#Star Wars: Republic Commando RTX

1 messages · Page 8 of 1

static mason
#

This is a default mat

#

It is just being used to see details

dry shoal
#

Nvm then ignore me KEKW

static mason
#

There is no texture yet. This is the high poly we are working on

dry shoal
#

Screenshot of the Remix API doing its thing with a light source debug view

#

Courtesy of Leon

gleaming sedge
#

I need a video of the Remix API doing its thing with a light source debug view

#

Courtesy of Leon

dry shoal
#

Then tag him and ask KEKW

gleaming sedge
#

no

dry shoal
#

L + get fucked + ratio + no video

#

Also are you fully off of uncle burrito bc that name was low key iconic @gleaming sedge

gleaming sedge
#

That's just my server name

#

Also I didn't change my name

#

Someone else did

dry shoal
#

What the

gleaming sedge
#

Mods can change your nickname

dry shoal
#

What the cyberfuck

gleaming sedge
#

Yeah

dry shoal
#

I don't even see an option to reset it lol

#

I think you can change it too

gleaming sedge
#

Yeah, I just reset it

dry shoal
#

O shit my bad

#

Wait good timing

#

I set it to uncle man burrito boy for a split second

gleaming sedge
cobalt jacinth
gleaming sedge
#

Video of the Remix API doing its thing with a light source debug view

#

Courtesy of Leon

dry shoal
#

@royal sonnet right now in my project we have an anchor mesh for every map drawn as a single floating triangle in engine. We added a command that hides the triangle but it's still technically rendering, just doesn't write to the color buffer. Would that cause any issues like remix identifying it as a different mesh?

dry shoal
#

I haven't watched it yet bc I'm at an appointment but I've been informed that it's cool KEKW

#

Actually L + ratio I'm putting it there for you peepothumbsup

#

Holy shit the crossbow looks wild

static mason
royal sonnet
#

but the most definite way to test that is to just take a capture in either mode and see whether the triangle has the same hash in both

dark lava
#

hohoho, welcome to hell world

dark lava
dry shoal
#

@royal sonnet unfortunately I'm right back to progress being virtually impossible because of the bridge crashing. Again it's Xoxor's fork for x86 API support

#

if you want me to upload these to the github again I can but my brain is getting cooked by this stuff

#

this crash was a couple minutes ago, latest GPU driver, latest stable remix build (0.5.4) + xoxor's bridge fork that was built 3 days ago

dry shoal
#

currently working on:
dc15s
B2 Super Battle Droid
Mechanical door
Metal grating floor thing

royal sonnet
dry shoal
#

it's possible that gives a hint as to exactly what it is because I've isolated the regression between two mainline builds and now the fork + latest main build at the time. So maybe the main bridge builds that had problems and xoxor's fork have something in common?

#

I also wanna bring up again that there was at least 1 other user who ran into the same issues as me, but I didn't test a large variety of builds with them, only the one from when I had a bunch of people try it

royal sonnet
#

You should really be posting this info straight to the github issue - otherwise it's just me playing telephone between you and the engineer who actually looked into it.

dry shoal
#

I'll do that, I just try to be more formal with github stuff. I'm doing something at the same time so I'll have to get to that in a bit

royal sonnet
#

To me, it sounds more like there's some unknown variable that has little to do with the bridge version you're using

#

cause it happening on an old bridge build, not happening on most recent bridge build, but then happening on most recent bridge build + remix API changes just sounds like it's happening randomly, possibly being more or less likely due to something unknown

dry shoal
#

I mean is it not true that every bug/issue comes from somewhere? Like computers don't do what you don't want them to do for no reason at all

#

I would love to just shrug it off but until x86 API support comes to the mainline branches, I'm reliant on Xoxor's fork for my project

#

which is why this same issue happening as before is significant

royal sonnet
#

I'm not saying there's no reason for it, I'm saying that the understanding we thought we had ("bug was fixed by something checked in after 0.5.1 shipped") is probably wrong.

#

Debugging like this is like a detective mystery, especially when we can't repro it on our own machines.

#

Do you have any input devices aside from keyboard + mouse plugged in to your computer? Are you running windowed mode while your other testers are launching fullscreen? anything like that?

#

Did you change anything aside from bridge version when you went back on to xoxor's branch?

dry shoal
#

I ran into the crash regardless of fullscreen or windowed, I turned off things like frame gen, set DLSS to ultra perf, played with asset tags but kept getting the same thing. As for other input devices I do have a 2.4Ghz dongle for a gamepad that Windows technically always has recognized as a controller

royal sonnet
#

well, try unplugging that. (unlikely, but who knows at this point)

dry shoal
dry shoal
royal sonnet
#

it's missing the 6 most recent commits from main

dry shoal
#

@weary radish AHEMMMM 🙂

#

I've been scammed

#

lemme test with the dongle removed real quick

gleaming sedge
royal sonnet
#

well, it sounds like you were just going back to test the same code that had been failing previously, without the fixes that are on main. So actually this would be expected

#

previously tested:
0.5.1 fails.
0.5.1 + xoxor4d fails
top of main works.

then you went back to 0.5.1 + xoxor4d and it failed

royal sonnet
#

Need to be clear to xoxor4d - it's not that his branch is missing a commit from before he forked. To fix your bug, he needs to rebase his fork to include the latest commits from main.

dry shoal
dry shoal
royal sonnet
dry shoal
#

guess I can't sue xoxor then

wind briar
#

Auto, you're american

royal sonnet
#

actually... the merge commit of that branch is hella weird. It has a lot more changes than his other branches

wind briar
#

You can sue anyone

dry shoal
royal sonnet
#

oh, he merged on top of his changes rather than rebasing his changes on top of main.

dry shoal
#

not a good one

royal sonnet
#

well... it's fine if it's done right, but it's a bit of a pain to know if the merge went right

#

I'll check up on the status of actually getting his changes merged into main on monday, not sure what the holdup is there.

dry shoal
gleaming sedge
#

So in short xoxor did done fucked up

royal sonnet
dry shoal
dry shoal
dry shoal
#

haven't posted screenshots for the project in a while so I figured I'd throw some in here.

disclaimer: I'm not gonna use this material, I was curious how it would look within Remix. Credit to TheMan, he made it for his UE2-based Republic Commando Remastered mod

golden plover
dry shoal
golden plover
dry shoal
dry shoal
dry shoal
weary radish
#

Should have rebased the branch yeah. Im on vacation and will be home on the 17th so nothing I can do until then 🫣

static mason
dry shoal
severe flare
dry shoal
#

So you could achieve basically the same thing with just a texture swap. I just had reasons for changing the room itself too

#

This is an old screenshot that's exclusively a texture swap @severe flare

static mason
#

by the way those lighting glitches are not a shading error that is just some weird material thing. It does not show up in blender

#

Once the high poly is done we will link the referencing as to credit the artists we used as inspiration to get this model done

wind briar
severe flare
#

thats just dutch thank u

wind briar
#

Oh, okay

#

Auto is american FYI 😛

dry shoal
#

True! I have heard that word used before though so once you mentioned it being dutch it clicked lol

