#Star Wars: Republic Commando RTX

1 messages · Page 3 of 1

modern isle
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that's the whole thing

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here it is with simplified labels... you can see that this is very simple

dry shoal
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Yeah that doesn't look bad at all

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I feel like as I learn best practices and fumble less using instaMAT, that I'll be able to make some amazing stuff. It's so powerful that I really should be getting familiar with it

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@modern isle would you mind sharing the link for that material?

modern isle
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figured out what a cooked project is... it's just the selected graph with all the references embedded.

modern isle
dry shoal
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then again I'm not quite sure what references is referring to

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no pun intended

modern isle
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a project has all your stuff as you set it. so if you didn't embed your textures, it's just a loose path reference. So if you were to share that file then all those textures break because it expects the absolute path to match

dry shoal
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TLDR, use baked exports lol

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(when importing stuff)

modern isle
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if you want to share the file

dry shoal
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true but I figure even just for ease of use

modern isle
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nah, no difference if you don't share the file

dry shoal
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like if I use a texture from downloads bc im not organized, I can delete that file and not have to worry about it

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I think I might be misunderstanding

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worked great 👍

modern isle
dry shoal
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that already looks better to me

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decreased the roughness, right is new

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not equivalent lighting conditions but it's a good reference to have

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I need to make it a lot darker and a lot less rough if I want to get closer to the original

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I'll probably have to use a different base texture entirely

dry shoal
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Due to some (probably very good) advice I've gotten, I'm gonna scale back the scope of the project for the time being. I won't be doing anything more with meshes than I already have (anything more significant at least) to speed up the process. Instead I'll be focusing on making good materials, lighting, and various asset swaps without changing the underlying mesh. The exceptions would probably be baking displacement maps into meshes since that's relatively easy

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In other words, I will be using blender as little as reasonably possible

modern isle
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Some advice on scope. Focus on getting that first level done. That includes replacing all the textures with PBR materials, including just some nicer textures for the guns and clone troopers. Once you've done that and basically have the first level completely playable and remixed you can evaluate how much time you want to invest in new models.
Getting that base done should be your focus in my humble opinion, you can always improve from there.
But good enough is good enough for a start, trying to get everything perfect while not having most assets in place yet can be very difficult to work with.

modern isle
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Not trying to rain on your parade, just don't want you to get hung up on stuff that prevents you from getting this at least done because it would be a shame if you'd grow tired of all the roadblocks and stop this project due to frustration. You made great progress and we're all really happy to see you make such strides in such a small time span, but I'm sure others agree that staying a bit smaller and then scaling up is probably the smart choice.

dry shoal
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Sure it sucks that all of my ideas on models are being put on the backburner, but my progress slowed down dramatically trying to do it when it was still a bit too beyond me. By focusing on where I'm more comfortable I can accomplish more and probably have a more enjoyable time doing so

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It's also fun getting actual screenshots which I haven't gotten much of in a bit lol

burnt light
# modern isle Some advice on scope. Focus on getting that first level done. That includes repl...

i fully agree with this, this is what i've been doing and it gives you a great idea of what you'll be dealing with going forward, and what to aim for in terms of how manageable your project is and what you want the game to look like

for example, if you replace all of the meshes in the first level, but decide it's too much to do the rest of the game, you'll have wasted a lot of time on something that just makes part of the project look different than the rest (even if it's better)

dry shoal
# burnt light i fully agree with this, this is what i've been doing and it gives you a great i...

It makes a lot of sense. I imagine you've also learned a lot more about instaMAT than I have within the same time frame for that reason alone. As for the scope, I've already basically decided I wouldn't be doing the whole game. When I started this project I already knew that would be a huge task, so I chose the first level. For the Remix project it's really just to see "what can be done" if the skillset and manpower was there to remaster the entire game with Remix. Unsure at how much I'll be doing with meshes when the time comes but likely quite a lot

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Though in case there was any confusion, this project is a standalone one-off. Once I'm done with this and move to adapt the RC Remastered mod into Remix, everything I've done is gonna be scrapped

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For the sake of efficiency and not being dumb, I'm gonna be working entirely with the stuff they've been making. So their modified level files, their new materials, meshes etc

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By toning down the ambition and working with a group, a start to finish Remix mod can be made way quicker

burnt light
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ya, that makes sense. that partnetship sounds great, and i hope it works out

dry shoal
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Me too. Those guys know their shit though, they've been updating that mod for years

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Funnily enough they're kind of doing a similar thing as to what you guys suggested. The scope of the mod grew with time, and only after the 1.7 release of their mod are they putting considerable work into modeling and making new materials to replace the previously AI upscaled ones

dry shoal
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replacing the terrain with anchored ground meshes. I also found out how to get the original blends (see image!) to work well with the underlying terrain. I also added back the lighting in the tunnel

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emissives for a nice bloom effect! otherwise the texture would be uniformly dark

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doesn't make much sense for a lightsource

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now that my priorities are changing for the project, I have a few things in mind I want to work on

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I want to edit the existing storm trooper PBR textures a bit to touch them up, make a new ground material that would include covering this tunnel. The only mesh related things I have in mind at the moment is just a basic subdivide of the tunnel mesh since the angles are visible

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if I keep it simple, surely nothing will go wrong peepoez

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It feels good to be back in the editor actually making stuff happen :)

dry shoal
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fun fact, these are the exact same mesh

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:)

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I've now discovered the power of normal baking

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both 3k tris but you wouldn't believe it

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it's not perfect but for a first attempt I'll take it

dry shoal
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new clone texture has lots of potential :)

modern isle
dry shoal
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I will say it's a fairly unideal setup because there are some differences in shapes in parts of the mesh but I'll worry about that later lol

analog wedge
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Will you concern yourself with wear? The clone armors are brand new in the first chapters and made out of some fancy plastic.

dry shoal
dry shoal
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Heads up, I'm going to slow down/pause work on this project for a short period of time. Gonna do some work with Runestorm on https://discord.com/channels/1028444667789967381/1211038540218109953 to get experience working with a more diverse set of materials and I'll be able to get more direct feedback from him to improve my skills. When I take that experience back here, it'll be a benefit to the project pepe_love

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Don't have an exact timeline in mind but we're certainly not talking weeks here. Gonna go with the flow for now though nodders

dry shoal
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Semi update: now that I'm more familiar with the process of mesh baking, I should be able to retain a surprising amount of detail from that 20K poly clone trooper model swap I did while retaining the original 3K poly as the one in-use. This is helpful because it means I don't think I'll have to spend nearly as much time worrying about topology/retopology and I can more quickly make higher fidelity meshes in more calculated ways. Especially thanks to other tricks and tools I've learned in blender (not quite there with adding micro details yet, nor am I ready to learn it). My work process in general has been very slow lately but I hope to pick it up soon. For as painful as making a pile of hay for Unreal Tournament '99 was at first, it taught me a lot about how to properly use instamat. At least for environmental textures like the ground or rocky surfaces, I'll be making my own materials from scratch for Republic Commando. I won't have to worry about the same limitations as the original texture when being used as a starting point, and I can get much higher fidelity + more tuning to come out exactly the way I want it to. I'm excited to get back to work on this game, but for now I'm gonna do more for UT'99. I want to come back swinging to Republic Commando and that means getting familiar and comfortable with the material making process

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^i say semi update because it's not fully related to RC progress

dry shoal
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Started hard surface modeling for the first time yesterday. Current goal there is to remake the grenade box by hand in higher fidelity

dry shoal
analog wedge
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dilta skwodd

dry shoal
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doing more modeling stuff to brush up on my skills

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btw the right side of the 2nd image isn't my asset, it's one from Republic Commando Remastered since they shared the blender project file

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they seem to be open to using assets on a "which one looks better" basis lol

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so if mine looks nice they don't mind replacing one they've already made, and if I can't figure something out I'm more than happy to use what they have

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for now I'm trying to do everything from the ground up because I need the practice

dry shoal
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WIP thermal detonator

cobalt cypress
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Ok, this is actually SO COOL

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I just joined to see what people were up to, and I am not disapointed

dry shoal
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I've recently started learning hard surface modeling so that's what's currently been my focus. The thermal detonator is gonna be remade, and I was going to make the grenade ammo box but a friend working on RC Remastered had one already done, and at good quality! I tried myself for the practice if nothing else but eventually I gave up because I didn't plan ahead enough and it caused issues PeepoSadSwing

cobalt cypress
dry shoal
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Still have a lot ahead of me but it does make it 10000x more manageable than doing the whole game solo

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After that demo is completed, I was looking to make a Remix adaptation of the RC Remastered mod which would be significantly faster given multiple people are on it and plenty of assets already exist that could be used in Remix

cobalt cypress
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Like does the game have to be Dx9 or older to have this RTX Remix Support

cobalt cypress
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What a bummer tho

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dx8?

