#Star Wars: Republic Commando RTX

1 messages Β· Page 9 of 1

dawn zinc
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Never mind I got it

dry shoal
dawn zinc
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Just had to re open the animation window

dry shoal
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oh yeah that lol

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some odd bugs

dawn zinc
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Okay I think I'll need to export it as the right file format first

dry shoal
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helmet's not far off of being ready to polish. The back is good I just have backface culling enabled

dawn zinc
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Nice!

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Okay I think it worked

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Weird, am I missing some sort of export option from blender?

dry shoal
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ARE YOU USING

dawn zinc
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Unreal PSK

dry shoal
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I'm guessing you did weight painting

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Maybe it could be related to vertex groups? I'm gonna ask

dawn zinc
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I did do weight painting

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Even when I import the RC clone back in I still get this

dry shoal
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It'll give a prompt to save the package when you hit X

dawn zinc
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Also FYI in case it's important, I am getting a gltf out of umodel

dry shoal
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You'll wanna export in .psk from umodel

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If it's working in blender though that should make using a new armature not too bad id think?

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Since it'll be the right pose and scale

dawn zinc
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Okay let me try that

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Do you know how to cycle the viewed mesh in umodel?

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For example now I'm seeing the commando

dry shoal
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it looks bad bc the texture, the mesh is fine

dawn zinc
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Right but I'm trying to grab the clone trooper

dry shoal
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ohhh

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page up and down

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it's 2 back from the commando

dawn zinc
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Awesome thanks

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LOL the scale difference between the formats

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That's probably it

dry shoal
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everything is 100x size

dawn zinc
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Yeah lol

dry shoal
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oh that also means you'll have to export at that scale when you're done

dawn zinc
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So if I scale this up that should work?

dry shoal
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with gltf

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so that wouldn't address it

dawn zinc
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Oof I think that means I need to reskin it

dry shoal
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at least I think so

dry shoal
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there might be a way to reuse the existing weight painting but I don't have enough experience to say for sure

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there's a data transfer feature that does try to apply the weighting from one mesh to another of the same topology

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might find it with a google search and save yourself trouble

dawn zinc
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I'll do some digging

dry shoal
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sorry for forgetting about the psk export bit. I didn't even think about it bc I was so used to it

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but yeah, .psk is what you want to export as if you want the proper skeleton

dawn zinc
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That's not your fault, I should have asked

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It's a one button fix in Maya

dry shoal
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holy GIGACHAD

dawn zinc
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Thank goodness that almost ruined my day haha

dry shoal
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we're so back

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now we see what we got hmm

dry shoal
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looks like a nightmare with the different UV but who cares lol

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grab a capture and get that PBR applied my friend

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(also shoot a dm to share when it's convenient πŸ‘ )

dawn zinc
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Would it be a bad idea to import this over the LODs as well?

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Unless that's what redigest LODs is supposed to do but that didn't seem to do anything

dry shoal
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which I'd recommend doing

dawn zinc
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Also, looks like it's still using the old material

dry shoal
dawn zinc
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Perhaps it's this?

dry shoal
dry shoal
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I think you might also have to be set to LOD0 to do it? it's been a while

dawn zinc
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I did that

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Sorry to barrage you from two fronts lol, how do I swap the clone to a new material? The helmet, gloves, and body should each have their own material but it's all using the base clone material

dry shoal
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so you'd set it to 3, then the UV should work

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someone else had the issue importing their custom commando which had two textures

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so you might need to get a new capture as well to account for it. If you use the same capture name it'll overwrite

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once you do that you just keep doing a dropdown in remix's hierarchy tree and eventually it splits by material so you can apply each

dawn zinc
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In this area?

dry shoal
dawn zinc
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Do I just name the materials whatever?

dry shoal
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I checked another discord where the same issue was ran into but they resolved it over VC so the solution isn't there

dawn zinc
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It's weird, I can't rename the materials. Only add new ones named "none"

dry shoal
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so you'd want to add the textures there to fill in the slots I guess?