#

I think I got it from one of the Overwatch heroes KEKW

#

This guy

#

I use quick chat voice lines a lot in games and I used to main him. Lots of "thank you"s

severe flare
dry shoal
#

WIP old vs new mesh

static mason
static mason
#

High Poly done. Now fo9r the low poly yay.....

static mason
#

Like to respect the artists as want to show we used reference material

#

The grip mat will be added either as an alpha or done in marmoset

dry shoal
dry shoal
#

Once khaotik is done with their models I'm gonna try and get some showcase shots with what I have on hand so far 🙂 talking the full experience where everything in the screenshot is brand new stuff, hopefully showing off API based projectile lighting and the B1 unit holding its ground in the harsh Geonosis environment

static mason
#

When the shading is perfect. No shading errors

#

High poly in blender

dry shoal
static mason
dry shoal
#

I think 20-30K will look awesome and still retain all the detail nodders

dark lava
#

whistling

dark lava
dry shoal
#

Would you mind if I used this in the future 🙂 naturally I'd give you credit

#

Amazing work

dark lava
dry shoal
dry shoal
#

Looks so official

dark lava
#

its my often gimmick, to make things look official, the simillar way i did logo for Driv3r Definitive Edition, just a mod, but logo looks like if it was official thing

dry shoal
#

And you seem to nail it every time Hypers

dark lava
#

most of the time surely

dry shoal
# dark lava <@877718466398932992> **intense whistling**

If it's a pain then don't worry about it, but would it be possible to make a version without "Star Wars" that also makes the Remixed subtitle much bigger? So it could fit being used as a smaller icon of sorts if that makes sense

dark lava
#

smaller icon that is like 1:1 aspect ratio?

dry shoal
#

Reference use-case, it's a private server I use to keep track of stuff

dry shoal
dark lava
#

okay, give me a minute

dark lava
#

it will fit to entire circle

#

@dry shoal job is done

static mason
dry shoal
#

I'd do a simple scaling myself but not at my PC atm lol

burnt light
dark lava
#

REMIXED REMIXED REMIXED REMIXED

dry shoal
#

More specifically the bottom bar here being embiggened like this, blue box being the final scaling of it

burnt light
dry shoal
#

Yep that would do it

#

peepothumbsup tyvm

#

If you make a proper resize yosuke I'll hold onto that one instead since it's original quality

burnt light
dry shoal
#

Now we're going full meme

dark lava
#

meantime i was busy to make a game icon so it could be used for exe executable

dry shoal
#

LET HIM COOK

burnt light
#

personally i'm not a fan of the really sharp diagonal edges. otherwise i think it looks great

dry shoal
#

The sharp edges help with readability when it's scaled down I bet

#

(throwback to this btw #1200925027554558034 message)

dry shoal
dark lava
dry shoal
#

A living legend. Thanks a bunch for your time and effort Hypers

dry shoal
#

Oh yeah now we're talking evilpepeglasses

dark lava
#

(i literally threw almost all of my Remixed subtitles from various game logos i did)

burnt light
gleaming sedge
#

Simplicity wins (as always)

burnt light
#

i'll make ya a logo real quick

dark lava
gleaming sedge
#

what

dark lava
gleaming sedge
#

Oh I have this

#

It's just that having no logo makes it the easiest to find

#

It stands out more

dark lava
#

i could try re-arrange it for icon

#

okay then

burnt light
dry shoal
#

Idk the bold RC works pretty great for me

gleaming sedge
#

Thank you\

#

Damnit

dry shoal
#

Yosuke's got competition it would seem

gleaming sedge
#

Adam owns the server settings

dark lava
gleaming sedge
#

Make one that says

#

Mom stop the car

#

need to pee

dark lava
#

you want me to recreate NFS 2015 logo?

gleaming sedge
gleaming sedge
static mason
#

Ik someone did

dark lava
dark lava
static mason
#

Can you send it again I will add it to the noddb page

static mason
#

Thank ye

dark lava
#

sure thing

dark lava
static mason
dry shoal
#

bro took over this channel

#

get that bag king\

dusk trail
dry shoal
weary radish
dry shoal
#

now we're talkin

#

I'll get to it in a bit

dry shoal
weary radish
dry shoal
weary radish
dry shoal
#

okay I lied, according to the log it took 280 seconds the last time

weary radish
dry shoal
#

this is after a recent crash too just to generate a new one

weary radish
dry shoal
#

upon trying some updates to API (for the mod project) use it also breaks my game entirely ApuCry

#

black screen -> crash 2 seconds later

dry shoal
#

I wrote a thing but TLDR I'm going to be less active in this thread and I'm going to avoid in-progress screenshots. I shouldn't be getting validation for things that aren't completed. I'm aiming to have more substantial stuff to show when I do have something nodders

#

Side note for artists, I'm absolutely crashing into a wall and that's a big part of this. Any suggestions for growing that aren't one off YouTube videos would be appreciated

dry shoal
static mason
dry shoal
dark lava
#

just testing my logo in action

hardy quail
#

The second one is blank

dark lava
#

second one is for future usage, so anyone could put it in any other screenshot, its transparent for reason

dry shoal
# dark lava just testing my logo in action

This is awesome. When I have more substantial screenshots to share I'll have to throw this in with it! Probably with a little bonus text below that says "This isn't finished, if you think it looks like ass atm then respectfully fuck off" happy

dark lava
dry shoal
dry shoal
hardy quail
dark lava
hardy quail
#

You move it to the corner when you are putting it in your screenshots

dark lava
#

YES, SO PEOPLE COULD SEE THINGS

hardy quail
#

Chat is this guy fr

dark lava
#

@dry shoal am i for real?

hardy quail
#

Im saying you have it preset in the corner

#

I was just calling that odd

#

Because if you center it, you can have it at a much higher resolution

#

Im talking aboit the completely blank one

dark lava
#

second one is for future usage, so anyone could put it in any other screenshot, its transparent for reason

#

i wrote it for fun or what?

hardy quail
#

🤨🤨 i guess you did because im not saying its pointless i just called it odd

#

It works for what it is

dark lava
#

here is what odd

hardy quail
#

No bro

dark lava
#

yes

hardy quail
#

This is what i mean

#

You take the big logo, throw it onto your screenshot in an image editing software, and put it in the corner like so

#

And if you have a high resolution screenshot, you dont have to worry about a low resolution logo

dark lava
#

#1200925027554558034 message my seperate logo is avaiable SEPERATELY, IT EXISTS HERE

#

IT LITERALLY IS PINNED

hardy quail
#

🤨 i just called it odd man its not that big a deal

dry shoal
#

Makes things stupidly fast

#

And should I ever need a different setup I could also just select the logo and drag it somewhere else in a split second

