#Star Wars: Republic Commando RTX

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dry shoal
dry shoal
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recreated the effect that geonosis has two suns

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subtle double shadow effect

modern isle
dry shoal
modern isle
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Are both set to 1 rn?

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Change one of them to 3 or something, see how that looks.

naive robin
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Someone say lighting happyarrive

dry shoal
dry shoal
dry shoal
naive robin
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Trying to do two suns?

dry shoal
naive robin
modern isle
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if you're feeling fancy you can give dem suns very slightly different color temperatures.

dry shoal
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I wonder how that would even look

naive robin
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[Our] Sun is ~6000k btw

modern isle
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just remember, bigger sun = bigger light angle = softer shadows

dry shoal
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So I should stay away from that value lol

dry shoal
modern isle
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wrong angle

dry shoal
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But that's also extremely good to know, I felt the shadows were always a bit too harsh

modern isle
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this angle, not the Shaping: Cone Angle

naive robin
modern isle
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true, for the map I'm working on I can go absolute ham with soft sun shadows because the map is illuminated by a giant nebula

naive robin
dry shoal
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It's pretty intense

modern isle
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might be a good idea to explain how color temperature works. It's a value in kelvin, which is ... a temperature... and it is directly linked to blackbody radiation which is a function that describes how a material starts to glow when heated up sufficiently enough. Goes from no glow (black) to a faint red, over to orange, yellow, and then white. Ordinary range is 1k to 10k.

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funny that I find a star wars reference when googling for a visual of the BBR gradient.

naive robin
naive robin
modern isle
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Tattoine has two, that I know

dry shoal
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BUT THE ORIGINAL GAME HAS TWO SUNS TOO

naive robin
modern isle
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oh no, the dementia is setting in

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๐Ÿ˜œ

dry shoal
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Unless they use it to simulate something else?

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I have no clue

naive robin
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One is likely the sky, the other is the sun.

dry shoal
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That makes sense

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Good thinking Adam my boy nodders

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Well I guess I'll be removing one of the distant lights sadge

naive robin
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Two suns also confuses us humans. Our brain no like two suns.

modern isle
dry shoal
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Do it

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You won't

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This is the one time I'm confident about something

modern isle
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If I don't see two suns in the skybox texture you're in for it young man!

dry shoal
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Oh I meant suns as in light sources

modern isle
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also mapname pls... geo01?

dry shoal
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Like there are two sun lightsources

dry shoal
modern isle
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they both have the same light color and one is just for dynamic lights and the other for static lights. So one is for the baked lights (sunlight1) while the other only displays on dynamic objects at a brighter intensity

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so they're not two suns... just one sun for the environment and one for the characters

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probably done to make the angle for character shadows more visually interesting and to make them slightly brighter to improve visibility.

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So no, the map doesn't have two suns in that sense.

dry shoal
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Still technically two sun light sources shruge

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But that does make sense. I'll use one distant light and make the shadows softer

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I always felt they were too harsh

modern isle
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(In case you're curious how I came to the conclusion)

modern isle
dry shoal
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Yeah I understand that. It tracks

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It's a little disappointing though bc it was a neat gimmick PeepoSadSwing

dry shoal
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No functionality, just a marker for what you do

dry shoal
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For others who check the thread from time to time, he's currently helping me solve what's currently the biggest problem getting in the way of out-of-the-box Remix playability while still keeping the helmet the game is known so much for

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He's a legend nodders

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(we might be set ladies and gents, gonna give it a bit more time before giving full confirmation)

deep gulch
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62, What did you put in my bacta tank ?

dry shoal
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ladies and gentlemen, we got 'em

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thanks to @deep gulch I think I'll be able to make the game fully playable from start to finish using the default assets. So people can try the fancy lighting and whatnot well before my project is done

dry shoal
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context for the screenshot: I'm now able to use the helmet and original game light translation with no blinding light issue

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"Sir, you're heading into enemy territory. It's thick with droids and bugs!"

ancient void
dry shoal
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currently playtesting. Keep in mind this will still have issues. Mostly related to how Remix handles some of the original game's texture blending. It's not unlikely that the billboard behind the player will also be a tradeoff

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but that's why we playtest, to double check!

dry shoal
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oh my god I have to remodel this

dry shoal
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I have something like 10-15 assets ready for texturing ๐Ÿ™‚

dry shoal
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That's a lot of crab raves

dry shoal
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Short term the plan is to once again reset my Remix project so everything is default as expected. Then I'm going to be:

  • editing the map files to disable antiportalactors
  • set forced LOD0 on static meshes
  • forced LOD0 on skeletal meshes (done differently)
  • force the "unlit" property onto all surfaces and static meshes

Then I'm gonna play test using the new setup from CurbCake that fixes the helmet lighting. I hope to adjust auto exposure to reliably handle the incredibly bright translated lighting for a more consistent feeling experience. I expect I'll be finishing textures for at least two assets today or tomorrow

Medium term: implement the completed Remix-related anchor meshes into the vanilla game engine. This will allow me to work around more than a few Remix limitations caused by unstable hashes. I don't know how smoothly it will go related to sizing and placement but I'll give it my best shot.

Longer term: more models, more textures, organized scene captures, customized lighting and flipbooks to replace a handful of existing particle effects

modern isle
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Did you check out how layers work?

dry shoal
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:)

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|| weirdge ||

dry shoal
modern isle
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Pete gave you one ;)

dry shoal
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My memory fails me

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Time to check my mentions inbox later cool

modern isle
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#general-remix message

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I suggest creating a layer that only contains your entities like bacta, ammo, weapons etc. And one layer per level.

dry shoal
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Since it can definitely break if I do something wrong

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Thanks for the reminder + suggestion boss salute

formal cypress
# dry shoal BUT THE ORIGINAL GAME HAS TWO SUNS TOO

this may be my inner star wars nerd talking, but wasnt it in episode 2 where anakin intercepted the obi wan message and decided to go because they were nearby as they were on tatooine? might be the same suns ยฏ_(ใƒ„)_/ยฏ

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i went to check a galactic map and man are they hard to read

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but it appears they were next to each other

dusk trail
dusk trail
dry shoal
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Nerds discussing obscure details is prime content evilpepeglasses

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That perspective always helps though, if I have something wrong I'd rather be corrected than not

formal cypress
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im like halfway between casual and mega nerd XD

dry shoal
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Better than me, I'm very much in the camp of "star wars was the shit when I was a kid and now I mainly look back at it fondly" to give an overly complex description

