#Star Wars: Republic Commando RTX

1 messages · Page 2 of 1

dry shoal
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O just saw Kim's reply lol

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My mistake, I totally forgot to delete that post. There should only be one rtx.conf file under RC on moddb

proven vessel
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ok so i can load, but i couild one before so im gonna relauncha nd reload a few times

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ill keep track of the falure to success rate

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so these tests were done by launching the game through steam, selecting my profile, hitting load save (loading the autosave right after tutorial), hit start (all but 1 fail froze between this step and the last), and see if i can move and shoot once loaded in, then closing the game

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and out of 10 tries, 5 were successful and 5 failed

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so 50/50

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alll fails were freezes then not responding

proven vessel
dry shoal
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Man that's a lot worse than I was expecting

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I wonder if I can get another person to test with you

proven vessel
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might be a good idea, it could just be my hardware setup

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i do ahve a gtx 3070 but you never know if windos is fucked or soemthing

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ima go eat dinner ill be back later so i can do any specifc tests you want me to do then

dry shoal
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Right now my target for stability is being able to get from new game to the end of level 1's outdoor area without crashing

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If that's possible then I'm okay for now

proven vessel
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ill check

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attempt one, froze on the "war has come to the galaxy screen"

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closing game starting attempt 2

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attempt 2 froze on title screen when i tried to click continue (first time it has froze here)

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closing game starting attempt 3

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atempt 3, crashed on loading screen between tutorial and mission 1

proven vessel
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attempt 4 failed froze when loading new game

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closing game and starting attempt 5

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attempt 5 fail froze exact same palce as 2

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@dry shoal not looking too stable sadly

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at least not for my pc

dry shoal
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I just don't get it :/

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@proven vessel can you copy and paste the contents of your rtx.conf file here? It should open right through notepad

proven vessel
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Ya sure

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Is there by any chance a debug mod for this game?

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Like a crash reporter

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rtx.autoExposure.autoExposureSpeed = 3.5
rtx.autoExposure.evMinValue = 0
rtx.decalTextures = 0x54BFCD9D49337654, 0xBECA2425EF1F5BBB, 0x3FC44F315253E8B6, 0x594636B12468706E, 0xE40984B803BE9058, 0x3E582C1EBD7E0BFA
rtx.autoExposure.exposureAverageMode = 0
rtx.ignoreTextures = 0x57E726B4370E87B2, 0xEC4D0B8122A6240, 0x9C09C32F2373D680, 0xFCDE3F76E68C7867, 0xBA8815B90166E3FC, 0xE2D7DD30F6779ED4, 0xD6C5AEE1D9B10B4C, 0xB8C8BE16567064EB
rtx.dlfg.enable = False
rtx.defaultToAdvancedUI = False
rtx.uiTextures = 0xAE72AF1064D2BE33, 0xA27764F1A2FC1607, 0xBDCCE4FDDB7BA59F, 0xE13FC20B1323FB4E, 0xFA78CB4A485467CE, 0xD24E9A9FFD6EA68D, 0xC614C9FB02514145, 0x918780B90550BF34, 0xB3EC54C5C6CE76C8, 0xDB941FAC3472CE7A, 0x9086511562411A7B, 0xB9B76A1F20CCA027, 0x4DFF06C1D4CA953F, 0x3A09A2043A8825E8, 0xB9023422FE8090E2
rtx.captureInstanceStageName = capture_2024-02-12_23-46-52.usd
rtx.enableCulling = False
rtx.lightmapTextures = 0x4594E67C92D2804B, 0x7AF112D961ABB78B, 0xDC210CD3550E6E96, 0x879AB280E1B697EC, 0x199655BED326910A, 0x8CF716991FBFE282, 0x57DAD63EC4B7CC52, 0x7846B86111C94257, 0x2CB1CF6F176CA28D, 0x147CC0A85C7543A7, 0xEABF8A5DF5BAFAC9, 0xDE5C1A48FDB2143D
rtx.enableReplacementAssets = False
rtx.enableUnorderedEmissiveParticlesInIndirectRays = True
rtx.enableVolumetricLighting = True
rtx.fallbackLightMode = 0
rtx.particleTextures = 0x3EB483F0AC9DC01E, 0x43E178C132238156, 0x22C57702C7C8AA5, 0xDD0F8417CA1496FD, 0x3D9A5E4DA6804BFD, 0x1093FF5E93E2F381
rtx.postfx.enableChromaticAberration = False
rtx.postfx.enableMotionBlur = False
rtx.postfx.enableVignette = False
rtx.skyAutoDetect = 2
rtx.skyBoxTextures = 0x1CAD434472EAA255, 0x73E8703572F6CAC5, 0x8A17DD2C7FEE0296, 0xE8EB996991595527, 0x6C281ED0EA7BA31F, 0xD1B6EAC2B967892, 0x9FA412F955E0B480, 0xAEF5E17DDB73609, 0x10A83D016EAE4FF0, 0xDBBF35FAAB7DAF08, 0xBCE868373ABF666F
rtx.useRayPortalVirtualInstanceMatching = False
rtx.viewModel.scale = 0.01
rtx.zUp = True

dry shoal
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wait I don't see dlss on

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is it not on for you?

proven vessel
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its set to auto in the rtx menu in gmae

dry shoal
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hmm

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odd

proven vessel
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maybe its set to ready only hold on

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no its not....

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it should be writable

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ive set the unlbock property, maybe windows security was doing something weird

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ill launch the gaem, change my dlss and send the new file

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froze when i tried to make a new game but ii cahnged teh settings, ill send the new text

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too much text (good sign actually since i didn't have that warning last time) making a copy and changing it to a txt and sending that

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@dry shoal

dry shoal
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U wibder why some settings are disabled

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rtx.neeCache.enable = False

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I don't even have this I don't think

proven vessel
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should i enable it

dry shoal
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uhh

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when in doubt dont mess with it

proven vessel
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k

dry shoal
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I wonder if I change my graphics settings if that'll add those

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maybe the setting is automatic based on your gpu generation

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like shader execution reordering is a perf increasing feature but I think it was only added for the 40 series

proven vessel
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i have a 3070

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fuck it i can just diable it if it is worse

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ill try enabling rx.neeCache.enable

dry shoal
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good luck

proven vessel
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still froze on new game generation

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since no improvement im diablibg it again

dry shoal
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I'll have to figure that out at some point

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I think there might be logs?

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check for a file called d3d9.log

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in the system folder in RC

proven vessel
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ok

dry shoal
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that looks mostly okay

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is there a ct.log file?

dry shoal
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uh

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I notice it keeps saying it's not finding an rtx.conf file

proven vessel
proven vessel
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i can bundle my game folder and send it to you if you want

dry shoal
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no need, it looks like it does load it in another one

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this doesn't make a lot of sense to me

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I have one theory I can try later, I'll @ you when I get around to testing it

proven vessel
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k

dry shoal
dry shoal
proven vessel
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looks good

dry shoal
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I think I've made the ideal version of the geonosis level

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I went back to the untouched original, forced all static meshes to always be LOD0

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forced the dynamic actors (couldn't do all of them) to use LOD0 at all times

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I added my anchor mesh that encapsulates the player to guarantee it's always rendered

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and kept antiportalactors so I can be selective with the meshes I force to always render

proven vessel
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nice

limber marsh
dry shoal
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Since the game wasn't designed with such a realistic lighting simulation in mind, there's random light placements that work fine when baked into an old-school lightmap, but look jarring pathtraced

limber marsh
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Probably the corridors

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i am guessing

dry shoal
# dry shoal

With corridors id rather light them manually to get results like this 🙂 I think it looks pretty good

limber marsh
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anywho thats neat, I see a lot of people showing off cool stuff but then when lights are turning off every x feet it almost feels theoretical

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Could be aiming at a guy with a rifle and his light be off. Hopefully it less of an issue since a lot of those games are big and open.