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that sucks

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That sucks in the sense that you can't remake other games like Titanfall

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Good graphics, but it would be cool to see the textures revamped

dry shoal
# cobalt cypress dx8?

Republic Commando is a DX8 game 👍lots of DX8 games are working with Remix since the DX8to9 wrapper works super well

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It's interesting, it's going from DX8 -> DX9 then DX9 -> Vulkan. Yet it works super well

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Going from my experience and seeing the experiences of others, it seems like Republic Commando is one of the most stable/functional games with Remix right now, which is great for what I'm doing lol

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But yeah, the way Remix works is by intercepting fixed function rendering pipelines. There's multiple versions of DX9 with slightly different names, and by the time DX9 was at the end of its lifecycle, fixed function pipelines had largely stopped existing

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Since Remix is open source, including it's renderer, it's possible on a technical level that you could do an extremely complex and invasive mod that natively changes the renderer to a pathtraced one. The amount of technical skill required to pull something like that off isn't feasible by nearly everyone here

cobalt cypress
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idk, I guess im still pissed at Nvidia and Microsoft for hyping up RTX minecraft, and then never releasing an official universal pack to use.

dry shoal
dry shoal
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Biggest problem is how niche it is

cobalt cypress
limber marsh
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Nvidia wants "everyone" to use it [cause money for them].

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Microsoft wants people to play versions that generate "them" money.

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Its like that with this

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Legality is a problem and decisions made are because of that.

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Also remix is basically in beta despite it being released and even still its not a year 1 thing.

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So dont have any wild expectations about game support.

burnt light
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i mean, it was released as a beta. they stated so

dry shoal
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They took out out of beta in under a year however

burnt light
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i mean, no?

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it's still in open beta

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unless i missed something?

dry shoal
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I missed the most important bit weirdge

burnt light
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ah okay. i thought i was going insane and missed something important, lol

dry shoal
limber marsh
# burnt light unless i missed something?

i must of misread it - i read the open source announcement originally as release but I kind of meant everyone involves knows its in "beta" despite what public/news may perceive.

proven vessel
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looks like things are still coming along

dry shoal
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yeah... swimmingly...

proven vessel
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lol

dry shoal
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Time to get organized peepoez

dry shoal
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Gonna take a look at Ray reconstruction in republic commando sometime soon. There's definitely room for improvement when it comes to denoising and I think there are some instances where it will be a big improvement with the perf bonus as a cherry on top

proven vessel
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noice

dry shoal
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game's busted for now. I'll do a fresh install later but

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the base of my thermal detonator mesh is complete

dry shoal
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After this thermal detonator is 100% completed, I'm staying in my lane for a bit and focusing on significantly easier things

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a big one I have in mind is redoing the surrounding geometry in the arena of geonosis

dry shoal
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The meshes I wanted to work on most are too intricate for me to take on right now. Or even when they're not, I just can't be assed to work on another mesh that needs a lot of care to do well

dry shoal
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Later today I'll be attempting to finish and texture the thermal detonator mesh. Specifically, making a high poly version that includes the ridges on the outer shell. For reference:

modern isle
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I think there's two approaches to this, the one I mentioned earlier with the line bevel, and another one that might be easier for you. When you select a poly strip, detach it from the model so that it isn't connected anymore and do that for all the parts so that you end up with individual pieces for each segment. Then remove the faces that aren't on the outer surface as we won't be needing them and extrude everything inwards for all the segments. Then apply a bevel to the outer edges or just use a bevel modifier

dry shoal
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I'm sure that's a pretty easy way but conceptually I have a harder time wrapping my head around it

modern isle
dry shoal
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Thanks a bunch. It also pains me to realize I could've done the middle pattern more easily 🥲

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My dumb ass inset all of it, then and only then did I extrude bit by but each chunk up and down accordingly with auto merge on to make sure it attached

modern isle
dry shoal
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did a fresh install of the game, using the latest available builds for dxwrapper, remix runtime + ray reconstruction files from portal RTX + swrcfix

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it works better than it used to out of the box but some UI still needs to be manually tagged. Lightmaps seem to be ignored automatically so they might not need special treatment, but I'm not ready to say for certain. Sky textures still must be tagged, despite using auto sky detect with depth flags which I thought would make it "just work"

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Looks like deleting the two intro video files may no longer be necessary to ensure stability

dry shoal
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Note to self: by default the night vision mode spawns a point light when light translation isn't disabled

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setting the night vision overlay to UI breaks the pathtraced lighting

dry shoal
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lol I love running into issues I had the first time I tried SWRC with remix and not knowing how in the world I fixed it

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it's not a big deal since I have 4 backup installs that have the exact settings/remix config that worked before thrown in

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but still a little annoying

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Kim offered to help figure out the terrain blending configuration since I'd love to get that working if possible. The first mission uses tons of blending in vanilla

dry shoal
dry shoal
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I'm gonna go insane if I don't finish this thermal detonator

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Still WIP, that's just the last "best" spot I got to

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I undid it after so we'll see

dry shoal
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The thermal Detonator mesh is finally complete

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Original mesh, another modder's mesh, and my mesh for comparison

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keep in mind the middle mesh is gonna be/is used in the native game engine. He's also fairly new to modeling so at the time he could only do so much with the limited knowledge + avoiding too high tri counts

dry shoal
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@past escarp when you were trying RC, were you using the rtx.conf from moddb?

past escarp
dry shoal
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but I haven't had that for a while so I'm not sure if there's something I missed

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even on my moddb file it's messed up

past escarp
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That's very strange. I'll have to try the game again and see if I spot that.

dry shoal
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should be super hard to miss. Thanks, and take your time

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@past escarp looks like I found the culprit!

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if you have "capture vertices from shader" enabled, it does that

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if you plan on still testing the game, would you mind seeing if you can recreate the issue on your end using the same setting? We're on different rtx.conf configs so it'd be interesting if it's working with it enabled for you

past escarp
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I did try it out just now. It does only happen at certain angles for me, or at least only becomes noticeable. Turning off "capture vertices from shader does help with that, but it introduces a new issue, I have noticed. I will take a video and show you momentarily.

dry shoal
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if you mean parts of the game world not loading in, yep. Got that too

dry shoal
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well check out what I just found

past escarp
dry shoal
past escarp
dry shoal
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I found the exact same billboard floating behind the player that we saw

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in two captures, both times behind the player

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I wonder if deleting this in the editor will remove it in-game (edit: it's the same mesh, deleting one deletes in both captures!)

dry shoal
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maybe they made it automatic?

past escarp
past escarp
dry shoal
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welp despite going to selection history I can't seem to undo it

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oh well. If I'm fucked I'll find out later PoggersFish

dry shoal
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Slowly building this list. This has unironically helped me stay more organized and on-task. Right now my focus is on 3D assets. Not sure if I'm gonna texture the thermal detonator just yet, I'm kind of dreading it lol

modern isle
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Texturing it should be a breeze, it's made of fairly simple materials. Just needs some weathering on top and presto.

dry shoal
naive robin
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I'd suggest using the stock materials, tweaking them as needed, and then adding grime and such ontop

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That's how I do it in substance painter/sampler

dry shoal
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I think the thermal detonator will be easy just because there's so few materials and they're very consistent. It'll be the grime and wear on top doing the heavy lifting for detail