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I enjoy Star Wars but with the way Disney has gone I've kinda lost interest. Experiencing the good ol days again like with RC has been a blast though

dry shoal
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nvm my second monitor got fucked up

dry shoal
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first time I've been able to view this scene with the helmet enabled

dry shoal
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so did a decent amount of playtesting. Disabling antiportal actors and setting BSP geo to unlit in particular is a noticeable help. If I'm gonna distribute a version of this game with Remix that uses 0 asset replacements, I'm still gonna have to include modified level files to ensure the best experience

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it might not be worth distributing such a version at all. Since the visor isn't strong enough without being set to color emissive in the remix toolkit. So in bright areas the helmet HUD gets totally overpowered

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but I guess we'll just have to see with time

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Tuning auto exposure did help with the lights, but doesn't help with the HUD visibility

dry shoal
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before and after setting all static meshes to use the unlit property. You can see it fixes visual artifacts in the background and does so quite nicely. It also fixed a flicker in the helmet scene

burnt light
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unlit in the base game engine?

dry shoal
# burnt light unlit in the base game engine?

yep. Unlit property in the UE2 editor and rebuilt the lighting. Thanks to CurbCake we might be able to do this at runtime, which would negate the need to distribute map files should I do an early "minimum viable product" release

burnt light
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cool ๐Ÿ˜›

modern isle
dry shoal
modern isle
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Elaborate

dry shoal
# modern isle Elaborate

Some particles effects look incorrect with the unlit tag. Specifically emitters. I only found it for a couple things but it was enough to where I'd rather not do 100% unlit

modern isle
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If you can give me some screenshots of troublesome emitters I can take a look

dry shoal
dry shoal
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I just got a new gaming mouse

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It's purple

modern isle
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Weird looking cat

dry shoal
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Speaking of cats, the wireless receiver is one. For some reason

dry shoal
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this mouse is fucking sweet, I already love it

dry shoal
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WIP, not super happy with it though

dry shoal
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more happy with it

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I feel like the choice to not have the dirt multiply normals by default is a not-it moment

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before - after

past escarp
# dry shoal

Okay, that is looking really good. Miles ahead of the original model.

dry shoal
late jetty
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Too pretty to throw FeelsWeakMan

ancient void
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Will the middle part still glow red when it's thrown?

past escarp
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I'd imagine that would be possible with a bit of game side modding thrown in. Fortunately, it does seem like Auto is rather getting the hang of that.

dry shoal
dry shoal
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I keep saying native but in the modding community that's technically incorrect weirdge

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ya'll know what I mean though lol

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pathtraced indirectly lit giant thermal detonator

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oh my god it looks so good

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in-game it's gonna be much smaller of course, so you won't get to judge it with too much scrutiny. All according to plan evilpepeglasses jokes aside I'm happy with how this turned out

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with a bit of lighting. The white on the thermal detonator is actually a realtime reflection of the light itself. It's not just a generic shine

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can you tell I'm proud of it peepoShy

past escarp
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Well, you have a right to be.

dry shoal
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~~also I don't know how layers in Remix work because I made an "experimenting" layer specifically for the giant thermal detonator and this mf is still here after deleting the layer. And yes I had it selected ~~@modern isle pepe_hmm

edit: nvm you have to click the little logo to activate that layer, highlighting nor double clicking it works weirdge

late jetty
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It's so good BLANKIES

dry shoal
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okay last ones

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comparison at true size

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how these bad boys might look in a new grenade box mesh evilpepeglasses

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might adjust the color a bit but other than that? I'm pretty happy

dry shoal
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Remade the material. This might be more fitting

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I'll probably add some more imperfections

dry shoal
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left or right?

maiden temple
dry shoal
# maiden temple Right imo

I think I was able to get the best of both worlds. Dirt has more discoloration instead of just being plain black, and I addedd additional edge wear with color deviation from the main metal itself

obsidian kernel
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actually nvm the warped metal and dirt on the last photo looks good

dry shoal
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this is gonna look real nice when it's fully complete

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grenade box mesh courtesy of @.TheMan. He's in this thread but doesn't talk here too much as he's working on Republic Commando Remastered (graphics mod for the original Unreal Engine 2 game, no Remix) with his group. they've been kind enough to share a few prop models with me while I'm gonna be texturing many of them myself, so there's mutual benefit. I added a few smaller details on top of his work, which he encouraged

late jetty
dry shoal
dry shoal
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started work on replacing one of the cave light fixtures. This one's fun because it has physics!! so this is gonna be fun to mess around with in Remix. Shoot the fixture and watch the light swing around, shadows moving everywhere

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this is the original model. I fully plan on adding various details that are found in the texture

dry shoal
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restarted, looks a bit better I think

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little sneak peak of something devilish I'm cooking up evilpepeglasses I love ignoring my own advice

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outlines are what I've done, it's overlayed on the original

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long way to go but it's a start

static mason
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Damn look at you go

severe flare
severe flare
dry shoal
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Yeah I'm really close to the finish line with the DC17m, very excited about texturing it too

dry shoal
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dc17m is geting closer to completion

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original to compare

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nvm I forgot the original was flipped lol

static mason
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Me when uhhhhh

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Kewl

naive robin
dry shoal
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I might explore using the old clone mesh I had again. Using quad remesher I can clean up the topology dramatically with just a click. So as long as I stay within a reasonable tri count it should be useable. With it being quad based I could also add some simpler details pretty easily which is cool too

dry shoal
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@modern isle I'm not going to use it long term! I want to make a model from the ground up for the final version

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I would think of this idea as like a practice placeholder

dry shoal
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By popular demand, @modern isle has won the working mod logo contest. Congrats on the win, you will go down in SWRC Remix history Praydge

static mason
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REmix

dry shoal
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When in doubt, comic sans and accidental second letter capitalization. Can't go wrong

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A tried and true strategy

static mason
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really catches the eye

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noddingpepe very cool @modern isle very cool

static mason
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When in doubt, meme format it out

dry shoal
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new to the fam

dry shoal
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The quad remesher blender addon has made life quite a bit easier. I can in fact reuse some old meshes with some success. The cave halls in particular were very easy to do. It was as simple as remeshing for clean and even topology, and then doing one subd with subtle fractal for a bit of surface deviation. Before I tried to reinvent the wheel by making those meshes from scratch and using rockify for the surface detail. I might go that route in the end if I'm not stupid and can do it without screwing it up but for now? This should work great with a subtle heightmap provided the UV is nice and smooth

dry shoal
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Does anyone know a good way to keep track of a ton of different shit between my phone and PC because there's so much I want to have on hand cry

static mason
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I use a USB drive

dry shoal
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I'm talking assets, reference sheets, reference screenshots, browser tab groups with a ton of random shit, tutorials for blender, instaMAT, UE2, documentation for my own project, feedback/suggestions, all the above

dry shoal
static mason
dry shoal
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That makes a lot of sense actually. Just discord is pretty messy when you begin adding more

