You also need to get the sample remix mod from moddb.. but that is kinda outdated

static zenith
#

yeah that's the part I didn't have zKekWlaugh

#

not sure if u fixed this in a newer version, but this light only stays on from certain angles

#

figured I'd mention it just in case

night surge
#

This is due to the recent change of the culling system. Tho this might as well be fixed with a commit I have not pushed to the repo yet

Thanks for mentioning it either way

winged folio
#

Dawg

#

it looks good

#

It looks like Call of Duty: World At War Remastered

#

if i could i would play it But I can't Because i dont have an Rtx Series GPU only GTX Series

night surge
vernal carbon
#

Oh no way! Could I use that in cod2 then?

south raven
#

Epic

night surge
worthy summit
#

iirc for the funcs themselv u can just refer to some table (which is 1 ptr) and then hook some GetFunc method which iterates the stock builtin funcs

night surge
worthy summit
#

ye so @vernal carbon so would be more work too since depending on what u target it's more work 😛

#

and idk what the target for CoD2 is atm, SP or MP or both atm and it requires some external dlls or configs i havent looked at in a bit so ehh

night surge
#

you also have to be able to use GetFloat, GetInt, GetString etc. to make proper use of custom functions

worthy summit
#

i did that for UO for mysql support for someone yrs ago

night surge
#

a full table?

#

GetFloat is a usercall in waw so you have to use a wrapper

worthy summit
#

iirc i just had a full typedef struct and u could get the Scr_Funcs in one go from just 1 ptr

worthy summit
night surge
#

I think most of them are

worthy summit
#

bad luck with compiler

#

nah for uo it was fine

#

idk for cod2 tho

night surge
#

yep .. cod4 pc is a mess but at least its not all inlined like on mac 😂

worthy summit
#

i kinda wanna check in ida now to see if they're usercalls in cod2

#

🧠 if so port the asm code from mac and include it in a dll

#

lol

vernal carbon
worthy summit
vernal carbon
#

i'd also not understand it and get in a right mess 😛 i'm good keeping it simple

night surge
#

got almost all of the original lights (spawned via game script) + effect lights working via api 🙏

south raven
#

Le epic

night surge
south raven
#

Le perfect

upbeat patrol
#

That's looking clean. Hope to see the version to play that released in the not too distant future cause man. The lighting is just so goddamn good for Shi no Numa's atmosphere.

Was super impressed at how the forest areas in the campaign looked even a while back.

winged folio
#

Welp

#

W Looking Clean

small oriole
#

me cave man me just AI upscale and drag light onto model

#

Never did get any of the updated files other than DXVK Remix working (required for captures). Takes like 30 tries to open the game because of it though :D.

#

+set fs_game mods/library is a god send of a launch option.

clever crescent
#

How do I change the sky? All the maps i play get the same bo3 radiant defualt-looking sky. So Purple dimension looks wack

night surge
clever crescent
#

the other issue is that frame generation starts flickering black bars across my screen

night surge
clever crescent
#

fair

small oriole
#

Hey is there anyway to disable PAP mesh randomization?

#

Because replacing PAP Raygun is literally impossible otherwise.

night surge
small oriole
#

No every PAP weapon is just the base weapon (and some changes) with metal slapped on with in a different mesh.

#

But for some reason you can delete all but the Raygun's mesh because it's randomized or something every time.

#

You can try it yourself. Make a capture with the Porters X2 Raygun, delete the mesh, go back in game, and it'll still be there. If you capture again it'll be under a new mesh ID.

night surge
#

Mhh that might be something that you have to tackle by modifying game assets. You could spawn some other unique mesh instead of the upgraded raygun. Maybe via editing the gsc for that?

small oriole
#

Not even sure where to begin for that.

#

Are the weapons all 1 model though?

#

I'd assume it's not for that 1 part of the Porters X2 Raygun if it's spawning in a new mesh each time.

copper surge
#

I guess that pap is just giving more stat to your atual weapon, so yeah different id every time

#

it needs to have changes in game directly here, remix can't do shit about this

#

Maybe modding the weapons, idk if it wwould work, but adding a mod that just loads a specific model instead of changing the one you have when paping could fix it since loading the same model everytime

#

just giving ideas here i have no idea how waw works i just like the game lmao

small oriole
silk dome
#

Has anyone had an issue with waw remixed running like ass? I get 17-20FPS, water textures are gone, and explosion particle effects are just literal blocks

silk dome
hot cradle
#

how can i play the rtx remix

#

version

copper surge
sterile girder
safe hawk
#

Hey, everyone

#

Im trying to install the project using the manual method

#

Should I build manually in vs, or is there another way?

