#Star Wars: Republic Commando RTX
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would probably be interesting if they had different angles (not rotation, but the setting called angle which defines the size/penumbra of the directional light)
Sounds like a fun idea, I just don't have any idea of how I would set it up properly. I know how to change the value of course but I mean making it look good with the right values
Someone say lighting 
If 1 is the default then yes
Hmm okay, I'll keep this in mind and see how it goes
tell me of your lighting secrets
Trying to do two suns?
I mean whatever lighting knowledge you got I'll take it 
It's not a tutorial sorta skill. Much more based on practice 
if you're feeling fancy you can give dem suns very slightly different color temperatures.
Ooh smart. I'll check the source material to see how they are relative to eachother. Right now I have color temp set to 4000 for both
I wonder how that would even look
[Our] Sun is ~6000k btw
just remember, bigger sun = bigger light angle = softer shadows
Isn't it at the maximum light angle by default? 180 I believe
wrong angle
But that's also extremely good to know, I felt the shadows were always a bit too harsh
Also remember; our sun has at most ~0.5 degrees for that property. The rays are nearly parallel.
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
4000k would be like a red supergiant
Geonosis baby
very very warm
It's pretty intense
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.
funny that I find a star wars reference when googling for a visual of the BBR gradient.
Looking for the planckian locus curve?
I can't find anything on the two suns
Just the one, Ea.
Tattoine has two, that I know
WAIT IT IS TATTOINE THAT HAS TWO

BUT THE ORIGINAL GAME HAS TWO SUNS TOO
Sure it isn't a lens flare effect?
No, I mean in the level editor there are literally two suns
Unless they use it to simulate something else?

I have no clue
One is likely the sky, the other is the sun.

That makes sense
Good thinking Adam my boy 
Well I guess I'll be removing one of the distant lights 
Two suns also confuses us humans. Our brain no like two suns.
Boy I'm gonna open up that editor right now.
If I don't see two suns in the skybox texture you're in for it young man!
Oh I meant suns as in light sources
also mapname pls... geo01?
Like there are two sun lightsources
geo01a
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
so they're not two suns... just one sun for the environment and one for the characters
probably done to make the angle for character shadows more visually interesting and to make them slightly brighter to improve visibility.
So no, the map doesn't have two suns in that sense.
Still technically two sun light sources 
But that does make sense. I'll use one distant light and make the shadows softer
I always felt they were too harsh
(In case you're curious how I came to the conclusion)
Sure, but not two suns. At no point is any actor in the game affected by both of these.
Yeah I understand that. It tracks
It's a little disappointing though bc it was a neat gimmick 
he's in for it !!!!!!!
Didn't even notice you came! Says you joined a little bit ago too
Do yourself a favor and grab the developer role from here https://discord.com/channels/1028444667789967381/1053018418078556160 lol
No functionality, just a marker for what you do
๐ซก
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
He's a legend 
(we might be set ladies and gents, gonna give it a bit more time before giving full confirmation)
62, What did you put in my bacta tank ?
ladies and gentlemen, we got 'em
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

context for the screenshot: I'm now able to use the helmet and original game light translation with no blinding light issue
"Sir, you're heading into enemy territory. It's thick with droids and bugs!"

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
but that's why we playtest, to double check!
I have something like 10-15 assets ready for texturing ๐
That's a lot of crab raves
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
Did you check out how layers work?
Wanna give me a link 
Pete gave you one ;)
#general-remix message
I suggest creating a layer that only contains your entities like bacta, ammo, weapons etc. And one layer per level.
That makes a ton of sense. I should also probably have a layer for helmet related changes too
Since it can definitely break if I do something wrong
Thanks for the reminder + suggestion boss 
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_(ใ)_/ยฏ
i went to check a galactic map and man are they hard to read
but it appears they were next to each other
Good thinking but not the case, they are both in different star systems, altho you are correct that they are very close to one another as they are both in the arkanis sector, geonosis actually only has 1 star in it's system named Ea, where as tatooine has it's 2 which are named tatoo I and tatoo II, and of course both of them are in the outer rim regions
Nerds discussing obscure details is prime content 
That perspective always helps though, if I have something wrong I'd rather be corrected than not
im like halfway between casual and mega nerd XD
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
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

work begins 
nvm my second monitor got fucked up
first time I've been able to view this scene with the helmet enabled
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
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
but I guess we'll just have to see with time
Tuning auto exposure did help with the lights, but doesn't help with the HUD visibility
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
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
cool ๐
Like just using the command viewmode unlit ? ๐
I don't want everything to be unlit. Some particles don't like it when I do
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
If you can give me some screenshots of troublesome emitters I can take a look
If I recall correctly it had to do with fire. Maybe something interfering with the emissive nature by making it unlit