#

Because it's largely transparent I'm pretty sure the difference in file size would be miniscule too

static mason
#

Just my hunch

dry shoal
static mason
dry shoal
#

Like on how that works

#

The template is ultrawide and lossless, so what would the negative effect be when adding a layer on top of another ultrawide image

static mason
dry shoal
#

Oh that would make more sense if that template was gonna be used for more than one thing but yeah it's just for game screenshots

static mason
#

Yeah

dry shoal
#

So having it premade in that aspect ratio in that position is nice

static mason
#

Yep

#

Again this isn't me thinking please don't smite me

dry shoal
#

Uh I don't think that formatted how you wanted it to

static mason
#

It didn't 😭

#

I tried saving the emoji-> tenor because I don't have nitro anymore

hardy quail
dry shoal
dawn zinc
#

Not sure if this is the place to ask, but when trying to remix RC's prologue, I run into a few points where the screen is either black (or if I hide that instanced texture, it culls all of the geometry). I can fly around a little bit to get the geo to pop back in, but I was curious if anyone here knew how to get those sections to work properly. For example, it is when you are being introduced to the squad, or when everyone is loading onto the gunship. Any help is appreciated

dry shoal
#

I guess technically it's on moddb since I haven't updated it in a while

#

you can ask me about compatibility issues since I've done by far the most testing on this game

dawn zinc
#

Thanks for the reply, yes I grabbed the one from ModDB. I’m going to hop back on here in a bit and I’ll try setting up again from scratch to see if that fixes it

dry shoal
dawn zinc
dry shoal
#

setting it up rn btw

dry shoal
#

makes the instructions nice and easy

#

don't think you'll need to wipe anything, overwriting should be okay

dawn zinc
#

Sounds good. I actually have to wipe anyway, I ran into an issue where the different tabs in Remix won’t switch when clicking on them. I only found one post in this discord about it and I’m not sure if there’s a fix other than completely restarting

#

I didn’t get too far on editing prologue so it’s not the worst, but would definitely suck if I was really far along in a project

dry shoal
#

less is more. I've broken the graphics more by changing too much in the past

dry shoal
#

extract to your main game directory

#

not system unlike the old instructions

dawn zinc
dawn zinc
dry shoal
#

exceptions being -> mark sky textures

if you can't find the sky texture, you could use auto sky detect temporarily

#

if you have issues with the overlay, try this

dawn zinc
#

Trying this now

dry shoal
#

@royal sonnet I think the infamous crashing/delayed input issue that's been making me tear my hair out is related to how the bridge handles input

#

I also discovered that when I'm moving my mouse, WASD is unresponsive. If I'm not moving my mouse, WASD works every time

#

correction, that's what it is

#

when using various inputs the framerate drops more and more over time. But if I just stand still it shoots right back up to my 120fps cap and the game never crashes

#

until I do more inputs which is also when perf drops. When enabling performance overlays the CPU utilization increases from ~45ish% to up to 55% as I use my input. When I let go of my inputs the CPU usage drops again

#

adding to the github report

dawn zinc
#

Yeah everything works way better now, thank you so much

#

Also, noticing the WASD/mouse issue you just mentioned lol

dry shoal
#

and do you use a fancy keyboard or is it a standard one (mechanical included in standard)

#

oh, and do you know what your polling rate is on your mouse?

dawn zinc
#

i9-12900K and 3080 Ti

#

It's mechanical, it's wireless but currently plugged in

#

No idea on the polling rate

dry shoal
#

most gaming mice are 1000hz polling rate but whether it's set by default can vary. Only the most high end mice of the last year up till now can go as high as 8000hz. My mouse is set to 2000hz so I wondered if that could be related

dawn zinc
#

I'm on a G502 hero so definitely not high end, not sure what the polling rate on it is though

#

Any tips on doing your captures for prologue? Did you just pause time and fly up high and look down for each scene?

dry shoal
dry shoal
#

that said you can't replace those meshes through remix either way, so I wouldn't worry too much

dawn zinc
#

Ah I see. So do you just capture it from the first person view during each sequence?

dry shoal
#

I've only focused on geonosis' playable missions

#

I've slowed down on the remastering effort because of massive technical issues with Remix among some other things

dawn zinc
#

Gotcha. I look forward to seeing what you come up with for Geonosis. I'm probably not the only one that's been wanting a good remaster of this game for a while

#

I remember years ago I wanted to remake it in UE3 when I was an overly ambitious teenager lol. This seems more tangible

dry shoal
#

but yeah, covering the whole game is also too much for me to reasonably do. I'm only covering up to the end of Geonosis

dawn zinc
#

Yeah I can definitely see that. Realistically I might end up doing a level or two, as much as I'd love to do it for the entire game

#

But seeing the Half-Life 2 project in the works was definitely inspiring for this sort of thing. I'd love to see that treatment for a game like this

dry shoal
#

however I'm mainly limited by art skill and everything being quite messy having many moving parts

#

if you wanted to do even a single level that would be super cool. I could share assets that I have so far since I'm not starting from zero by any means

#

depends on the level if they'd be shared or not though

dawn zinc
#

I'm kind of the opposite, art is my strong suit but the technical knowhow and engine knowledge are my limitations. The application of my skillset is pretty limited at the moment but I'm trying to pick up and learn this process

#

So how much are you doing in UE2 then? Are you spending most of your time there?

#

Also I should say, I appreciate you answering all of these questions!

dry shoal
dry shoal
#

my dream would be to have that corny "RTX ON" comparison where it goes from the original basic lighting and materials to full PBR, pathtraced GI, super high geo models, shit that looks like a remake almost

dawn zinc
dry shoal
#

have you seen any of the screenshots I've put out so far? They're limited in number but it could give you an idea of what could be possible

dawn zinc
dry shoal
dawn zinc
#

I haven't seen too much but I'll take a gander

dry shoal
#

3D character artist is actually kind of significant because that's by far the most difficult thing to do

#

I spent over a month on a super battle droid model only to eventually scrap it which was painful

dawn zinc
#

I know how that feels lol. I do recall seeing progress shots of that

dry shoal
dawn zinc
#

You started with the BF2 asset as a base right? That's probably the route I'd take

dawn zinc
#

Yeah I saw this earlier, that's cool. As long as each model can be swapped and given nice PBR textures that scene could look like a modern game, that's exciting

dry shoal
dawn zinc
#

Subd gives me the shivers. Kudos for pulling that off lol

dry shoal
#

but UE2 can handle multiple times higher tri counts than what shipped with the game back when. I think the clone trooper is like 2000-3000 tris but you can import skinned meshes up to 25K/30K well enough

dawn zinc
#

Interesting... so if you wanted to swap the commandos out, you'd have to do that in UE2?

dry shoal
dawn zinc
#

I see, okay so that's super doable then. Guess I need to download UE2 lol

dry shoal
dawn zinc
#

Games back in the day were so sick, that's awesome lol

dry shoal
#

however you want the SWRCFix mod which adds a much improved UE2 level editor (original is super unstable) and FOV/arbitrary aspect ratios and resolutions

dry shoal
dawn zinc
#

Did you include that in your .rar you sent earlier? I do have that downloaded

dry shoal
dawn zinc
#

If I make headway swapping character models effectively I'll share them here for folks to use in their own projects, a full remix of this game just might require an open source approach

dry shoal
#

it's CTEditor.exe btw for the improved editor

dry shoal
dawn zinc
#

Let's go

dry shoal
# dawn zinc Let's go

hell yeah. The "animations" tab is where all the skinned meshes are. If you want to open up a level, file -> open -> maps -> geo1a for the first playable mission