#

Asking bc this repo hasnt been updated in the last 7 months

night surge
# safe hawk Hey, everyone

Hey I've triggered a rebuild so that should be done in a few minutes. This bridge and the comp. mode are quite outdated but I dont really have the time to update them (and there is not much interest from the community so its not a prio)

#

Oh it wont build because the workflow is using outdated workflow features 🫣

stiff kestrel
night surge
fallow rose
#

Just curious, are there any plans to enter this mod into the remix competition?

night surge
#

There can be multiple entries per game if that is what you were after

crisp vapor
#

@night surge sorry for pinging, but is it possible to play cod zombie mode, split screen on TV with remix?

night surge
crisp vapor
#

oh ok😭

glacial solstice
rapid eagle
#

Maybe it could work with Nucleus Co-op?

celest lily
#

At least not without miserable performance and likely crashes. If they even hook together.

clever crescent
# night surge Hey I've triggered a rebuild so that should be done in a few minutes. This bridg...

Hey I was wondering if CR's (from the gmod rtx project) https://github.com/sambow23/dxvk-remix-gmod/releases/tag/501666b would work on WaW and Bo1? He added a legacy emissive tool (among other things) that would work very well in zombies mode. I know that it wouldnt have t4m in the d3d9 file it comes with

GitHub

Based on dxvk-remix commit 501666b
Features not in NVIDIAGameWorks/dxvk-remix

x64 Mouse Flicker Fixes
New Remix API Features

Remix Menu Status (used to lock keyboard and mouse input for the remix...

#

It loaded

#

it just needs t4m and the sky i think

#

Zombie Eyes have been selected

clever crescent
night surge
clever crescent
#

Youd have to ask CR what other things it does because im not exactly sure what other special gadets it has. But sincr cod engine and source engine are cousins, they might be very helpful

night surge
#

well lets hope it makes it into the main repo because I already have to much on my plate and can't have yet another custom runtime that I have to manage

clever crescent
clever crescent
clever crescent
clever crescent
#

Remastering a map, it is very difficult to do without a sky (light is from the toolkit's built in background system). Won't say what map so people don't gives their hopes up lol

clever crescent
#

updated sneak peak

#

Could anyone guess what the map is?

spare swift
#

Ancient Evil Ofc

clever crescent
spare swift
#

yeah, just making a lil joke

cyan mauve
#

Is this just for zombies or is it campaign as well?

clever crescent
cyan mauve
#

okay, ive just seen a lot more pictures about zombies and not anything in the campaign

toxic laurel
#

Hello guys I hope you have a nice day 🙏 .

can I ask a question ?
If I spend my time to work on this game , Would you like to support me ?
I can show some of my work , but I don't know if its worth to do it or not

toxic laurel
#

I would like to know your advice guys

clever crescent
#

Stuff like water doesnt work rn (it is just the dev texture of it)

#

Alao mose custom maps use the default assets, so replacing stuff in the campaign will also affect most maps

clever crescent
#

As for advice, quite alot of the assets have updated/remastered versions available via Black Ops 3. I kneed to start ripping them from bo3 to keep in the style of zombies

toxic laurel
#

i can make some good texture

clever crescent
#

Which project do you want to work on? Id love to see someone get the campaign in working order, im only dipping my toes in for now with a custom map

#

I dont think anyone else is working on the gane rn so anybody joining in will 100% be worth it

clever crescent
# toxic laurel like $$?

Money? You can probably find someone to support with cash if that is what you are after. I wont be able to with the serious lack of benjamins on my part lol

toxic laurel
#

what lack of benjamin mean lol

clever crescent
#

Lack of cash

toxic laurel
clever crescent
#

Benjamins in specific refer to the $100 bill in USD

toxic laurel
#

but activision is scary im afraid lol

clever crescent
#

I will be watching with great interest since ive been waiting for a project on waw

clever crescent
spare swift
#

im not a lawyer, but if you are worried about any C&D like what happened to those clients a few years ago, Activision seems to really only care about the more modern games with Microtransactions (Post 2014), the older games they seem more chill about

night surge
#

This game has official modtools so modding is encouraged. Acti doesn't particularly care where their assets are going as long as they stay within the cod series (see bo3). Wouldn't recommend that tho. Nothing to fear if you are using your own assets

toxic laurel
#

this is the magnum and unfortunately i didnt bake it because i didnt want to touch the uv when i bake it its gonna give some wierd random color to it but this is the result whithout baking it

#

if its good i will continue

#

i would like to hear your opinion guys 🙏

night surge
#

You’d have to replace that mesh via a game mod because you can’t replace animated models with remix in this game

toxic laurel
#

not animation

toxic laurel
toxic laurel
#

does anyone know for the some part of texture like idk pictures or letters is there anyway to make it better its kind of like you cant read them !

celest lily
toxic laurel
clever crescent
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If you are talking about inspirations, id say look at the Bo3 versions of "Etched" camo

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the have one with golden accents, or you could do the bo1 circuits camo (and then make the lines glow red)

celest lily
# toxic laurel You mean making it in photoshop ?