I just got a new gaming mouse
It's purple
Weird looking cat
Speaking of cats, the wireless receiver is one. For some reason
this mouse is fucking sweet, I already love it
more happy with it
I feel like the choice to not have the dirt multiply normals by default is a not-it moment
before - after
here's the original for reference

Too pretty to throw 
Will the middle part still glow red when it's thrown?
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.
I'm not going to make the middle glow red like the original. Instead I'm aiming to have animated LED blinking in the 3 LED casings at the front of the model, which is more lore accurate
this one I won't actually need native modding. Just a flipbook with emissives
that's gonna come later though since I don't want to jump into flipbooks before I'm ready to really push them
I keep saying native but in the modding community that's technically incorrect 
ya'll know what I mean though lol
pathtraced indirectly lit giant thermal detonator
oh my god it looks so good

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
jokes aside I'm happy with how this turned out
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

can you tell I'm proud of it 
Well, you have a right to be.
~~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 
edit: nvm you have to click the little logo to activate that layer, highlighting nor double clicking it works 
It's so good 
okay last ones
comparison at true size
how these bad boys might look in a new grenade box mesh 
might adjust the color a bit but other than that? I'm pretty happy
Remade the material. This might be more fitting
I'll probably add some more imperfections
left or right?
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
left
actually nvm the warped metal and dirt on the last photo looks good

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

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
this is the original model. I fully plan on adding various details that are found in the texture
restarted, looks a bit better I think
little sneak peak of something devilish I'm cooking up
I love ignoring my own advice
outlines are what I've done, it's overlayed on the original
long way to go but it's a start
Damn look at you go
anyone else hear caramelldansen?
Yeah I'm really close to the finish line with the DC17m, very excited about texturing it too
dc17m is geting closer to completion
original to compare
nvm I forgot the original was flipped lol
Okay guys we got logo submissions from the GOATs
Which one are y'all feeling 
||
||
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
@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
I would think of this idea as like a practice placeholder
LMAO
By popular demand, @modern isle has won the working mod logo contest. Congrats on the win, you will go down in SWRC Remix history 
REmix
When in doubt, comic sans and accidental second letter capitalization. Can't go wrong
A tried and true strategy
When in doubt, meme format it out
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
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 
I use a USB drive
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
I mean I have a USB C drive I could plug into my phone but that sounds very cumbersome lol
At that point make a rtx sorted server like I did
That makes a lot of sense actually. Just discord is pretty messy when you begin adding more
Like if I could make a personal wiki that would be great but idk if something like that exists
js stands for JavaScript 
I mean if you use a thread bot with these 6 channels not really, because you can search for threads as if they were a folder
that's essentially just a forum
5*
Basically
Wait I totally forgot about threads when they're literally in this server
lol
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
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.
Both devices need to be turned on during the sync process however.
I use the one built into windows for my steam deck as well, very useful
I was thinking of using Obsidian which is a really powerful piece of software, but syncing between devices is paid :(
Had no clue oracle hosted servers for free though, I think I'm gonna go that route
obsidian is also a note taking app first and foremost
It is, but there's 50 million ways to organize things in super intuitive ways
Couldn't you just use the free version of obsidian, and place that database in your google drive or something?
you might be onto something
that way you can sync it with your other devices
Yeah I've already set up some stuff with it so that would be great
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
This could also be very useful for any UE2 game
Don't wanna push my luck just yet, unsure how much of his knowledge on RC would directly translate over. I always hear how RC is very unique compared to other UE2 games
I'm going out on a limb and say it probably didn't rewrite the renderer from scratch. Just adding to it instead.
Fair point, but shaders are game specific are they not?
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
if you bypass or intercept the shaders, why would this be relevant? Just replace any shader you find with a stable reference.
Ah I think I get what you mean
TLDR if shader -> put generic FF thing
?
@modern isle
basically
Gotcha. In that case it might work. I passed along the idea and asked for him to give any comment on it
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
@modern isle
they modified the RHI?
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)
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
Man. I'm getting surrounded by way too many smart people
I'm in way over my head buttttt fuck it. I'm along for the ride
<#relatable>
May we both prosper in the presence of shared hardship 
Yes
Welcome to School 2: Electric Boogaloo 
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
Except I'm not a certified teacher, just a tech artist/generalist ๐
how I feel everytime I talk to leon..... 
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
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
Fix: open a menu first
Works in UT2K4 reliably.
Using the overlay midgame is super slow and unresponsive, but opening a menu fixes the mouse movement entirely
Also alt + backspace I believe
that's the thing, he mentioned that it happened across the board. Paused, in menu, in-game
I passed it along still just in case since sometimes we overlook something
alt+backspace did the trick, thanks!
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
dramatic lighting
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
graphic design is my passion 
oh we're replacing assets baby. They reuse shit so much, it's easiest to see with the bright untextured model replacements
edited lighting. Now the clone at the bacta dispenser is mostly lit by the fire in the corner of the room
slow mo is neat
does he know 
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
@dry shoal
sure is
Oh man, sounds like a journey and a half. Hopefully the recovery goes smoothly
And thank you guys ๐ฅน
Dw dev, I won't steal your work from you ๐
yeah no kidding, I couldn't imagine. Take care of yourself
@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
think you could handle these bad boys? lol
singular metal barriers. Ideally some detail from the texture would be included like indentations. Let me find it
@dusk trail really it's just this
Pft yeah that's easy as hell
I hope
Like I said it's been awhile so I'm a bit rusty
just like yamcha