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my head's spinning ngl lol

dawn zinc
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I appreciate your help, don't let me add to your headache. I'll dig around and see if I can find a solution

dry shoal
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@dawn zinc

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from the unreal engine 2 documentation

dawn zinc
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Sweet, thank you so much

dawn zinc
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Just noticed the material names got messed up when fixing the rig, I'll have to adjust that

dry shoal
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makes sense I think

dry shoal
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ignoring the blank UV, the deformation on the fingers looks so much nicer, my god

dawn zinc
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Thank you, there might be some clipping or skinning errors but I can always iterate as we find opportunities to improve

dawn zinc
dawn zinc
dry shoal
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with PBR materials applied

dawn zinc
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Let's go

dry shoal
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@dawn zinc threw in my model replacement for the dc15s πŸ™‚

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modeled and textured by yours truly

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redid the shots

dawn zinc
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Nice that looks awesome

dry shoal
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like you said, this could look amazing when all's said and done

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tons of potential

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I'm not the most proud of it but I think it's sufficiently good enough given it's an NPC weapon

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the glove normals look nice

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gonna call it a night

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productive day for certain salute

dawn zinc
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Get some rest man, good work today. Thanks for helping set up the trooper

dry shoal
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that's for another time though

dawn zinc
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Really quick before you head off, what was your rule of thumb for if a model could be swapped in remix vs in UE?

dry shoal
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If an object stays a solid color, it can be replaced through Remix

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And I mean the geometry. Textures can always be replaced

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It's pretty safe to assume that if it deforms -> not replaceable. Particle effects are also typically unstable (not replaceable), and BSP geometry is also unstable. But only the first playable mission is using BSP, the next few use static meshes for everything making them significantly easier to improve

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One thing I've done is recorded a sequence with the debug view active that I can refer back to later. It's pretty helpful

dawn zinc
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Okay I'll take a look at that. Thank you very much for the info

dry shoal
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You got it boss. Take it easy peepothumbsup

dawn zinc
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Sleep well!

static mason
dawn zinc
severe flare
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Is there any concern regarding the animations being designed for the more cartoonish 2005 models and therefore not meshing well with a more photorealistic upgrade? Can anything even be done about it?

dawn zinc
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It would be nice to have better animations but that is outside of my skillset and I think would be a massive undertaking on top of remastering everything else

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But I do agree with you. The animation is very old feeling

mossy void
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Don't use it if it's a concern

dawn zinc
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Got the commando base models in and one set of viewarms. Currently they lack their custom paint (that needs to be made), and for some reason the static commando models aren't using all of the textures they were given. But otherwise progress!

dry shoal
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Wow, the helmet scene looks like it came straight out of the Unreal Engine recreation that blew up on YouTube some time ago

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And you have the HUD arms set up looks like? That can be reused easily I bet

static mason
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πŸ˜›

hardy quail
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Looking good, visors are beautiful

dawn zinc
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I’m going to take a deeper look at the normal maps today. Have a feeling something might not be working fully right

dry shoal
dawn zinc
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Yeah. I have a feeling it’s how frostbite does normals or something

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I’ve ported these models to Unity for other projects and gotten the normals to work so it will just be a matter of pulling different levers until it looks right lol

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But yeah certain surfaces should read flat but they feel curved

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The models feel β€œgoopy”

dry shoal
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Wouldn't Frostbite have to stick within those specifications?

dawn zinc
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I believe so

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So it might be a matter of flipping the green channel and testing

dry shoal
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Roger

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I'm gonna try and get some tiling materials for Kamino btw

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In my head I'm thinking the simulator room and the ending outdoor sequence would be the most immediately impactful

dawn zinc
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I'm going to pull the clone trooper into marmoset and see what clicks, that should help me figure out what's going on

dry shoal
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@modern isle in the final scene of the intro sequence it's this big outdoor area with rain right. Does it make sense to create puddles as parts of the tiling material? I've never done "water" as part of a material