Yes. Assuming you're going the route of AI upscaling textures. If that's not the issue it's probably just resolution. I believe the gun textures for WAW are 512x512 or 1024x1024 by default so I'd shoot for 2048x or 4096x on your textures and see if that helps text readability.

toxic laurel
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second work for colt45

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activate windows ye i know lol

clever crescent
# toxic laurel

that looks nice af. I really wonder how good the bo1 n1911 (Same model but different textures) will look with full path-tracing. I mean it is nickel plated so it should refelct everything

toxic laurel
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If someone have some opinion about it tell me please

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And also ye the shiny part should be more like cod ww2 or even vangaurd

clever crescent
toxic laurel
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just another update for other viewmodels and if ou have any idea let me know before i export the textures

night surge
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metal has some weird normal on it and looks a little to uniform (no dirt, grime on edges etc)

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maybe use a different material for the bolts to break it up even more

toxic laurel
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I didn't use any smart material and for the dirts I decrease them to not be really effective but I will increase it

toxic laurel
night surge
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Mh no it's way to worn now and still looking "boring". Did you forget to bake the model? You need a proper AO map to apply some edge dirt and stuff

toxic laurel
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i didnt add bake because whenever i bake old model games the uvs are too old when you bake it will make it worse

night surge
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paint by hand then 😛

toxic laurel
clever crescent
# night surge paint by hand then 😛

Could you please push the latest version of the WaW compat mod into the releases section? The action on GitHub has been expired for months and Visual Studio just wont launch past a CMD. Haven't realised that you've changed how it worked for a long time (been using the early 2024 build)

clever crescent
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Okay doing some shenanigans with git and github got me the files, but they still need to be put somewhere accessible.

clever crescent
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With the latest version, it works with CR's gmod build of remix. Just make sure that the bridge.conf from xoxor's t4 mod is in the .trex folder.

clever crescent
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I don't know why some of my emissive replacements are just red

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Also I may have lost the Abandoned School Project unfortunately

night surge
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I'll have to update the comp mod at some point to support the latest and greatest features

clever crescent
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I pray since it is buggy af, but hey after getting the master build and combining it with the gmod remix makes it peak lol

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Skyies still act funny but for most maps I've played there was a sky. Not on the spongebob map though oddly enough

clever crescent
clever crescent
#

: )

clever crescent
night surge
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This might be due to the older remix runtime that comes with the mod

clever crescent
clever crescent
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Seem to be getting this on every map now

clever crescent
#

Realised that waw has been trying to use my iGPU

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that could be the reason why it stopped working lol

fervent pelican
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@clever crescent whats ur igpu?

clever crescent
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whatever the ryzen 7 9800x3D one is

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i disabled it entirely tbh

fervent pelican
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nah it should 101% work

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best eay tracing

clever crescent
clever crescent
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Right now I dont think so since it uses a d3d9.dll

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i know t4m can load with reshade (though reshade is the one that ends up renamed to d3d9r.dll)

night surge
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Try using a asiloader and rename your t4 extension to asi or something

clever crescent
clever crescent
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got them to work together

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but still every map crashes the game

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no mods just nacht

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same exact thing when trying to play any mods aswell

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nothing works

glad coyote
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Does anyone know if remix will work with private matches? I saw a demo video recently that was posted a couple years ago but wanted to see if some things have changed.

clever crescent
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Assets fail to load, at least that is what the console says but as soon as I remove remix, it magically has no issues what so ever.

hidden cradle
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hey everybody, anyone getting crashes on multiplayer??

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Singleplayer launches fine, whenever I try multiplayer i get some 520x220 ass resolution for a second and then i get this error

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i tried +set r_fullscreen 0 but uhhh... then its kinda just eating into my monitor a bit :3

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Rtx 5070 btw

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dsound.dll seems to be the reason. if i remove it, it launches (but no rtx remix)

toxic laurel
#

It's been longtime after 3 months i got net
I compelete the gun viewmodels textures and I export it with 1k
I want to know should I retexture gun world models too ??