#Star Wars: Republic Commando RTX

1 messages ยท Page 7 of 1

hardy quail
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Whats abnormal?

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Looks normal to me

wind briar
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That makes no sense, a cavity is a depression, an exact oposite of that

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ANd people ask why I hate Blender lol

hardy quail
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Im just telling u what it do

wind briar
# hardy quail Whats abnormal?

It presents inaccurate shading, Auto here often asks us for feedback and such matcaps present a visual result that isn't accurate to what the actual geometry will shade like

hardy quail
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Yeah but it isnt supposed to, it highlights edges to make them easier to see

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Its not like you have to use it

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Its qol for those that prefer it

wind briar
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You're missing the context, as I told you AUto often asks us for feedback and then shows us meshes using those

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Can't feedback something that doesn't actually look like what it is

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No hate on matcaps in general

hardy quail
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I mean ye i get your point mostly but it really doesnt make a massive difference, shading will be basically the same because it just overlays the existing shading

wind briar
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Nah, it creates false impressions of smooth bevels existing in areas where they don't

hardy quail
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I can see that yeah

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I stopped using it because i just use a bevel modifier, and it tends to make it look like there are bevels were there arent and i need to see that shii but for showing a mesh it can be handy

wind briar
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Not when you're wanting feedback

dry shoal
dry shoal
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the reasoning makes sense to me

hardy quail
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Honestly its entirely preference on your part

dry shoal
hardy quail
wind briar
dry shoal
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ngl I totally missed this! I'm in the UE2 editor right now to do a test on the SBD model since I'm incredibly impatient and want to see some results to get motivated but it gives me the chance to look around for helpful assets to work on

hardy quail
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Not showcase

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Sorry its 5 am here and my vocabulary has taken a hit

dry shoal
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yeah cavity is super helpful for working. I just forget to turn it off sometimes but that's on me

hardy quail
dry shoal
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I love testing things far before they're done

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but I had to do it for science

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@hardy quail would you be interested in doing arena_gm.animalpen.swinglight and its base?

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๐Ÿ™‚

hardy quail
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Yeah i can knock dat out

dry shoal
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it could definitely go for a more industrial style makeover. I wouldn't follow the texture too closely since it's reused with a bunch of other shit and not necessarily the intended look

dry shoal
# hardy quail Yeah i can knock dat out

awesome. Heads up, it'll potentially be a bit of a showpiece asset. Since it swings around in response to gunfire it's the perfect showcase for dynamic lighting from the new pathtracing. So people messing with it are gonna be seeing the model above pretty closely

hardy quail
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Neat

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Ill put a little extra effort into it laugh

dry shoal
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also since this is a model that will be replaced on the remix side, don't worry too much about the tri budget. You can get real detailed with the geometry if you wanted without any need for an optimization pass

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so feel free to use thousands upon thousands of tris KEKW

analog wedge
dry shoal
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they reuse textures so much it's criminal. My project will have a wider variety of unique textures so it doesn't have the same issue

analog wedge
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It's a defining feature of this era of Star Wars lol

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Kotor was the same

dusk trail
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Indeed, plenty of older games did it, then of course you also have trimsheets which tons of games use now too

dry shoal
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left arm is nearing completion. Then I'm probably gonna do the legs, and do the blaster arm last

dusk trail
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Isn't the right arm for them in RC a rocket luncher?

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It's been awhile since I last played it

dry shoal
dusk trail
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I think they only have rockets in RC, but I could be wrong

dry shoal
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I'm starting to burn out from working on this guy but I feel like I can't stop now or it's joever

dusk trail
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In lore they usually have one or the other, rarely both

analog wedge
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I only know cad modelling - Do you use curvature analysis for this workflow as well?

dusk trail
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Does depend on the varient tho

dry shoal
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like if you made a circle of just 4 faces, you could have it look like a smooth disc with subdivision

static mason
dry shoal
analog wedge
static mason
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So I have to make new models anyways

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Plus I have to make mostly new textures anyways

dry shoal
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if you import a CAD model into blender it will look incredibly fucked. afaik

analog wedge
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you rarely need to mess with topology

static mason
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Ah, cad models worksonmymachine

analog wedge
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But there are way more steps involved

static mason
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Also wicked asf heavy battle Droid auto

analog wedge
late jetty
analog wedge
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Watch those arm rockets.

wind briar
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You'd have to retopo a cad model before it becomes usable

hardy quail
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got the swing light

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now to track down its texture

dry shoal
hardy quail
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i dont have the editor cries

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if you can find hte texture name for mei d appreciate

dry shoal
naive robin
wind briar
naive robin
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Instalod has a very good solid to polygon method/kernel.

wind briar
naive robin
wind briar
naive robin
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What ya mean

wind briar
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Me and some others have been experiencing issues with vertex normals being messed up when ingested

naive robin
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I ainโ€™t ever had that happen with OV composer

wind briar
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Me, Rune and Safemilk have seen it

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Not been able to find an exact reproduction case though

dry shoal
dry shoal
static mason
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Squid_future.gif

hardy quail
dry shoal
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it's a generic texture that's reused for a bunch of assets. So yeah, feel free to make your own take on it. As long as it's got that overall industrial type of look. Like the original texture if it wasn't a mess at closer inspection lol. That kind of thing

static mason
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"Roger, Roger Intensifies"

static mason
dusk trail
dry shoal
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Incredible PoggersFish

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At this rate the SBD and B1 battle droid will be good to go in roughly the same time frame. Two major enemies having complete visual overhauls is gonna be sweet letsFKingGOOO

analog wedge
# dry shoal

I think the shader will determine whether it appears to be machined or cast.

dry shoal
analog wedge
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Blender then. Was mainly thinking about 90 degree angles where surfaces intersect

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The og looks crudely carved from a block of metal lol

severe flare
# dry shoal

Ik the chromium is temp but itโ€™s honestly so goddamn sexy

static mason
dry shoal
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massive progress being made. Aiming to have first draft of the HP done today

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@wind briar might be proud to see the topology hmm

dry shoal
dry shoal
dry shoal
main turret
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H o t

dry shoal
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Mark my words, today I will finish the SBD high poly model

modern isle
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Why do we need to notify Mark about your words? ๐Ÿค”

dry shoal
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Because

dry shoal
dry shoal
static mason
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It is true

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The last part always feels like an eternity in 3d

naive robin
static mason
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Lol

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Oh deer

dry shoal
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WIP but getting closer and closer

static mason
dry shoal
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might set it to translucent for the meme tho

static mason
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Doit fr ๐Ÿ—ฃ๏ธ

dry shoal
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did a more proper render. Break time

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but I'm on track to finish the mesh today, fingers crossed

wind briar
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Have you modelled the breakable stuff though?