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anywho, yea lookign back at footage their is a surprising amount of stuff they didnt even light up so will be cool to see lights added in where it should be

dry shoal
dry shoal
dry shoal
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Since the mech will always be rendered as the bounding box will always be within LoS of the player camera, any assets (or lights) attached under that 2 triangle mesh will also always render

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AKA, 0 light culling. It'll be as consistent as you would hope Hypers

limber marsh
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memory vs reality

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like all those ship lighting elements, bactahealing, eta

dry shoal
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Ohh I totally misread!

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Yeah I'm excited for that stuff too. It'll be a little tricky to pull off though and I expect it won't look like the original effect + dynamic light

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I might have to make my own scuffed versions. For example the Geonosis bacta healing station opens up in the middle, but there's a gap inside the casing. If I edit the model to close that gap, I can place a light source inside that casing that will then flood the scene with light when it opens to heal

proven vessel
dry shoal
# proven vessel any idea when this is gonna happen

I can probably do it today. Basically I'll send you the altered map file + my RemixMesh package. It's a package for the game itself, just has stuff that's helpful for Remix so I called it that. In this case the map file contains one asset from there so it's needed

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My theory is that there are slight differences between the 100% vanilla map build and the one I had before. I streamlined the map changes yesterday so it's closer to the original

proven vessel
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ok

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do i need to fresh install?

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k

modern isle
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(is that namatama?)

proven vessel
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auto - is typing...

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im getting ready to read an essay

dry shoal
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Hey guys, cool news:
For context I've been talking with the people working on the Star Wars Republic Commando Remastered mod mainly for technical help on any engine-side tweaks necessary to use Remix to the fullest

But today I got confirmation that once I'm done with this demo, they're down to join forces to see if we can create an RTX Remix adaptation of their vanilla remaster mod ‼️

The biggest impact this has is that it will be significantly faster to make a Remix mod for the entire game, start to finish. It'll still take time but using their assets as a base (mostly AI upscaled, but they're currently replacing environment textures with hand crafted ones) and making adjustments to have PBR will save So. Much. Time. I'm really excited for the possibilities this might bring :) it's not impossible that we would be one of the first full Remix mods out there‼️

burnt light
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woah

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i think that's the first pin i've seen in #1055020377430048848 that wasn't by me, lmao

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anyway, congrats! that's awesome. that modding community seems amazing and i'm glad you can work with them

dry shoal
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(ngl I forgot I was a mod till you said that)

burnt light
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lol

dry shoal
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The SWRC remaster guys are definitely the most friendly I've met in the community

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They're very chill, not constantly downplaying ideas weirdge

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But it works out perfectly since the materials that are being made to replace the AI upscaled textures are actually PBR. Just the guy making them exports as diffuse and normal only since the game engine doesn't do PBR

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In other words, his asset has everything it needs for PBR in remix. All it takes is another export Hypers

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I also agreed to join as another material artist when the time comes so I can contribute to the main mod and the Remix variant at the same time

celest flume
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did you model this in tris?

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please tell me you didnt

dry shoal
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from someone in the SWRC modding community iirc

celest flume
dry shoal
dry shoal
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sorry I got stuff mixed up lol

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I did it in quads, then when it was time to bring it down in polycount I converted to tries before putting it into UE2

dry shoal
celest flume
dry shoal
celest flume
# dry shoal 20k poly <----> 200k poly

alot of issues with it from what I have seen. is this your first model ever in blender? Anyways your 3 big problems here are 1 Topology this is crucial in any model creation you need to have good topology or your mesh is gonna be a nightmare to work with especially when you are reducing (this would also help fix some of your shading issues ive seen so far) , 2 the armor does not come off as a hard surface, specifically look at the pockets for an example but this applies for the entire model 3, the textures are pretty rough ngl. I would recomend getting substance painter for painting and generating textures. are you just using a base color texture?

celest flume
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once its lowpoly with good topology and in quads you will be able to easly customize the smoothing groups and make it look 100x better

dry shoal
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first time doing all of this

celest flume
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well its impressive for your first model

dry shoal
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I think that's why some of the visual issues exist

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textures are PBR though, in other shots it's more visible

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see

celest flume
# dry shoal

wait did you just subdivide and smooth the original model?

dry shoal
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also I'm not gonna lie to you I don't have the faintest clue about topology. It was mentioned a few times as I was making it but no one really went into it

dry shoal
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I did a couple other things in-between but I didn't do a full manual sculpt of any part of the mesh

celest flume
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ok that explains it

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lol

dry shoal
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the end result looks a good deal different than just the subdivided output

celest flume
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gta remastered moment'

dry shoal
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okay it's not that bad lol

celest flume
dry shoal
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I'm proud of it given it's the first time I've done literally anything with a mesh in blender

dry shoal
celest flume
dry shoal
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their's looks like they subdivided and called it a day

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like there was no other editing lol

celest flume
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specifically smoothing I think is what they applied to it

dry shoal
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yeah that sounds right

celest flume
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what did the model look like before you edited it?

dry shoal
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all of that was done on it's own

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weighting too

dry shoal
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original vs high poly!

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I think there's a pretty dramatic difference in practice

celest flume
# dry shoal

doing it the way your are doing right now will always result in it looking blocky and result in a model with bad toplogy

dry shoal
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you're telling me it's impossible for me to make it look a little smoother via more editing?

dry shoal
dry shoal
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this was a first attempt ever doing something like this

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in the 2nd take I'd start similarly but then carve into the high poly mesh to add geometric detail that wasn't there before

hardy quail
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Dog

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Do not subdivied

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Just replace that shit wit EA

dry shoal
dry shoal
celest flume
dry shoal
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but I'll be honest lads, I don't understand the pushback for subdividing. It's not as good as more manual work but for my purposes and skill level I think it turned out shockingly good

dry shoal
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not dumb subdivision

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it gave very different results to normal subdivision

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and was recommended to me by another modeler in the server

celest flume
dry shoal
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why's that

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pls feel free to educate

celest flume
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again it doesnt fix the fundemntal problems

dry shoal
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I just wanted to make the general quality better, which it did

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if I can edit that 200k result to improve whatever it is you think has issues, then I'm willing to do it

celest flume
dry shoal
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but I don't have infinite time on my hands given I'm juggling remastering every single asset as well as tinkering with the engine to let me make the most of remix

celest flume
dry shoal
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can I adjust topology in post?

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I should also mention this needs to be imported into the engine which has its own headaches attached

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that are virtually solved by using the original mesh as a starting point

hardy quail
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Subdiv is bas because of unnecessary faces/vertice

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And is only meant to be used on models designed for it

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Its not made for what you are using it for

dry shoal
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ohhhhh. Yeah I'm avoiding model rips entirely, as tempting as it is

hardy quail
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Why

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Gl then cuh cuz RTX is gonna look shit with just subdived models

dry shoal
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copyrighted content, generally frowned upon in the server

dry shoal
hardy quail
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I used copyrighted shit lmao

dry shoal
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you are your own person

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I don't want to

hardy quail
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Im not forcing you too cuh

dry shoal
hardy quail
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I mean it in both ways in a manner

dry shoal
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you could be helpful instead of downplaying how decent the final result looked given my experience and that I'm using a texture that isn't even designed for the model, it has a different UV than what the texture was made for and I planned on redoing it for this mesh

hardy quail
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Ok ive been a bit rude and for that i am sorry, but as someone whos been doin dis shit for years, your method is not good for the intentions

celest flume
dry shoal
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what I'm saying is you're asking too much from someone doing 50 things at once

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I'm not gonna put everything into learning modeling for a few weeks to make one good model when it's already at a decent level, when I also am actively learning creating materials, how to use the Remix toolkit, how to make my own emissive maps, how to tune lighting properly, how to edit the original game engine and level files

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there's so much bullshit on my plate that I'm happy to take on, but I can't tunnelvision into one thing when I'm doing so many things on my own