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I think that'll make it easier to get the ideal exact result

naive robin
dry shoal
naive robin
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If you've used photoshop, the layering is the same in all the adobe softwares

dry shoal
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That said I have a feeling I'll be much more comfortable using the node graph and making each basic material. For metals it would be a solid color with very minor discoloration. Then I use all the different mesh masks to apply the imperfections in layering

dry shoal
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I was thinking about buying Affinity Photo 2 since it's on sale and it's a one time purchase alternative to photoshop

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I found out about it today

naive robin
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Would wait till they do a sale. They typically get disconnected pretty good.

dry shoal
naive robin
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MONKAS Reading can be difficult sometimes

dry shoal
burnt light
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i just got Photo 2. it's a huuuuge improvement from v1, and it's good enough that i'm comfy using it over Photoshop

dry shoal
burnt light
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i'd use their free trial before purchasing btw

dry shoal
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Will do. Just gotta check when the sale ends

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The thing I worry about with the free trial is if I won't have use for it right away and by the time I do I won't have it KEKW

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Not related to RC in particular but there are some patterns that feel like they should be very easy to do but are messy to do procedurally via instaMAT. I had to finesse the system with two blend passes just to get the one basic result

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I imagine stuff like that will be significantly easier on image editing software like this

modern isle
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it's all about knowing when to use which technique

dry shoal
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playing with the lighting a bit

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I was able to successfully disable the stretching of the blue blaster projectiles (top right of crosshair) but didn't find the one for droids in the engine yet

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only 1 projectile in my capture so I can't see if they all have the same ids lol

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unfortunately this change didn't make the projectiles share the same mesh IDs. Gonna do more experimenting with time

dry shoal
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in my experimenting I have broken the projectiles lol

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I was able to disable the lighting from muzzle flashes which fixes a major visual issue

main turret
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Man, can't wait to test this out!

dry shoal
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Totally forgot to post this here!
left: original
middle: handmade recreation that wasn't a good idea
right: my new version based on the handmade recreation

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Working on some of the surrounding geometry in the Geonosis arena

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Way less stressful to work on than the thermal detonator ThisIsFine

dry shoal
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WIP

dry shoal
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In an effort to not stay stock on one thing for far too long, I'm likely gonna stick with this for now^. I may come back to improve it more later since I know I can do better, but I really want to see results and that starts by putting together the progress I do have before worrying about perfecting it

dry shoal
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Made some solid progress. Done with the thermal detonator texture for now, so next I'll be adding it to the grenade ammo crates so see how that looks

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A big one was successfully disabling the muzzle flash within the native game so no more broken ground lighting in combat!! This was a big one for visual continuity so I'm glad I solved it

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I started messing with various properties of the different particle emitters around the arena map to try and change how they function to better enable high quality flipbook replacements. If I use those flipbooks now, you get random standalone fires floating up and disappearing lol

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I might be able to take advantage of the dynamic particle emitters system however. That I'll look into in the future as it'll get fairly complex

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I've also begun working on making the blaster bolt projectiles have stable hashes so I have more control of them in the Remix toolkit. Ideally I could have full length capsule lights attached to each and every bolt to get the best possible visual effect. Something like that is only possible with pathtracing (rasterization can't do shadow casting lights of that shape) and I want to make that happen

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The current system I had for adding lights to the blaster bolts was a hack that involved altering the Remix runtime to hardcode lights being attached to the texture itself. It's very difficult to tweak and at least that implementation was limited to adding sphere lights instead of capsules

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I've been considering acquiring a blender plugin that should make redoing the environmental geometry quite a lot easier. I'll look more into that as it'll save tons of time and get better results than what my skillset currently can output

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Lastly, I'll try looking into building a test map with native game modding to have easy access to everything I'll be modifying within Remix that isn't otherwise easily accessible

dry shoal
dry shoal
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I'm so fucking inspired to work on these goddamn rocks

dry shoal
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Small update of sorts

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I recently had the idea to create a test map that would contain all the assets I intended to alter in some capacity to make the replacement workflow stupidly simple. Unfortunately I scrapped the idea because it would take enough work to be impractical. For example, you cannot place animated meshes. So the alternative is to edit the properties of a mesh that can be placed to then skin it with an animated mesh as a sort of model swap. It gets messy and might mess with Remix functionality if it's identified as a different hash

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Putting the editing of particle emitters back on todo. There's lots of stuff to explore here but I've already broken some things exploring the settings for them. So I'd rather prioritize getting stable hashes for the bolt projectiles if possible. I've been told other weapons use proper static meshes for their projectiles instead of a stretched texture, so I may have to check those in the Geo hash view just to make sure it can be replaced in general, before I waste time on something that won't work

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Something I forgot to add for artwork: I plan on taking another stab at the clone mesh I made previously. I've learned so goddamn much since getting the mesh that I know I can do it better now. I will go the whole way (within reason) and make a banger if I can help it. That will be for later due to the ambition of it

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The DC17m primary rifle is another mesh I want to remake. I can replace that one in Remix directly so it'll be easier to work with

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Trying to build up to the ambitious stuff rather than dive in head first though. So for now I'm gonna continue to replace the environmental geometry with significantly improved assets like seen here

dry shoal
dry shoal
analog wedge
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Are these supposed to be natural formations?

dry shoal
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this is one for instance. They would come out from the top in the lore

dry shoal
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WIP rifle remake

dry shoal
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WIP - base and barrel done

dry shoal
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replacement ground texture. Will take a look in-game soon enough

dry shoal
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previous material replacement vs new

dry shoal
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in-game

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it's times like this that I remember: I can absolutely make this look like a modern AAA game visually with Remix. Fucking incredible that this is possible at all

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meanwhile some native game modders I've been talking to are constantly keeping an eye on their RAM budget and making cuts to fit everything in they're trying to make

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deep respect to them. I'm happy not to deal with that though lol

limber marsh
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Its ironic because I actually remember the fixed function dx8-9 era of PC gaming.

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Games were worst on PC because peoples hardware were generally lower then consoles

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So in return many of those games are stuck as inferior versions then even console games to this day. If people have waited 20 years for a remaster of a game, then those people can wait another couple of years to when they upgrade.

dry shoal
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I don't have that limitation with Remix

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I think there's room for both oldschool style mods and remix mods. I really like what they're doing and there's an undeniable charm to working within the constraints of the original engine. Not what I'm going for but I'm glad it exists

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in other news

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I was able to get a mix of gravel and rock by using a seperate mesh placed within the surface of the rock!

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decals aren't supported natively within Remix, so workarounds like this are necessary. So psyched I got it, it'll keep things from looking too samey and the original game did a lot of this in these same areas

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in-game shot!

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this project is brimming with potential. Every little addition thrown in motivates me more

static mason
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oooooh That looks dope

modern isle
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RTX Remix can circumvent this limitation with the bridge that it's using to essentially create a 64 bit application on top of the original game.

limber marsh
dry shoal
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In regards to Remix specifically I do agree we shouldn't concern ourselves with widespread hardware support. This is cutting edge tech and it's fully intended to be pushed in really cool ways. By the time Remix mods are more widely available, people will be on more capable hardware anyways :)

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The GPUs of tomorrow should handle Remix just fine. Hell, we have people here on RTX 2060 cards! As long as you adjust expectations I think many people can have a cool experience with this tool. The only thing is I think it's worth keeping in mind VRAM limits, and that's more about being smart about tiling rather than be wasteful using unique textures for everything

dry shoal
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RTX Off:

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RTX On:

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@main turret this has been my first side by side comparison after replacing materials through Remix, figured you might want to see

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I ask that you don't show it off though since so much is subject to change. Like almost every single model in this screenshot needs a makeover

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I'm working with the most suboptimal setup since I'm subject to whatever awkward UV mapping the original models used to show off my new materials in an awkward way lol

main turret
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Lovely stuff!