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Like if I could make a personal wiki that would be great but idk if something like that exists

burnt light
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self host one on a free Oracle server

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wiki.js is nice and easy to use

dry shoal
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js stands for JavaScript monkaS

burnt light
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if i had more time, i'd have set one up for Remix as a whole

static mason
burnt light
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that's essentially just a forum

static mason
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5*

static mason
dry shoal
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Wait I totally forgot about threads when they're literally in this server

burnt light
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lol

dry shoal
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Like exactly what I'd hope for

burnt light
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yeah it's great

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i just don't have time to set it up ๐Ÿ˜ข

formal cypress
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Something else if it's more file based things your trying to move, I don't know of its possible on a phone, but a network shared folder is pretty easy to set up. It's doable on android, but iPhone idk

modern isle
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yeah if you're trying to sync files then either use a cloud provider, self host or use something like SyncThing. I have it set up on my PC to share and sync files with my Steam Deck.

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Both devices need to be turned on during the sync process however.

formal cypress
dry shoal
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I was thinking of using Obsidian which is a really powerful piece of software, but syncing between devices is paid :(

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Had no clue oracle hosted servers for free though, I think I'm gonna go that route

modern isle
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obsidian is also a note taking app first and foremost

dry shoal
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It is, but there's 50 million ways to organize things in super intuitive ways

modern isle
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Couldn't you just use the free version of obsidian, and place that database in your google drive or something?

dry shoal
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pepe_hmm you might be onto something

modern isle
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that way you can sync it with your other devices

dry shoal
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Yeah I've already set up some stuff with it so that would be great

dry shoal
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Currently in contact with the best modder around for RC, and from what I'm getting he knows more than a few things that would be directly helpful for RC within RTX Remix. A good deal of it is way over my head, but I'm here to learn

dry shoal
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๐Ÿฅน

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This might be a dream come true for Remix compatibility with RC

modern isle
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This could also be very useful for any UE2 game

static mason
dry shoal
modern isle
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I'm going out on a limb and say it probably didn't rewrite the renderer from scratch. Just adding to it instead.

dry shoal
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Fair point, but shaders are game specific are they not?

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So he might only be able to do that for RC, I don't think it'll have universal shaders used in all UE2 games but I could be totally off

modern isle
dry shoal
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Ah I think I get what you mean

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TLDR if shader -> put generic FF thing

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?

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@modern isle

modern isle
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basically

dry shoal
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Gotcha. In that case it might work. I passed along the idea and asked for him to give any comment on it

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He's going to test RC with Remix directly in the near future after I share the setup with him. So I'll be interested to see how it goes

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@modern isle

modern isle
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they modified the RHI?

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shouldn't be a dealbreaker for other games, I can do some investigation on my own for UT2k4 and compare as that game is the baseline of the engine pretty much (I'm going to ignore the stepchild 2k3 and only focus on UE2.5)

dry shoal
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Roger. I'm gonna leave it there with him since I already feel like I'm asking for a fuck ton (even though he offered). But down the line it's probably something he's willing to share if others care to explore it for other UE2 games

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Man. I'm getting surrounded by way too many smart people

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I'm in way over my head buttttt fuck it. I'm along for the ride

dry shoal
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May we both prosper in the presence of shared hardship salute

static mason
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Yes

modern isle
dry shoal
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At least this school forces me to do stuff I don't like that's related to the stuff I do like. Could be worse

modern isle
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Except I'm not a certified teacher, just a tech artist/generalist ๐Ÿ˜›

deep gulch
dry shoal
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Attention all RC Remix gamers, has anyone run into the issue of slow mouse movement when the runtime overlay is active? If so, were any of you able to resolve it and how

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Leon and CurbCake I believe have run into an issue where using the runtime overlay is especially sluggish. Specifically has to do with mouse input latency

modern isle
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Fix: open a menu first

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Works in UT2K4 reliably.

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Using the overlay midgame is super slow and unresponsive, but opening a menu fixes the mouse movement entirely

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Also alt + backspace I believe

dry shoal
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that's the thing, he mentioned that it happened across the board. Paused, in menu, in-game

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I passed it along still just in case since sometimes we overlook something

dry shoal
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alt+backspace did the trick, thanks!

dry shoal
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was a total accident but I opened the level editor with Remix enabled. Here's a hanger on the RAS ship, pathtraced! Please note that this is outside the scope of this project however. Just a neat thing I wanted to share

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dramatic lighting

dry shoal
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number 5 is a complete and total lie

dry shoal
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so I've confirmed that setting the transition distance on animated meshes to 0 doesn't work. If you want effectively infinite LOD0 distance, you need to enter 0.1 or something. I did 0.5 and it worked flawlessly. Image one is where I am in the map, in image two we can see our guy scorch at his best on the other side of the level. Image 3 is a professionally done, god-like, peak edit demonstrating the distance between the player and scorch. You're welcome

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graphic design is my passion clueless

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oh we're replacing assets baby. They reuse shit so much, it's easiest to see with the bright untextured model replacements

dry shoal
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edited lighting. Now the clone at the bacta dispenser is mostly lit by the fire in the corner of the room

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slow mo is neat

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does he know monkaS

dusk trail
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I'm still alive btw, sorry I've been a bit inactive, been doing house renovations and stuff, and today I had to go to the hospital cuz I fell down some stairs and hit my knee cap pretty bad, luckily nothing broke

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@dry shoal

past escarp
# dry shoal

Damn, that thermal detonator is gorgeous in game.

burnt light
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sure is

dry shoal
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And thank you guys ๐Ÿฅน

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Dw dev, I won't steal your work from you ๐Ÿ˜‰

dusk trail
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But uh yeah I just gotta rest up for a bit

dry shoal
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yeah no kidding, I couldn't imagine. Take care of yourself

burnt light
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ouch

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hope ya feel better

dusk trail
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Thanks guys

dusk trail
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@dry shoal Do you have any models that are simpler in shape that I could do?, been a bit since I've done something so if I'm feeling up to it later this week I could attempt something simple to start with

dry shoal
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singular metal barriers. Ideally some detail from the texture would be included like indentations. Let me find it

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@dusk trail really it's just this

dusk trail
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Pft yeah that's easy as hell

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I hope

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Like I said it's been awhile so I'm a bit rusty

dusk trail
dry shoal
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I can try and add the details and whatnot after

dusk trail
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That bunker was pissing me off ngl lmao

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Just an annoying shape haha

dry shoal
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totally fair

dusk trail
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If you can send me a file of the original mesh with the textures like before then I'll look at doing that tomorrow

dry shoal
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you got it boss

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also guess what lads and lasses, through a base game script CurbCake was able to completely remove the billboards following the player!!!!