#

you can also change the viewport setup by hitting view -> viewports -> configure

dry shoal
# dry shoal honestly I can work on that if you were to make the meshes. I've spent a decent ...

but yeah I wanna stress this bit. For example if I gave a character model in a blend file as reference, you'd need to match the proportions of that original model so the rigging could be reused. It doesn't have to be literally flawless but it should be as close as reasonably possible @dawn zinc if you then had a finished mesh in a 25-30K tri range, I could do the UE2 implementation process

#

will save you a lot of the headache involved with native game modding

#

if you were to try making character models for the project, I'd love to make it as hassle free as possible for ya 🙂

#

hopping off my PC to take a bit of a break. If you have any questions though I'll answer when I get time 👍

dawn zinc
#

Awesome sounds good, I'll grab a BF2 model now and see if I can get it in that range for use

dry shoal
#

But by all means mess around with it. Getting a cut down BF2 model in-game would be great for experience/a quality proof of concept. Best of luck!

dawn zinc
#

Sounds good, depending on their density and material/texture setup it might require a retopo of the model anyway

dawn zinc
#

So I've got things working really well now, but two issues in prologue: the scenes where you the clones are at the weapons range, the scene where you are introduced to delta squad, and the scene with all the ships load in with no lighting. Any idea what that could be?

Also I just got BF2 and it's mod tools downloaded so I'll test extracting some of their meshes for testing purposes here in a sec

dry shoal
#

You'd need to find the sky texture in the game setup -> categorize textures in the remix overlay

dawn zinc
#

Gotcha, let me try that

#

Looks really cool in the editor so far at least

dry shoal
#

I've taken a handful of screenshots from there. Btw I have a game side mod that will create an anchor mesh for every level. That will let me uso a unique "sun" setup which would've been a pain in the ass otherwise

#

It's not included in the zip I sent

dawn zinc
#

Man this keyboard/mouse bug is annoying lol, trying to grab you a screenshot of some of the scenes. I got all of the emissive textures turned on and the training scene looks really cool with everything lit up and shiny

#

It's funny, I can only type in console commands when moving my mouse

#

And yes in the toolkit

#

Got the console to work lol. This software is so cool

#

Setting the sky texture helped render the scene, though the geo disappears and reappears when looking around. Also in the screenshot above, the walls to the left and right will flip to black randomly as well

dry shoal
dawn zinc
#

This is from in-game

#

A lot of the textures in this have the mask for the emissive baked into the alpha channel of the diffuse map, so I made a photoshop script that applies that alpha to the diffuse and overlays that over black, and then I save that out as a new image and plug that into the emissive map

dry shoal
#

oh so you're doing some big brain shit

#

that's something I've struggled with getting to work

dawn zinc
#

Once I have everything squared away for prologue I can upload all the emissives

#

It would be nice if you could just have the emissive read directly from the alpha channel of the diffuse map automatically, but yeah

dry shoal
#

it's been quite annoying

#

emissives are used a ton

dawn zinc
#

What's great is with this it casts light

#

So most of the lighting is naturally done by the emissives

#

At least in this particular level

static mason
#

Wrow...

dawn zinc
#

Here are the emissives I have so far. They share the corresponding name to their original counterparts, but with an e in front to make them easier to find

dry shoal
# dawn zinc So most of the lighting is naturally done by the emissives

unfortunately that isn't a given solution for level lighting. You're using ray reconstruction I imagine, which is significantly better at denoising emissives than the built in NRD denoiser. Emissive and light ray data are calculated differently, and dedicated lights give the best visual result. For people on AMD in particular it's gonna be very noisy

#

but as something to have in the meantime? Hugely beneficial

dawn zinc
#

Oh I see, okay

#

At least for something temp to see the level, that's pretty cool

dry shoal
# dawn zinc Oh I see, okay

to be clear this is good shit, I don't wanna downplay this lol. I'm absolutely gonna take advantage of it for the time being

dry shoal
#

gonna grab the emissives. What's been your go-to for taking captures btw?

#

like your method

dawn zinc
#

Well for prologue I've just been doing a capture per scene

#

I'm not sure if that's the correct approach or not to be honest

dry shoal
#

yeah that's reasonable for that level. Here's a tip, since SWRCFix adds an FOV slider, you can max it out at 130 and get larger captures simply because the wider FOV renders more

dawn zinc
#

Big eye mode, got it

#

Found the assets in BF2, might start with this helmet since it's such big moment in prologue

dry shoal
#

especially with the emissive

dry shoal
dawn zinc
#

As far as what you would want to use in an actual mod, what would be your requirements for models? Would baking from BF2 assets onto a new mesh be acceptable? Or would you want the model made entirely from scratch?

Is this for legal or personal reasons?

#

Oh good idea, we don't want bobblehead mode. Even though I do miss that in games

dry shoal
golden plover
dry shoal
#

as for legal or personal reasons it's both. I would really love to have this project officially showed off by Nvidia at some point and I already have an IGN journalist who's interested in the project, so you can guess that having our own models is important for those reasons

dawn zinc
#

I see, okay

dry shoal
#

from scratch is entirely up to your discretion. The person working on the B1 Battle Droid worked from scratch but that's significant work that I wouldn't expect across the board

dawn zinc
#

At the very least, BF2 models being converted to high poly saves time and would still result in a different mesh and textures. Starting from the ground up with high polys for everything would take years lol

#

Yeah I can imagine. Hard surface modeling takes forever, especially with the shape languages in Star Wars

dry shoal
#

but that low poly retopo + subd modifier was my base for the high poly overall model

dawn zinc
#

Yeah that would be my approach, just in Maya

dry shoal
#

here's an example of what I feed into the subd. Please forgive the underlying topo, I'm still learning and I didn't want to take too too long on it

#

that same piece from BF2:

dawn zinc
#

Nice that's good

#

Do you have zbrush by any chance?

dry shoal
#

only blender and instaMAT for my material authoring/modeling software

dawn zinc
#

There's a trick I use in there for hard surface where you soften the bevels and it makes surfaces go from CG to real really quickly, if there's a way to do that in blender that would help too

dry shoal
dawn zinc
#

You might be able to achieve the same effect in subd if you can change how many subidivisions your edges stay sharp

dry shoal
#

but uh yeah it's

#

easier

dawn zinc
#

Oh okay, I'll not mention that sort of stuff here

dry shoal
dawn zinc
#

Gotcha

dry shoal
#

certainly got it looking a tad softer but I wonder if I have creases in unideal places

dawn zinc
#

Nice yeah that's exactly what I'm talking about

#

The light will catch those edges better

dry shoal
dawn zinc
#

Subd is difficult, so I won't be the best person to talk to for advice on that sort of thing. I use the zbrush method that I spoke of earlier