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you guys are mistaking "I know it's not ideal, but it's what I'm working with given the circumstances" with "uhhh actually I'm right lol subdividing is actually the best way to do this / insert other ignorant stuff here"

celest flume
dry shoal
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really? It's working pretty alright so far for something that isn't final

celest flume
dry shoal
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again I'm not ignorant or stubbornly naive

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I know how limited my skills are, so when I say I'm proud of it I mean I'm proud of it considering I've done all of these things I've never touched before in my life in the span of 2 weeks

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when I say "wow I'm pretty happy with it" I mean I know nothing yet I was able to get this result, neat!

celest flume
dry shoal
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I am willing to improve

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you should see all my experimenting and asking questions in #asset-creation

celest flume
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You are using copyrighted assets btw

dry shoal
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I'm going there for help, showing progress, getting feedback, iterating based on their advice that they're adjusting because they're considerate of my lack of experience and know it's one step at a time

dry shoal
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modifying a mesh from a 20 year old game is not the same as using one as-is from a major company that actually still exists

celest flume
dry shoal
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like I guess? but it's semantics

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it's not slightly, the end result is much less blobby lol

dry shoal
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lucasarts does not, nor do they care about the republic commando ip

celest flume
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it was a subsidary of lucasfilm

celest flume
dry shoal
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an abandoned port they made on a low budget that barely performs

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it was a quick buck, not an active venture

celest flume
dry shoal
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still I don't really understand the point. Are you really suggesting I should just steal another model with 0 changes at all vs using my own imperfect work?

celest flume
dry shoal
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ok and

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they're made by other people

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that's their decision to do so

olive kayak
celest flume
dry shoal
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it's my decision not to, especially since I'm actually pushing myself to do something with 3D modeling vs saying "fuck it, I'm a lazy idiot with no passion so let me do literally nothing and steal assets"

celest flume
burnt light
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i'll just say this: it's heavily discouraged to use existing assets from a game. even if it hasn't gone wrong in your experience, it opens you up to a needless potential legal mess

olive kayak
celest flume
dry shoal
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you can say a lot, you can't say I didn't put any effort in

celest flume
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your saying basically I already did it this way so this is the way I am going to do it

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for convienance sake

dry shoal
dry shoal
naive robin
dry shoal
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it's like you're trying to tell me something I already know and for what? I mean if you want to help out on the project and do the meshes because you know your shit then that's fine, I'd totally accept that assistance

celest flume
dry shoal
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but you're looking at someone who's juggling so many new skills being learned bit by bit doing this on his spare time as a passion project

dry shoal
celest flume
dry shoal
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I'm making a general demo for RC done on my own as a demo for what Republic Commando with Remix could be

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then I'm switching over to make an adaptation of an existing mod but in Remix

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they aren't working with me, I'm working with them

dry shoal
naive robin
dry shoal
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yeah and again, I'm making a demo for this community. It's completely seperate to what those guys are doing and what I'm going to do with them for the Remix adaptation of their mod is more limited in scope

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I'm going to be a material artist, not a 3D modeler bc I'm not a 3D modeler

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they're replacing AI assets with hand-made ones, and I'd like to help

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is there anything objectionable there?

celest flume
dry shoal
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lol I can throw a mesh into Mixer or make a generic environment material in instaMAT

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I'm not drawing in paint

dry shoal
celest flume
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do you even understand what a material artist is

dry shoal
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and I still don't understand, do you think I'm trying to go pro? It's a hobby I just picked up and spent dozens upon dozens of hours on

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ok if that's not the correct term I'm sorry. It's not a job so it's not a description I was given by an employer

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does that make you happy?

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I'm going to work on environment materials for another modding team

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I'm not making Battlefront 3 by EA

naive robin
celest flume
dry shoal
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that's a joke about how BFII devs photoscanned a lot of stuff

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I'm not going to photoscan stuff

celest flume
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I know

dry shoal
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I'm not gonna use megascans

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and I'm not aiming for BFII level quality across the board

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I'm not a multi billion dollar company

celest flume
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then its not remastered its republic commando : subdivided

dry shoal
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it's a mod, it's not being sold. I also didn't make the mod called SWRC Remastered

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I don't have a name for this demo project either

burnt light
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megascans also can't be used outside of UE unless you want to pay

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and yeah, i think you're going way too hard on auto here somedude. this is just a passion project more than anything from what i can tell, it's not meant to be ultra professional and all that. he's still learning, most of us are here

dry shoal
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idk, according to somedude people have to name their mods based on the standards set by full dev teams

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really curious about his work btw

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I feel like actually skilled modelers don't put down a beginner for being excited

burnt light
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unfortunately that does happen in a lot of fields

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i've had people treat me that way when getting into various different things 😦

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it's always a shame, and pretty offputting

dry shoal
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I'm sure they exist, but I'd be shocked if it wasn't just the dunning kruger effect in action

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for reference

celest flume
burnt light
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it's possible to give feedback without being a jerk 😛

celest flume
burnt light
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i saw it. it wasn't very nice

dry shoal
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I listened to everything you said and agreed with all of it

celest flume
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This started out very civil

dry shoal
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I disagreed at your expectations

burnt light
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"hey, i think if you continue down this path it might not look so good, imo you may want to reconsider. doing x might help. great work starting out though"

dry shoal
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scroll up. How many times do I say I know it's not the best, I know it's flawed, I know it's not the best way

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you're telling me nothing I don't already know. And if there was any misconceptions I had I was open to you correcting me

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it's negativity for the sake of it

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or to boost your own ego I guess

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sure, I'm probably much worse at 3D modeling related stuff than you

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not a high bar

celest flume
dry shoal
dry shoal
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the only thing you actually said was to stop what I was doing and learn everything about 3D modeling or everything about this project is a waste of time

celest flume
dry shoal
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I'm well aware. I've had to learn stuff related to modeling, material making, lighting, and remix itself just to get this far

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which is 2 weeks in btw

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2 weeks of doing everything involved in making a graphics mod on my own

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my experience before this: playing games

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that's it

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and I know for a fact, I'd bet my fkn life's savings on it, that I've done more in these last two to three weeks than you would have starting from the same point in my shoes

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that's why I'm proud of myself, and I won't let you shut that down

celest flume
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Use the original as reference

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Along with movie pics

dry shoal
# celest flume You should be proud of yourself but when we tell you your shooting yourself in t...

actually I think I'll give you some advice now. You don't teach someone by saying they should be ashamed of the work they've done in 3 weeks because they didn't do exactly what you wanted, when you wanted it, right fucking now. Your help isn't wanted here, so go away. I'll be over here having fun, being hyped about each step along the way. Feel free to look at my progress pics and complain that other people are encouraging me to grow with positivity. It's those kinds of people that make all of this so fun and fulfilling for me. You'll be happier if you drop the "fuck you do what I say" mantra

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much love, enjoy your night

proven vessel
dry shoal
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I gave this person an ungodly amount of patience

proven vessel
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wheres the start exactly?

dry shoal
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so somehow my new geonosis map is in a big box

proven vessel
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ok stopped reading about 3/4 of the way down, and near the end their total dicks, but at the start i think their intentions were good, but when you gave a good reason as to why your not doing what their saying they got pissy, i do agree you cant tunnel vision when working on 50 different things @dry shoal and for what its worth from someone with no modeling skills, they look good

proven vessel
dry shoal
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I tried to be respectful hoping they'd show some respect back

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they never gave it

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so the only thing that's left is to move on bc they're doing the opposite of helping me

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but going back to mod progress

dry shoal
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right now I'm trying to use a script another modder made to pull the original assets instead of having to rely on the captured meshes which I'm having trouble with

proven vessel
#

also the bas game looks ebtter then gta remaster

dry shoal
#

it's possible I'm doing something wrong but this bypasses that, or at least it should

dry shoal
#

I look at my model and see the flaws for sure, but I look at the models in GTA trilogy remastered and I see