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And hey, I won't be checking it out until you're happy with a release demo

dry shoal
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Btw, as I get further along in the project I'll be looking for feedback on various aspects to tune things

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In particular, stuff like how warm the lighting is, how intense the eye adaptation, how strong blaster bolt light sources would be, stuff like that

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I'm still learning as I go, even though I feel like a completely different person than I did two months ago when I started in terms of skillset lol

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So learning and actually getting stuff into the game comes first

weary radish
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@dry shoal is it normal that the mouse is really ... really floaty when having the remix menu open? Feels like I'm controlling the mouse via joystick 😂

dry shoal
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also be prepared for the gun to shoot on its own, a lot

weary radish
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I've noticed kekw

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Couldnt see any of the visual smearing you've mentioned in the opening scene .. which is good ig 😜

dry shoal
weary radish
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I mean the smearing issue I had in bo1. What is Kamino? 😂

dry shoal
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if you're referring to that then..

weary radish
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Yea that

dry shoal
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really? it's fine for you?

weary radish
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yea well I'm working on fixing that

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Alex (nv) is guiding me and I think I've made some good progress

dry shoal
#

you mean the issue in general?

weary radish
dry shoal
#

because if you haven't had the issue then there's gotta be something on my end

#

would you mind sharing your current rtx conf for republic commando? I've made changes from the moddb upload

weary radish
#

sorry for the confusion. I'm currently brewing a PR that fixes that issue (hopefully)

dry shoal
#

OHHHH

dry shoal
weary radish
#

^

dry shoal
#

implying this and the monkey one might be the same thing

weary radish
#

well the game itself was the main issue. It dew the ape in random draw order and remix just wasnt able to tell them apart. But I still had some flickering here and there and that is now gone with the code changes I've made

burnt light
#

that's great 🙂

dry shoal
weary radish
dry shoal
#

I'll try out the unique object search distance, thanks!

dry shoal
#

I hope it being this high already isn't a concern @weary radish

weary radish
#

try 150 first

dry shoal
#

remade mesh that more closely represents the designs seen in the films

#

made it a cross between these two, as you can see

#

super proud of it but next up comes actually doing it justice with a good texturing

#

I might also do a bit more wear on it

dry shoal
#

made adjustments to the scale and did a new break cut

#

might make the head shorter since it do be looking a bit chunky. It's fairly big in the original design though

dry shoal
#

shot of the original hallway lighting for self reference

#

why the light would be blue when the mesh is clearly yellow, I have no clue

dry shoal
dry shoal
dry shoal
#

Doing my best to stay on task and be organized 🙂

dry shoal
#

Made a little progress the other day, the hash stability reference was very helpful to give me an idea of what work had to be done, and more specifically what things I would have to implement into the game itself later on

#

I did a bit of testing with the ignore baked lighting tag in remix but got extremely mixed results. I had quite a lot of hope in it but ended up disappointed. That said, it's possible there's still some benefits I haven't found yet. I have a couple more ideas to try on that front

#

The DC17m priority is definitely being bumped down. It's such a significant model to upgrade and it would give an amazing first impression on screenshots. But it's a complex model by my standards and while recreating it (with a touch of my own flair) has worked so far, I hit a bit of a wall that slowed my momentum. There's more I can accomplish with it but it's not time efficient

#

I'm gonna try and pick up the pace with simpler but significant assets. I'm also looking at improving existing materials

dry shoal
#

before and after. Updated the ground texture to be darker and more wartorn, like the original. I also changed the ground composition to be more consistent. There are more cracks across the surface total, but they're dramatically more subtle

burnt light
#

looks great 🙂

dusk trail
#

@dry shoal Sorry for the ping but just noticed this project, if you want some help with props or some environmental art let me know, especially hard surface stuff, been doing it for years, and I'm utterly obsessed with star wars stuff

dry shoal
dusk trail
#

I'd be more then happy to contribute where and when I can

dry shoal
#

I'll have to look through and see which hard surface assets could use a facelift. I have some WIP stuff like the DC17m rifle and the thermal detonator (my 7th attempt...), and I'm really invested in working on the bacta dispenser in the future so I call dibs on that one :)

dry shoal
dusk trail
#

Haha yeah all good, I haven't done much in the way of weapons but I have done grenades, weapon attachments, and stuff like that before

dusk trail
#

I should be able to gauge if I could do it or not by looking at it

dry shoal
dusk trail
#

Haha yeah no problem, I completely understand that

dry shoal
dusk trail
#

If you wanna just make a list of stuff you could use help on I'll take a look and see if I think I could do them

#

Images would be the most helpful

dry shoal
#

Sounds good to me. I'll also share the assets directly since sizing/general similar shape is important. The asset is being swapped by Remix but the underlying collision is still there, so gotta keep that in mind

dusk trail
dusk trail
#

Feel free to DM me anytime as well

#

To my understanding it works a bit like how Halo MCC did the remaster for CE and H2, where all the underlying geo the is same and only the meshes and textures are changed

dry shoal
dusk trail
dry shoal
dusk trail
#

I can't say I'm the best with texture as it's probably my weakest skill but modeling I got down more then well enough

#

What's our poly limits and what not?

dry shoal
dry shoal
#

Don't worry, I can handle that fine lol

dry shoal
dusk trail
#

Did not know that

dry shoal
#

Performance scales differently with pathtracing. Adding tris costs less performance as you use more and more, it's not a linear scale

dusk trail
#

I'm still going to optimize my meshes tho, and make them tris and what not, pretty much a habit as part of my workflow at this point

dry shoal
dry shoal
dusk trail
#

Do it anyways for fun, the most random prop will have 4^10th tris for no good reason

dry shoal
#

Hey, I was able to implement an 8 million tri haystack mesh testing unreal tournament

#

Performance drop wasn't the worst lol

dusk trail
#

So in that case I imagine having to bake details down into the normal map via high-low poly bakes would pretty much be unnecessary for this then

modern isle
dusk trail
#

I haven't messed with Remix enough to know exactly what it's limits are or exactly how it does certain stuff

dry shoal
dusk trail
#

Fair

dry shoal
#

The TLDR is don't overthink poly count. Don't work as if there's a strict budget. Make something as detailed as you wanna make it and we go from there

dusk trail
#

I'll probably get marmoset again then, or I could try messing with Blenders normal baking again, it's gotten much better then it used to be

dry shoal
#

You said you don't have much experience texturing right? I fully planned on doing any and all texturing before this, so I can handle the baking of the assets you make if needed

#

Basically the boring stuff you don't have to worry about lol

dusk trail
#

I have experience doing texturing I'm just not great at it by any means

smoky condor
#

im gonna have to say it, but rc will be ass to mod sometimes lol

dry shoal
dusk trail
#

Hold up 1 sec

#

I'll give an example

dry shoal
#

Yep, TheMan is right. But since this is gonna be a hybrid mod, 95% of the asset replacements will be via remix. We'll only do in-engine stuff when needed and I'll do that side of things

smoky condor
#

^^^ you're lucky with remix

dusk trail
dry shoal
#

Don't sweat any of that stuff, I don't get that vibe at all. Lemme see this pepelook

dusk trail
#

Another example

#

I can model without issues but I kinda struggle with the texturing part, always have

smoky condor
dusk trail
#

Nah I'd rather redo it tbh lol

#

But thanks

smoky condor
#

yeah i ment as a reference mostly

dry shoal
dusk trail
dusk trail
dry shoal
#

Only a week

smoky condor
#

i mean parts like the windows could be used very well, it will fit for sure, but thats up to you ofcourse

dry shoal
dusk trail
#

@dry shoal Something like that ye

dry shoal
#

I see what you mean by the texturing. It's good but I'm really trying to push myself on that front with the help of a few experienced artists teach my dumb ass along the way

dusk trail
#

Yeah I get that

dusk trail
# dry shoal Only a week

Probably would have been done sooner if I could have just made up my mind on stuff before hand

dry shoal
#

Oh boy I fully expect you to fly through stuff compared to me lol

dusk trail
#

I only really had a very vague idea of what I wanted it to look like

#

We'll see

smoky condor
dusk trail
#

I suppose

smoky condor
#

and it looks really good

dusk trail
#

I think at the end of the day it's just because I've been doing it for so long, I think like 8 years now or something, started learning how to model in 2014

dry shoal
#

Yep, that would do it

dusk trail
#

Haha yeah

smoky condor
#

damn

dry shoal
#

I got a whole 2 months of experience baby peepoez

smoky condor
#

for me probably half a year

dusk trail
#

I was still in middle school at the time, said f it and that I wanted to learn how to make my own stuff, and fell in love with game dev and environmental modeling