in that case if you want to make just the outer/general shape that works too. Doubt you'll find anything simpler :)
I can try and add the details and whatnot after
totally fair
If you can send me a file of the original mesh with the textures like before then I'll look at doing that tomorrow
you got it boss
also guess what lads and lasses, through a base game script CurbCake was able to completely remove the billboards following the player!!!!
no more giant shadows with the helmet enabled
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
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)
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
shout-out to Kim's newest ||(and ethical btw)|| version of PBRify. Scorch over here's looking great
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
Uhhh since I totally forgot you'll have to give me a few hours 
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

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
Yeah I have it, have just a few other sw games too
Hmm yeah I see a handful in there

The game is super tiny, less than 2GB so the download would be quick
If you head to the game directory, then GameData -> System, you'll see an exe called Unrealed
That's the game's included map editor though be aware it's known to be unstable if you look at it funny
In Unrealed it's as simple as file -> open -> maps folder in GameData -> geo01a
This unrealed is about to be unsealed
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
Umodel to view and extract the models for reference. For Unrealed you'd use it to know where in the file directory that mesh/texture is
To move forward and backwards in the 3D viewport of Unrealed, hold left and right click, then drag
The controls are all kinds of fucked lol

I hate that
To my core
That's why I said use Unrealed to find out where the mesh is first lol
It'll tell you where to go within that screenshot
Sorry for the delay since I got super busy. But in the 3d viewport you see it right there in the screenshot
Right click the metal barrier there and click properties
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"
A combination of 3 names that tell you where to go to get it
Just using arena hr and animalpen as examples
So it's Arena_HR -> ArenaWalls -> MetalWall2
Am I reading that right for the location of it?
That's exactly right. Static meshes -> arenaHR -> ArenaWalls -> mesh name is MetalWall2
Navigate there in umodel and you're golden
Found it
And found the trim texture for it as well
I take it I probably want to export as glft?
Don't think blender can import pskx
Yep, this
The texture you'll have to apply manually in blender, I don't think the gltf includes the texture in the file
But yeah, now you know how to find and export any model to use as a reference ๐
Cool
select the mesh and then press F4 ๐
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>
Ah, makes sense
What does F4 do 
I mean if you hit alt and f4....
You die in real life 
Open the actor properties
F5 is surface properties
That's a nice little shortcut. I think it's only a small benefit over right clicking though
Workflow optimization, every second wasted adds up over time 
That's true
I agree, but he's just started using it after all ๐
Though I think with tips like this the earlier you learn the better. So thanks for the mention rune 
You didn't tell me earlier, I wasted hours of my life, you're dead to me