#

Yep

#

Otherwise if your edges are too sharp it looks really artificial

dry shoal
#

thanks for the advice 👍 definitely looking better now

dry shoal
#

I even disabled creases on the curved inside edges and it still holds up POGGIES1

#

it's acting as a controlling edge loop I suppose

dawn zinc
static mason
#

Yall got this!

dry shoal
#

btw that screenshot you took earlier would probably be cool for #showcase even without new assets yet

dawn zinc
#

Sweet I'll post it there too

#

Also, this is the method I use at work when I'm making hard surface

#

It gets rid of your subd geometry and replaces it with an extremely dense mesh that you can then smooth so that every edge has the same smooth bevel

#

Then you can decimate this and use it to bake

dry shoal
#

oh that's a neat idea

#

I'll try doing what I did for more edges instead of just marking sharp and creasing to bias the subd

#

then the subd builds the natural looking edge highlights

dawn zinc
#

Blender might have a way to do this but I'm unfamiliar with blender. But it's way easier to control than subd

#

You still want subd to start but this is good for tuning

dry shoal
#

gotta keep in mind what I'm working with underneath lol

dry shoal
# dawn zinc https://youtu.be/TLJW5Sz1agI

oh yeah, so 700K tris is mentioned here which reminded me. Due to the differences in performance scaling between a full pathtraced renderer and a rasterized one, Remix can handle dramatically higher poly counts, so you can get away with some really detailed meshes as the "low poly"

#

to give a frame of reference I threw in a small 8 million tri mesh into a level in the remix toolkit and the performance was still reasonable. Wouldn't want to go that high but TLDR you can do more than you probably think

#

oh hi mark Wave

dawn zinc
#

Got our reference mesh extracted. How would a model swap work in RC? Should I be excracting the ones from RC to double check scale?

royal sonnet
dry shoal
dawn zinc
#

Oh wow okay. For characters I'll stick to your original numbers, but good to know for everything else

#

Sweet, I'm familiar with umodel

dry shoal
#

the versions are quite literally back to back, it should narrow things significantly

dawn zinc
#

Do you know where the characters are stored by any chance? I have a feeling I'm not pulling all of this games assets lol

dry shoal
dawn zinc
#

Handsome clone

dry shoal
# dawn zinc Oh wow okay. For characters I'll stick to your original numbers, but good to kno...

but yeah just to clarify if it's needed, this is only for meshes that are replaced through the remix toolkit. If a mesh has to be replaced via UE2 like character models, you're limited by what the editor can handle importing + the performance scaling of animating those vertices might not be efficient in such an old engine. From what I've been told by native SWRC modders, since I'll be replacing so few models in UE2 it should never become a concern. Unlike if it was an entire remaster fully done in UE2

dawn zinc
#

Pretty cool when you stumble upon cut content

dry shoal
#

someone just getting into modding, innocent question for sure

dawn zinc
#

So I'm definitely not seeing everything here, no commandos to be seen. Am I pulling from the wrong directory?

dry shoal
#

also I'm not 100% sure if the helmet used in that early scene is considered it's own static mesh or of it's somehow pulled from the character model. If it's the former then that means it can be done through remix, aka you can go absolutely wild with geometric detail

#

like I've had meshes in the lower 6 digits in tri count so they looked quite literally perfect to the eye and I had 0 real perf drop in remix

dawn zinc
#

I meant to ask about that, regarding the helmet in prologue

dry shoal
#

gimme a min

dawn zinc
#

Thanks. Also how do you open up the sub categories? Or should I just export and it'll pull everything?

dry shoal
#

at least I haven't found a better way. Though you could export the whole file I guess from there?

#

I haven't actually tried that before ngl

dawn zinc
#

Okay I'll try that

#

I'll keep saying it, thank you for answering my barrage of questions lol

#

And, I'll follow that up with another: So this is the scene where you meet the team, but the geo only renders if I look straight up. Know a fix? This happens in the shooting range scene as well

dry shoal
dry shoal
#

then remix will automatically identify the texture. It's not fully reliable which is why I don't just stick to it

#

and bad news, the helmet in the intro is a skinned mesh so it's gotta be replaced through UE2. However I want to check one more thing

#

it's highly likely it's not pulled from the commando model but instead a first person viewmodel might have the helmet

dawn zinc
#

Okay let me give the prologue another go and try that

#

I wish I could run this game in windowed mode lol, any idea how to do that?

dry shoal
#

so making it look like this. Note I haven't tested this myself

dry shoal
dawn zinc
#

Thank you, I'll try that now

#

Gotcha, okay. Even with the 30k ish limit it can look really good

dry shoal
dawn zinc
#

So the arms and helmet will have to share a budget?

dry shoal
#

that just means I can't be as greedy with the arms, leaving tris for what's being held

dry shoal
#

actually hold on

#

since it's considered one file, I would assume so

#

I could be wrong

dawn zinc
#

So I saved that text file above and the game still runs in full screen

dry shoal
#

I'm going based on what I've been told but I was never told about the HUDarms meshes in particular. It's possible they have it attached seperately and it just shows up with it in the editor

dry shoal
#

well alt enter should work

#

it won't stay on every launch though

dawn zinc
#

Yep that did the trick thank you

dry shoal
#

I confirmed it's not attaching a seperate mesh, the helmet and arms are considered the same mesh so they will share the budget

#

but most of the arms won't be visible and with a nice normal map I can capture all the little details anyways

dawn zinc
#

It will be easier for me to take screenshots this way. So which of these is that sky texture you were mentioning?

dry shoal
#

if you have auto detect on you don't need to worry about it right now

dawn zinc
#

Where's that option at?

dry shoal
#

second sub tab, parameter tuning

#

then "sky tuning"

dawn zinc
#

Oh and here's this section without a UI in front with all the emissives on

#

Nice that did it

dry shoal
#

WOW

#

that's looking so much better it's not even close

dawn zinc
dry shoal
dawn zinc
dry shoal
#

hello??? based department???

dawn zinc
dry shoal
#

lmao this is awesome

#

I wonder how they'd look if you used only emissives

dawn zinc
dry shoal
#

you can disable the original game lights being translated using that parameter tuning tab

dry shoal
dawn zinc
#

Nah they're just shadow troopers

#

Do you have a good screen recording software? Would be nice if I could post videos

#

DANG I let it load into the next scene and I forgot how freaking badass this game is lol

dry shoal
dry shoal
#

lol

dry shoal
dawn zinc
#

Is there a setting to turn off emissive lighting?

dry shoal
#

in the rendering tab

dawn zinc
#

But wil that turn off emissive effect or just make it so that it doesn't cast light

dry shoal
dawn zinc
#

Also this keyboard and mouse bug makes me want to cry lol it's impossible to do console commands

dry shoal
dawn zinc
#

Ah I see

#

Kamino might just be emissive city lol

dry shoal
dawn zinc
#

My work around right now is to move my mouse in circles while typing with one hand lol

#

So is there a way to control the brightness of the sky?