#

I just see

#

nothing else

proven vessel
#

i see shit in tthe form of a model

dry shoal
#

lol

#

I'm glad my clone mesh didn't turn out like that kind of stuff

#

I'm gonna see if I can get a good capture and anchor necessary meshes to get to a good starting point

proven vessel
#

well if you need any testing done, you know who to @

dry shoal
#

I reset the project file entirely so I only have captures related to what I hope will be the final level file I'd give with the mod anyways

#

like before I have all the assets I've used so far on hand so I can just ingest them again when I'm ready to

proven vessel
#

sounds good, although most of it goes over my head, talk about codign i cna follow, talk about models and i get lost...

dry shoal
#

I get lost when people who know their stuff talk about both KEKW

proven vessel
#

lol

dry shoal
#

I was in the #asset-creation channel one day in my little corner like "Hypers I did something" then 5 minutes later the smart people start talking gibberish

#

I think I threw in a message like "yes I know exactly what's being discussed here peepoez "

proven vessel
#

that happens sometiems for sure....

celest flume
#

you literally did the same exact thing they did

dry shoal
#

thanks to kamil, we got colored sphere lights attached to the lasers!

#

it was only possible through changing the source code lol

#

of remix. It's a hardcoded feature that can be exploited if you're crazy enough

#

check it out! this is a fresh game install so no new assets of any kind

#

I only swapped in my altered geonosis level file so the save wouldn't crash on every load

modern isle
# celest flume do you even understand what a material artist is

do you understand how absolutely condescending you sound? I've been a technical artist for over a decade working with many different engines and wearing many hats over the years with teams of very varying skill.
I have never seen this kind of behavior actually helping anyone.
By your account people shouldn't even bother trying unless it's a pristine result?
Auto is just starting out and they've already come a long way.

modern isle
dry shoal
#

Thanks to some people who worked with me through questions about retopology, I'm gonna try it out and add it as part of my model remastering workflow

#

It'll roughly consist of modifier subdividing, editing the sharpness of edges to reach a desired look instead of something that's just rounded out a bunch, then doing retopology

#

That should be relatively efficient, lead to good results for my skill level, avoid headaches of brand new skeletal meshes, and so on

#

shout-out to @wind briar and @naive robin . These guys have been instrumental to even getting this far. Confidence is going up and I think I can do better work

#

Without them unironically this project likely wouldn't exist right now

modern isle
#

That's how you get the maximum out of the model you made

dry shoal
modern isle
#

a high poly mesh contains all the small details that you don't want on your low poly mesh as geometry

#

so if there's a scratch or dent on the armor, that's often actually a modelled feature on the high poly model, obviously you don't want to model that into the low poly. So the high poly contains the extra bells and whistles that then during texturing get transferred onto the low poly as a texture.

dry shoal
#

It's the original asset at a higher fidelity but I wouldn't call it more detailed

#

Though I did say the next time I do work on that mesh that I'd try carving out details manually so

#

Maybe this is the opportunity to do so?

modern isle
#

maybe, just please don't think about throwing booleans at everything

dry shoal
#

Aren't booleans true and false

#

What's it mean in the context of modeling

modern isle
#

I'm gonna show you something dangerous

#

because you'll think "OMG this is great!"

#

but reckless use of booleans is a very deep pit to fall into

dry shoal
#

||don't worry I'm joking||

#

Wait a sec omg this looks great ‼️

#

LOL

#

It does look tempting but I don't have use for it anyways

#

I'd probably do it with some fancy tools to mess with the polys directly

#

That probably aren't actually fancy but they're fancy to my dumb ass

#

There's a decent amount of microdetail inherent to the clone designs that could be capitalized on with normals even if I don't go into real microdetail

#

I don't trust myself to sculpt little nicks and scratchs. I could always use normals from my texturing to do that procedurally anyways right

naive robin
dry shoal
#

That's what would make sense to me at least

naive robin
proven vessel
sinful echo
dry shoal
#

made improvements to the high poly clone mesh, weird shading issues are largely gone

#

definitely looks cleaner

#

I've had enough of blender for a few days so tomorrow I'm gonna look into retopography. Depending on the advice from people smarter than me, my current idea is to retopo the high poly mesh so it's less horrid to work with (so trying to keep as much of the geomtry as possible). Then I'm gonna use that mesh to make a lesser version to be implemented into the engine. If I'm successful baking normals then the mesh that goes into UE2 should look noticeably better than the one I have now

#

a retopo will also make it significantly easier for me to make a viable UV map

#

it's definitely exhausing when you're doing things in the least efficient way possible just bc you don't fully know the tools at your disposal, but as long as I get a decent end result and I learn a bit in the process, then it's worth the excessive amount of time put in

#

I also want to look into batch AI upscaling + add AI generated PBR to the original materials to at least have as placeholders until I get nicer materials in there

#

I think my plan will be AI upscaling a handful of mesh textures since I couldn't redraw them. I'm gonna use custom made PBR materials for the environment though which will definitely be the most noticeable part

#

eventually I want to make a higher poly version of the rifle also with custom PBR but that's gonna be a pain in the ass, I can feel it :)

#

honestly I might be able to make a higher poly mesh then just bake the normals into the original mesh. Dunno how viable that is but it would save me some work for sure

#

unlike the clone model the guns don't really have noticeable poly edges

limber marsh
#

On the subject of model/asset taking.

#

Their are brands not to be fucked with

#

Nintendo / Disney [Star Wars]

#

Are literally at top of the list

#

You do you - but history speaks for itself

dry shoal
#

yeah I get you. idk for me even if I could get away with it, there's some pride involved in being able to do something yourself. The skeletal meshes won't be from scratch, but I do spend a lot of time on them and tune them myself. Still learning so I can only manage so much, but I think people would generally prefer just a better looking version of the original with a new PBR asset anyways

limber marsh
#

If anything it would have to be a seperate mod

#

ontop

#

like asset replacement of assets in your mod

#

something "distant"

#

Like I can think of 10 mods cancelled/deleted off top of my head over last decade that were star wars related

#

Star Wars is a multibillion business just in gaming. People are out of their mind if they think a remaster with assets stolen will get away with it

#

Especially since Republic Commando has a "remaster"

#

They can argue the stolen assets and how it hurts them financially

#

My 2 cents is as mod grows and stuff is shown people take it seriously, which makes others want to be involved

#

As you've said your one person. Do what your comfortable and spend your time wisely.

#

I am sure this got posted X times in past

#

But are these asset grabs?

dry shoal
#

actually hasn't been posted here, but I did see a gif on the steam community lol

#

I don't think those are asset rips. But it looks pre-rendered

#

but man literally all those assets would be awesome to have

limber marsh
#

🤷🏻‍♂️ Part of my reason to think you should just build up what you can until people come along.

#

People do it in free time

#

A breakdown of the Republic Commando Intro lighting I did for WoofWoofWolffe’s Intro remaster.