That was a joke



Most people despise me (not a joke but also a joke) -troll mode on
@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
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
Wow this looks great 
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
I'm new to it
@dry shoal More like this?
Perfect, she's beautiful 
That's exactly it 
If you want I can try and see what adding more paneling looks like
Bottom, sides and top sections
I think that would look great, yeah. Feel free to take some creative liberties for adding extra detail to the base design if you'd like. As long as the outline/silhouette matches closely enough it'll fit perfectly
Keep in mind these ends are a different material from the base shape, so there probably shouldn't be design continuity between them
For whatever you get around to putting stuff there that is
This is all I meant
You absolutely fucking cooked
Ah
No that's fine

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

I'd say that looks totally complete. Mind DMing me the model to have on hand? So I can begin to texture it when I get around to it 
Yeah I'll send it shortly, just doing some final touchups
Sounds good boss, take your time because it'll be hours till I'm on anyways lol
@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
Them being separate is super ideal, perfect. I can totally do UV stuff
Ja
I hope I'll do your model justice 
No, if you cook then I must cook also
It's the law of equivalent exchange
Only just noticed it but that's a great clone model 
Yeah it's one of the older clone models from GC, I just use it as a sizing tool lmao

I can only imagine how nice the one is that's used now is 
I am not looking forward to modeling the clone
We've redon them a few times
It's pain
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?
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
Wow he's a beaut. The one in RC has some stylistic deviations so it'll be interesting for sure
Yeah
And with like the B2 having it's front panel removable and stuff is also very different
I don't have a character modeler so it's all me* 
I ain't touching characters with a 10 foot pole either.
Fr tho
Even rune 
Is it though 
Yes, it's MAXIMUM VAGUE
Crytek 
But can it run Cri...
It's a Y not an I!!!
Yes that's what it is
Does Crytek still have any other studios outside of the main... Frankfurt(?) one?
They did. Past tense
oh interesting, they offer on-site and remote work.
AFAIK they have two teams, one on Hunt and one on Crysis 4
^
Yeah I know, they fumbled so massively hard I'm still surprised they're still alive somehow.
Hunt saved them. Which is surprising because design-wise Hunt should be a niche game
Too bad it's CryEngine tho, name is accurate because it does make me cry.
I think I bought maybe 10 copies of Hunt total
I got banned for the audacity of playing it via family sharing and crytek being turbo smooth brain and instead of toggling a single checkbox in the steam partner backend they just decided to ban every family sharing user.
Very powerful foliage system tho so that was cool, rest was gross
I love how the engine had terrain hard coded into it, and that was the one that star citizen decided to go with... for their space game lol

Yeah lmao
I still don't know why the hell Prey was made on CryEngine. Seems like the worst possible choice
wait is star citizen on cry engine?
that's the feeling i got any time i read about it, lol
Modified version of it yeah
originally yes, they changed to a fork of it that amazon bought iirc.
A fork of CryEngine yeah. It's deviated a LOT since then
Yeah idk either, UE or another one would have been much better for it
Then again that was peak UE4 shader compilation stutter era iirc
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]
wait amazon made their own fork as well? why would amazon need a fork of it im so lost
True but a lot of that could be fixed with an actual dev team that knows the tech, since UE is more or less open source (not actually of course) with it's code and how easy things can be changed
Yeah why hire a Technical Artist for your project who knows about this stuff and would completely solve the shader complilation problem for you when you can just SHIP IT! โข๏ธ
normally when i think of CryEngine, i don't associate it with good performance. so that's interesting

Makes sense. Void was a piece ** ****
I'll have to give it to them though, Prey is VERY stable and highly configurable for PC
Amazon bought CryEngine 3 including the source code and released it as Amazon Lumberyard which eventually got renamed to Open 3D Engine if I'm not mistaken. I don't really follow that engine at all because it's not super relevant.
yes, and it runs well enough that i never would've thought it was CE
scales very well too
Yeah and then Helldivers 2 used that before the engine got canned