#

Been doing it since

smoky condor
dusk trail
#

Same for me with Blender, I hated Max and Maya myself

smoky condor
#

idk i never used anything other than blender

#

but im modding the base game, and support for the format isnt really that great

dusk trail
#

Fair

dry shoal
#

Same and I've had at least 2 rants about it so far pepe_love had a bit of a debate in this server about it with multiple people LMAO

dusk trail
#

I had to deal with a lot of old crappy software when I ported Kotor 1 into UE4 a few years ago

#

Was pain

dusk trail
smoky condor
#

rc base is next level pain, im currently replacing brushes with static meshes so i can apply normal maps to them, but theyre tripping out somehow now

dusk trail
#

Oof

dusk trail
smoky condor
#

not to forget we have about 2 gb of ram to work with, 4gb patch barely does anything

dusk trail
#

5 years ago...rip..

dry shoal
#

The limitations of native RC are certainly something

dusk trail
#

Yeah

dry shoal
#

There was a huge project on it a while back, but it was canned due to frustration with the engine. It was really unfortunate because they did some amazing stuff

dusk trail
#

I'm glad some companies are going back and patching their games to run on 64bit like EAW did recently

modern isle
smoky condor
smoky condor
#

huh

#

wait i didnt tell?

dry shoal
smoky condor
#

short terms: they gave us custom scalers so the textures dont physically scale when their size is increased

#

so it stays small and crisp

#

which is how we got hd reticles and such

smoky condor
dusk trail
modern isle
#

Critique and comments

dusk trail
#

Oh

dry shoal
dusk trail
#

Haha yeah that makes much more sense

smoky condor
modern isle
#

I mean I'd also be totally down to throw some fists with NOD and GDI 🤣

dusk trail
smoky condor
#

the dll that is

#

you can just grab the textures if you need them

dry shoal
smoky condor
#

yeah just ask when its needed

#

tho

#

the download is in the rc discord

dry shoal
#

yep I do not see it

modern isle
# dusk trail You can if you like, I was just more or less showing that materials and textures...

The textures are a decent base, star wars is pretty grimy and worn in general, I've seen you've added some scratches to the metal edges (I assume with smart masks materials?) what your textures would greatly benefit from is more variation and dirt in the roughness texture to give the surface more depth, in addition to a full wash of light dirt and dust. I can whip up some quick examples tomorrow if you like.

smoky condor
#

actually

#

you dont have perms for the rchd channel i noticed lol

#

now you have

#

read through it and you'll know how it works

dusk trail
dry shoal
#

Runestorm is the master Praydge taught me the majority of what I know for material making

dusk trail
#

Actually never asked, does remix also work on character models?, like how does that work

dusk trail
dry shoal
#

The simple version is: anything that's a static mesh is usually fair game for remix, you can go crazy with the replacements

dusk trail
#

Soooo remix is generally for static stuff but anything dynamic will have to be modded in the normal way

dry shoal
#

The longer version is that most static meshes are remix replaceable, but few if any dynamic meshes (animated ones) are. For those meshes we'll have to implement those models into the native UE2 game engine. However, all models can have their textures changed, so we could put in a high poly clone but have shitty textures, and we apply the good PBR shit in remix

dusk trail
dry shoal
#

Like off the top of my head, clones + droids + Geonosians + bacta dispensers are dynamic meshes

dusk trail
#

Fair

#

Yeah they're all gonna be skeletal meshes since they animated

dry shoal
#

That can't be replaced in remix. The laser bolts are also non replaceable but on the Todo list I want to see if I can turn the projectiles into static meshes specifically so remix can mess with it more

#

But like I said, textures are fair game. So I replaced the laser bolt texture and gave it an emissive

#

Example here from the editor

dusk trail
#

Neat

#

You may need to walk me through how to get that working on my end later

#

However that'll be a bit later as I am currently on vacation for the next week or so, I'll be available to start doing stuff around the 14th

dry shoal
#

So it wouldn't be all that interesting outside of a nice ground material and the lasers glowing lol

dusk trail
dry shoal
#

I plan on doing another reset of my project but I do have all my assets still on hand. I've never implemented 100% of what I've done all added together

dusk trail
#

I wonder if remix has any sort of live shared assets sort of thing for big mod teams

dry shoal
dusk trail
dry shoal
#

I think they do a layers based workflow. So each person may work on a specific thing within their own layer, which can then be added together and toggled on and off

dusk trail
#

Ah, I was I wondering if they used something like perforce or something

dry shoal
#

Nvidia Omniverse has a bunch of live editing fancy bullshit but AFAIK remix hasn't gotten it yet

dusk trail
#

Hmm

dry shoal
#

In one of their other Omniverse programs you can literally edit within the same world live with multiple people

#

I really hope that's brought into remix at some point

dusk trail
#

Yeah

#

Because rn remix seems to be more situated towards solo devs but the amount of work to get something really good would require a few people to get anywhere sometime decent

dry shoal
dusk trail
#

Good to know

#

We'll get to that when I get back tho

dry shoal
# dusk trail Because rn remix seems to be more situated towards solo devs but the amount of w...

You're not far off. Most mods have one or two people, those with more are usually in the wild West exploring stage where they're still seeing what they can get working. TF2 has had some exciting progress recently on that front. But the need for speed underground 2 team has like 7 different artists? Don't know how they collaborate, I know they have a dev discord for more organized communication

dry shoal
dry shoal
#

well guys

#

I reset my rtx.conf to mess around and test

#

I may have made a breakthrough

#

HELMET POTENTIALLY WORKS NOW

dry shoal
#

ok I see a problem with the helmet

dusk trail
dry shoal
dusk trail
#

Fr

#

Lmao

dusk trail
#

Am I missing it?

dry shoal
#

Gonna drive, but I'll give the rundown after

dusk trail
#

All good

dry shoal
# dusk trail Am I missing it?

Didn't take a screenshot of it. But essentially I was able to get the helmet to work where it didn't previously without breaking the camera. Before the view model and direction of shots wasnt lined up and the entire screen would wobble in a very disorienting way

#

So I got it going now, but I've come across an old odd issue I don't remember much about where there are these giant billboards attached to the back of the player's head. They contain things like UI and oddly enough, a live feed of the game with normal rasterized visuals

#

You can't see them normally, but because all lighting is realtime they contribute to the global illumation and cast shadows in an obvious and ugly way

#

Previously the hacky fix was to enable Remix's dev freecam to back up, select the billboards, and set them to "ignore texture" in the Remix runtime. Before that did the trick. Now when I do it with the helmet enabled, the view breaks and everything beyond the helmet itself is just a solid blank screen

#

These leads me to believe whatever the billboards are doing they're necessary for the function of the viewport. I have a few workaround ideas in mind however that might alleviate the problem

#

The blunt, dumb but likely effective solution would be to grab those billboards in the Remix editor and just shove them really far away from the player omegakekw

dusk trail
#

Lmao I was thinking just shove them into the body/neck of the player

#

Far away might also work however I'd be concerned that about any logic attacked to them having a stroke due to float point errors since UE didn't really have origin rebasing until UE4

modern isle
#

Keep in mind that any changes made with RTX Remix aren't touching anything engine wise. If you have to open up UEd to make the modification on the game then you might as well just scale the quad to 0.

#

or remove the passes wholesale but that's probably not that trivial if you're not familiar with rendering pipelines :P

dusk trail
dry shoal
#

These aren't visible in Unrealed btw

#

It's probably the game storing layers of stuff to reference which aren't normally visible outside of remix

dry shoal
modern isle
modern isle
dry shoal
modern isle
dry shoal
modern isle
#

que?