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no more giant shadows with the helmet enabled

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it's hard to understate how much base game scripting has helped with this project. Issues I thought I'd have to work through hell and back over are gone just like that. Truly amazing work that I won't take for granted for a second

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we are very, very close to near perfect compatibility with Remix using this stuff. There are caveats, but at this point there's seemingly nothing directly in the way of me remastering this game (geonosis only)

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in this test I actually edited the map files for the unlit property, so I'm unsure if that part of the script worked. However, with that and Remix's anticulling it plays basically without a hitch

dry shoal
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original vs new

dry shoal
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shout-out to Kim's newest ||(and ethical btw)|| version of PBRify. Scorch over here's looking great

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DISCLAIMER: shouting it out because I think it's cool stuff and I used RC to test it. My project isn't planning on using AI. Still, a nice tool for those who don't have the time to get into the art side of things

static mason
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:thinker:

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Honestly pretty cool

dusk trail
dry shoal
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But you have the game right? If you download a program called umodelviewer you should be able to export the model and texture to formats viewable in blender

dusk trail
dry shoal
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If you need to get it sooner that is. You can find out what directory that model is in using the level editor. CTEditor if you're using SWRCFix, Unrealed if you aren't. Load up geo1a and right click the model in the map. Hit properties -> displayAdvanced and at the bottom it says the directory and name of the mesh

dry shoal
dusk trail
dry shoal
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Hmm yeah I see a handful in there

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The game is super tiny, less than 2GB so the download would be quick

dusk trail
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It's already done, took like 2secs

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I have a 1.2GB up/down

dry shoal
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That's the game's included map editor though be aware it's known to be unstable if you look at it funny

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In Unrealed it's as simple as file -> open -> maps folder in GameData -> geo01a

dusk trail
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This unrealed is about to be unsealed

dry shoal
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Even though my dumbass forgot it's probably good that you know this anyways, since depending on how much you want to do over time you have everything right there

dusk trail
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Right

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I agree

dusk trail
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Wait so how do I use this tool?, and it's umodel right?

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@dry shoal

dry shoal
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To move forward and backwards in the 3D viewport of Unrealed, hold left and right click, then drag

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The controls are all kinds of fucked lol

dusk trail
dry shoal
# dusk trail

That's why I said use Unrealed to find out where the mesh is first lol

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It'll tell you where to go within that screenshot

dusk trail
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I manged to load up a map but have no idea how to find the model locations for stuff

dry shoal
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Right click the metal barrier there and click properties

dusk trail
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All good

dry shoal
# dusk trail All good

Were you able to find it? It's under DisplayAdvanced in the properties. You can take that string and reference that in umodel. It'll have something like "arena_hr" "animalpen" "mesh name"

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A combination of 3 names that tell you where to go to get it

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Just using arena hr and animalpen as examples

dusk trail
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So it's Arena_HR -> ArenaWalls -> MetalWall2

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Am I reading that right for the location of it?

dry shoal
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Navigate there in umodel and you're golden

dusk trail
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Found it

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And found the trim texture for it as well

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I take it I probably want to export as glft?

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Don't think blender can import pskx

dry shoal
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The texture you'll have to apply manually in blender, I don't think the gltf includes the texture in the file

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But yeah, now you know how to find and export any model to use as a reference ๐Ÿ™‚

dusk trail
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Cool

modern isle
modern isle
# dusk trail So it's Arena_HR -> ArenaWalls -> MetalWall2

UE (up until UE4 changed it) stored everything in packages. So Arena_HR is the file arena_hr.usx in your StaticMeshes folder. Those packages have groups in them, in this case named ArenaWalls which can contain multiple meshes.
That path for static meshes ends up like this <filename of the package>.<Group name>.<Mesh name>

dusk trail
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Well that would've been easier

dry shoal
static mason
dry shoal
modern isle
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F5 is surface properties

dry shoal
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That's a nice little shortcut. I think it's only a small benefit over right clicking though

modern isle
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Workflow optimization, every second wasted adds up over time dope

dusk trail
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That's true

dry shoal
#

I agree, but he's just started using it after all ๐Ÿ™‚

#

Though I think with tips like this the earlier you learn the better. So thanks for the mention rune salute

dusk trail
#

That was a joke

dry shoal
dusk trail
dry shoal
#

Not a joke he actually despises me as a human

#

thats also a joke

dusk trail
static mason
#

Most people despise me (not a joke but also a joke) -troll mode on

dry shoal
#

getting closer still

dusk trail
#

@dry shoal Welp after hours and hours of hard work here's what I've got

#

Nah fr here

#

Haven't done any detailing yet, and I did take a little creative freedom with the shape

#

This being the original mesh

#

Made it more uniform because the weird one sided thing is gross

#

Honestly kinda having a hard time trying to figure out how much detail and where to put said detail into this thing lmao, especially since it's just a barricade and how unhelpful the original texture is

dusk trail
#

Added some detailing where I thought it could go using the textures as a ref, also made it closer to what the original looks like, with the panel lines and everything (only on the mid section so far)

#

Let me know what ya think when you see it so I know where to go with it

dry shoal
#

If I were to give feedback, it would be two things. One is moreso for personal reasons which is making these insets slightly wider. That way when I texture I can get extra grime and wear for bonus detail without much effort :)

#

As a side note, the screws are also probably too small. I really like them but they're not gonna stand out unless they have more presence

#

The second thing I was gonna mention isn't really important for now but rather for the finishing touches. I think this area needs a bit more angles to it. First idea that came to mind was a chamfer across that area, but I think toning down the curvatures of the sides so it's more "chunky" + the chamfer would be perfect

#

I imagine you know but just in case, chamfer -> one segment bevel

#

Actually one last thing would be similar to the first one I mentioned. These look excellent but I think they should be slightly wider to stand out + give space for wear and grime when I texture it

#

How deep they are (they're quite shallow) is perfect, it's just the height and length of the lines I'm referring to, not depth

#

I hope that's helpful feedback Praydge I'm new to it

dusk trail
#

@dry shoal More like this?