Tbf it's very visually unambitious compared to Crysis 3 which came out 4 years earlier on last gen consoles. I think they pulled it off with the artstyle though (the ultra lighting or whatever mod is a huge improvement tho)
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 ๐ฅฒ
For Prey or Crysis 3?
jobs these days want UE6 experience 5 years before it releases ๐
Prey. Both games look good just for very different reasons
You'll get paid in crappy steam games
yeah that's fair
Fair I just didn't know Prey had a mod like that
I'd be shocked if this wasn't a strong resume
Helldivers 2 runs on Autodesk Stingray, the same engine that powers Warhammer Darktide and Vermintide. Autodesk bought an engine called BitSquid which Arrowhead and FatShark used back then, then autodesk renamed it and not too long ago dropped it.

I tought it was the Amazon engine
Rip
It's an awesome mod, but it has some perf issues. My favorite part is iirc it makes the vast majority of light sources breakable and that alone adds an ungodly amount of immersion
Can't say that about the bugs and glitches though. That 6 minute speedrun still is amazing to watch.
Throwback to I think IGN's 4 review score because the reviewer experienced multiple game breaking bugs and kept needing dev-supplied save files to continue
It was rough
Understandable, that can ruin the experience.
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.
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
Fallout NV on PC be like
PS3*
it's sooo much worse than the PC version
So... just don't save, got it 
i thought on the 360 and ps3 version the bigger the save file it just destroyed the speed and framerate
Skyrim on PS3 had a notorious bloated save bug too.
it did, same for Skyrim
yeah
but also the PS3 version of NV just crashes constantly. i couldn't go 10 minutes without a crash
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
I guess it's my fault for playing on PC with 732 mods loaded at once
Wasn't the PS3 version giga fucked in terms of performance too

What wasn't on PS3.
ยฏ_(ใ)_/ยฏ
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 ๐
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

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
it was that too
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?
but an open world game on 256 MB RAM isn't a good idea
Rockstar managed it with GTA 4 and V at least
i'm about to sell my PS4 for similar reasons. it's just a nightmare to use ๐ฆ
Assuming you mean the online subs, it really annoys me how much people enable these companies. Xbox 360 was king that generation for the "more serious" crowd on console and everyone was more than willing to shell out for the most part
Thing is basically just a space heater lmao
I think if the PS3 won that gen then online subs wouldn't exist in the way they do now
i tore down my PS4 to repaste it because the fans were screaming
apparently it got SO hot that the plastic inside melted
but bro.... bro... listen bro... it's just googles 10 bucks a month... it's not much bro... hey bro... we can play call of duty together for just 10 bucks a month! BRO!
Seems about right
Actually can't say too much about that, the 360 had so many issues with the RED RING OF DEATH
yeah ๐ฆ
Every PS4 when running last of us 2
was just spiderman PS4 ๐
I remember when we got the red ring like it was yesterday. Parents were out of the house, me and my brother brought the 360 to the living room to play on the cool plasma TV, I pull out some cereal to monch on and we get to loading up Rainbow Six Vegas to do terrorist hunt co-op
A second after we got to the title screen it was Joever
Haha yeah similar here but with Halo Reach and Cod BO2
Wild how many legendary games came from that generation tbh
many of them are still just as fun as they were the first time
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
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
And those same games are what inspired me to learn how to make games myself

Oh wow, that sounds fun
i only ever liked 1-3, couldn't get into Reach or anything past it
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
I really disliked Reach, probably my least favorite in the series but man is that an unpopular opinion these days. 4 I didn't mind as much but that's mainly because I took it for what it is, a much more casual game for everyone in terms of MP
Reach had some of the most opportunities for fun with friends, even more so then H3 imo
True. But that's the time where online requirements started to slowly creep in. Vegas 2 isn't really playable anymore in co-op, guess that should've been a sign, but oh well.
4 is probably my most disliked. it just felt like an endless grind with little potential. levels also went on waaaay too long imo
i did like Reach to some extent, but i didn't care much for the story. i think what i liked more about the first 2 (and 3 to some extent) was the way the story was told, not even the gameplay that much
yeah ๐ฆ
thankfully most of the games i cared about were single player. i didn't get to experience much if any multiplayer during that generation because i had crappy satellite internet with the worst ping imaginable
so i just kinda missed out on those games i guess, which is a shame
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
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)
Another day on the grind 
@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?
EA BF2 is not a good reference for how sw stuff works, they only made it a cooling system for gameplay reasons
answer my other question too 
They got the idea from the fact some weapons do have a cooling system
Most just don't
oh by the other question I meant about the spires