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Liek is the chest and head removable?

dry shoal
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I mentioned it before but having something in-game really helps me with motivation vs it being stuck in blender until it's 100% complete not missing anything

wind briar
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Right

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That process will make things harder for you later down the line

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Just as a heads up

dry shoal
wind briar
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Right but to get in game you have to make a lowpoly

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And texture it

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By the point you've made the low poly you're already fucked if you have to go back and change things

dry shoal
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not if I don't texture it at all and just use a gray placeholder like in blender evilpepeglasses

dry shoal
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I won't do that then

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I'll play it smart

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all I know is I'm looking forward to seeing this guy with realtime pathtracing. It's like the perfect enemy to showcase it

dry shoal
main turret
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Can't wait to give it a go

static mason
dry shoal
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ladies and gentlemen: the Franken-Super-Battle-Droid

static mason
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Leg

hardy quail
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Leg

static mason
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leg-o?

naive robin
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Letsago

dry shoal
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confirmed; most of the SBD can be replaced on the Remix side. This saves time worrying about rigging/deformation and means I can push tri counts fairly high should I want to

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only minor changes will be necessary for the in-game-engine model

late jetty
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How do asset replacements work when itโ€™s animated, like an npc? Iโ€™ve only done prop replacements, do you align them with the npc ingame and it just moves like normal?

dry shoal
# late jetty How do asset replacements work when itโ€™s animated, like an npc? Iโ€™ve only done p...

unreal engine 2 has a system they used for optimization, where different parts of a skeletal mesh can be calculated and treated as static meshes. If it doesn't deform, it's not done via CPU skinning. CPU skinning is what Remix doesn't like and what causes unstable hashes. For the super battle droid almost every part was treated as a static mesh and therefore had a stable hash. Deforming bits were unstable, so the feet, waist, left hand and the end of the arm cannon

hardy quail
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An alternative would be to mod the models into the game itself and then texture it using remix

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Or even jankier, mod only the deforming bits and use remix for the rest

dry shoal
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Remix can't replace CPU skinned meshes. Deformation = CPU skinned so every single model upgrade would've had to happen on the game side

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But since UE2 does what I mentioned above, I today realized I can take advantage of that

dry shoal
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Take the original mesh, upgrade bits of it, slap it right back in

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I think the most optimal setup would be to make a hyper low poly version of my recreation except the deforming bits. Then replace the low poly pieces via remix lol

dry shoal
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I expect a relatively big burst of progress on the project soon. As the SBD is nearing completion, I've began texturing some props. I've also begun reworking a major environment texture

hardy quail
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I still gotta do that swing light โ˜ ๏ธโ˜ ๏ธ ill prob do that tonight

dry shoal
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Looking forward to whatever you come up with peepothumbsup

dry shoal
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WIP material. WIP because unfortunately it doesn't look very good in-game atm

hardy quail
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remove the metallic map alltogether if whatever program you use allows it

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waste of space

dry shoal
hardy quail
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๐Ÿซก

dry shoal
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Not the most happy with this but I'm gonna do more I think

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Generic Geonosis barrel prop

main turret
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Those geonosians need to clean up, man

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Letting dust get everything and stuff

dry shoal
dry shoal
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ignoring the indents being busted, not super happy with this yet. I may leave it for the time being just so I don't get hung up on one thing too long though

dry shoal
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Talking to a very skilled artist about potentially using some of his work in this project, which wouldn't otherwise be possible due to lack of PBR and more importantly, incredibly high allowances for tri counts

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I should probably start putting together a list of names who've directly helped in some way for credits

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Many props that have yet to be implemented come from another modeler, with me focusing on texturing them. I still have my own models of course but they're fewer and take longer to complete (see: Super Battle Droid)

dry shoal
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Project credits as of *September 13th, 2024:

Leading:

  • automata.

Remix support configuration:

  • automata.

Logo:

  • Yosuke Nathan

Modeling:

  • automata.
  • Alexandre Cadinot
  • TheMan
  • Dev

Texturing/material authoring:

  • automata.
  • Alexandre Cadinot
  • Runestorm

Character Model Rigging:

  • Trooper226

Character Animation:

  • sev

Unreal Engine 2 scripting/modding:

  • CurbCake
  • Leon

*Remix API Integration:

  • Leon
  • Xoxor
  • other(s) who prefer to stay unnamed

--

Bonus: feedback/knowledge sharing/references/guideance

  • runestorm, devlikeapro, hemry, traggey, adamplayer, uncle burrito, theman, metallicafan212, omega, -ffs- plasma, stormtrooperlawyer, thor110, SkizB
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Sorry for the spam tags, I removed most of them so it wasn't too much lmao

dry shoal
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As you can see there's actually quite a few people who've helped/continue to help, some of whom aren't even in the server. There's a lot cooking that hasn't been fully realized yet, I think with time the number of people who've directly helped will be more visible in the results. Don't think I've shared anything here done entirely by someone else, so I want to say most of what you see here that I post is my own work in some significant capacity

main turret
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Man, I can't wait for this!

static mason
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Ehhh you don't really need to credit us. We were just happy to see the project thrive

dry shoal
static mason
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We usually don't want to be credited for art

dry shoal
dry shoal
static mason
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WIP

hardy quail
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Bros got thunder thighs

static mason
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Yeah have to make them thinner

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the original model was thicc

static mason
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Slowly we are unthiccing it

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Better? :3

main turret
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Nah, make that bad boi extra thicccccccc

static mason
dry shoal
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The level of detail is amazing

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Was the original really that thicc? I forget

static mason
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Yeah

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IF anything ours is a bit thinner

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Ignore the feet that is just a placeholder

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Also lower legs need shortening but we can do that later

dry shoal
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Absolutely killing it

wind briar
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Keep in mind not to deviate from the games collision boxes too much

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No clue what they look like, but just worth keeping in mind!

dry shoal
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I also can change the collision myself if it was really necessary

dry shoal
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confirmed the cage was not it

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more padding it is

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there are way too many islands

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HOW THE FUCK

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I need a beer

wind briar
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You sure the mesh only has one UV set?

dry shoal
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I'll do a 100% new unwrap later so there's far fewer islands. That's after I go full alcoholic though (in a videogame)

wind briar
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Hmm..

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If you only have one UV set and that's still happening

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Then your baking cage must be like, ROYALLY fucked or something

static mason
dry shoal
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looking for feedback as I'm nearing completion of the Super Battle Droid

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there are some minor issues that I plan on fixing but if there's design changes to make, now's the time

rocky trout
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Hi @dry shoal , do you really need to be a mesh, I looking at it, and it could be a box with a displacement map on it Or you are doing a low poly of it and bake it. It could be way simple

dry shoal
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I'm going to do a lower poly version yes

hardy quail
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i think hes saying that instead of doing a full model of it you could just use a plane/box with a displacement map

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which im not sure if Remix supports and would also be kinda annoying to setup if it did

dry shoal
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like the entire droid is done via displacement?

hardy quail
dry shoal
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ah

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yeah that's 100x smarter than What I'm doing

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I didn't even think about that

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only problem is this is a shared mesh, so my texture would be for two projects

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the project that isn't mine doesn't support displacement

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I'll try a mesh to height conversion

hardy quail
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id honestly keep your course

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displacement isnt the best for hard surface things

rocky trout
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Maybe baking could be the next option. You wouldn't have to deal with a complex UV like that

dry shoal
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the mesh is honestly a disaster to work with

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it gets worse the more I try to make something happen

hardy quail
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what exactly is wrong with it?