Full video: https://youtu.be/CL5i33CTld8

If you enjoy my content and want to 𝘀𝘂𝗽𝗽𝗼𝗿𝘁 𝘁𝗵𝗲 𝗰𝗵𝗮𝗻𝗻𝗲𝗹, consider supporting me on Patreon.
https://www.patreon.com/Cinematicaptures

Music in this video: https://www.youtube.com/watch?v=4LljnLP4HoA

▶ Play video
#

this was really cool to watch btw

dry shoal
#

this would be interesting to look into later, I might see if I can shoot them a message and talk about parts of my project

#

it's not high priority atm though, and the most practical way to get a fully playable game will be joining the RC Remastered team to work with them on a Remix version

#

the difference in quality will be fairly significant, but it'll still be improved over the base game in terms of assets + ofc pathtracing

#

only time will tell how it goes though

dry shoal
#

Before I mentioned in the future I'm looking to join the Republic Commando Remastered team in some capacity. Well today I got a hint at how that might turn out. These shots show one of the new textures that was made for RC Remastered recently. I got the project files, exported at 4K with PBR for remix and boom

#

the scene is super dim so I'm gonna change that but I'm very impressed

limber marsh
dry shoal
#

different group than the video you linked

limber marsh
#

no, i know

dry shoal
#

yeah I've been talking to them a good bit

limber marsh
#

i actually tried reaching out to them when remix was in beta

#

they werent interested at time

dry shoal
#

one of them was really interested in Remix but they all have AMD GPUs so

#

and mostly RX6000 AMD GPUs

#

so couldn't use the editor and the runtime performs very badly

#

they're down for me to make a Remix adaptation of their mod as long as there's not a huge ask on their side. But since they're already making PBR textures and just not exporting them as such, there's no extra work that needs to be done there either

#

they have the assets, level files, all that good stuff

limber marsh
#

nice two birds and all that

dry shoal
#

exactly

#

and if I work on assets from time to time naturally I'll be sharing it with them too

#

we both benefit

dry shoal
limber marsh
#

is their any issues with walls/indoors stuff?

dry shoal
#

one of them knows how to disable the default lighting effect when shooting the gun. Normally it just kinda makes the ground brighter but this causes issues with Remix

burnt light
#

that's quite the modding setup 😛

#

glad that worked out

limber marsh
#

I remember it was on shaders

dry shoal
#

yeah those guys are great. Lots of potential

dry shoal
#

at least as of the current remix runtimes and whatnot

limber marsh
#

remix advanced since i've looked at it

#

and they were simple shaders

#

except the projection

dry shoal
#

that might change later as new stuff is introduced in the game but for now I'm working on the first level still

limber marsh
#

projectors are a problem

dry shoal
#

yeah the shaders it does use I've seen work fine

dry shoal
limber marsh
#

really?

#

how is it going to introduce light?

#

emit

dry shoal
#

ah you're referring to the fancy effects stuff

#

yeah, unfortunately not possible

#

as of now at least

limber marsh
#

you can tell projector to render

#

err force

#

but it wont effect lighting afaik

#

cause its all shader related

dry shoal
#

I still don't quite understand. Can you give an example of projector stuff that might not work right? I've mainly just seen bullet decals but there's very likely more that I just haven't noticed

limber marsh
#

maybe i am behind times

dry shoal
#

oh the hologram is one of them?

#

the hologram works actually

limber marsh
#

oh wow, surprising

dry shoal
#

well, I do have an issue atm with my new clone mesh causing a tpose in the hologram but it does work. Also a point light can be attached to the projector to emit light

#

a cyclinder light going up should work if I can do that properly

limber marsh
#

nifty

#

probably nothing shader related is an issue then

#

cause that was most advanced i saw and it was pretty shader limited

formal cypress
#

how would the night vision work with remix?

dry shoal
#

like a proper light source

formal cypress
#

sounds about right

dry shoal
#

now, how I can tune that to work well when it's generated by the game?

#

no idea

#

that's a problem for future auto

formal cypress
#

is there a way to adjust exposure?

dry shoal
#

it was really cool using no flashlight then using the lasers for light

#

yes there is, I should probably look into tuning that more down the line

formal cypress
#

yeah maybe have a dim light, with high exposure when it turns on

wind briar
#

@dry shoalhttps://twitter.com/EricaDahlia/status/1758896019654222322

I believe the highpoly is finished. Any feedback is absolutely welcome!
#wip #3d #3dart #StarWars

#

Weird timing

#

Someone I know just posted this X)

dry shoal
#

these ones

#

though this is a pretty good reference lol

wind briar
#

Gosh darnit how many freakin' versions of these things do they need

dry shoal
#

currently experiencing the lovely joys of retopo

wind briar
#

Looking like a solid start!

#

You probably don't need to make it that dense if this is for the HP though

#

Because the SUBD will add the density anyway

#

And making it slightly lighter will make authoring easier

dry shoal
#

hp? peepothink

wind briar
#

Ah sorry, HP = Highpoly

dry shoal
#

also I don't actually have a subd modifier rn, the guy in the tutorial removed it though maybe I should use one

wind briar
#

Don't know how Blender handles it but I typically tend to have 1 or 2 subd itterations on when building like this for a HP

dry shoal
#

simple subd?

wind briar
#

So that I can actually see the end result

dry shoal
#

there's also catmull-clark which is what I used originally

#

ig it's an algorithmic type of subd

wind briar
#

Yeah but I mean more in terms of previewing it

#

Like in max, when I enable the SubD I can colour its wireframe in one colour, and keep the low poly in another colour

dry shoal
#

added a simple subd

wind briar
#

So that I can easily see both versions whilst authoring

dry shoal
#

oh you mean the mesh behind it

wind briar
#

Nah

dry shoal
wind briar
#

I mean the pre-subd version

#

Like the one you actually author

#

Important to preview that stuff

#

Because I can tell you right away, this area won't behave the way you think it will

dry shoal
wind briar
#

AND I WOULD STAY TO HELP

#

BUT

#

It's almost 3 am

dry shoal
#

no you're good

wind briar
#

And my brain is friiiiiiiiiiiiiiiiied

dry shoal
#

I'm just feeling it out. If it's fkd then so be it, at least I tried

wind briar
#

Hang on

dry shoal
#

(that's my cope answer)

wind briar
#

Shitty mouse photoshop job lol

#

Something along these lines should be enough to get you what you need after it's been subdivided

dry shoal
#

so I should be using fewer vertices or

wind briar
#

Basically it's a good idea to use less, not that you have to be conserned about polycounts BUT

#

The more verts you have in there, the easier it becomes to end up with what we call "Blobby" geometry

dry shoal
#

also the problem with the bottom is it extends a bit

wind briar
#

Lots of small points where things could go wrong

#

If even one of those verts is off for example, it can look like a lump

#

Whereas if you let the SubD handle the adding of those points, it will do it in a perfectly smooth way

dry shoal
#

yeah I didn't want to use this many edges but the verts wouldn't connect n whatnot

#

originally I was using fewer verts in general

wind briar
#

And

#

Around areas like this

#

You need

#

Something like this

#

In order to make the shape hard

#

Because if you subdivide it the way it is right now

#

It won't create a corner

#

But rather a smoothed out shape like this red line

modern isle
wind briar
#

Sooooooooooooo

#

Yes, you are definitely werid

#

And should probably feel bad

modern isle
#

At least I don't call it _lo

wind briar
#

I would genuinely slap you if you did

#

Nawh like, whatever naming schemes work for ya'll, roll widdit

#

As long as your use BP_ we're cool

dry shoal
#

this is my naming scheme

wind briar
dry shoal
wind briar
#

"HIGHERPOLY"

#

WHAT IS THAT

modern isle
dry shoal
#

actually UE2 doesn't really have hard limits, at least not in the way ue1 did

wind briar
dry shoal
#

it can certainly cause instability though

wind briar
#

Whilst the Lowpoly will be a different mesh?

dry shoal
#

and yes I'm trying to do a high poly retopo first

modern isle
wind briar
#

But now I'm fuming with angor

modern isle
#

Haha

#

Nah for real I had to create default naming conventions for our teams, BP, SM, Sk, MF, MI, etc.

modern isle
dry shoal
#

I was able to get a 20k working before. I can't imagine I'd need any more tris than that

#

and since I'm only replacing the skeletal meshes I'm relatively safe I think

#

but I could be totally off the mark

modern isle
#

When in doubt, err on the safe side.