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Basically a natural-ish spread of water with high reflectivity

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Or would it look like ass

modern isle
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You can just sprinkle some meshes onto larger flat areas to break up obvious tiling.

dry shoal
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Increase saturation and lower richness where the puddle would be?

dawn zinc
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Some visual reference. I would avoid individual puddles since it is a large, flat, metallic surface with lots of water on top

dry shoal
modern isle
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If it's raining then the entire surface would be wet, with puddles accumulating via the water effect.

dawn zinc
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and also since it's raining constantly. I imagine if it were dry and then the rain just started you'd get puddles

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But given how much it rains there the surface would be entirely covered

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I also should take a look at editing the skybox to make it more blue like the films, and add more light to that finale scene. I'm realizing how lit it is in the films vs what I have in remix

modern isle
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Oh it's an artificial surface, yeah then just darken albedo, increase saturation slightly, lower roughness (clamp to 0.02 on the lower bounds) and then see if you need to adjust metallics

dry shoal
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Looking at the paneling here this looks like a good fit for flood fill I bet

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Most of the middle of each panel would be darker, more reflective for the wet look. Outer edges slightly more dry

dawn zinc
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What is also likely the case with what Dice did here, is they might have a shader specifically for wet surfaces that works outside the bounds of a PBR strict material

modern isle
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No need for flooding, if your non wet version has a proper heightmap you can just get the crevices and expand them via invert and bevel, give em a good ol blur and then overlay blend a grunge texture

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That would give you a soft-ish mask that blends towards the edges of a panel.

dry shoal
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NOTED writing all this down

dawn zinc
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The way I would cheat it is by making a "dry" version of the floor with PBR materials, and then a duplicate piece of the geometry offset with transparency and low roughness, with the normal map plugged in. You'd have your floor geo, and your water geo

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Hard to tell if the floor is as metallic as the walls but if it is then that's how I would do it to make it look like wet metal

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In any other game engine at least, not sure how remix would handle that

dry shoal
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Remix is ass so that's not a reliable method lmao

modern isle
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I get the idea, but I'd avoid translucency for something like that because it's not the most performant and will be a bit finicky to tweak since you have to deal with the limitations of the shader

dawn zinc
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Does the shader have a clearcoat function?

modern isle
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😬

dawn zinc
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Like clear coat on car paint, since that's the same idea

dry shoal
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Ok now it's going over my head I'll leave it to y'all

dawn zinc
modern isle
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Unless they added it, don't think so. There is iridescence though so your oil slicks are covered.

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There's no dual normals either :/

dawn zinc
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Well dang. I'm sure we can figure something out

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Clearcoat would be a huge addition, though niche

modern isle
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I'd just go with a proper wet PBR material for the surface. It'll look decent enough even if there's no clearcoat or dual specular mode.

dawn zinc
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The metal looks pretty dull so we can probably get away with just going the PBR route

modern isle
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Splashes could be done via decal (btw was there a toolkit update at some point to add this as an exposed option?), you could do a geo shell but the IOR will get messy at steep angles no matter what you do.

dawn zinc
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Like it kind of just turns into diffuse with high gloss

modern isle
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Ay, that should work.

dawn zinc
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How much flexibility do we have with replacing the sky? Are we limited to swapping the sky texture of the game or can we introduce our own sky lighting in remix?

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This site is amazing for sky textures, would be nice to use something high fidelity from here

dry shoal
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There's a little sky dome on each map. Replace that texture with a nice high res one without compression and it'll probably work out

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You can adjust the brightness of the sky using the runtime overlay

modern isle
dry shoal
modern isle
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correct, I can just use directional lights as expected.

dawn zinc
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Interesting, I'll have to try that then