#

explain

dry shoal
#

Because it takes the game's vertex positions and does a translation on them

#

So it doesn't have the game for that exact final placement

modern isle
#

that doesn't mean that remix stores that data as 64 bit though.

dry shoal
#

I see

#

Well regardless the maps are small enough that it should be a non issue

#

Like the playable space to the stop of the environment geo is pretty damn far

#

Wouldn't take even a quarter of that distance to make the billboards not visible by the player

modern isle
#

Yeah UE2 is pretty limited in map size but I'm wagering that remix only stores vertex data in 32bit full precision.

dry shoal
#

That makes sense

dry shoal
#

Seems like the right use-case for doing it in instaMAT fully. Don't have to go through blender

#

I wanna use real geometry though for arbitrary reasons peepoez

#

Ok maybe not it'll be fine

modern isle
#

You go have fun UV unwrapping and texturing them while I continue with more parallax occlusion mapping :P

#

those are all original flat surfaces, are you sure you really need the geometry? 😛

dry shoal
#

You make a very strong argument

#

UV unwrapping sucks

#

But at least those you won't be seeing at awkward angles where POM breaks. I would make way more use of POM displacement if not for that concern

#

Small update on what I'm currently looking into

dry shoal
# dry shoal

As seen here, I've had success retaining the helmet overlay without it breaking the camera! There are still some things to look into however, like improving the model quality or textures since it doesn't show in captures

dusk trail
dry shoal
dusk trail
#

I blame AI

modern isle
#

Apologies

dusk trail
dusk trail
#

Just makes me rethink my life decisions

#

I joke, I do that a lot, generally when my text is in italics

dry shoal
#

Amazing that a flat ground can have this much depth (old material)

dusk trail
dusk trail
dusk trail
dry shoal
#

what is the hidden meaning here

dusk trail
dry shoal
dusk trail
naive robin
modern isle
#

chat pls

dry shoal
#

Chat is this real? Buhh

dusk trail
#

Huh

dry shoal
#

Does he not know the meme pepe_hmm

dusk trail
modern isle
#

Oh I know about the meme, but I don't think emoji spam is an efficient way of communicating 😉

dusk trail
#

Uuh watta wunga

#

Idk

dry shoal
#

After lots of talking with native RC modders, I found out why the helmet has been fun to figure out. The original game is a clusterfuck with how it does render targets and the helmet pass

dusk trail
#

How so?

dry shoal
dry shoal
#

Basically the way the game does its own pass for the helmet is very ass backwards

dusk trail
dry shoal
dusk trail
dry shoal
#

The billboard back there is actually a render target that's always right behind the player. It's a thing in the vanilla game but naturally it's not visible due to whatever properties they gave for it in-engine. But it is there

dry shoal
# dry shoal

So one of those billboards is actually a realtime feed of the game without the HUD, and Remix is injecting into the final render target

#

When you tag a texture as UI in Remix, my understanding is all drawcalls that come before it become rasterized. Usually that's fine for UI, except in RC the UI is applied to the helmet at the very end. So some of the HUD textures getting tagged as UI totally break the graphics

dusk trail
#

Wait...so the game is capturing the environment from the player camera and displaying to a render target, and then the HUD is rendering over that and then is being displayed onto the helmet visor mesh inside of it?, did I get that right

dry shoal
#

Bingo!

dusk trail
#

Wha....why...

#

That is such a a convoluted way to go about doing it

dry shoal
#

When you're in the helmet view, what's in front of you is actually just the render target put into the helmet surface. It's not real 3D itself

dusk trail
#

Why not just display the HUD on the visor and have the helmet be in the 3d space as it would and attach it to the player character head/camera

#

Then use transparency so you're just looking out of the helmet itself

#

Might have had issues with near clipping maybe

dry shoal
#

Spitballing ofc

dusk trail
#

That would kinda explain it I suppose

#

Makes some sense anyways

dry shoal
#

It had to have taken effort to make that work, I doubt they would've done it if the easier way worked better

dusk trail
#

I know UE has pretty much always had issues with doing separate render passes using just the built in render pipeline as well

dry shoal
dusk trail
#

I've messed with similar 3d helmet things before and between not being able to do separate render passes and issues with near clipping I'm not surprised they went this route

#

Does make you wonder tho if it would cause 2x render the render cost

#

Since it's more or less rendering everything twice, 1 from each camera

#

A render target is basically a camera in of itself

dry shoal
#

So it's not rendering again, it's taking an image that already exists

dusk trail
#

Yeah but it still has to render that image in real time as a render target and then display that in real time to the camera again

#

And a render target itself is similar to a camera in how it captures the scene

#

At least that's how it works in modern UE to my understanding

dry shoal
#

But if the render target has nothing but the UI and helmet, the processing load would only increase so much I imagine

dusk trail
#

I haven't used it too much since I've never had luck with resolution being good and having it run well

dry shoal
#

Disclaimer* I'm not very knowledgeable on this, just throwing out ideas that make some sense to me at least

dusk trail
dusk trail
#

And I myself only have probably half an understand of how it actually works in depth

dry shoal
dusk trail
#

Exactly my point

#

So they must have found a way that either doesn't rerender at all or only renders what it needs and ignores the rest

#

As you have 2 cameras anyways, the one that captures the scene and the one that is inside the helmet

dry shoal
#

Unless I have a fundamental misunderstanding of how it works, the game world is always rendering through one render target, and it projects that onto the visor via a shader. So at a lower level the camera would almost be in a void of sorts?

#

But the whole screenspace is covered by that render target of the game world

dusk trail
#

I might be misunderstanding myself

#

Idk

dry shoal
#

Imagine the helmet mesh is in a void, nothing else there. Now the UI gets drawn onto the helmet, and via a shader they put the scene's render target running in the background onto the visor of the helmet via a shader or something

#

It's bringing forward something from before

dusk trail
#

Yeah I get that part, but the helmet still has to exist and be captured from somewhere, and the same goes for the camera capturing the scene itself

dry shoal
#

Oh yeah but I mean the camera in a void with only a helmet probably has a miniscule cost. Could be totally wrong though

dusk trail
#

Or at least that's how I'd interpret the part where Matellica says they swap the render targets

dusk trail
#

Not back then anyways

dry shoal
# dry shoal

Well look at his first two steps. "Copy that to the destination RT texture"

#

Could they not copy that again later in the chain

#

Conceptually I mean. Still unsure if that's actually how it works

dusk trail
#

I've done something similar with portals, render target captures the end scene, saves to an RT texture which then a material loads, and then via shaders display that on the portal mesh via said material

#

Which in this case I'd imagine would've similar but a bit different, camera captures scene and saves to an RT texture which then has another RT texture that another camera has captured which only has the HUD and helmet mesh in view, which is then used in the original RT texture material and the HUD is applied over that via shaders and then all that is applied and rendered to the player camera

#

I'm probably completely wrong with that, no idea

#

But that's why I'm saying it's probably 2 cameras, hence my intrigue on possible performance impact

#

But again I may just be misunderstanding how they actually went and did it

dry shoal
#

went down a huge rabbit hole today after screwing around with the remix runtime, editor, blender, and getting a bit more understanding of how the helmet renders in RC

#

and boy do I have a surprise

#

before I was able to rasterize the helmet exclusively. This leads to it foollowing the game's original behavior of stretching to fill the screen and the UI alongside it. Now the helmet is included in the pathtracing by successfully getting it to render in world space. It's also a stable hash, so I threw together a replacement helmet mesh with a PBR material and it fucking worked

#

first is a vid showing it in practice, right is an old screenshot of when I got it rasterized

#

screenshot of the replaced helmet mesh

#

@burnt light the rabbit hole totally ended up being worth it happy

#

my findings today have been an absolutely massive breakthrough

#

now the HUD doesn't stretch and the helmet can have proper materials with a high poly mesh

dusk trail
burnt light
#

wow, amazing work

dusk trail
#

Hell yeah

dry shoal
#

also by tagging the helmet's projected "screen" texture as a color emissive in the toolkit, there's a nice bloom effect and at the top you can see the HUD elements are reflecting off of the PBR helmet mesh