#

The ending scene looks almost cool but the time of day is off

#

Didn't know you could choke out the Kaminoans LOL

dry shoal
dry shoal
dawn zinc
#

Agreed, I'll take a look

#

I sure did pick the most annoying level to do since it auto ends lol

dry shoal
#

there's a console command that makes it all slowmotion

#

i think it's literally slomo

#

btw I also have untextured meshes for kamino that someone else made but I never got around to yk, texturing

#

environmental stuff

dawn zinc
#

The post processing helps immensely

dry shoal
dawn zinc
#

Going to try and capture a video if it from start to finish, I just turned off auto exposure and adjusted some settings for bloom and sky lighting. I'll get exact values for you

dry shoal
#

I'm gonna be chilling for a bit but I got back to my SBD a bit. Unsure if I should see it through

#

all things considered he ain't bad

dawn zinc
#

You should, it will help you learn! And also make the project look better

dry shoal
#

I threw an earlier version into the remix toolkit to put side-by-side as a proof of concept. Keep in mind this is added through Remix, so not fitting the UE2 budget. It's totally static @dawn zinc

#

the lighting is just wild when paired with PBR, even with a placeholder solid color metal

dawn zinc
#

What's the tri count max?

#

Also managed to take a video. There are some errors throughout that I might need your help with, but for a days work it's not too shabby

#

For example, particles are rendering on top of everything else, and at the helmet scene there's a black flickering effect on some of the divider walls to the left and right of the player

#

Also during the gunship scene, the lights that I assume are supposed to be inside of the gunship do not stay glued to the gunship

#

The black dividers in question in the remix editor

dry shoal
dry shoal
dawn zinc
#

I see, thank you for the info

#

I also noticed we're not able to set things as double sided, is that a limitation of RC?

dry shoal
#

also I got a new ground material I'll be testing in the geonosis arena (after I game peepoez )

#

will share shots when I have em

dawn zinc
#

Oooo noice

dry shoal
#

btw if you wanna know 100% for certain what meshes can be replaced through the remix toolkit, activate the debug view and set it to geometry hash. Seizure warning unironically. But if the color of an object changes, rapidly or not, it can't be done through remix

dawn zinc
#

Thanks for the tip

#

The mouse/keyboard bug is making this take so much longer than it needs too lol. I'm trying to pause during each scene to get better captures

dry shoal
#

just gotta be fast enough changing the naming

dawn zinc
#

It's being able to put the playersonly command in time to pause the game and then noclip to get a bit more of the capture

#

But because the prologue moves along, if it doesn't take the input I have to restart the level lol

#

Also mix in the odd crash

dry shoal
#

the crashing is related to inputs as well

dawn zinc
#

Am I able to attach lights to stuff like the gunship so that the lights move with it?

#

Kinda like how they intended originally

dry shoal
dry shoal
dawn zinc
#

I just overhauled the lighting a ton, I'll test if the lights actually stay glued to the vehicles

#

If so it's about to get spicy

dawn zinc
#

Definitely lots of tweaking to be done, certain scenes are too dark or too bright, but it's so cool to see this game with proper RTX tech going on

static mason
#

One word

dawn zinc
#

Spoiler alert the lights definitely do stick to moving objects. So that final scene has a lot of opportunity for moving lights

dry shoal
#

but

dry shoal
#

I'm super duper impressed 🙂 and this is without real asset replacements. It can go so much further

dawn zinc
#

Thank you very much. This program is so much fun

#

I think once I get the lighting to a stage that I like I'll experiment with some asset swaps

dry shoal
#

imo that vid is another one for #showcase . Awesome rep for SWRC in Remix

dawn zinc
#

Thanks for the tip, I'll try that on my next test

#

I'll probably fix the particle situation first before I post but hopefully that generates more buzz for this game

dry shoal
#

to give one example of what I'm able to do when the API is plugged into Remix/the game (not in the zip file from earlier), we're able to attach dedicated cylinder light sources to each and every blaster projectile. In a couple of those scenes the lighting would be so much more dynamic

dry shoal
#

if more artists came by to make their contributions it would be a big deal

dawn zinc
#

Man I do not get tired of hearing this games soundtrack on repeat

dawn zinc
#

Next thing that’s not working right is the blaster bolts. Either they are full bright but render in front of everything, or they render in the right order but are very dim

dry shoal
dawn zinc
dawn zinc
dry shoal
dawn zinc
#

This game could look so insanely good

dry shoal
dawn zinc
#

I'm in the projectile room, is there some sort of outliner where I can see a list of everything

#

I can't see it on screen to click it

dry shoal
#

might have to grab another capture. But the blaster bolts should show up by default without issue

dawn zinc
#

I found it, wow that is hard to see my goodness

dry shoal
#

btw if you want to have an emissive on it you need to adjust the alpha blend settings in the toolkit for the projectile. It's one of the dropdowns. You want to enable testing, set it to color emissive, and set the test to "greater than" or something like that

#

if the projectile shows properly then you're good to put an emissive map on it

#

I'm gonna call it a night since it's late as hell lol. But your messing around has gotten me more motivated again salute

dawn zinc
#

Can't quite get it bright, even with how high the value is. I imagine it's one of these alpha blending settings

#

Sounds good man, thanks for all the help. Have a good rest

dry shoal
#

if it's not that, set the test type to color instead of color emissive. The emissive map may work then

hardy quail
#

I swear on my life if anyone over brights the commando visors ill time travel and take away RC

static mason
#

We have been quite unwell lately. When we can provide updates we will

#

Sorry we are taking so long 😦

#

Our ||anorexia|| has been hitting us bad lately as well

#

We know we should not be complaining as we know there are people who have it way worse than we do we are just mentioning what is going on lately

dark lava
#

IGN journalist, huh? How lucky i did a logo for the moment, now there might be a chance my logo would be seen by many more people outside of here

hardy quail
#

Yall dont gotta worry about using assets from other games, legally according to disneys EULA cross porting (star war game to star war game) is acceptable, and in our case its a decent course of action for certain things, especially environments

#

Working with BF3 legacy we got an IGN article and that entire mod is made from assets literally stolen from LucasArts database that no one but us has

dry shoal
hardy quail
#

Its not that you cant use custom models but you can mix them to make your life that much easier, especially when it comes to environments, like for geonosis, EAFront is loaded with assets for that environment, same with kashyyyk, but custom assets still can be used alongside them

dry shoal
#

and I'm having a hard time figuring it out weirdge

hardy quail
#

Depends what game you are trying to rip

dry shoal
hardy quail
#

When it comes to EA stuff ninja doesn’t work but there are plenty of extractors depending on le game

dry shoal
#

wtf

#

I found a guide onlinethat explicitly said ninjaripper could be used

hardy quail
#

Bro cooked you

#

EAs rendering API blocks ninja afaik

#

Although

#

It does work for textures

dry shoal
#

DX12 doesn't work but DX11 supposedly does

#

that said it's not hooking in the first place it seems. Hooks into the EA app but not the game

hardy quail
#

Dx11 works with ninjaripper 2

dry shoal
#

I have ninjaripper 2

#

I threw $5 at it for convenience's sake

past escarp
#

You don't even need to be in game. You can rip models and textures using Frosty's interface.