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are you using a generative material?

rocky trout
dry shoal
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like my ability to bevel was extremely limited

hardy quail
dry shoal
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it's also hard to make a good cage

hardy quail
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but that limits the detail

hardy quail
rocky trout
dry shoal
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sure, but disclaimer this is NOT my model. So it's not for me to give permission to make changes

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so it's if ya'll wanna take a look

hardy quail
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who made the model

rocky trout
hardy quail
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ay big tony im walkin here

dry shoal
hardy quail
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i used to work on his RC remaster project ๐Ÿ˜ณ

dry shoal
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hold on I don't wanna do anything without his permission actually. @smoky condor are you cool with them looking at the blend file for the HallwayCut mesh?

dry shoal
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they're doing a big overhaul on it, gonna be wildly different than what's out now

hardy quail
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just DM it to me im 100% positive he will be fine with it

dry shoal
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it's a personal preference to keep a tight friends list so I prefer that

hardy quail
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ah mb

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mine is on

dry shoal
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well it didn't work so fk it lol

hardy quail
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so what are you trying to bake to the lowpoly

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i did a quick normal bake just to see if anything bake related was messed up and it works fine for me

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but i dont understand your goal entirely

dry shoal
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I'm baking in different software from blender, maybe it's a configuration thing? Or different algorithms?

hardy quail
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Cage?

dry shoal
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there's a cage mesh in the blend file

hardy quail
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Oh what are you baking in

dry shoal
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instaMAT

hardy quail
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I just baked in blender ๐Ÿ˜ณ๐Ÿ˜ณ

dry shoal
hardy quail
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Ah, imma be real i have no idea what the cage mesh does

dry shoal
hardy quail
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I have to rebake because i unwrapped it first bc i didnt know what you had goin on

hardy quail
hardy quail
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I know

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Thats why i gotta rebake to your UV set

sharp barn
# dry shoal

I wonder if the UVs somehow got changed after the first bake, I've seen that in substance when changing the UVs on a lowpoly.

Also those droids are looking sick ๐Ÿ˜„ love the super battle droid

smoky condor
dry shoal
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SBD is essentially finalized. Just have to do a bit of polishing and the high poly will finally be complete

static mason
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Looking great you should be proud of how far you are coing with your art

static mason
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it a calf

static mason
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Ignore the placeholder feet

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Roger Roger

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Intensifies

dry shoal
dry shoal
# dry shoal SBD is essentially finalized. Just have to do a bit of polishing and the high po...

@gleaming sedge now that I'm almost done with this, I wanted to ask a rigging related question. The original model is split into many vertex groups, and AFAIK each bone controls a different group. If I wanted to have the animations sync up appropriately, would I have to make my own equivalents to those vertex groups in my own model? Following the same names and whatnot. And if so, is it easy to assign 100% weighting to a given vertex group?

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There's a very small amount of deformation, it's not fully mechanical so I'd have to take that into account. In the original model the waist and feet deform

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Not sure how I'd handle that, it's a bit confusing to me

wind briar
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Your vertex groups shouldn't matter

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Only that your bones are there, and that the mesh is skinned to them

dry shoal
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Like the SBD can mostly be replaced on the Remix side because it's made of multiple parts treated as static meshes. Just not all of it

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In other words I'm not sure if vertex groups might be relevant for that conversion for static meshes on a skinned mesh

wind briar
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Yeah but that won't have any importance when replcaed in remix

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Oh right you're not doing that

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Nevermind then, yes in that case your vertex groups will be important

gleaming sedge
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You basically answered your own questions in that big block of text

dry shoal
gleaming sedge
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Buddy

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I'm in a bus

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Tired as shit

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I can't even read rn

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I'll help you tomorrow

dry shoal
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You're in a bus and said I answered my own question. You're implying what I said is about right. That's all I need

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I don't need a whole dissertation

gleaming sedge
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Idk man

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My brain is fried

dry shoal
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Lol

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No worries

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Take it easy salute

gleaming sedge
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Time to prank em

wind briar
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Fuckin' stop ๐Ÿ˜ญ

dry shoal
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Why does your bus have built in Android tablets

gleaming sedge
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Not for long tho

static mason
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:3

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Hehe

gleaming sedge
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Allegedly

late jetty
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Reminds me of the amount of people that don't log off of facebook and twitter when they go into an apple store and play around with the laptops

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luckily for them, i'm not uncle burrito OMEGALUL

static mason
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lol

static mason
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Need t fix the front of the face a little but it is getting there

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WIll need to cut it down a bit

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The "eyes" needed to be a bit more far apart but oh well

dry shoal
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It's looking good ๐Ÿ‘

dry shoal
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As the SBD and B1 battle droid reach completion the plan is to switch up my workflow to be more organized. For a while I've been so focused on art assets and vanilla modding that the Remix project setup is a mess of stuff haphazardly thrown in to get a quick glimpse at things

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That means getting an organized folder structure, proper asset name formating, etc. to really get things in a good spot for iteration

static mason
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We have not made a low poly for the b1 yet

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Any better retopo tool that is not spenny as blenders retopo tool is blech

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We have topogun on our hdd albeit a super old version

hardy quail
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wait are there multiple people doing the b1

dry shoal
hardy quail
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The we confused me

static mason
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Sorry we speak as a collective alot

dry shoal
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oh if you mean the "we", they have a disorder for multiple personalities (I think that's the right discription?)

hardy quail
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Are you a hivemind

hardy quail
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I think they just worded it weird

static mason
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Yeah don't call it multiple personalities

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Either just saying

dry shoal
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my mistake

hardy quail
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Anyways

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Good work on the b1 and the b2 yall

static mason
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Thanks doing our best

hardy quail
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Lookin bootiful fr ๐Ÿ˜Œ๐Ÿ˜Œ๐Ÿ˜Œ

static mason
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Fixed the head so it is not that (long). Will update some shits later

static mason
dry shoal
static mason
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Poggersfish looks like Flesh b1

dry shoal
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It kinda does now that you mention it KEKW

static mason
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now noone can unsee it >:)

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Flopger Flopger

hardy quail
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Looks great tho

dry shoal
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Kidding, the topology is unfortunately pretty messy so I'd have to manually bevel (which is fine)

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Btw how's that light coming along hm pepelook

hardy quail
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My computer shit itself in the middle of making it so i gotta redo it this weekend

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The last autosave was so far back it killed my motivation lmao

dry shoal
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Oh damn pepe_despair

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Well no worries. I'm looking forward to near future progress on the mod, got a few pieces coming together to start showing some fairly significant changes beyond the lighting system and PBR environments

severe flare
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Also

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I hate seeing models that look different from what I remember

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Then cross-referencing with the actual model and realizing that it was my memory that fucked it up and not the remake

static mason
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sure there is a bit but the textures will be as similar as possible

static mason
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We will obviously change the feet a bit as they are looking odd but we are using that as a base

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shape is roughly there though

static mason
hardy quail
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is it just me or does he look kinda like a helldivers 2 automaton

static mason
hardy quail
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i know that wasnt a shot at you

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it looks good af you did great

static mason
dry shoal
# static mason

I agree that it looks amazing, though it might be worth mentioning some things that might need to be altered but we'd only know after seeing it in game. Particularly making the side cables/supports/whatever they are (lol) less thick, and making the thighs slightly less wide

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Again I wanna emphasize that's not feedback I'm giving now, rather those could potentially be future needed adjustments. I like it as is however

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Just trying to think ahead where I can peepothumbsup

severe flare
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those are some pretty voluptuous thighs my man

golden plover
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Its looking really good! I agree with this comment on a youtube video about Remix

dry shoal
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Oh boy some people are starting to pick it up lol

golden plover
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No pressure Auto

dry shoal
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This thread has grown quite a bit since I started lol

dry shoal
# golden plover No pressure Auto

all the pressure baby evilpepeglasses I unironically think this project will reach hundreds of thousands of eyes in some way or another because it's such a beloved game from a beloved IP that we never got a sequel to + RTX On thumbnail shininess

golden plover
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How far are you through it?