#

if I can get it lined up better with a future helmet mesh, the HUD should always be reflected subtly by the helmet itself

#

fucking cool

dry shoal
#

no question, just a followup after mentioning it before :)

dry shoal
#

there's more to come lads. Things are starting to come together

#

many meshes are ready to bring in, and then it's materials baby

#

first thing will be helping test Kim's PBRify before I get on that though

#

time to sleep because what the fuck it's 3:40

dusk trail
#

I'd be ready curious to find out exactly how they did it and how to replicate it/do it better for a project of mine I'm working on that also has a 3d helmet mesh

#

Really cool stuff so far tho

dry shoal
#

guys, I have the most insane idea known to man

#

if the helmet mesh is stable

#

then I can do something wacky with it

#

let me cook

dusk trail
#

Fear

dry shoal
dry shoal
#

time for a test run

dusk trail
#

Wait is that actually how the helmet mesh looks like?

dry shoal
#

but look

#

pathtraced glass LMAOOOOOOOOOOOOOO

#

there's reflections and distortion

#

if I want to try something like this then the helmet has to be closed rather than just a visor

#

but I could totally do it

dusk trail
#

That kinda how I did it in my current UE5 project, slapped a fully 3d helmet mesh I made onto the camera, does have some issues tho I've yet to fix

dry shoal
#

it has the potential to look really interesting as long as it's not distracting

dusk trail
#

Yeah, I'd probably make the metal thinner, especially on the bottom

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It's a bit distracting

dry shoal
#

oh the helmet mesh itself I'm not messing with much yet, I just wanted to test the glass idea

dusk trail
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And maybe turn down the reflections on the glass down a little if you can, idk

dry shoal
#

none of this is even close to final. Experimentation baby EZ

dusk trail
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Fair enough

dry shoal
dusk trail
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Right

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That's how I did mine

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Fully closed helmet mesh

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Which also meant that the lights on my HUD would light up the inside of the helmet

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And I thought that looked really cool

dry shoal
#

like having a tiny light always active within the visor

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a real light source

dusk trail
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Could look nice

dry shoal
#

this will forever be a legendary screenshot in this mod's history

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it must be remembered

dry shoal
#

I refuse to let it be lost by time. Like tears, getting wiped off a clone's visor

dusk trail
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Lmao

dry shoal
#

default blinding light in remix

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ngl this looks like it could be really compelling if it wasn't jank as shit and had time put into it

dusk trail
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Might do

dry shoal
#

there's a lot wrong here but the giant floating orb shadow is peak content

urban turtle
dry shoal
# urban turtle Is it 32:9 compatible? (If not pls do🙏)

that's the plan. Not 32:9 specifically, but since I was able to get the HUD working in worldspace there's 0 stretching without any native game modificiation. By default that shit goes ridiculously wide lol. In theory as long as I have the right size for the visor glass then it should work at any aspect ratio

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there's a lot left to explore with this stuff, but I don't want to tunnelvision on it too hard so I'm probably gonna stop with the experimentation soon. When I come back to it I'll give it my all to make it as seamless as possible

modern isle
#

may I suggest not using distortion on the helmet glass, gives plenty of people nausea as it's similar to a barrel distortion.

dry shoal
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if I design it with the camera FOV in mind then it shouldn't have any distortion for normal gameplay viewing

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but it's true that motion sickness is something I need to be careful of if I go this route

modern isle
#

the FOV changes depending on aspect ratio however.

dry shoal
#

if it doesn't work in the end I'll drop the idea as a fun experiment

dry shoal
modern isle
#

you mean unplayable at ultrawide?

dry shoal
#

no not at all. hor+ means the vertical FOV is the same. If I make the glass wide enough and curved perfectly with that given vertical FOV then it should look consistent across aspect ratios

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that's just my guess though. It might be totally fucked up in practice

dry shoal
#

having another one of those "this shit is gonna look so beautiful when it's done" moments

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using a CC0 ceiling material for a stand-in

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ground is the same as my outdoor, transitions perfectly inside

dry shoal
#

dc17m progress

static mason
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Ayo model progress!

dry shoal
#

I have lots of assets ready to go in-game. Just most of it is some of the more boring rock type stuff

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just a matter of implementing it

dusk trail
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auto doing all my environmental and prop assets before I can even get started

royal sonnet
dry shoal
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unless you wanted rocks weirdge

dry shoal
#

but since it's in-world with a temporal AA, the low res nature isn't as visible on the helmet UI bits

dusk trail
dry shoal
royal sonnet
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I believe there's a mode to let a mesh show up in the camera but not cast shadows - it's used for the portal gun + arms in Portal 2. I think it's rtx.playerModelTextures, tho it may be rtx.playerModelBodyTextures

might want to try playing with that

dry shoal
royal sonnet
dry shoal
#

what's the difference between model and body textures?

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functionally I mean

modern isle
weary radish
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iirc one of the categories (the upper on in the list) defines the origin that is used for the bounding box (defined under the rendering tab - playermodel?) and the other category is a list of textures that are then affected by that (invisible but still casting shadows - within that bounding box)

dry shoal
#

That makes a lot of sense. And sounds like something I need to set up

dry shoal
#

@dusk trail just for reference, have you made any vehicles by any chance

dusk trail
dry shoal
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I absolutely want to try making the LAAT though

dry shoal
#

Idk why I replied to that again but oh well lol

dusk trail
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Waiting for another message of mine to upload, my net here is shit so the images are taking forever

dry shoal
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No worries peepothumbsup

dusk trail
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One of the dudes I know made these recently, these were him doing them for fun so they are a bit custom with his own take on some of the designs

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There we go

dry shoal
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Jesus fucking Christ almighty

dusk trail
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Also have a Venator another friend of mine made

dry shoal
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These guys are machines. The hell

dusk trail
#

Are the assets in Remix able to be unpacked from the files once it setup?

dry shoal
dusk trail
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Like could someone get the source files after it's been packed

dusk trail
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I'll have to talk to him to get any of those models, I just know he's done those recently

dry shoal
dusk trail
dry shoal
dry shoal
dusk trail
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Since that'd hurt their income

dry shoal
#

Wait a sec

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For a model like the droid it'd have to be implemented in the native engine since it's a skinned

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So it'd be packaged using UE2's format

dusk trail
dusk trail
dry shoal
#

The discover ability would be non-existent. And while the file format is pretty open, it's not as simple as just opening a folder to my knowledge. It has to be extracted and someone would need to dig through the mod's file structure looking for it

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If needed I wouldn't mind putting such assets in incredibly obtuse locations lol

dusk trail
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I'll see what they have to say on it, at the very least I could more then likely convince them to give me a major discount so they feel better with the possible risk and get something out of it

dry shoal
dry shoal
#

One of the huge republic capital ships is in the background. And Remix is especially well equipped to handle huge tri counts like I mentioned. So it would absolutely do such a model justice in terms of what's used in-game

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But it's just an idea. Unless there were 0 obstacles to them sharing it then I wouldnt mind leaving it

dusk trail
dusk trail
dry shoal
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But something like a capital ship? Yeah I don't see myself making that lmao

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But that's also outside of the scope of my project. I didn't plan on remastering the Kamino intro

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If it wasn't too much trouble using such a model then I'd expand the scope of the project to include the Kamino intro

dusk trail
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Lmao fair

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Wait can you load multiple remix projects at once in game?

dry shoal
#

Yes actually lol

dusk trail
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I was thinking if you made the helmet like you want and made that a separate mod then others could build off that as well as us

dry shoal
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Oh yeah I was definitely thinking about splitting up parts of the mod. I was already thinking for the helmet in particular that I might need a choice between helmets made for different aspects ratios/FOVs

dusk trail
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Right right, glad we're thinking alike in that regard

dry shoal
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Lol in these last few months a common reoccurring thing is people thinking I'm more ignorant/naive than I am. I guess it's better safe than sorry but there's a lot more im thinking about than it might seem from the outside. Not saying you're doing that, just something I thought of and how someone else might have brought up the same thing but delivered very differently

dusk trail
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I wouldn't say ignorant or naive, more like new to it all and is still learning, which there's nothing wrong with that