dry shoal
#

welp there goes 5 bucks lol

#

thanks, trying it now

#

I have no clue what I'm doing

#

nvm

#

the quality of this mesh is worse than I expected

past escarp
#

The LOD models can be pretty atrocious. Anything past the second LOD model is a crapshoot in terms of how they look.

dry shoal
#

this is LOD0

#

so because I'm so goddamn stubborn with no self restraint, instead of getting the whole clone together I just started making my own version

#

I'm grabbing a cherry coke

hardy quail
#

The stormtrooper model isnt even mirrored

dry shoal
hardy quail
#

For a lot of the gcw stuff they literally just scanned the props, decimated, put in game

#

Which, TBF works

#

Because no ones looking it at that close in game

hardy quail
# dry shoal

Like you didnt even notice how messy it is until you got your hands on the real thing

dry shoal
hardy quail
#

Yes that as well

dawn zinc
#

Too busy to reply right now @dry shoal But I used frosty to rip the commando yesterday

#

I can show you how to use it

#

Not having to make custom models will save us a lifetime of work and effort

#

I’ll be on in a couple hours

dry shoal
hardy quail
#

Id go with custom models for characters and shit tbh

#

Would better match the originals

#

And also EAs commando is a crime

dry shoal
#

yeah the bf2 designs are quite different

dry shoal
#

I think it's fair to use the existing models for environmental stuff though? idk, this has me rethinking a lot

hardy quail
#

Youve been doing amazing with your custom models so far

dry shoal
hardy quail
#

Itd be smart to do that, not only because of the sheer volume but also because they arent center of attention

hardy quail
#

And the DC15

dry shoal
#

the SBD I think I'm gonna un-drop it and work off of what I have

hardy quail
#

Practice makes perfect fr

dry shoal
#

no kidding. I've had a lot of desire to just start over a lot of things because having an earlier idea of what to do helps a ton

#

using the BF2EA meshes as a base is dramatically better for many of the models. The left is a low poly retopo of the BF2EA mesh with subd. The right is the same but from the original clone helmet mesh

#

I did these really quick to be clear, they'd be cleaned up if I finished em

hardy quail
#

Still the left looks pretty good

dry shoal
#

underlying topology respectively

dry shoal
#

just having extra geo by default gives more definition

hardy quail
#

I think i showed my super commando model that i retopod off a model meant for 3d printing

dry shoal
#

oh yeah you never showed. Looks real nice. Same strategy then?

dawn zinc
#

I don’t remember the commando model being that bad for BF2. It can always be adjusted to better match the original

#

At the very least the base clone troopers since those are derived from Lucas film models

#

@hardy quail if you have a list of adjustments the BF2 model would need to be more accurate that would be helpful too. I haven’t looked at them side by side

dawn zinc
#

I’m on my way home now so I’ll crack the models open in a few minutes

hardy quail
#

They are based on them but still wildly different

#

At least when it comes to the ep3 clones

dry shoal
#

made color adjustments to the arena ground

dry shoal
hardy quail
dawn zinc
#

Nice work

hardy quail
#

I have a hatred for dices ep3 clone

dawn zinc
#

I bet we could pull rock assets from BF2 for Geonosis

#

Would complement your ground textures well

dry shoal
dawn zinc
#

I stayed up till 3AM last night trying to get the intro for extreme prejudice running lol. That mission is a lot more complicated

#

Making rocks is one of the hardest things you can do for games, that’s no joke

hardy quail
dawn zinc
#

Making good ones, I mean

#

Do you use megascans at all @dry shoal ?

dry shoal
dry shoal
dawn zinc
#

Yes that issue I was running into

dawn zinc
#

And certain lights are not actually changing properly from my edits in remix

dawn zinc
hardy quail
dry shoal
dawn zinc
#

Is there a way to animate them turning on and off?

dry shoal
#

leon has been working on making a way to interface with UE2 that will tell Remix what to draw and when, so we have finer control

#

well he's largely gotten it working. Just polishing now I believe

dawn zinc
#

Nice

#

I might have a workaround for now for the EP intro sequence

#

I want a red light in the gunship at the beginning but I want it to shut off when you’re flying down the elevator shaft and it gets all dark. I think I got a trick I can use for that

#

Oh also, I wasn’t able to get the rain to work properly for prologue. Either it’s not set to UI and blocks lights, or it’s set to UI and renders out of order

dry shoal
dawn zinc
#

Okay now I'm back at my desk and I can write out my thoughts a little more eloquently

#

In regards to what characters you are building from scratch vs reusing from existing titles, my advice would be to pick and choose your battles wisely given the resources at hand

#

Certain characters have to be rebuilt from the ground up. The Geonosians, the Kaminoans, the Trandoshans, and the Wookiees for example. They are all organic and will require sculpting, which is it's own beast entirely

#

Other characters, like the clones and droids, while maybe not up to movie standard (regarding BF2 assets) are at the very least extremely close and would only require some tuning to get them to look right

#

Not trying to discourage you from modeling these characters out on your own, I think that adds value to your mod and also is valuable for you to learn, but to model out every character in the game would take you, or even a small team, an eternity

#

If, from a legal standpoint, something can be reused, I think it would be in your best interest to so that you aren't stretched to thin. Though I'm not a lawyer and don't know the ins and outs of all that

#

Anyways, let me crack open these character files and see what we've got

#

Question, since I'm not as familiar with Blender. Do you know how to get this character to go back to the reset pose? That way I can use it as a base to apply another model to

#

Or maybe I did something wrong when exporting out of UE2

#

Also, this was the only model that I was able to get exported. I didn't get the commando model from RC out of UE

dry shoal
#

the little dude over there

#

also I'm partial to bforartists over vanilla blender. More intuitive interface with the same functionality

#

see the right side here? set it to rest position and you're good

dry shoal
dawn zinc
#

Thank you that did the trick!

#

Ah gotcha, that's fair

#

Do you know where to find the commandos? And also their viewarms too?

dry shoal
dawn zinc
#

Should it be here in the blender scene?

burnt light
dry shoal
dry shoal
#

@dawn zinc

#

only blurry bc it's a generic texture

dawn zinc
#

That's a handsome boy

burnt light
dawn zinc
#

Not a bad idea

dry shoal
dawn zinc
#

@dry shoal Do you need a rigged character or do you just need the replacement model in the same position as the RC model?

burnt light
#

i'd recommend just doing your own models still

dry shoal
burnt light
#

i was searching for star wars + EA in general

dry shoal
#

I've gotten an outside clone mesh in UE2 before but at the time I didn't know wtf weight painting even was so it had odd deformations. Still worked though

dawn zinc
#

Gotcha, I know how to weight paint. I'll get you something nice

dry shoal
#

my hero <3

dawn zinc
#

I'll trade you a spiffy clone model for helping me make my blaster bolts not look like dookie lol

dawn zinc
#

Yes I'd love them to look like that

dawn zinc
#

Also the emissives I sent yesterday should have the emissive for the rifle if you haven't tried plugging that in

dry shoal
dawn zinc
#

Lol okay cool

dry shoal
#

crazy how much edge sharpening alone can do

#

this was a one click thing so not optimal but a glimpse

dawn zinc
#

Nice

static mason
dry shoal
dawn zinc
#

Honestly should just swap out all the clones for Peter

#

At this moment I am looking at the base clone, I haven't jumped back into umodel yet

dry shoal
dawn zinc
#

Me when

#

Nice

#

Are you using this same mesh as a base for your high poly?