dry shoal
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That's my answer

golden plover
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Lmao

dry shoal
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I think I have up to a dozen props made but not textured, three or four props that are ready + textured but because I did them earlier on I kinda want to redo them

golden plover
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The dedication

dry shoal
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I have 2 very frequently used environmental materials that could hold up till the final product

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A completed NPC weapon model, a nearly completed player weapon model

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The super battle droid and B1 battle droid are on the way

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Basically there's quite a lot of major visual improvements just waiting to get completed

golden plover
dry shoal
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But there's a lot to go after that. Also my project is scope limited to only Geonosis, so like a thirdish of the game

dry shoal
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I don't have enough practice and I don't get enough help with it to really cook. My best work is tiling environmental textures. But making unique textures for props? Totally different ballgame

dry shoal
golden plover
dry shoal
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Making bespoke prop textures is not easy to get right. Because you have to consider the shape of the object, the physical properties of the material (is it painted over vs bare metal/plastics), getting natural wear and grime on the overall material as well as different layers of realistic dust and dirt build up in different corners and cavities

#

Like a lot more thought and planning goes into it. Whereas a tiling material... I just make rock lol

golden plover
#

I bet its so satisfying when its done though

dry shoal
golden plover
#

What software do you use? I forgot sorry

#

Substance designer seems really good

dry shoal
#

instaMAT is free and pretty great

#

Never tried substance designer, my understanding is it's quite similar to instaMAT but paid and it's adobe so some people (rune) just like not having to use their software lol

golden plover
#

Finally another Affinity Photo 2 user! Not Photoshop

dry shoal
dry shoal
#

Like brick walls are super easy

golden plover
#

Overestimate

#

Nvm

#

I like using star wars too much

golden plover
dry shoal
# golden plover A killer?

Saying something could be killer is an expression. Is English your first language? Hope that doesn't come off as rude, just a relatively common phrase

golden plover
#

Damn

#

Yes it is, I just don't get the context

#

Like exams are a killer, but video killed the radio star

dry shoal
dry shoal
golden plover
dry shoal
#

That's not exactly accurate but it's goofy

dry shoal
golden plover
golden plover
dry shoal
#

But I think there's ways to do it without Omni blender. I'm just juggling so many things that I can't be bothered to look into it

golden plover
#

Dw I'll look at it myself

dry shoal
#

well ladies and gents, seems like I've got confirmation that the RTX Remix API will be used for the SWRC Remix project

#

๐Ÿ™‚

#

we got it successfully working, and because of UE2's relative openness this has opened some doors. It's too early to say how deep we can go to utilize it, but as one example we got a proof of concept where all meshes classified as projectiles have a sphere light attached to it where the color values are taken from the original game's light color values

#

now that isn't a 100% done deal setup, like in the original game both the red and blue blaster bolts actually use white lights, so that would be getting changed as an exception

#

but other than that it's impressive how relatively seamless it is

hardy quail
#

Why not just set the blaster bolts to be emissive?

dry shoal
#

dedicated lights also guarantee more defined shadows and such

hardy quail
#

Ah ok thats fair

dry shoal
#

here's a more technical explanation from mark, including a visual example

static mason
#

Need to continue fixing the shading on the back (even if it will be hidden by a backpack it is no excuse) also need to redo the feet. The thighs need tweaking yes but that can wait

#

Want to get the shading decent (sure there will be some dmg on the body but still)

smoky condor
#

that looks clean as fuck

analog wedge
#

Thicc clanker

dry shoal
#

go go power rangers

severe flare
#

No reason ofc Just want to tickle my balls

severe flare
#

Oh thatโ€™s actually rly neat

dry shoal
#

so fun fact I completely restarted the super battle droid model, and I know how to do it much better this time

#

and faster

#

the first piece is complete. If you followed the first attempt I did, you might've noticed that this is all one piece vs before it was split into two different pieces

#

big mistake to do that. This not only looks significantly better, but it also is so much better to work with since there's no awkward gaps or whatever

severe flare
#

Been wondering how u were gonna achieve the damage deformation

dry shoal
#

Bc it doesn't necessarily deform

severe flare
#

Yea yea thatโ€™s what I meant

dry shoal
#

That I'm still figuring out. Gonna most likely use textures to have visual depth in the open chest. Feeling it out atm

static mason
dry shoal
#

Some more progress is being made with the game-side modding and Remix API. I'm gonna be receiving the build with the API configured to do what's been set up to this point, and a set of game renderer changes that should further help with Remix compatibility

burnt light
#

i'd love very much to learn the API and set it up properly

#

hope it goes well in your project

dry shoal
burnt light
#

we could probably use it to literally open doors ๐Ÿ˜›

dry shoal
#

quick hash comparison check for myself

#

@static mason in case you were curious, I also checked the stability of the B1. As you can see here only the main body is unstable (and must be replaced through UE2). The head and chest/backpack are stable and can be replaced through remix at a higher fidelity. Entirely your call if you wanna do anything with that info though

dry shoal
#

tiny update: running into non insignificant issues relating to the Remix bridge version required for our current API functionality

#

it works exactly as advertised, except performance and stability are omega fucked on my setup whereas they aren't for someone else with the same setup (it seems?)

#

gonna investigate

static mason
dry shoal
#

everything is super fucked for me but works for someone else still. I have a request for anyone who rolls on by and owns the game. This zip file should be a one-and-done drag and drop. Just start with a clean game install. It comes with a very safe rtx.conf and a preconfigured system.ini which has the Remix API hooked into it. You can see if the API is working by simply shooting your gun in-game, as the API gives lights to the projectiles with 0 remix toolkit-based mods required

#

from there, simply see if you can play till the end of the first level without notable issues, namely in regards to stability and performance consistency

#

big thanks ahead of time for those who try it Praydge

#

and share your CPU/GPU combo pls ๐Ÿ™‚

static mason
#

Off topic but on the topic of hardware we are on our 5900x now

#

so modelling might be a bit easier

#

lol yeah the felix background sorry

dry shoal
#

fair point. I'm looking for HW combos for people who test the contents of the zip file since it might prove or disprove a theory I have

dry shoal
#

good choice of discord theme

static mason
#

5900x 3060ti 64GB Ram on this rig

#

want 9900x3d or 9950x3d. Not sure about next GPU

#

sorry for the flex (not really considering our GPU sucks haha)