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That sky lighting will be huge for the finale in prologue

dry shoal
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Since we can't really avoid base game modding I think it makes sense to throw in a super high res texture for the proper skydome. I since we aren't replacing other textures in the vanilla game I don't think RAM limits will be a concern. Only how much high res it'll handle

dawn zinc
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And also helpful in extreme prejudice when they're in flight

dry shoal
dawn zinc
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I'm going to try @modern isle 's suggestion first and toss in a giant sphere in remix with the HDR texture

modern isle
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keep in mind that if you use a skysphere model on the gameside that it WILL occlude lights by default

dawn zinc
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Boom

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Highly recommend you bookmark this site, it's amazing

modern isle
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ay, HDRI-haven is good stuff

dry shoal
modern isle
modern isle
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so it will block light

dry shoal
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I thought the distant light is specifically meant to ignore sky textures when marked as such

modern isle
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how do you replace a sky tagged texture in the toolkit?

dawn zinc
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@modern isle Do you have any ideas on how to resolve the rain FX? Right now our options seem to be to turn it off entirely or have it render out of order, neither of which are ideal

dry shoal
dawn zinc
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Also I worry that if you swap it in UE that you might not get an HDR effect

modern isle
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correct

dawn zinc
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That's just a hunch, though

dry shoal
dawn zinc
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But you would be converting SDR to HDR

modern isle
dawn zinc
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Unless you swap that textxure again in remix with the full HDR version

dry shoal
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Does Remix have real HDR support for skydomes?

modern isle
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yes

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remix supports 16 bit textures out of the box

dry shoal
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So they have that... But didn't make an option to override the sky textures...

dawn zinc
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LOL well I guess there's your answer

dry shoal
modern isle
dry shoal
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Admittedly I know jack about HDRIs so you're probably spot on

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Shouldnt be too hard to get a good sky texture for kamino

modern isle
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Sky benefits greatly from having a high dynamic range to minimize color banding and also to have more contrast between bright and dark parts

dawn zinc
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For Geonosis, just recolor it to match

dry shoal
modern isle
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yeah just adding the patented breaking bad mexico filter should make this geonosis enough

modern isle
dry shoal
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Can confirm, the default sky looks like total ass

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πŸ™‚

static mason
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new swrc leaks

dawn zinc
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I can't believe they canceled Republic Commando 2 before the first game even launched

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Some new higher up guy at Lucasarts came in and torched so many projects

dawn zinc
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Strange, the normals look fine in marmoset

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I wonder if skipping the ingestion process is what's doing it on my end. I'm just dragging and dropping them into the folder

dry shoal
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WITH NORMAL MAPS REMIX CONVERTS EACH TYPE TO AN OCTOHEDRAL NORMAL MAP OR WHATEVER THE 3RD TYPE IS CALLED

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So you need to injest for it to work

dawn zinc
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LOL my bad

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I'll fix that today

dry shoal
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Injest = good πŸ‘

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Also when you finalize a mod to package and share it'll only pull what's been injested

dawn zinc
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Okay good to know

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Thanks

dry shoal
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Follow-up on something I brought up a hot minute ago, Greg Knight, lead concept artist for Republic Commando finally responded to me

dawn zinc
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Wow no way, his work rocks

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What did you initially reach out to him for?

dry shoal
dawn zinc
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Okay I think I've found the culprit

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For the normals

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Oh nice that's a good idea

dry shoal
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As for his response, said he appreciated my interest and said working on the game was one of the highlights of his career. He was willing to share the concept art but unfortunately LucasFilm has full rights to his artwork made for the game. Every piece of concept art he's posted himself came from LucasArts publishing them themselves for all to see. So he can't even use his own art for his portfolio pepe_despair

dawn zinc
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It's tough with companies. There is a lot of my professional work I can't show at risk of being sued or fired, and I know anything Star Wars related would be even worse

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So the reason the meshes look gooey is because their hard edges are not being preserved

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So the normal map thinks it's working with a mesh with hard edges, but isn't, so we aren't getting the edge crispness that is to be expected

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Does UE not support hard edges?

dry shoal
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Oh my god I know what we need to do

dawn zinc
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What the mesh should look like, without any normals applied, vs above

dry shoal
# dawn zinc Does UE not support hard edges?