dry shoal
dry shoal
#

Copy pasting what I accidently put in #asset-creation

#

Well after multiple hours all I got wass

#

THIS

#

This part isn't even done but
I think I'm understanding the mindset behind how to distribute vertices, correct me if I'm wrong
the edges aren't all angled perfectly yet but more vertices where there's curvature >few to none in-between?
Well not none but yk
like I think I'll add one more edge loop in the middle to account for the subtle curvature and let normals n whatnot do the rest
Maybe I'm overthinking it through
calling it a night

proven vessel
#

@dry shoal just downgraded my windows form 11 to 10 so im gonna unable to test new configs for a few days while i get my computer operational again

dry shoal
#

That works out. I'm at an interesting point where I might be able to make some big progress on the visual side of things, so it'll be a bit until I'm back on making configs

dry shoal
#

thanks to a modder working on SWRC Remastered, I was able to use a script to export all game assets from the game files and have them auto converted to .fbx for use in blender and/or Remix

dry shoal
#

^so the same guy who made the script suggested it might be possible to automate a very tedious process with skeletal meshes

#

basically the way umodel works (program for viewing/extracting UE game assets) makes it so you can't really get everything in one go

#

animations can be ignored. The problem is the Armature. The GLTF mesh includes the original mesh normals while the PSK mesh does not. To get what I believe would be the ideal setup, I need to cmbine the mesh of the GLTF with the .PSK armature

#

this also has a scaling step inbetween since they import into blender very differently

#

but I also could be worrying about a non-issue. @wind briar since I'm trying to make higher quality versions of the original meshes, how important is having the original normals vs no smoothing at all

#

are those normals utilized in the subd process / other things I might use

wind briar
#

You don't have to care about the original normals at all

#

Since you're making a new thing and baking new ones

dry shoal
#

well shit that saves some work

#

I didn't know if any of the algorithms used might reference normals

#

feels like it would for subd but maybe not

modern isle
# dry shoal feels like it would for subd but maybe not

You don't have to worry about the old normals at all. You're modifying and changing the normals anyway and in the end import a different model with different textures, whatever normals existed are pretty much irrelevant.

dry shoal
modern isle
#

Better than before, I'd probably make a line through the middle, but the additional lines near the edges help to flatten the normals (don't worry too much about that concept yet, we'll get to vertex normals and normal angle at some point) and tighten up the smoothing

dry shoal
limber marsh
#

its a good slice of game to so maybe can show it off as proof of concept depending on how much

#

err slice of intro

dry shoal
#

implementing it will take time. The assets he has on hand are a mix of things where some can be replaced through Remix (aka use the full quality mesh from the render), some need to be replaced at least partially in-engine. So those meshes will have to be optimized

limber marsh
#

@dry shoal I know I linked this once before but just wanted to see since it may of appeared to be same video

#

A breakdown of the Republic Commando Intro lighting I did for WoofWoofWolffe’s Intro remaster.

Full video: https://youtu.be/CL5i33CTld8

If you enjoy my content and want to 𝘀𝘂𝗽𝗽𝗼𝗿𝘁 𝘁𝗵𝗲 𝗰𝗵𝗮𝗻𝗻𝗲𝗹, consider supporting me on Patreon.
https://www.patreon.com/Cinematicaptures

Music in this video: https://www.youtube.com/watch?v=4LljnLP4HoA

▶ Play video
#

its not completely relevant to remix but it shows alot

#

of explaining how scene was lit

dry shoal
#

yeah I did see!

#

I showed the guy some preview shots of my Remix progress and he thinks there's potential, but there was a period where I got pretty busy so I'm waiting on him for whenever he's ready

#

I don't want to spoil what he agreed to share with me :) rather keep it a surprise

limber marsh
#

that explains alot

#

Layout Artist at Blur Studio

#

the guy who did the lighting

#

Blur is nuts

dry shoal
#

yep, super talented people worked on that

#

guy I'm talking to did some of the 3D art

#

aka exactly what I need

dry shoal
#

retopo progress

#

I'm tired boss

#

I want to get to the fun stuff

#

fuck the topology

naive robin
#

Take a break, switch to something else

dry shoal
#

way ahead of you friend

naive robin
#

You make learn the best when passionate, so if you're not vibin it, just switch to something you want to do.

dry shoal
#

restarted the Remix project file hopefully for the final time. I know a lot more now

#

once again shoutout to runestorm's material. subtle POM thrown in there for good measure

#

I've been tunnelvisioning hard on the clone mesh. I think I need to put that on hold so I can actually make some progress

#

I forced all static meshes in the level to always display at full quality which works well for captures. dynamic meshes are still affected by LOD despite my efforts tinkering with the engine. I left in antiportal actors to save on performance where needed, and the current plan is to use my anchor mesh only as needed

#

if I notice something popping out of existance, that mesh is getting anchored

#

but otherwise I want to take advantage of the optimization systems bc why not

#

the trusty 1 tri anchor

#

the original level is very much indirectly lit. Still undecided if I wanna change that drastically. if this angle stays (indirect) then I need PBR on those cliff/arena meshes stat. Looks awful with the plastic sheen

#

ok i forgot u can change roughness values

#

already looks much better, but still not nearly where it should be

#

now that I have some experience extracting level meshes from the game, I can get a true 1:1 mesh of the ground. If I play my cards right, I can import it into instamat and make a nice custom texture instead of relying on repeating UVs :)

#

like being able to hand paint where certain mixes of materials are for instance

#

in this very shot you can see on the ground that two materials are supposed to blend. I could recreate that with very high quality and better

#

(might need to steal Rune's experience for help on that one peepoez )

#

exciting times ahead!

#

fuck the clone model !!!! it's time for the big cool stuff

#

clone will come eventually tho dw

#

salute night folks

dry shoal
#

thanks to Remix's mesh captures, I was able to bypass one of the UE2 limitations of BSP geometry not being an extractable mesh

#

I'm gonna prioritize using original extracted assets bc no better place than the source. But for levels Remix's captures are very helpful in this regard

#

the topology is once again awful, but because it's all squares it can be extremely easily retopo'd. I'd also make my own UV map from advice I get from the modeler people here lol

proven vessel
#

👍

modern isle
#

literally 2 clicks in the editor to export the entire level + props

dry shoal
# modern isle

Not possible with RC specifically, according to other modders

modern isle
#

and you tried?

modern isle
#

I unfortunately don't have a working unrealED build for SWRC, the one shipped with the game crashes on launch

#

ah there we go, had to lower bumpmapping quality.... it was set to low in-game but it probably didn't save correctly

modern isle
#

well, for SWRC it's a bit more involved but I got it mostly working

#

all geo and light positions exported

#

¯_(ツ)_/¯

#

the magic of .t3d

#

need to fix up the static meshes or textures being included but I'm sure I can get that working too

modern isle
#

some meshes import now

#

once I got a full scene working we in biz, lads.

#

all the BSP imports correctly already, so that's the important thing done

modern isle
#

welp, ran into a regression, but the BSP is a clean export now... no meshes though

dry shoal
#

Wow this is news to me lol

dry shoal
#

Fixes the bump mapping too

modern isle
#

I got all BSP geometry, and I got the individual meshes. Just not combined, but I do have a full .t3d with the proper references, just need to fix up some paths for the meshes and they should import correctly

dry shoal
#

Yeah that BSP geo should be quite helpful peepothink

#

I have the meshes all exported but the textures are more complicated. They combine textures in the base game for a blend but I haven't been able to cleanly get a final combined texture got a mesh

modern isle
#

are they using vertex color for the blend?

dry shoal
#

I imagine yes but I'm not 100% sure

#

There's multiple textures involved, the final combined texture isn't just one thing that applies to the whole mesh so it gets complicated

#

(which I think is due to using vertex colors?)

modern isle
#

went through the arena_hr folder and didn't find any meshes that really made use of vertex color, I wonder if UED supported in-editor painting of vertex colors

#

bruh

#

it's literally just a mesh lol

#

I was already a bit suspicious because the floor was flat BSP and that doesn't support any vertex colors or anything

dry shoal
# modern isle

The gravel patch is a mesh above the BSP geometry. It's used for terrain blending with the BSP surface texture

#

If you were to select all matching static meshes in Unrealed you'll see only a few chunks of the ground are actually highlighted