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
gotcha. I was really confused trying to recreate the spires in the arena. I guess I could bs it and pretend the entrances are just on the other side 
lol
EA bf1 and 2 fucked up the gun mechanics
everything has a cooldown state
no actual reloading
except for the clone commando which reloads when the heat bar is full
Thanks for the info. Turns out the EA Battlefront games have done irreparable damage to my recognition of star wars guns
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
just have broken pieces of armor, if that's a thing that can happen
devs prob ran out of triangles to work with

off to a decent start
if it makes you feel better this hasn't been very fun either after the first few mintues
@dusk trail

Maybe they did it so that they can mirror it and place two next to each other, hard to judge without looking at how the mesh is used
Fair thought but I don't think they ever actually do that
Eh well either way I'm taking creative liberty and making it symmetrical

ah I see the mesh is called DropCrate, thought it was a piece of bridge or catwalk
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
I know
The commandos of the republic the videogame will be worked on today 
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
Guaranteed when geonosis demo wraps up and someone like Bombastic or Eckharts Ladder covers it youโre going to get a lot of clout and volunteers looking to take up the mantle and do the whole game
Any thoughts on that?
if the help seems considerable enough and I'm in the position to do it, I'd be willing to potentially
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
real glass reflective visor test

Didn't work too well lol
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
very WIP
replaced the hangar cave. New UV so the PBR material maps on flawlessly
Very sexy

JUST TELL ME YOU THINK IT LOOKS LIKE ASS !
also new floor material just dropped (no it's not that sandy normally)
"IT LOOKS LIKE ASS" HAPPY NOW

Nah it looks fine, maybe mess with the tex density
higher or lower?
looked like ass in-game so I'm changing it LMAO
this is what I have atm

Ah lol
Probably higher, but honestly not sure, just something to mess with until it looks right
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

Ass is good yeah?
in this context, no 
nah the feedback helps. I don't want to half-ass this project

Share the feedback or you lose collab privileges

Speaking of that, anyone wanna help on the project bc I am overwhelmed :)
If I wasnโt already behind on the one Iโm apart of I would 
But I have preem light fixtures for you 
Yea I got about 100 of those to do already. 
what help is needed? I dont own the game but can help where and when I get the chacne
it all depends tho
We truly do live in a society ๐ฌ
I mean on art assets unfortunately
AFAIK you don't do much with that stuff right
No worries,I appreciate the offer regardless 
โYeah Iโm more of an ideas guyโ
But in all seriousness Iโll ask around, thereโs gotta be so many Star Wars nuts whoโd be eager to lend a hand
Oh I got plenty of ideas
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
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
how does the night vision mode look?
it doesn't 
it's broken right now, gonna look more into it later

It does look really good compared to vanilla

totally redid the texture. I'm gonna use this as a base
no I did not make the circuitry myself, I'm not talented
in regards for the phase 1 clone trooper
As we all know, itโs not super lifelike atm
But Iโm wondering what kind of approach youโll take in remodeling it
Because you could easily find a model of what a Phase 1 trooper is SUPPOSED to look likeโฆ.but you could also try keeping the more cartoony proportions and bizarre helmet shaping and create a clone more faithful to the game
for me I like keeping to the original designs even if they look goofy
I agree, I'd prefer sticking to the designs from the game too.
^
That's the plan, so it works out๐ 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
I think I would make minor changes for the sake of adding detail. I don't know if this is what you meant by bizarre helmet shaping but the mouth/grill area thing is a part of the texture and not the model. That's something I would model in
But exaggerated proportions and that stuff? That's gonna stay
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

you speak in riddles sir

Perf perf this is what I meant, itโs all so exciting!
Yesterday was a more laid back day, today work continues
we got the metal flooring texture to finish and I should probably get to texturing a couple props
Nice
I'll try to finish that cargo create later tonight/tomorrow morning, been a really busy week for me