Literally this. UE2 just smooths everything like it has caveman brain. The only way to get hard edges is by splitting verts where there are sharp angles. I can do this really easily if you wanted me to

dawn zinc
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Interesting

dry shoal
dawn zinc
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I'll take a crack at that really quick

hardy quail
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Apply an edge splitting modifer in blender

dawn zinc
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I don't use blender but there's probably simple way to do it in maya

dry shoal
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I didn't even know that was a thing. I was just going to select all sharp edges -> right click -> split lol

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Btw isn't this technique referred to as split normals? The game is full of em

hardy quail
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Yeah split normals

dry shoal
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I'm learning

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by the way how's that light coming along pepelook

hardy quail
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Im on vacation rn but ill be home sometime today, sorry its taken me so long work gets in my way πŸ˜”πŸ˜”πŸ˜” its like half complete ill send screenshots later

dusk trail
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On vacation too, why I haven't done anything in awhile

dry shoal
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Lol y'all are okay, I'm just messing around hug_friend

dusk trail
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@dry shoal What was it I was doing again?

dry shoal
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Metallic, shows up all over the arena with ammo drops

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I remember you getting annoyed because it wasn't symmetrical lol

dusk trail
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Oh yeah right right

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Lmao

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I'll work on finish that when I get home next week

dry shoal
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the amount of unfinished models I have pepe_despair

dusk trail
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Fr lol it be that way

dry shoal
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Cool, no rush

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Honestly I think the biggest thing is I need to take the L on doing everything. I'm trying to model general props, character models, first person weapon models, rock formations, and trying to create procedural textures and texture all my 3D assets. All at once

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I think the meta is just to do general hard surface + environment texturing. I don't get enough practice at any singular thing

dawn zinc
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Without normals, looks a lot better. Should look great with normals

dry shoal
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@dawn zinc I've gotten warning that edge splitting isn't the appropriate way as you want verts to still be welded I guess. I'm asking more about it

dawn zinc
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Hmm, okay. Let me know what you find

dry shoal
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@dawn zinc this is what I got

dawn zinc
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That sounds really complicated lol

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Going to just try split edges first because that's a one click solution

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Also any clue why the meshes I'm adding in remix appear black? They look normal in-game

dry shoal
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see if that fixes it

dawn zinc
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Okay that worked, but I have a couple follow up questions

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1: Why is it that no matter what textures I plug into the material on the helmet, it won't change? I don't have this problem with the helmet that's on the main commandos

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2: Is there any way to bring back the original mesh that I replaced over so that I can realign after fixing the scaling?

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Actually the helmets on the conveyer aren't receiving the proper materials either, hmm

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Maybe I need to do another capture

dry shoal
dawn zinc
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Double sided won't toggle for anything in here

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Also I see the restore asset button my bad

dry shoal
dawn zinc
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Notice how nothing is plugged into albedo, really weird

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Nothing I change in those settings affects this mesh

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Actually it's affecting the original material and not using the new one

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For some reason it's pulling the original clone material instead of letting me edit the material on this new instanced thing

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Oh I am genuinely stupid I figured it out. Disregard

dry shoal
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Oh yeah you removed the override

dawn zinc
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Even though I was clicking on the new helmet, I wasn't selecting that actual helmet's material

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I had to go one further thing down in the drop box

dry shoal
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Ah gotcha

dawn zinc
dry shoal
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Multi materials, what are ya gonna do

dawn zinc
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Yeah so I can confirm after splitting the edges and importing the normals through the ingestor that everything looks as intended now

dawn zinc
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I'll take a video in a little bit

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Are you able to get far into extreme prejudice without crashing?

dry shoal
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There's been some regression that makes the game unstable and is related to input

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And I reported it quite a while ago when the issue first happened

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and it sure would be nice if it got fixed given this is one of the most actively worked on remix projects

dawn zinc
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Is it just extreme prejudice or is it all missions?