#

For Remix I'm probably just gonna delete those meshes entirely since I'll be able to do something similar within one texturemap

modern isle
dry shoal
dry shoal
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Wouldn't it just be more complicated

modern isle
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it's literally just a transparent model. Like a pane of glass

modern isle
dry shoal
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Wait is that the original mesh?

modern isle
dry shoal
# modern isle

So you'd suggest doing an asset replacement that intersects with the ground using its own materials for more variety

modern isle
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yes

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saves you all that headache that you're about to bring upon yourself

dry shoal
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That makes complete sense and I didn't really think about it for some reason lol

modern isle
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and if you want more variation you can just add another dirt pile model and use the anchor to position it in the world

dry shoal
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Yeah that's a good point

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The thing I'm running into though is the blend on the textures that I replaced with your asset. You can see in the editor that there's burn/scorch marks on parts of meshes

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Not quite sure how to replicate something like that without making a new texturemap for the mesh

modern isle
dry shoal
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Did you import the mesh into instaMAT, make a material for it then bake a new mesh?

modern isle
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I exported the original to get the shape and dimensions, quadratized then added a subdiv modifier, made a heightmap in instamat that I could use for a displacement modifier, added a vertex map so that the outer edge is lowered a few centimeters into the ground so that it never juts out.

dry shoal
#

Or is there a lot of manual stuff involved

modern isle
#

a heightmap can be just a noise texture if you want

dry shoal
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The mesh snapping to the new shape at 0:39 feels like the "rest of the fucking owl" meme KEKW

modern isle
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I just added in a flat plane at 39

dry shoal
# modern isle

I'm guessing this is C4D? In that case I might not be able to get away with just using instaMAT for it

modern isle
#

you can do it in instamat too from what I've seen in the node graph, I just know how to do it in C4D in a few minutes :P

dry shoal
modern isle
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no, the grey thing is literally just a flat floor

dry shoal
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Oh LOL

modern isle
#

I already applied the displacement before with the modifier, it's just a very simple "move this up based on heightmap" thing

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that's the heightmap

dry shoal
naive robin
dry shoal
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And then you're showing what the mesh would look like at that point when intersecting with the ground

dry shoal
#

I starting to sense a pattern where there are easy solutions to things that seem like they would be complicated

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I think it stems from "idk what I'm doing so I don't fk with that" but then I find I totally can do it

naive robin
dry shoal
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Yeah like I'll see Rune do some cool shit in a few minutes when getting a similar result would take me hours simply because I don't know what's available that will do the seemingly hard stuff for me

modern isle
dry shoal
naive robin
dry shoal
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Does for me peepoez

modern isle
#

tfw apple doesn't have webm support

dry shoal
#

Android users on top letsFKingGOOO

dry shoal
#

Like in the span of that short video I thought of numerous ways I could apply something like that

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It could be making mud, a pile of gravel, rocky mesh surfaces, mountains, etc etc

naive robin
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Workshops I think they’re called

dry shoal
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I'll have to check a couple but in my experience the problem is I'm doing oddly specific things that don't benefit from what someone might be doing in those videos

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Maybe a select few bits would be applicable but those I'm mostly already aware of

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I will say generally speaking though it feels like each day I ask questions I get answers/new understandings of things that makes me feel like I can be more ambitious/do things I thought I couldn't on my own

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For example, getting outside assets for large canyon walls/huge boulders that surround the playable level. Using some of the stuff here I could totally make my own versions of those assets but with geometric detail that isn't too insane while also being a huge jump over the original asset

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Add a new mesh, scale it up, subdivide, use a noise map for displacement across the surface

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I can then import that mesh into instaMAT to make textures based on that displacement/gradients/curvatures/all the above so it's actually unique

wind briar
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For cliffs and stuff, there's a very neat and simple workflow that I use all the time

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So I sculpt some tileable rocky things and bake them down right, this is just to give me max control but you can use noise generators or heightmaps from resources online etc

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Blockout your general cliff as a big blob, then subdivide the hell out of it

wind briar
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After that, use your heightmap to displace the model until it looks good

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And THEN

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We use a sneaky cheat way that you shouldn't rely on much, but works fine for rocks called "Decimation"

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Decimation modifiers will analyze the mesh and automatically nuke down the polygon count to whatever you specify whilst still retaining the shapes as best as it can

modern isle
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Also known as a Polygon Reduction, except instead of being fully naive in it's approach it first combines polygons that have the lowest relative angle to each other. Meaning if something is flat, those get merged before anything gets touched that changes the shape

dry shoal
modern isle
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the rocks are baked... into a .... repeat after me...

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heightmap

dry shoal
#

OHHHHHHHHH

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So traggey essentially hand makes heightmaps

modern isle
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yeah, just like how I did it in instamat with the tech wall, it can be modelled too

dry shoal
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That would make my job so much easier

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So if I'm understanding right, it's applying the heightmap over the whole mesh, then using that as a reference to algorithmically add vertices and move them around to form a more variable surface height mesh. Then it optimizes it and bakes mesh normals for you? @modern isle

modern isle
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it's not adding verticies in this case

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all it's doing is taking the texel at the vertex location and moving it based on the value/brightness of the heightmap at this point

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what I'm doing is before applying the displacement I subdivide it, then after displacing I decimate to get back to a more reasonable polygon count

dry shoal
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Subdividing = more vertices to work with, therefore more accurate displacement

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?

modern isle
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correct

dry shoal
dry shoal
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Today's plan: make progress on the clone retopo, potentially export the BSP geometry to a mesh ( @modern isle how'd you do that btw hmm ), start work on materials to be used in the environment

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Bonus if I'm feeling extra up to it: improve some level geometry. More specifically, the roof above the first underground area in the level. At the moment it's just a flat mesh that shares textures with other meshes which causes problems

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And rune while you're here, if I use a heightmap for displacement on a mesh then when I add a material to it with the same height mesh, would leaving out the displacement within Remix provide the same/better visual result but without POM's limitations?

modern isle
#
  • Open the Republic Commando Unreal Editor, open a map and then go to File -> Export and select the .t3d file format. Save it somewhere accessible.
  • Download Unreal Engine 4.27 or whatever version works for you.
  • Create an EMPTY project for UE4 and name it UnrealTournament (important) and place it in a folder that is named "RepublicCommandoUE4" or whatever you want to name it so that the filepath is this \RepublicCommandoUE4\UnrealTournament\UnrealTournament.uproject
  • Use UT4X Converter https://github.com/xtremexp/UT4X-Converter to convert the UE2 style t3d to UE4 compliant t3d. In the settings for UT2004 select Republic Commando path and in the UT4 Editor folder put your \RepublicCommandoUE4 folder (not UnrealTournament)
  • File -> Unreal Tournament 2004 -> Convert map to UE4 and pick your .t3d you exported from the RC editor, leave all the other settings as is and hit convert
  • Once it's done it will open a folder with your converted .t3d file, open your UE4 project and create a new EMPTY level. Once you're in that empty scene, open up the .t3d file with a text editor and select all and copy to clipboard, click into the viewport and paste.
  • If you want SOME assets to import, go into the staticmesh folder and drag the .obj files in the restrictedassets/wip/mapname folder in the content browser. Many will error out since they're not correctly converted.
GitHub

Helps converting old Unreal (Tournament) maps to UT3 (2007) / UT4 (2015) game. - xtremexp/UT4X-Converter

dry shoal
#

Thanks a ton! I actually know a guy who's been working on a Remix-like system for porting entire old unreal games to UE5. As a part of that he has tons of t3d files on hand, so I might be able to get the meshes from him directly

limber marsh
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if not - kind of interested

dry shoal
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The guy I've been talking to lately is trying to make a system that will port UE1, 2, and 3 games to UE5