No worries brother 
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
remade the metal paneling material
probably too dark but otherwise fairly happy with it
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
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
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
Lego brick hight maps
this is the exact same material as the walls btw, so it's accurate
Dirt is a nice touch ja
I tried to view the image and my phone died
Rip
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 
Youalreadyknow.gif
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
You made a mistake saying that lmao
Almost being done part that is

oh the pcb integration is so tasty
In case it's supposed to be artificial, stalagtites might be out of place, but I think they'd look cool none the less.
I think stalactites might be doable, but to be totally honest I don't trust myself to execute that well. I suspect if I add that it'll be very late in the project as bonus detail
Alright gamers, time to work on some SWRC Remixing while I wait for Dragons Dogma 2 to compile shaders on my ROG Ally

Glow up
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
Hell yeah I knew you could do it, looks way better
I'll take that as a seal of approval 
From me yeah
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
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
sorry that happened ๐ฆ
No worries. These things happen sometimes
I suppose this is a lesson in "if it isn't that broke, don't fix it"
Lol
๐ข
reverting to standard 0.5.0 fixed it
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
๐
That sort of behavior makes me think it's just down to random chance, and the variable you're changing doesn't actually matter.
Were you changing out the bridge when you were trying different versions?
hmm, I had 2 notifications for this channel, but I can only find one mention. Did I miss a post somewhere?
Each time I tried a different remix runtime I ran it at least two or three times, since with some the first launch would work and subsequent ones would not. Reverting back to 0.5.0 fixed it entirely, though it's not impossible it was just wild coincidence. I didn't change out the bridge version, no. I was using the latest bridge action build when going between runtime versions
As for the notifications, I just accidentally tagged you twice is all. Deleted the msg since that's all it was
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?)
You're totally right, those mainline builds must've overwritten the latest bridge I was using previously. They were the last two versions I tested so thankfully they're somewhat isolated rather than it all being a mix of bridge versions. Later I'll test using the 0.5.0 bridge (since I know 100% that it works) paired with the latest runtime action. Will let you know the results
If you can narrow it down to a specific build of the bridge, that would make it a lot easier for us to track down exactly what's gone wrong
so thanks for doing so much digging!
Since I know I can revert back at any time I'm more than willing to do some experimenting ๐ thankfully since this is relating to recent builds it shouldn't take all that long
there should be a lot fewer bridge builds than runtime builds, too
Even better. Will tag ya if/when I find something of use
still working on this nice
yep, though it's beginning to drive me a little crazy lol
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.
@royal sonnet
Tomorrow I can also see about the difference between bridge versions when sticking to 0.5.0's dxvk
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.
Is it possible it's something relating to the bridge then? Because if there's a consistent behavior then surely something's behind it I would imagine
well from the sound of it, 0.5.0 by itself works correctly, 0.5.1 by itself gets crashes?
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?
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
so 0.5.0 works, 0.5.1 CTD at launch, head gives a crash on loading a specific level?
DXVK actions #565 and #567 gave crashing on a level transition consistently, paired with the 0.5.0 bridge. I didn't double check to see if it applies to all level transitions or just that specific map. And yeah, 0.5.1 gives a CTD. Ran it 3 or 4 times and it kept happening
what happens with head dxvk, head bridge? the same crash on level transition
Is anything printing in any of the logs when the level transition starts?
When I ran both the bridge and DXVK on their latest versions (via the auto downloader, latest was #565 at the time) I recall having a CTD on launch every time after the initial run.
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?
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
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
If I do more testing to get it as specific as possible, I'll try and pass it on ๐ซก don't wanna give something too vague to quickly evaluate it
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

next modeling challenge will be this door. I plan on modeling in all the details from the texture
working on it
physically modeling the proximity sensor 
even adding slots for the legs attaching it to the outer frame
(not done ofc)

there's a lot of spit and drooling going on here

Do you think my door has potential Mr rune 
you are improving
Thanks! Still got a long way to go though 
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
Star Wars
no star wars




very cool @modern isle very cool