#

lol that monitor is wasted on this GPU

gleaming sedge
#

I have a gpu that's wasted on my monitor

dry shoal
#

1080p btw

static mason
dry shoal
#

he has a 4090 with a 1080p monitor lol

static mason
#

lol jesus

#

so polar opposite to us

#

Great monitor dogshit tier GPU, You good GPU ho hum res monitor

gleaming sedge
#

Lier

#

Leir

#

One of those 3

static mason
#

lol

#

lyre

#

๐Ÿ˜›

dry shoal
#

ok im a lyer/lier/leir :(

static mason
#

bird

gleaming sedge
#

I have a 1440 monitor

static mason
#

2 1080p and one 5120x1440

#

And one annoying Therian haha

static mason
hardy quail
#

also i love the fucking felix desktop lmao

static mason
hardy quail
#

definitely a strange workflow but if it works

static mason
#

Plasticity->Blender for hard surface = match made in heaven

#

Platicity is fast is all

#

Not to say we couldn't make it in blender, we just want to broaden our skills a bit

static mason
hardy quail
#

confusion again mb

#

anyways

#

i see what u mean

static mason
#

Plasticity is CAD for 3d artists really

hardy quail
#

definitely an odd one but if it works it doesnt really matter

#

standard workflows are cringe anyway

#

deviate โœŠ

static mason
#

it is marketed as cad for artists

#

it is like half/half

#

sorry not advertisting it just showing what it is

#

can remove this is you all want

#

either way it is not a true CAD program

#

Erm....let us cook? :p

static mason
static mason
static mason
dry shoal
#

~~I have a request for anyone who rolls on by and owns the game. This zip file should be a one-and-done drag and drop. Just start with a clean game install. It comes with a very safe rtx.conf and a preconfigured system.ini which has the Remix API hooked into it. You can see if the API is working by simply shooting your gun in-game, as the API gives lights to the projectiles with 0 remix toolkit-based mods required

please drag and drop the contents of this zip file into your Star Wars Republic Commando/GameData directory. Run the game as normal from steam. Start a new game, and enter the following console command -> open geo_01a into the game's... command console. The key for it is the same as most games with consoles -> ~

from there, simply see if you can play till the end of the first level without notable issues, namely in regards to stability and performance consistency. Please include sharing you CPU/GPU combo as well~~

#

~~Reposting for visibility. I ask that you keep responses brief for now so more people can see this

EDIT: KNOWN WEIRD ISSUES YOU WILL SEE THAT ARE OKAY
-giant yellow triangle in main menus (use arrow keys if needed)
-crashing upon first load, may need to do it twice or three times~~

dry shoal
#

ALSO ONCE AGAIN THIS IS A TEST FOR CRASHING ISSUES IN-GAME, NOT A DEMO. Performance isn't a focus at this point, but I wouldn't mind people sharing that out of pure curiosity

wind briar
naive robin
dry shoal
past escarp
plucky glacier
#

Tested on 7800x3D and 4090 at 4K DLSS auto. About 3 crashes upon first load within menus/first time loading. First outdoor area played completely fine (held 120 fps the whole time). Once entering the hive the textures became very flickery until they completely disappeared soon after meeting delta 40

dry shoal
#

We have the exact same CPU GPU combo so it's odd I'm having issues. Would you happen to know what Nvidia driver version you're on?

plucky glacier
dry shoal
#

for @past escarp and @plucky glacier , would ya'll mind sending the logs from your game folder to have as a comparison point? There's 4 of them in particular:

in the System folder: d3d9.log / SWRepublicCommando.log / SWRepublicCommando_d3d9.log

and in the System/.trex folder: NVRemixBridge.log

and GPU driver version pls pepe_love

#

^ideally all in one message for each of you just so it's not too messy lol

#

for @royal sonnet could you give any hints as to what the errors near the end of this log file mean so I can interpret them? Using the latest actions + xoxor's fork for x86 on the bridge side of things

#

and speaking of the bridge, this doesn't look too good either. Trying to diagnose this since I have people on the exact same setup, exact same rtx.conf files and most of them aren't facing the same consistent crashing after one to two minutes of play (+ wonky inputs)

royal sonnet
#

what driver version are you / they on?

#

[22:40:34.727] err: The client process has unexpectedly exited, shutting down server as well!
I believe that means the error happened on the x86 side somewhere, though I'm not as familiar with the bridge.

hardy quail
#

erm!!! this doesnt work on my 1995 windows 3.1 PC fix pls!!!!!!

dry shoal
#

will get that info for you, + send two sets of logs, one of them the game works perfectly fine, the other has the issue I mentioned. We're on the same bridge/dxvk combination

dry shoal
#

another user on a 4070Ti experienced the same issues I did, but two other users (RTX 2070 / RTX 3060Ti) it worked totally fine. In all cases we're using the same dxvk+bridge. Asked for their driver versions. Hopefully I'll be able to give you enough to get something meaningful figured out

#

The other user with the same issues was also on driver ver. 560.70

royal sonnet
#

So sounds like everyone with the issue is on 560.70, and people on other versions are fine?

Are there any .dmp files being generated in the bridge folder?

dry shoal
past escarp
dry shoal
#

@royal sonnet user on the same driver version without the issue^

#

also bad news, the 4090 user on the older driver updated to the latest 560.70 and tested again. He still doesn't have issues. Doesn't seem driver version related?

royal sonnet
#

It's much easier for the engineers who will actually work on this to access it from there, and to give out updates when the issue is worked on

dry shoal
#

dunno if using the dxvk HUD might help. Note that this is a different install than the one referenced in the logs but it has the exact same ussies. This was about the last frame before it crashed, second image is earlier on when performance was still reasonable (it lowers over time till the crash)

dry shoal
#

however I'm running into the same issue again later on, now that I need a newer version of the bridge in order to take advantage of the Remix API in my project

#

I guess now I just have more data points with fairly consistent testing across different PCs. But when I reported the issue I was on a driver that otherwise worked flawlessly even in other remix games (incl problematic ones like Portal RTX which has having issues on the latest drivers at the time)

#

I noticed opacity micro maps were mentioned among the errors in the logs, and in the screenshots you can see it crashed as it hit ~95MB. It just continually went up and up, no fluctuation only increases

#

I'd love to neatly compile this stuff on github on the same post but truly I'm kind of overloaded. I have too much going on with other aspects of my project as well as work on art assets that's long overdue. it took up a a big chunk of my day just trying to coordinate this testing to begin with

dry shoal
#

@remote quail @plucky glacier @past escarp wanted to let you guys know, the rtx.conf included in that zip file was set to use Remix's ultra graphics preset. So the performance y'all experienced is absolute worst case scenario in this current stage. If you guys are interested I can share an updated rtx.conf later with more optimized settings out of the box, to see if perf noticeably improves

remote quail
#

That'll be awesome imma be home from work soon, so I can do more testing

dry shoal
#

In that case you can adjust it yourself going into the graphics settings menu (top right in the Remix dev overlay) on the 2nd tab ๐Ÿ‘ it'll be a while until I'll be able to get the new RTX.conf out myself

remote quail
#

ok, im booting up my pc so i can do more further testing

remote quail
dry shoal
remote quail
#

it worked

dry shoal
#

I'd recommend hitting it again once you're done since it does some background stuff with input

remote quail
#

thank you

remote quail
#

imma test it with medium preset, and using Dlss "balanced" preset, as i get 30 FPS

dry shoal
#

I'd highly recommend starting at ultra performance mode. Ik it doesn't sound nice but in my experience remix looks cleaner than modern games even at such low internal resolutions, and it has a massive performance benefit