dry shoal
#

That's exactly it Hypers

dusk trail
#

If you want I can try and see what adding more paneling looks like

#

Bottom, sides and top sections

dry shoal
#

Keep in mind these ends are a different material from the base shape, so there probably shouldn't be design continuity between them

dry shoal
#

For whatever you get around to putting stuff there that is

dusk trail
dry shoal
dry shoal
#

No that's fine

dusk trail
dry shoal
#

I think that's a creative liberty that works just fine, I can accommodate it in the texture and it'll look even better (and make more sense physically) thabvthe original design

#

Good shit man

dusk trail
dry shoal
dusk trail
#

Yeah I'll send it shortly, just doing some final touchups

dry shoal
#

Sounds good boss, take your time because it'll be hours till I'm on anyways lol

dusk trail
#

@dry shoal I'm done messing with it now

#

As for shape it's almost exactly the same

#

I've setup basic materials but you'll have to do the UVs and stuff for the textures, shouldn't be too hard since they're all separate parts

dry shoal
#

Them being separate is super ideal, perfect. I can totally do UV stuff

dusk trail
#

Ja

dry shoal
#

I hope I'll do your model justice Praydge

dusk trail
#

If not no big deal haha

dry shoal
#

No, if you cook then I must cook also

dry shoal
#

It's the law of equivalent exchange

dry shoal
dusk trail
dry shoal
#

I am not looking forward to modeling the clone

dusk trail
#

We've redon them a few times

dusk trail
dry shoal
#

I figure it makes the most sense to do the droids first as they're much simpler

#

In fact I bet the super battle droid might be relatively easy?

dusk trail
#

We just redid our B1 for like the 3rd time, honestly our B2 needs to be redone as well, sucky part is we're kinda stuck with the rig Squad uses which isn't really for anything other then standard sized humans

#

This stuff is magic to me, I stay every far away from character modeling lmao

#

Shit hurts my head

dry shoal
#

Wow he's a beaut. The one in RC has some stylistic deviations so it'll be interesting for sure

dusk trail
#

Yeah

#

And with like the B2 having it's front panel removable and stuff is also very different

dry shoal
modern isle
#

I ain't touching characters with a 10 foot pole either.

dusk trail
#

Fr tho

dry shoal
#

Even rune Buhh

dusk trail
#

So really it's mainly 2 we have

#

That is so damn vague

dry shoal
#

Is it though hmm

modern isle
#

Yes, it's MAXIMUM VAGUE

dry shoal
#

Crytek pepelook

dusk trail
#

But can it run Cri...

dry shoal
#

It's a Y not an I!!!

dusk trail
#

Yes that's what it is

modern isle
#

Does Crytek still have any other studios outside of the main... Frankfurt(?) one?

dusk trail
#

No idea tbh

#

I know he works at that one tho

modern isle
#

oh interesting, they offer on-site and remote work.

dry shoal
#

AFAIK they have two teams, one on Hunt and one on Crysis 4

dusk trail
#

^

modern isle
dry shoal
modern isle
dry shoal
#

I think I bought maybe 10 copies of Hunt total

dusk trail
#

I hated working with CE

#

It was pain

modern isle
dusk trail
modern isle
dry shoal
#

I still don't know why the hell Prey was made on CryEngine. Seems like the worst possible choice

formal cypress
burnt light
dusk trail
modern isle
dry shoal
dusk trail
dry shoal
#

Then again that was peak UE4 shader compilation stutter era iirc

burnt light
#

Prior to Prey, Arkane had just released Dishonored 2 which used the studio's internally developed Void game engine. At release, many players reported performance issues with the Windows version of the game, which Arkane fixed through patches, but led to some lingering doubts as to Arkane's ability to develop for the Windows platform. Colantonio said that Arkane wanted to remove that stigma for Prey, with the goal to produce a "really flawless" version for Windows on release.[40] The game was developed using CryEngine, an established third-party game engine, eliminating many issues related to performance. Colantonio said that they "doubled our thoroughness" in the areas of quality assurance testing to eliminate other possible issues.[40][41]

formal cypress
#

wait amazon made their own fork as well? why would amazon need a fork of it im so lost

dusk trail
modern isle
burnt light
dry shoal
#

I'll have to give it to them though, Prey is VERY stable and highly configurable for PC

modern isle
burnt light
#

scales very well too

dusk trail
dry shoal
modern isle
#

Anyone looking for a Tech Artist with 10+ years of experience with UE4 and UE5 by extension? Knows HLSL and SLANG, pretty good generalist and vfx artist too. No? Okay ๐Ÿฅฒ

burnt light
#

jobs these days want UE6 experience 5 years before it releases ๐Ÿ˜›

dry shoal
dusk trail
dusk trail
dry shoal
modern isle
dusk trail
#

I tought it was the Amazon engine

#

Rip

dry shoal
dusk trail
#

Fair

#

Sounds cool

modern isle
dry shoal
dusk trail
#

lmao

#

Wtf

dry shoal
#

It was rough

dusk trail
#

Sounds like it

#

Damn

modern isle
#

Understandable, that can ruin the experience.

burnt light
#

However, some reviewers and players found that after several hours of playing on the computer version, their saved games would become corrupted, and the game would crash when transitioning between areas once this started to occur. Restoring from older saves would eventually cause those to be corrupted as well, making the game impossible to complete.

dry shoal
# modern isle Understandable, that can ruin the experience.

Don't tell that to anyone else who likes Prey online. It drives me insane how many people are salty about the 4 review score when given the context it absolutely made sense and when the bugs were fixed the score was changed to an 8 anyways

dusk trail
burnt light
#

PS3*
it's sooo much worse than the PC version

formal cypress
modern isle
burnt light
#

yeah

#

but also the PS3 version of NV just crashes constantly. i couldn't go 10 minutes without a crash

dusk trail
#

I played on the 360 and didn't have too many issues, every now and again the save would get corrupted but I also made backups

dusk trail
dry shoal
dusk trail
modern isle
#

ยฏ_(ใƒ„)_/ยฏ

burnt light
#

PS3 had half the RAM of the 360, so yeah it probably would've been worse than any of the other platforms

#

256 MB RAM ๐Ÿ˜›

dusk trail
#

I didn't play PS until the PS4 Pro came out, well I skipped the PS1 and PS3, had a 2 tho, then got a 4 later, I was mainly an Xbox and PC player tho

#

And shit can't forget about the DS

dry shoal
#

I thought it was the cell architecture that was the problem. Where everyone had to be a low level coding guru legend to get everything out of it

burnt light
#

it was that too

modern isle
#

I still have all my playstation consoles... except the 4, gifted that piece of junk to my parents. Did I mention I absolutely loathe monthly ransom payments to big corporations?