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If you're not learning something you're doing it wrong

dry shoal
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Oh sure. But I mean there's been many many instances where people have brought up concerns delivered as harsh reality checks that I already was fully aware of

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I've had more than a few assumptions made on how I believed this project would be super easy, that I was trying to avoid native game modding like the plague (from the RC modding community), that me being excited about a result must think i believe its without flaws. Having high ambitions must mean I don't think it'll take time, work, and hours of frustration to make it

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I make such a habit of asking why/understanding concepts I don't really need a deeper understanding of as a way to set my expectations more realistically than most starting out in modding lol

dusk trail
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I mean as someone who's done a lot of modding over the years, a lot of people will get upset when you're not doing things the same way as them, which is really funny to me because altho not always but enough times the people who do things differently are the ones who figure out how to do stuff no one did before, or see an issue and have the knowledge/find those who do and make a tool or something to fix said issues

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Saw it happen a lot with the Empire at War modding community

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Just something that happens

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It's good to be optimistic on what you wanna do and where you want a mod to go but also be prepared when things get hard or even impossible to do

dry shoal
dusk trail
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Honestly since we're here trying to get the most out of Remix, I'd probably do everything you can with it and fall back to native engine modding when it's something Remix just can't do

dusk trail
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Everything is worth a try

dry shoal
# dusk trail Honestly since we're here trying to get the most out of Remix, I'd probably do e...

I'm of the same mind. Remix inherently has different limitations from native modding. In the game itself, you have access to about 2GB of RAM total. There was an ambitious remaster project way back that was canned because they hit that cap + faced various levels of instability with the engine. So my idea has been to prioritize Remix for asset changes and fall back to the game whenever it might be needed. Like for character meshes

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This also has the side effect of not being very limited by the native modding either. Like a 20K tri character model works fine on its own in UE2, but if I made the whole game use higher poly counts I'd run into significant problems

dusk trail
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Right

dry shoal
#

That helmet mesh I used to test the other day was 100K tris. Just because I couldn't be assed to optimize it in the moment. And in remix it worked flawlessly

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Natively that would've broken the game on its own

dusk trail
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Yeah UDK was pretty shit in terms of rendering abilities back then

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It's come so far

dry shoal
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Absolutely. At the start of the project I was trying to do things no one else would've wanted before just because the use-case was different. More specifically I was trying to have as little culling as humanly possible. I didn't do it because I thought that was the best way of addressing culling issues, I did it because it would allow me to take a scene capture within Remix that would cover significantly more of the level

dusk trail
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Makes sense

dry shoal
#

I also looked into disabling vertex blending as it caused a few models to be unstable (non replaceable via remix). Tried baking the lighting on the maps with 0 light sources and everything unlit so I could skip needing to tag all of those textures by hand since they'd break the textures

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One that was really important was disabling the light source muzzle flash on the gun firing. No one had any specific ideas on how to do it just because no one would've done that before lol

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Lots and lots of stuff like that. I suspect that by the end there will be a not insignificant amount of work done in the game itself to enable Remix to reach it's full potential

dusk trail
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At least RC is moddable enough to allow that, plenty of games that don't

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So you picked the right game in that regard

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lol

dry shoal
dusk trail
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Tell em to suck an egg

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Idk

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Lmao

dry shoal
#

But I think I'm in a unique position compared to what they've had to go through. Remix is really amazing in that sense, it does things that needed fan made software to do previously. Like reading certain formats, having to repackage higher res textures that can only work up to a certain res, etc

dusk trail
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Fr tho until you figure out something new lots of people will be that way, hell even after you do some still will

dusk trail
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And yeah it really does allow things you couldn't do before because of native game engine limitations

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Super cool stuff

dry shoal
dusk trail
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Right that's to be expected

dry shoal
#

Localized fog volumes, flashing/scripted lighting, among other things. One interesting idea was making game-engine like scripting within Remix as a whole. So like passing a volume and triggering something that only exists within Remix

dusk trail
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That'd be really cool

dry shoal
#

Absolutely. There's a ridiculous number of things Remix could be capable of but the scope of implemention is big enough that it's a bit of a controversial topic within the Remix team. Some want to push it that far, some think the amount of resources needed is too much so they should stick to the basic premise (make old games look really cool) with visual features but no more than that

dusk trail
#

Right yeah makes sense, usually the case with these sorts of things, personally I'd love to see Remix being more of a the ultimate mod tool sort of thing but I entirely understand the concern with resource management

royal sonnet
# dry shoal what's the difference between model and body textures?

One of the categories is for stuff that should be visible to primary rays coming from the camera, but not in reflections or shadows (i.e. the gun+arms model common in first person shooters). The other is for stuff that should be visible in reflections, shadows, or through portals, but not visible for primary rays (i.e. a full body model for the player character in most FPS games)

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I don't remember which is which though, and unfortunately they seem to be lacking documentation

dusk trail
modern isle
modern isle
dusk trail
modern isle
dusk trail
modern isle
modern isle
dry shoal
royal sonnet
dry shoal
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The game performed fine when using the 20K clone model, but I suppose it's a matter of scaling as I add more meshes through the engine

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I figure if the only increase in poly count will be from character models that it's few enough in number to not have performance concerns. Just an assumption

royal sonnet
#

Yep - CPUs are faster nowadays, but single core performance isn't actually that much better. So old games written to be entirely single threaded can run into performance bottlenecks pretty easily, even on modern CPUs.

modern isle
#

and back in the day some devs made the wrong assumptions on where tech would go.... case in point: crysis

dry shoal
dry shoal
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And yeah, I had a CPU bottleneck at one point in my Remix project, on a 7800X3D of all things lol

royal sonnet
dry shoal
royal sonnet
#

The only way to know for sure will be to try it out

dry shoal
#

Is there any recommended ways of working around it? For example, cutting the density of other in-game meshes?

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Or would that not help the CPU

royal sonnet
#

keeping in mind that Remix also has to visit each of those vertices for hashing / bounding box calculations too

royal sonnet
dry shoal
dry shoal
#

Google search also isn't very helpful because unless you make hyper specific quoted queries + exclude terms then you get nonstop UE4 stuff pepe_despair

royal sonnet
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yeah, I don't really know much about unreal, especially back in the UE 2 era. It may not have support for GPU skinning build into it at all. It's entirely possible they jumped straight from CPU skinning to vertex shaders.

dry shoal
#
Skeletal animation gives your characters smoother movement than was possible with vertex animation, but they must be designed and prepared properly to get the desired results. Generally, polygon counts can increase, because memory usage does not balloon as it does with vertex animations, and rendering power becomes the new bottleneck. The difficult part is that the artists no longer have frame by frame, vertex by vertex control of their animations. Each vertex can only be animated by the bones around it, which means that much more planning must go into each model, lest you find that your model isn't capable of certain motions because of a poorly considered skeleton.```
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Copy pasted for easier reading

modern isle
dry shoal
royal sonnet
dry shoal
dusk trail
#

I'm just wondering what the best course of action would be to get the most out of both native RC and Remix working together

dry shoal
dusk trail
#

I guess it just really depends on how much native can handle (even with Remix on top), if it can't then may have to

dry shoal
#

At least, I think what I'm going for should be doable.vespecially since things like the droid models should be much lower in tri count due to how angular it is

dusk trail
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I suppose

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What's the target tri for the updated character models?

dry shoal
dusk trail
#

Hmm

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Is that the total or just per mesh?

dry shoal
#

But I think that was for static meshes only. I'd have to ask but I already left them a question about possible switching to GPU skinning

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Per mesh

dusk trail
#

Ah

dry shoal
#

My understanding is on the GPU side UE2 scales pretty well. With geometry there aren't hard limitations due to the technology. But in this instance we're taking CPU performance

dusk trail
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Yeah I'd say find out if we can do GPU skinning for the skeletal meshes, otherwise that's probably gonna be one of our strongest issues to deal with

dry shoal
dusk trail
#

Sounds good, let me know the results