#

I played Portal RTX with DLSS perf mode on my 3080Ti back when I had that

remote quail
#

yeah, console doesnt seem to wanna work for some reason, but when i load a new game theyres no crashes, although when i alt tab back and forth it does crash after a few times of doing it

dry shoal
#

Alt tab crashing is a remix thing to my knowledge, has to be fixed on Nvidia's end

remote quail
#

ahh that makes sense

#

the intro is buggy but im assuming you havent worked on it

#

like consoles are invisible, looking around in the beggning shows the sky box

dry shoal
#

Everything's buggy, this was a super slapped together build purely to test crashing on the first playable Geonosis level

remote quail
#

not in the first intro like you in the ship its after that

remote quail
dry shoal
#

If you're referring to what the Nvidia overlay reports, I recommend just ignoring it honestly. Subjective experience is gonna be key I think, especially for lower end GPUS

dry shoal
#

So when you say "assuming you haven't worked on", I have for a lot of issues you'll come across. It's just not part of this test so that work hasn't been implemented in what you're playing

remote quail
dry shoal
#

@royal sonnet I did a lot of asking around and got people to test different variables even after last night. Every single idea we had was struck down. It can't be the driver version itself because another 4090 on the same driver works without issue. I thought it could be a 40 series issue due to opacity micromap stuff (which I think is Lovelace only?), except with the DXVK overlay enabled the other 4090 user on the same driver + remix/bridge versions worked fine. Then I assumed it could be frame gen since I found out the two with broken games (myself included) used FG when the stable setup did not. Except that was disproven also by him enabling FG and still having no issues

#

Literally the last variable I could even think of is Windows 10 vs Windows 11, as the one with the stable game is still on Win10. Idek if that's possible

royal sonnet
#

Do you have a .dmp file from a run on the latest action build? Sounds like there was actually a fix for a crash-on-shutdown that isn't in 0.5.1, which is masking the actual cause of the problem here

dry shoal
dry shoal
royal sonnet
#

There's an error in 0.5.1 that causes a crash halfway through the crash reporting process - which hides the actual cause of the error. that should be fixed in the latest actions tho

dry shoal
#

As far as I could tell the stuff in the logs looked similar as to why it could be. They didn't have errors unique to each build but I don't have them in front of me atm

royal sonnet
#

so the .dmp file from 0.5.1 doesn't actually have the data we need

dry shoal
royal sonnet
#

Sorry for heaping so much work on you for this

dry shoal
#

The gray hairs are growing in number

#

Before I would've just used an older version that did work, but now that my project is using the Remix API that's not an option

dry shoal
#

Hey y'all, because I can't ever focus on one thing at a time, I'm working on a tweak to resolution scaling on each DLSS quality mode. My hope is to make it more intuitive/accessible to people without high end PCs that are still reasonably powerful by modern standards

#

If I pair it with an RTX.conf with lowered pathtracing settings, I'm curious how it would run for some of you guys. I'll tag those who previously tested if they want to give it a shot once I have it set up

dry shoal
#

losing my mind because this shit is so unstable on the latest builds <3

#

I LITERALLY CANNOT USE THE REMIX OVERLAY ON THE LATEST BUILDS

#

EVEN ALT+BACKSPACE DOESN'T WORK, IT JUST GLITCHES BETWEEN TWO SPOTS AND I KEEP CLICKING THE WRONG SHIT AFTER 40 ATTEMPTS

#

AND EVEN THE SLIGHTEST LITTLE ALT TAB MAKES REMIX SAY "GO FUCK YOURSELF", BEFORE IT WAS A COINFLIP NOW IT'S EVERY TIME

burnt light
#

๐Ÿ˜ฆ

#

i've pretty much halted everything i was doing with Remix until this stuff clears up

#

it's just not going anywhere

dry shoal
#

kim you don't get it. I can deal with the (hopefully temporary) perf regressions because I P2W with the 4090, but I'm here making significant progress using the API with the help of the most experienced modder in the SWRC sceneexcept not because it's unplayable with consistent crashing issues, ungodly fucked keyboard input and performance degradation over the limited playtime I'm allowed to have that gets so bad it'd make a switch owner blush.

#

oh wait and the whole thing of spending hours upon hours these last couple days trying to troubleshoot an issue only me and one other mf has for seemingly no goddamn reason bc mfs with the same GPU ON THE SAME DRIVER VERSION have their shit working flawlessly, and finding 0 leads

#

I can put up with a lot of bullshit, it's what I signed up for ~8 months ago. But Remix is currently at it's biggest "fuck you auto" stage it's ever been and I'm starting to lose it

burnt light
#

yeah i'm talking about a lot of the same stuff with my own projects

#

it doesn't work like at all right now, and there's nothing i can do to improve it

dry shoal
# dry shoal

btw if this image is a little unhinged then it got the message across ๐Ÿ‘

burnt light
#

i understand and i'm sorry it's happening lol

dry shoal
#

but yeah until these issues are fixed and I can get the x86 API fork running properly I can't actually do anything

dry shoal
#

apologies for not being able to get that PeepoSadSwing

royal sonnet
# dry shoal yeah so I swapped to the latest actions to get the .dmp file you asked for but t...

You and Kim both seem to be having pretty miserable experiences with the latest builds. Are there github issues for the things that are causing yall the most problems?

I know we've had some instability due to a driver problem, but the stuff you're describing above doesn't match up with the stuff I've heard people talking about internally, making me think there's problems happening that we aren't aware of

dry shoal
royal sonnet
#

Are those the symptoms that only you and 1 other person have been able to repro?

dry shoal
# royal sonnet Are those the symptoms that only you and 1 other person have been able to repro?

seemingly, yes. Had a good number of people testing for this exact issue. They were on the following hardware, myself included: 2070, 3060Ti, Radeon 6800XT, 3070 mobile, 4070Ti, 4090, 4090

SinceI found out the 4070Ti guy was on the same driver as me, I thought that could be it until Mr. 2nd 4090 owner upgraded to the same driver and it worked exactly the same as before, no issues (leon, the one working on the API stuff). Then I found out he wasn't using frame gen, except it's not frame gen bc when he did another test with it on he also still had no issues. Everyone who tested used the exact same builds of dxvk and the bridge

royal sonnet
#

are you running any overlays?

dry shoal
#

so it's not an issue inherent to 40 series cards, it's not related to frame generation, it's not related to driver versions, it's not related to Geforce driver profile configuration bc I reset mine and still had the same issue, etc

dry shoal
#

before I had an issue with afterburner but I stopped using it long ago

#

oh and to add onto all of that, all of us were using the exact same rtx.conf file

royal sonnet
#

you narrowed it down to a particular bridge commit, right?

dry shoal
royal sonnet
#

and the only reason you're using a newer bridge version is the remix API?

#

are you comfortable building the bridge yourself?

dry shoal
#

maybe it goes without saying but all of us were using the API in the test too

dry shoal
#

I mean I could try I guess as long as I understand the instructions

royal sonnet
#

yep. You could make your own fork and roll back that specific commit.

#

xoxor has his fork making actions builds, right?

#

so maybe you just need to make a fork and rollback that one commit

dry shoal
royal sonnet
#

in any case, I'll try to bump the priority of this and point it out to the author of that commit - since it's been traced to a very specific commit, it should be easier to track down.

If there's anything new in the logs (or if you manage to get a dmp file on the latest builds) could you upload it to that ticket?