burnt light
#

but an open world game on 256 MB RAM isn't a good idea

#

Rockstar managed it with GTA 4 and V at least

burnt light
dry shoal
dusk trail
dry shoal
#

I think if the PS3 won that gen then online subs wouldn't exist in the way they do now

burnt light
#

i tore down my PS4 to repaste it because the fans were screaming

apparently it got SO hot that the plastic inside melted

modern isle
dusk trail
#

Actually can't say too much about that, the 360 had so many issues with the RED RING OF DEATH

burnt light
#

yeah ๐Ÿ˜ฆ

dry shoal
burnt light
#

was just spiderman PS4 ๐Ÿ˜›

dry shoal
#

A second after we got to the title screen it was Joever

dusk trail
#

Haha yeah similar here but with Halo Reach and Cod BO2

dry shoal
#

Wild how many legendary games came from that generation tbh

burnt light
#

many of them are still just as fun as they were the first time

dusk trail
#

Fr tho

#

90% of my childhood only happened the way it did because of the games that came out, so many friends playing together and just having fun

dry shoal
#

Played Halo again from Reach to 4 when they came out on PC. It was my SO's first time playing it since they've always been on PC growing up. Goddamn was it a fun time

dusk trail
burnt light
#

i only ever liked 1-3, couldn't get into Reach or anything past it

dry shoal
#

It was super fun. It was also cool seeing the reactions to all the story beats. My SO is a huge fan of the arbiter, thinks he's the coolest thing since sliced bread fr

dry shoal
dusk trail
#

Reach had some of the most opportunities for fun with friends, even more so then H3 imo

modern isle
burnt light
burnt light
#

so i just kinda missed out on those games i guess, which is a shame

dry shoal
#

As I do research on Geonosis and the Petranaki Arena which is the first playable space in the game, I very quickly learned that the game's depiction of both this area and the battle that took place is just completely and utterly inaccurate to any description of it LOL

#

If I was really stupid, I'd use that as a reason to learn how to create singleplayer maps for RC to make my own more lore friendly version

#

Like the arena is unique/known for its flat surface. In the game you're fighting in these whole ass trenches

dry shoal
#

before and after. Keep in mind the original has no lighting and the new has ambient occlusion included in the preview (not quite that dark)

dry shoal
#

take two

dry shoal
dry shoal
#

Another day on the grind hmm

dry shoal
#

@dusk trail I loaded up BFII to have a reference for how the gun reloads and it just seems like the gas cooling or something

#

you mentioned it was a hybrid system or something like that right

#

also I don't understand. I know spires are basically hives for geonosians, but I don't see holes in the top of them, is that not where they come out of? Or is it that only the largest tower-like rocks are turned into Geonosian spires?

dry shoal
#

vs original*

dusk trail
dry shoal
#

fake star wars fan

dusk trail
#

Most just don't

dry shoal
dusk trail
#

oh...

#

My bad

#

I entirely skipped over that part lmao

#

Um yeah so they're not hives per say and more like a tower entrance to the hives

#

And they come out of the sides near the top

#

They can also fly so eh

dry shoal
dusk trail
#

lol

dry shoal
#

@dusk trail

#

she's lookin good in-game

#

the geometry detail adds so much to it

dusk trail
#

Hell yeah

boreal yew
#

everything has a cooldown state

#

no actual reloading

#

except for the clone commando which reloads when the heat bar is full

dry shoal
#

I just don't know where to look to have a frame of reference. I'd love to have things like empty spare mags scattered as ground detail

burnt light
#

just have broken pieces of armor, if that's a thing that can happen

dusk trail
#

Anyone have any clue why this damn thing has a flat side and a not flat side

dry shoal
dusk trail
#

Just buy some more, forehead

dry shoal
#

off to a decent start

dry shoal
dusk trail
#

I just want you to know, I hate this shape

#

@dry shoal

dry shoal
#

if it makes you feel better this hasn't been very fun either after the first few mintues

#

@dusk trail

dusk trail
modern isle
dusk trail
#

Eh well either way I'm taking creative liberty and making it symmetrical

dusk trail
modern isle
#

ah I see the mesh is called DropCrate, thought it was a piece of bridge or catwalk

dusk trail
#

Ye

dry shoal
# dusk trail Ye

I didn't see it in the model you imported so just wanted to let you know one end of the drop crate has a door on a hinge that when opened goes out and lays flat against the ground

#

Waiting till the moment I find out the bacta heal doesn't have a stable hash and I need to import it in-game

dry shoal
#

The commandos of the republic the videogame will be worked on today hmm

#

Also not to overpromise, but I think we'll have a near fully remastered sneak preview shot of the project not too long from now

#

90% of the assets in a memorable area are at least ready for texturing. So not too much more and it can be polished up quite nicely

#

I believe the only critical model that isn't ready would be the helmet itself. So I suppose I'll have to get on that eventually huh

#

I suspect that whatever is there for the Remix mod preview shot will not be the final version lol

dry shoal
dry shoal
#

B2 Super Battle Droid

#

reflections

severe flare
#

Guaranteed when geonosis demo wraps up and someone like Bombastic or Eckharts Ladder covers it youโ€™re going to get a lot of clout and volunteers looking to take up the mantle and do the whole game

#

Any thoughts on that?

dry shoal
#

but as of now the plan is to do my Geonosis demo project, then make a Remix adaptation of RC Remastered which is a mod for the original game. Less ambitious overall but will cover the whole game

dry shoal
dry shoal
#

real glass reflective visor test

dusk trail
dry shoal
#

Didn't work too well lol

dry shoal
#

I think the only way the glass would work is if it's encased in a 3D helmet surrounding the camera. Until then it just has too many instances of reflecting areas behind the player

#

When culling is disabled that means seeing the sky accurately reflect across the curved surface

dry shoal
#

very WIP

dry shoal
#

replaced the hangar cave. New UV so the PBR material maps on flawlessly

dry shoal
severe flare
#

Very sexy

dry shoal
dusk trail
dry shoal
#

JUST TELL ME YOU THINK IT LOOKS LIKE ASS !

#

also new floor material just dropped (no it's not that sandy normally)

dusk trail
dry shoal
dusk trail
#

Nah it looks fine, maybe mess with the tex density

dry shoal
dry shoal
#

this is what I have atm

dusk trail
dusk trail
dusk trail
dry shoal
#

I thought it looked pretty good as-is peepothink

#

hmmm

dusk trail
#

To me it just looks very noisy, otherwise looks good

#

As is will work fine too

#

Whatever you're happy with, I know you got tons of other stuff to do as well

ancient void
#

Ass is good yeah?

dry shoal
dry shoal
dusk trail
#

Ass means good in street talk right?