dry shoal
#

if you wanna try getting the BF2 model in-game then replacing it later that works

dry shoal
#

bc it's subd based

dawn zinc
#

Right, but are you building that on top of any existing model? I remember you mentioning that before

dry shoal
#

here's with the subd on

dawn zinc
#

Gotcha okay, nice

hardy quail
#

Although statistically they dont give a shit

#

There are hundreds of star wars mods for other games blatantly ripping from ea and disney alot

burnt light
#

that's the most common argument of people here. "a lot of people do it, so it's fine"

hardy quail
#

Thats why i mentioned their EULA

burnt light
#

but still, as you admit it's a gray area

dry shoal
#

@dawn zinc this is how I'm doing it. I imported the BF2EA piece, imported the original clone model in rest pose, then moved + scaled the helmet to closely match the proportions. Then I build on top

hardy quail
# burnt light but still, as you admit it's a gray area

Yes but the odds they come after us specifically are basically 0, sure they can come at anyone randomly but they could come at us just for being a mod for RC, my prime example is BF2 classics BF3 mod using assets stolen straight from disney that nobody else has

dry shoal
hardy quail
burnt light
dry shoal
#

I agree with your general premise but I'd want to go crystal clear with the EULA before committing to the idea

hardy quail
#

They know how much their assets are stolen, they arent stupid and they also know its free advertising

#

People see RTX RC, people want to play it but dont own RC, they buy RC and disney makes money

hardy quail
#

Theyve only blasted stand alone games

burnt light
#

barely anyone outside of the modding scene really knows about Remix, let alone the Remix mods being worked on in this server. i very highly doubt anyone at Disney knows any of their properties are being worked on with it

#

and i do not care about that. stop advocating for people to steal assets from a game under the premise of it being "okay"

dawn zinc
#

At the very least, the BF2 assets would be placeholder until custom models could be built to replace them. But as far as getting things moving I don't think having them as placeholders does any harm

burnt light
#

the last thing we (mod developers and the server itself) need is a company coming after us for assets being stolen

hardy quail
#

Youd be surprised by what disney pays attention to, they knew about an obscure mod and used it in an official release 🤣 all im sayin is that under EULA it should be okay but for yalls sake ill get the specific parts of it

#

I do understand what you mean though dont get me wrong

#

Even a minor risk like that could get this server and potentially even remix as a whole at risk

dry shoal
burnt light
#

if you can link the EULA you're referencing and the specific part, and explain why it's okay, this would be more acceptable

but so far you keep referencing a EULA and claiming it's okay, while also using the words "steal" and "gray area" lol

dry shoal
#

I think using them as placeholders and/or references to retopo trace over is guaranteed to be fine

hardy quail
hardy quail
dry shoal
#

it's something to definitely have in mind, we'll see the exact wording later on 🙂

dawn zinc
#

What's the tri limit for UE2 again?

#

For our clone boy

dry shoal
#

below that is fine

dawn zinc
#

Okay, I'll aim for 29k then

static mason
#

29,999 tri blaster bolt mesh

dawn zinc
#

Oh by the way, how do I go about getting a role in here?

burnt light
#

bottom of #rules

static mason
#

Oh thats how

dawn zinc
#

Thank you!

#

I am now yellow flavor

dawn zinc
#

Almost done with the clone trooper

dawn zinc
#

Credit where it's due to the original RC devs because the proportions were not that far off

#

The arms are a smidge longer but that was the only real difference

dry shoal
#

did you not scale to the RC one first? lol

dry shoal
dawn zinc
#

No I did, just making sure the meshes generally occupy the same space and the only outlier was a slight difference in arm length

dry shoal
#

ah gotcha

dawn zinc
#

But yeah, now to skin him to the RC rig

dry shoal
#

so exciting Hypers

dawn zinc
#

Then our "more common brethren" will look nice and cool

dry shoal
#

how many tris did you get?

dawn zinc
#

26k

dry shoal
#

nice

dawn zinc
#

What's awesome is the BF2 models all include LODs

#

So if a model is too high you just swap down an LOD, even down to different sections of the model

dry shoal
#

oh so if you use a lower LOD you've got a good base

dawn zinc
#

So the helmet is LOD0 since that's a focal point, body is LOD1, and gloves are LOD0 since those look better when deforming with more geo

dry shoal
#

that's smart

dry shoal
#

helmet is coming along nicely

dawn zinc
#

How are materials going to work on him? Does he need to be all one material?

#

Or is it okay to have separate materials?

#

@dry shoal

dawn zinc
#

With the power of RTX, all clones will be wearing Aladdin™ kicks

dry shoal
dawn zinc
#

Sweet, okay that's good to know

#

This will just be inheriting the BF2 materials for now since that is the simplest approach

dry shoal
dawn zinc
#

Right, the textures are good to go. I'm almost done skinning, just have to do his left hand and he'll be good to go

#

As to avoid sharing assets like this in this discord I'll send it to you privately

dawn zinc
#

Alright, he's rigged and ready to go

#

@dry shoal would you mind walking me through getting him into UE2 to get him into RC?

dry shoal
dawn zinc
#

Yes

#

This is on the same skeleton as the RC one

dry shoal
#

if you wanna not worry about losing anything just backup the clone package under animations

dawn zinc
#

Okay, backed up

dry shoal
#

  1. open CTEditor
  2. Access the animations browser. If you don't have the seperate window with it already opened, hit the A icon at the top bar of the editor
  3. Open the clone package, set mesh to CloneTrooper
  4. Cycle through LOD mesh levels to LOD level 0, it's an icon at the top of the browser with a few orange squares. Hovering your mouse also says what it is
  5. Click the icon to import a single LOD mesh, it's one step to the right of the LOD cycle button. Select your .psk file with the new model. If you need to export to .psk and are using blender, use this addon: https://github.com/DarklightGames/io_scene_psk_psa
  6. LOD0 of the CloneTrooper mesh should now be replaced with the new appropriate mesh
  7. Click the Redigest LOD level, the icon is again to the right and has a orange box with an arrow pointing to it

This should have UE2 create it's own lower LOD versions. We can adjust the LOD transition distance easily but I can share that separately

#

@dawn zinc

dawn zinc
#

Not seeing the LOD button in step 4

dry shoal
#

you might have to override the DPI scaling

dawn zinc
#

I do

dry shoal
#

do you know how to override DPI scaling on a program? I honestly am unaware I just know that it can be done

dawn zinc
#

Okay I got the button but now I can't see the asset

dry shoal