Also, is the dmp you captured on 0.5.1 earlier today also from this same issue? or is that unrelated

dry shoal
royal sonnet
dry shoal
#

and yeah, I'll add in the newer logs that have the same issue. I'll try to get a .dmp file on a newer action in a bit

royal sonnet
#

i.e. up until I found that issue I had no idea you'd already tracked this problem down to a specific bridge commit

dry shoal
#

I always understood that, it's just not the most convenient thing to do when you're still trying to get as much info as you can beforehand too

dry shoal
#

because I was yapping a whole bunch of nonsense doing tons of testing back to back until I got to that commit, which is when I made the report

royal sonnet
burnt light
royal sonnet
#

er, #408 is super old at this point, isn't it?

burnt light
#

very old, yeah

#

the very latest builds, within the last month or so, often just crash for me and don't even get in-game. this is on about 4 different games, the main ones that i had projects for

#

on other games that are less complex they also appear to be more buggy than older builds

#

there's just so much going on with these builds that it's hard to test or or even explain

royal sonnet
dry shoal
dry shoal
#

oh im stupid

royal sonnet
dry shoal
royal sonnet
#

unfortuantely compatibility bugs are rather harder to track down and fix - especially with how often fixing one seems to cause another

royal sonnet
# dry shoal just the 0.5.1 issue you mentioned no?

you'll need dxvk-remix after build #599.

You should probably test using the earliest bridge build that repros the issue, although it'd be valuable to know if the issue has gotten worse or changed on the latest bridge builds

dry shoal
royal sonnet
#

preesuming that github dmp was posted before build 599, then it's probably got the same problem

#

I'll check with the engineer actually working on this, but I think he's probably gon to sleep for the night

dry shoal
#

so I'll get a newer one

royal sonnet
#

yep, they already looked at the dmp posted in the issue, and it has the same problem

dry shoal
#

got it. Should I use the latest dxvk version I can? or should I play it safe with 600

royal sonnet
#

latest is good

#

gonna sign off for the night. When you get that dmp, please also attach it to the github ticket

dry shoal
#

Done. I also tested the latest builds and as of the time of posting, that setup works. Latest DXVK and bridge

#

I'm 90% sure it was still busted on the bridge side not long ago since I tested using the latest version I could the last few days

#

So I guess now I just have to wait for the API to get x86 support on the absolute latest build

#

I did my part I guess

#

mfw I send the meme with the most deadpan face bc my god all the effort and stress for that outcome (that I can't use the API for the time being, bc my PC ig)

gleaming sedge
#

Looks like auto is having fun

wind briar
#

Damn shit be happening in here, welcome to my world Auto! The world of non stop regressions

dry shoal
# hardy quail you took down the zip?

There were a ton of aspects of the build that were unideal since I was testing for the specific issue. I was thinking about making a more "intended to be relatively playable* build but I'll have to see

dry shoal
#

It fit the moment perfectly

royal sonnet
dry shoal
#

So I can hesitantly say that things seem to now be in a good spot to work off of assuming the new fork build goes smoothly

#

*actually there's one big disclaimer that alt tabbing is a no-go. It crashes every single time without fail lol. At least in my few attempts last night

golden plover
dry shoal
#

This is different bc I want to work on specifically API stuff but couldn't

golden plover
#

API things?

golden plover
#

Ofc helping devs fix this regressions is very important cause aaaaarfh

#

It sucks

dry shoal
# golden plover API things?

The remix API. Depending on how much access you have to the underlying game, you can basically have remix respond to game logic/use resources provided directly from the game. The example I have in my project currently is all objects classified as projectiles in the game engine have a sphere light attached to them, and that sphere light's color directly references the color values assigned to it in the vanilla game

#

So think more systemic use of Remix features rather than needing to do everything painstakingly by hand with hacky workarounds

dry shoal
dry shoal
# golden plover Is this xotors bridge?

The reason Xoxor's bridge fork is significant is because it expands support of the Remix API to 32bit programs. Aka 99.9% of the games people could use with Remix's runtime anyways

#

The official implementation is currently 64bit only, so you're limited to things like Skyrim Special Edition, STALKER's open X-ray engine

#

It's more complicated than that but that's the very basic idea

golden plover
#

Why did they make it for 64bit programs?

golden plover
dry shoal
# golden plover Why did they make it for 64bit programs?

The idea was to use Remix's pathtracer with theoretically any program. So let's say you have an open source DX11 based game from 2013. If you have sufficient access to the game, you could use Remix's pathtracer for rendering without the DX9->Vulkan interpretation stuff that 99.9% of us require to make it possible

dry shoal
#

Only reason we can do it in my project is because the guy on it has been modding the underlying game for many years, even reverse engineering some aspects which ended up enabling using the Remix API

#

Though he never intended for it at the time

golden plover
#

Very lucky you

golden plover
dry shoal
# golden plover Very lucky you

Couldn't agree more. I'm kind of in a best case scenario with this game in many ways. But I couldn't achieve it's full potential on my own

dry shoal
#

Allow me to explain

golden plover
#

Idk if this is the right channel

#

Should we take it up in general?

dry shoal
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I'm the goddamn mod I get to say which is the right channel catbonk

golden plover
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Lmao

dry shoal
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(not rly but idc rn)

golden plover
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I overrule you

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Sure

dry shoal
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The remix runtime exists in 2 core parts. One part is DXVK. DXVK is being used to translate DirectX9 fixed function drawcalls to Vulkan. The Remix renderer uses what DXVK translates for it in order to reconstruct a game scene as closely as possible

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With the API/SDK, you essentially skip using DXVK and give Remix the info it needs to construct a scene entirely manually. This is what requires very deep access to the game to make it even possible on DX11 titles for instance

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I know jack shit about modding. I was only able to pick up bits and pieces and make it as far as I have because of that DXVK component that gives the Remix renderer the information it needs from the game's DX9 calls

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My project uses the API as part of the larger mod, I'm not replacing the work I would normally do

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It lets us do more specific/simple scripted type things that DXVK can't do for us

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I hope this isn't too shit of an explanation @copper minnow

golden plover
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Yeahhhhh no no itโ€™s definitely not

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โ€ฆ.

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Does remix dxvk use commits from the original dxvk project?

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Even though it was forked

golden plover
dry shoal
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Remix is possible to use as a generalized tool (rather than needing to be more deeply integrated on a per game basis) because back in the day, the draw calls games would send to the GPU were all extremely similar. Basically if two games of that era were rendering a wall, the command they'd both be sending to the GPU are about the same despite being totally different engines/game code and whatnot. With DX9c and beyond, shaders became the norm. It lets developers make much more unique graphical effects that weren't possible before, but shaders are unique per-game. It's not possible for Remix to translate shader information being sent to the GPU because it's not all done the same way even for some relatively basic bits of rendering

golden plover
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Hmmmm

dry shoal
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That's why we try using lower in-game settings n stuff to hopefully improve remix compatibility. The idea is to simplify the visuals to be more predictable for Remix to interpret

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^poorly worded but close enough

golden plover
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Why can there be dx9 to 11 wrappers then?

golden plover
royal sonnet
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it's just after lunch for me?

golden plover
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Ohh nvm sorry

royal sonnet
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but read over that page, it should give a lot of explanations about shaders vs fixed function

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fundamentally, fixed function they send over polygons, textures, and lights. In shader pipeline, they send arbitrary data and a program that interprets the data.

dry shoal
# golden plover Why can there be dx9 to 11 wrappers then?