#

Lmao

dry shoal
#

probably gonna have to do a third attempt on the floor. It's hard to get right

dry shoal
#

"if they're anything as good as I hear, they can practically win the war themselves!"

dusk trail
dry shoal
dry shoal
#

Speaking of that, anyone wanna help on the project bc I am overwhelmed :)

naive robin
naive robin
static mason
#

it all depends tho

dry shoal
dry shoal
#

AFAIK you don't do much with that stuff right

static mason
#

oyea no sorry ๐Ÿ˜…

#

not my strongsuit

dry shoal
#

No worries,I appreciate the offer regardless peepothumbsup

severe flare
#

โ€œYeah Iโ€™m more of an ideas guyโ€

#

But in all seriousness Iโ€™ll ask around, thereโ€™s gotta be so many Star Wars nuts whoโ€™d be eager to lend a hand

dry shoal
#

Oh I got plenty of ideas evilpepeglasses the manpower needed to pull it off is a different story lol

#

I kind of have two sets of ambitions that I'd go between if I had the people for it. One is still ambitious but manageagle: all assets get replaced, all textures have PBR, more dynamic lighting to take advantage of PT. That's what I'm going for now. The more ambitious one goes all in, like adding new animations on the game side to make the game feel more alive. One example would be in the arena, there's a couple droid bunkers that get blown up. But they're very noticeably empty. The super ambitious idea would be to add animated droids inside the bunker doing generic actions to make it actually feel more like destroying an important outpost

#

Not just that, but also game-side scripting to make the world as a whole more dynamic. Stuff like flickering lights, conditional light attachments (in the dark the commandos have a light on their rifle or something), various tricks for realtime flipbook particle effects

#

That would be my "uncompromized" vision. That isn't possible nor will it be unless a miracle happens. But, a man can dream

dry shoal
#

Potentially huge changes coming from the SWRC modding legend Leon. He's going to be looking into having a consistent, unique static triangle appended to every emitter material in SWRC. This will allow me to do things like attach lights to particles without needing to go through the work of manually creating X number of static meshes and manually appending it to each and every particle actor with each one scaled to not be noticeable

boreal yew
#

how does the night vision mode look?

dry shoal
#

it's broken right now, gonna look more into it later

dusk trail
#

It does look really good compared to vanilla

dry shoal
#

totally redid the texture. I'm gonna use this as a base

#

no I did not make the circuitry myself, I'm not talented

severe flare
#

in regards for the phase 1 clone trooper

#

As we all know, itโ€™s not super lifelike atm

#

But Iโ€™m wondering what kind of approach youโ€™ll take in remodeling it

#

Because you could easily find a model of what a Phase 1 trooper is SUPPOSED to look likeโ€ฆ.but you could also try keeping the more cartoony proportions and bizarre helmet shaping and create a clone more faithful to the game

ancient void
#

for me I like keeping to the original designs even if they look goofy

modern isle
#

I agree, I'd prefer sticking to the designs from the game too.

dusk trail
#

^

dry shoal
#

That's the plan, so it works out๐Ÿ™‚ just sitting on it for a bit, I want to be more confident in my modeling before I take it head on

#

I also really want to make the battle droid special. I mean just fucking look at this guy

dry shoal
#

But exaggerated proportions and that stuff? That's gonna stay

dry shoal
#

I should ALSO mention as a disclaimer that I do plan on taking creative liberties where I think it might look better, specifically in regards to the environment/props. I could be off the mark on some of them but keep in mind if I transition after to making a Remix adaptation of the RC Remastered mod, that will be more true to the original

#

So I figured if there was a time to take a few creative liberties, it would be in the limited scope project covering Geonosis

dusk trail
dry shoal
dusk trail
severe flare
dry shoal
#

Yesterday was a more laid back day, today work continues evilpepeglasses we got the metal flooring texture to finish and I should probably get to texturing a couple props

dusk trail
#

I'll try to finish that cargo create later tonight/tomorrow morning, been a really busy week for me

dry shoal
#

The bigger problem is how unconfident I'm getting with my modeling, in regressing like crazy lmao

#

Over the weekend I might follow a more formal type of course to force myself to get experience

dry shoal
#

remade the metal paneling material

#

probably too dark but otherwise fairly happy with it

dusk trail
#

Idk about the others but that to me feels a bit... shiny I guess is how I could put it

#

Also a bit dark yeah

dry shoal
#

hmm so lighten the color, make it more rough

dusk trail
#

Maybe

#

Also I'd probably tone the normal hight down just a smidge, looks like it's be near impossible to walk on without tripping lol

static mason
#

Idk I kinda think it's neat

#

But I played this game once before

dry shoal
#

it's not the normal, it's just the height. But I think that's good feedback

#

other than that, ya'll can't tell me I didn't cook with the sediment across it

static mason
#

Lego brick hight maps

dry shoal
dusk trail
#

Dirt is a nice touch ja

static mason
dusk trail
#

Rip

dry shoal
#

discord and being stuck at 0% image loading. Name a more iconic duo

#

okay well now that I'm actually close to done with this material and know what to do, I will simply play games and do it later evilpepeglasses

static mason
#

Youalreadyknow.gif

dry shoal
#

ok on close inspection I also might take the pattern out of the heightmap entirely, so it's just the normal and basecolor showing it

dusk trail
#

Almost being done part that is

dry shoal
#

nah trust

#

I have exact things to look at

#

I know what direction to go

analog wedge
analog wedge
dry shoal
dry shoal
#

Alright gamers, time to work on some SWRC Remixing while I wait for Dragons Dogma 2 to compile shaders on my ROG Ally

dry shoal
#

before and after baby

static mason
#

Swag

#

and peak

static mason
dry shoal
#

thanks ya'll. I knew the material I was working on had potential. Now it's been realized

#

here's the original texture for reference, though this is upscaled

#

so pretty damn faithful

dusk trail
dry shoal
dusk trail
#

From me yeah

dry shoal
#

my next major task will be remaking the backpacks for the commandos. The backpacks specifically because they're easily replaceable in Remix, don't need to go to UE2 and the associated hastle so it's a good test

severe flare
dry shoal
#

there appears to be a regression that breaks Republic Commando, has to be a build between 0.5.1 mainline and the latest actions. Just did an update on the runtime, reset the shader cache, and I get a white screen into a CTD in subsequent runs after the initial one