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So converting game assets, importing entire levels, and potentially even scripting? I'd have to double check on that bc that's kind of insane

limber marsh
dry shoal
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He feels exactly the same way KEKW

limber marsh
dry shoal
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No he's very much in active development. I don't think he uploads anywhere but he has sent screenshots of levels fully imported into the UE5 editor, though without their textures

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I would invite you to the server he's been most active posting progress in but it's a dev team server, not a public facing one

dry shoal
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We had a bit of a conversation about the practicalities of Remix vs a full engine port. While the engine port certainly gives more direct control, I think Remix has a place too just based on the leap in technology alone

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But a successful UE5 porting system would definitely be more practical than building a remix mod I'd say

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no pathtracing tho

limber marsh
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he wanted to build a translation layer for UE5

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instead or remix

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but i am guessing legality

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so it does sound "possible"

dry shoal
limber marsh
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not till they can figure out shaders

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UE3?

dry shoal
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And on a personal note, I think conceptually it's less interesting. Really cool and a huge accomplishment if it's successful. But under the hood Remix is doing more impressive things

limber marsh
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Thats 100 pc games

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all high profile

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Bioshock 1/2/3, batman series

dry shoal
limber marsh
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shader model 1 is such a small amount of games

dry shoal
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I agree UE3 has a lot of high profile titles but he hasn't even begin to cover that, I imagine it'll be significantly more complex there

limber marsh
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fixed function DX8/9 is also

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also its not "shader model 1" its basically how complicated the shaders are

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and how much of game

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like FEAR is dx8

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and no way is it going to work any time soon

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100s/1000s of shaders

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I was a 3d vision modder, we basically had to edit shaders

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to run 3d vision games

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[helixmod]

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the amount of games that can run on remixs current specification [if it works 100%] is still pretty low

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Like Xbox original is outside remixes capabilities

dry shoal
dry shoal
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I don't want to downplay what he's done so far and the goal he has, but one exists today and the other doesn't

limber marsh
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that is true that its a pipe dream till it works

dry shoal
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I truly wish him the best of luck though, it could do amazing things if it was possible

limber marsh
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like that n64 raytracing thing

dry shoal
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I think it'd also be awesome to see what a successful RC port would look like

limber marsh
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Looks amazing

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but two years from shown and still in development.

naive robin
dry shoal
dry shoal
# limber marsh [helixmod]

It's super cool that you worked on this btw. I always would see it on Pcgamingwiki but never looked into it myself

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AFAIK there's a lot of passionate people who want the 3Dvision stuff to keep going

limber marsh
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Been a while since I was involved at one point I was "the active guy" but yea, they are still going. Its cool that its still going and its effecting stuff outside of 3d vision. Went from helixmod->3dmigoto and thats in more stuff then i know. I saw some stuff where it modded resident evil [non 3d] and its still used for texture mods - afaik people are still using it for genshin impact / FF7-R

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not to mention people can play stuff in vr now

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with it

dry shoal
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I think I've seen 3dmigoto sometime too

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Small world POGGERS

dry shoal
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I accomplished very little yesterday, but I did run into an obstacle that I know how to overcome now. I might be able to start making significant progress to remastering the environmental assets

main turret
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Heyo @dry shoal , quick question but in terms of putting together a playable build, are you only focusing on the first level of the game as of now?

dry shoal
# main turret Heyo <@877718466398932992> , quick question but in terms of putting together a p...

For the current project as much as I'd like to push beyond it, if I want to really push the fidelity then only the first level is feasible. It's a largely solo project, and every single component is something I'm doing for the first time ever. Modeling, environment materials, PBR character model textures, and even some base game modding to further enable Remix's capabilities.

However there is a potential plan in place for after the release of this "Republic Commando RTX" demo project. There's another, larger team of modders working on further improving a remaster of their own within the native engine. If all goes to plan, I'll be teaming up with them and leveraging their existing and future assets to make a Republic Commando Remix mod that would cover the entire game. However it'll be less visually ambitious than what I'm trying to accomplish with my demo

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In other words, a pathtraced adaptation of an existing mod. Since they're working within the confines of the native engine, they're limited in the asset quality they can output without having instability issues which I've come to learn RC has a reputation for. However for the Remix adaptation of their mod I should be able to do PBR materials across the board, as their current workflow actually involves modern material making and simply exporting to a flat texture + normal map that can be used by the game. If you haven't spotted the ace, that means the work to increase fidelity on Remix specifically is already done despite that not being on their mind when making this stuff. It just needs to have a new export that includes things Remix can use that the native engine can't

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I'm kind of on the brink of a major increase in progress. I have most of the understanding needed to push up asset quality, it's a matter of execution and getting assistance with weird unexpected issues along the way (almost entirely just due to lack of experience). I'm currently working on a much improved version of the base game's clone model, with the next character model I'll work on being the battle droids. But I shift between priorities as to not burn myself out on one thing that's taking longer than intended, so it's not a given that the next big step in progress is completing the ideal version of that clone model

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Hope that gives some insight :)

limber marsh
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the sad truth is that 95% of ambitious stuff never happens.

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So they may be reluctant, without saying as much

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so if you keep on showing them what it could look like you can win them over.

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they been remastering the game for XX years

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i know your saying that you can make do with what you get but just saying in case something happens/ it takes time for them to give/issues understanding/etc

dry shoal
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especially since I'll be contributing to assets myself in some capacity

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just the Remix version will be higher poly, and the materials will be PBR while the native engine's won't

limber marsh
burnt light
dry shoal
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People played Fallout/Skyrim for years using ENBs and mods that pushed the engine in the most inefficient ways, getting like 40-50fps on the most monster GPUs out there. That community would embrace remix more than most I think

burnt light
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initial reception to the FNV images i shared in the xNVSE server wasn't as good as i hoped. only one person replied and it was pretty disappointing, lol

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so i'm not so confident

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BUT i think it's pursuing anyway

limber marsh
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like we can imagine what it "could" look like when its done but anyone else just sees something worse

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I would say it would be nice to do a spot 100% but i am not sure of what issues game has

burnt light
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i really feel like FNV is the exception. it's a straight upgrade visually from the base game as far as i'm concerned

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so that's why i was especially disappointed

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buut in general, i agree

limber marsh
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you can see it as better [perhaps it is] but its not enough yet

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to change from visual look/style to a diehard fan. X% vs XX% difference

burnt light
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yeah...

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i guess i'm the type of modder to not really care what the fanbase wants and just do what i feel is right for the original game's art style

dry shoal
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working on doing retopology for the original mesh. This is as far as I'm going today but I'm very proud for being super minimal with it. Only doing enough to match the shape but with superior topology. Hopefully it'll give a strong base to improve the mesh with. Likely with more handcrafting than anything else I've done so far due to how intricate it is

dry shoal
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my first ever made from scratch* material!!!! Threw it onto the old gun texture to test and yep, now light has a more direct effect on how the material looks. No more light being baked into the texture

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in the future I'd like to add emissives to the ammo display counter and the magazine's ammo counter

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nothing crazy, just a subtle glow. I have an ID map for the rest of the gun so in theory I could overhaul the textures relatively quick but the UV map of the original mesh sucks and I'd want to just redo it. But if I redo it, it should be on a remastered mesh regardless

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otherwise why waste all that effort

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gonna do some gaming but I'm slowly getting back into the groove of things. I enjoy making materials (not models, fuck blender)

dry shoal
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made a second material !

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gonna try applying this. Need to check my ID map to see if it covers all it needs

dry shoal
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who needs an ID map when you can just cover the whole thing bc fk it why not

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I think I need to lower the roughness. It's not reflecting enough light

modern isle
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I think baking some mesh normals will greatly help with the look

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oh btw I was bored. In case you need a clone commando visor material. It's set up to blend in the emissive only in crevices so that it gives that nice rim glow

dry shoal
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Idk how you do it, great stuff

dry shoal
modern isle
dry shoal
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Idea makes sense, just the execution will take time to nail down

modern isle