I think there can be. But the problem is directX11 doesn't used fixed function pipelines. So instead of generic commands being interpreted to something remix can use, generic commands are turned into shaders to render them in DX11, which remix couldn't really interpret on its own

golden plover
dry shoal
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Fixed function isn't arbitrary, it's predictable

golden plover
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So no

dry shoal
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Correct*

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*For practical purposes of this convo that's correct

golden plover
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I donโ€™t understand the answer

dry shoal
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Like with all things there's a "well akshually Nerdge " but it becomes so difficult that it's not reasonable to expect

dry shoal
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Wrappers to DX9 are largely fixed function to my knowledge, because that was still a core part of DX9's feature set

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If the Nvidia guys want to correct me on anything feel free. This is my current understanding and I'm pretty sure it's close, though I'm sure there's some nuances or slight errors here and there

golden plover
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So ninja ripper only works because it captures the scene after itโ€™s drawn so the data isnโ€™t arbitrary. Could remix not do this though?

royal sonnet
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One route that we've talked about for shader support, is to expose some way for modders to tell remix how to parse the game's data. i.e. tagging each texture and vertex property being passed into the shaders. That still has a ton of problems though, like the shaders that take in multiple albedo textures and combine them in arbitrary ways

dry shoal
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No clue on that so good luck mark Hypers

royal sonnet
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I'm not too familiar with ninja ripper, but it's entirely possible it's just capturing the shaders and shader inputs, and running those shaders when you actually draw the stuff it captures?

obsidian cloak
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uhm unrelated but
mark we are getting GPU optimizations right now, are we gonna get any cpu usage optimizations?

royal sonnet
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A problem remix has is that the shaders the original game used don't really work for PBR pathtracing, so we can't just re-use their shaders

golden plover
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Mark if you donโ€™t mind staying a bit after everyone elseโ€™s questions this is extremely interesting and I donโ€™t want to lose you

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I appreciate this a lot

golden plover
royal sonnet
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I'm gonna reply in the lego batman channel

golden plover
dry shoal
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I don't think it was too bad shruge

golden plover
dry shoal
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good friend @royal sonnet any hints as to why terrain blending only seems to work on some parts of the meshes?

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like it looks perfect and accurate to the vanilla game in some areas, then turns into a black smear elsewhere. Happens both on the floors and walls

gleaming sedge
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Shouldn't be used on walls

dry shoal
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texture blending in environments is used all over the game, floors and sides of stuff

gleaming sedge
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It projects the textures on the mesh, and projection don't work on 90ยฐ angles

dry shoal
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well they can project on these nuts

gleaming sedge
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Remix try not to be crappy about blending shit challenge (hard)

dry shoal
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damn im just cyberfucked then

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they use the same textures for walls and floors, I can't choose one or the other

gleaming sedge
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Rip lil one

royal sonnet
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not sure what happens if a ray hits a decal then doesn't hit anything else... we should probably just treat the decal as solid in that case, but no idea what will actually happen

dry shoal
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it's not the end of the world since I'm going to be making my own replacement PBR mats anyways but it would've been nice

royal sonnet
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yeah... variety via blending is one of the things that we have a tough time with

dry shoal
royal sonnet
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well... just to try, what happens when you just mark all of those blending textures as decals?

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It would definitely work (though with a bit of a perf hit) if there was some base wall that isn't a decal, then all the blendy stuff gets drawn on top of that

dry shoal
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it's used everywhere

royal sonnet
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any chance you can mod the game to use different textures for the walls?

dry shoal
royal sonnet
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leave the ground textures as terrain, and change all the walls to use a different texture that doesn't get sent to the terrain system

dry shoal
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that's genius

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I'll look into that

royal sonnet
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that was quick

dry shoal
dry shoal
# royal sonnet that was quick

it was much faster than that, I was playing a game for a while lol. It's easy in UE2 since there's a visual list of in-use textures, so I just hit "remove from level" for every "combiner" texture

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but left the ones labeled ground/gravel

royal sonnet
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ahh.. so good for testing, but probably not for final product (since you'll want those to have separate materials)

dry shoal
royal sonnet
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I imagine all of those white/black tiled meshes are all just using the same texture now

dry shoal
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though I do intend to replace every single mesh, 0 exceptions so I don't think it'd be an issue

static mason
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What if you just made a copy of the same texture, would it produce a different hash?

dry shoal
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assuming it's a unique draw call i imagine so

royal sonnet
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if the pixels are the same, it'll be the same material hash. If you change one of the pixels, or the size, the texture will be different

dry shoal
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I take it back

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gonna test and take a capture now

royal sonnet
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the material hash is just the hash of all the pixel data

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the mesh hash is a bunch of mesh properties combined with the material hash

static mason
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Ahhhh that actually makes alot of sense

dry shoal
static mason
royal sonnet
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we take the texture the original game sends to the gpu and combine all of the pixel data into a hash. If there is no material replacement for that hash, we we just use the texture the game provided. If there is a material replacement, we use that instead.

When drawing a replacement mesh, if there is a new material bound to that mesh, we use that material instead of the one from the draw call.

dry shoal
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this feels like an odd result to me

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well I was about to get another screenshot and couldn't lol

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crashed

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looks like remix is still assigning them as one of the textures used when they're being combined by the game engine

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only the BSP walls retain the checkerboard

static mason
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Wait does this game store its maps in the bsp format?

royal sonnet
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err... so the game is drawing using the checkerboard, but Remix somehow restores the original textures? are you sure it's using your changed maps?

dry shoal
royal sonnet
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What happens if you just rename the d3d9.dll (to something like d3d9_remix.dll) so that the game renders normally?

dry shoal
royal sonnet
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that's with just turning ray tracing off?

dry shoal
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doesn't make sense, I outright replaced the map file. Gonna try again since I think I might have an idea

royal sonnet
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it definitely looks like your maps edits aren't working

dry shoal
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gonna open it up again in the editor and see what's up

royal sonnet
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not much I can do to help with that - those walls may be using some special mode beyond just the assigned textures? in fixed function pipeline, I think that blending texture for terrain like that used a special mode

dry shoal
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I have an idea, don't worry

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I think the changes might not all be stored in the map file itself

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and the only reason the bsp walls are using the checkerboard is because it's a unique type of surface different from static meshes

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lemme see if my theory holds up

static mason
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Literally a game theory

dry shoal
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take two

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nvm

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take three soon

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I'm a fucking moron, I still had the game open

static mason
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Dawg I was just abt to type that

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"Did you try turning it off and back on again"

dry shoal
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still didn't work, fk me ig

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not the end of the world though

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I was able to get only the ground to blend I think

static mason
dry shoal
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unless you mean literally ".bsp"

static mason
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What does it save as

dry shoal
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.ctm

static mason
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Aw dang it

dry shoal
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on the bright side I got an absolutely enormous capture

dry shoal
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WIP at the bottom, original up top

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if anyone gives feedback I will fight you

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not looking for any yet

burnt light
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it looks like a gun

dry shoal
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okay that I can accept

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forgot I had a piece hidden

static mason
dry shoal
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i will k1ll you

late jetty
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Iโ€™d put my hands up

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Very nice! peepoBlushReallyHappyDank

hardy quail
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looking good though fr

dry shoal
hardy quail
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i am texturing

dry shoal
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Ayo

dry shoal
# hardy quail i am texturing

Dunno if I said it previously but Remix only needs basecolor, normals, roughness, metalness. Height if you're feeling extra spicy lol

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So stuff like AO doesn't need to be exported

hardy quail
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yeah i know

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standard PBR

dry shoal
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I only mention it because I thought AO maps were the norm

static mason
dry shoal
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Wow

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@naive robin material man check, out of curiosity is this a mesh you probably don't want metalness on? I think so but I wanted to verify in case I'm dunb

naive robin
dry shoal
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@static mason well then I think lower metalness with a greater roughness would make it look nicer ๐Ÿ™‚