#

same issue occurs on this build from 4 days ago

#

working my way backwards

#

the "capture image testing" build works, so the "ImproveVisibilityTest" build is where the regression comes from that's causing the crashing to desktop on any subsequent runs @royal sonnet

#

however the "Capture image testing" build also has serious performance regressions over 0.5.1. It also crashes after a few minutes of play

#

and the build before that one, "hdremix-maintenance" doesn't even work on first run. Just white screen into CTD

#

this build also crashes after a few minutes of play. However the performance regression wasn't seen on this one

#

well fuck me I guess. Going back to 0.5.1 mainline continues to have the white screen -> CTD. Doesn't make sense to me. I would say it might be on my end if the behaviors were consistent between versions but it wasn't. Some worked better than others, now it doesn't work at all on mainline

#

this is a headache and a half. I'm done for the night

#

damn dealing with this plus asset creation plus implementing via the toolkit is a ton

#

I need a beer. And I don't even drink

burnt light
dry shoal
#

I suppose this is a lesson in "if it isn't that broke, don't fix it"

#

Lol

burnt light
#

๐Ÿ˜ข

dry shoal
#

reverting to standard 0.5.0 fixed it

dry shoal
#

turns out the captured meshes from remix suck dick to work with compared to the originals

#

so for meshes I plan to improve instead of redo, I'll be using the original static meshes

dry shoal
static mason
#

Lookin good

#

Light angles can change a single scene

severe flare
# dry shoal

Iโ€™m still not over how sexy and 3D lookin that cave wall texture is

modern isle
#

๐Ÿ˜‰

royal sonnet
#

hmm, I had 2 notifications for this channel, but I can only find one mention. Did I miss a post somewhere?

dry shoal
#

As for the notifications, I just accidentally tagged you twice is all. Deleted the msg since that's all it was

royal sonnet
#

0.5.0 and 0.5.1 builds should come with bridge packaged in, so when happens when you use the 0.5.0 bridge with the latest runtime?

#

(or the 0.5.1 bridge?)

dry shoal
royal sonnet
#

so thanks for doing so much digging!

dry shoal
#

Since I know I can revert back at any time I'm more than willing to do some experimenting ๐Ÿ‘ thankfully since this is relating to recent builds it shouldn't take all that long

royal sonnet
#

there should be a lot fewer bridge builds than runtime builds, too

dry shoal
#

Even better. Will tag ya if/when I find something of use

proven vessel
#

still working on this nice

dry shoal
static mason
#

real timelaps of auto working on this

dry shoal
#

new room completed

dry shoal
#

using the 0.5.0 bridge with the latest runtime mostly works, but has a consistent crash on transition to the second level. Didn't see this behavior in the runtime bundled with 0.5.0

#

set up a quicksave just before the level transition so testing should be quick

#

level transition worked on the second latest runtime

#

but it crashed on alt tab

#

^runtime #566

#

runtime #565 has a consistent crash on level transition. So at the very least, some change between those two runtime versions fixed the crashing from #565. For reference, the latest time I tested this a couple days ago, #565 was the latest build

#

to summarize the immediate findings ->

dxvk-remix #565 has a consistent crash on level transition
dxvk-remix #566 does not have this issue
dxvk-remix #567 has the issue again of a consistent crash on level transition

*attached screenshot shows the builds being referred to in relation to other recent actions. Once again, the build in the middle (of the bracket) does work, the builds before and after have a consistent crash. For each test I was using the 0.5.0 bridge.

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@royal sonnet

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Tomorrow I can also see about the difference between bridge versions when sticking to 0.5.0's dxvk

royal sonnet
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crashing on alt tab is a known bug - which should have been fixed in dxvk-remix build 555
565 and 566.. have nothing at all to do with stability or anything like that - they're very simple changes. I don't see how it could possibly cause any change of behavior here.

dry shoal
royal sonnet
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well from the sound of it, 0.5.0 by itself works correctly, 0.5.1 by itself gets crashes?

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going too far separate in dxvk vs bridge might cause problems, since some changes to one may depend on changes to the other. how does 0.5.0 bridge with 0.5.1 dxvk behave?

dry shoal
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0.5.1 gave me crashing but it was a CTD at launch, so different then what I found the other day between those 3 DXVK actions

royal sonnet
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so 0.5.0 works, 0.5.1 CTD at launch, head gives a crash on loading a specific level?

dry shoal
royal sonnet
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what happens with head dxvk, head bridge? the same crash on level transition

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Is anything printing in any of the logs when the level transition starts?

dry shoal
royal sonnet
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so any bridge 0.5.1 and head has a CTD on launch, while bridge 0.5.0 lets you through that, only to get a crash on level transition.

every time after the initial run.
that probably means there's something getting cached in an invalid state

I think you're going to need to file a github ticket. Possibly two tickets, since I'm guessing the level transition is unrelated to the CTD on launch.

Again, is there anything in the logs for any of these?

dry shoal
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There likely is, but I won't be at my PC for another few hours to give you the direct information. I know I have more than a few bridge crash dumps in my .trex folder from what I was running into, but I doubt that tells you much

royal sonnet
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yeah, I think at this point it'd be good to write it all up in a single place (ideally a ticket) so it can be passed off to someone working on the bridge. It sounds like there was a change in the bridge between 0.5.0 and 0.5.1 that introduced the CTD

dry shoal
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If I do more testing to get it as specific as possible, I'll try and pass it on ๐Ÿซก don't wanna give something too vague to quickly evaluate it

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For something directly related to the development of the SWRC Remix project, I just got a custom Remix-targeted mod sent to me by the biggest modder in the SWRC scene. I won't be too specific since I've yet to see how far I could push this, but it could significantly aid with how much I can add within a shorter period of time. Namely things that I may have otherwise needed to do tons of tedious level editing/emitter scripting in Unreal Engine 2 to accomplish. If I can, I'd like to put out at least one result of this Remix-targeted mod in the near future

dry shoal
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next modeling challenge will be this door. I plan on modeling in all the details from the texture

dry shoal
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working on it

dry shoal
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physically modeling the proximity sensor happy

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even adding slots for the legs attaching it to the outer frame

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(not done ofc)

dry shoal
modern isle
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there's a lot of spit and drooling going on here

static mason
dry shoal
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No more doomer posting

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The modeling demon is back

hardy quail
dry shoal
dry shoal
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more models that are improved versions of the originals. There are more than a few assets that don't need the fanciest geo, and improving the existing model is quite fast and reliable

dry shoal
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Star Wars

static mason