dry shoal
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I think I know of a stable build setup, when I confirm I'll hook you up

dawn zinc
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That's a shame, hopefully that gets fixed soon. Otherwise the whole thing is a bit pointless lol

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At least with prologue in RC you can get through the whole thing before it crashes

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And the intro for extreme prejudice

dry shoal
dawn zinc
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Clock out of work > immediately work on RC

dry shoal
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I'm working on textures rn lol

dawn zinc
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Currently getting the helmetless clone trooper in

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Then I need to do a new version of the helmeted version that's all on one material so the clone advisor doesn't break

dry shoal
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this took me far longer than I'd like to admit

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but now I can use this mesh as a heightmap

dawn zinc
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Oh nice so you're modeling from the original texture?

dry shoal
dawn zinc
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Any reason the skybox I added turns orange at a distance?

dawn zinc
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@modern isle Any ideas? Did you run into this?

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I notice in general that remix is adding an orange haze, I don't mind the haze but it would be nice if I can control the color. Unless there's a light that's causing that to happen

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Also @dry shoal would you mind posting the settings you have for the blaster bolt material please

dry shoal
dawn zinc
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Ah I see, okay

dry shoal
# dawn zinc Ah I see, okay

tldr for the blaster bolts is I have the stuff I need to make to make it virtually "finalized" in terms of functionality, so don't worry too much about it. You can set it up as an emissive but other than that I got it covered πŸ‘

dawn zinc
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Sounds good, thank you for that

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Follow up question: how did you place an anchor in the level to add objects/lights to? I need to add the sky dome to something like that so it doesn't only appear at the end sequence

dry shoal
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basically I've worked with a couple original game modders to finesse some stuff together for the ideal remix setup. With the renderer adjustments, every single level has its own unique triangle up in the sky

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so we always have an anchor mesh

dawn zinc
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I see, that's smart

dry shoal
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#showcase message

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just check this out

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the API's got cool stuff waiting to see the light of day. This is currently AFAIK the only actively developed project that has used the API

dawn zinc
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That's sweet. That's not possible with what I currently have in the toolset?

dry shoal
dawn zinc
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Because the current build is so unstable?

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Ah

dry shoal
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nothing to do with stability, just functionality

dawn zinc
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How long has that been out of comission?

dry shoal
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but I do know it's input related as performance drops off a cliff when actually doing stuff. Noticeable most in extreme prejudice

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I stand still in an active combat area -> locked 120fps. I use WASD to go in circles -> 40s-50s with massive stutters

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then crashes a minute or two later

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Tbh you came in at a rough time in terms of Remix's current support for SWRC. It has some of the most potential of any Remix-compatible game, but due to these obscure issues in the last X many builds it's hard to make meaningful progress

dawn zinc
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Strange, how often is the API updated? Is there anything we can do on our end or do we have to wait?

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Figured out the fog

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It’s the transmittance color on the volumetric lighting

modern isle
modern isle
modern isle
dawn zinc
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Even if the emissive is white, it was turning orange

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But it looks like the default fog volume is slightly orange in color

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So I tweaked it it to be more neutral and cool in color and now it looks as intended

modern isle
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I suggest looking at the skydome and unplugging any extra textures outside of the emissive too.

dawn zinc
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I did

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Pure white emissive, no texture, it was orange in the final result

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Sky looks so much better now

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Anyone know what these big panels are in the captures I take?

cobalt jacinth
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They’re the secondary render targets used for post processing.
You can set FrameFXDisabled=True in System.ini to get rid of them.
The downside is that you lose the distortion and fading effects in the intro

dawn zinc
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Ah okay,. thanks for the info

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So @dry shoal , when I have the rain particle disabled, it ends up blocking light when looking at certain angles. Is there any way around this?

dawn zinc
modern isle
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Looking good 😎

dry shoal
dry shoal
# dawn zinc

Probably something to do with framefx that Leon mentioned

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I've actually never noticed that before. That could explain why sometimes the light there didn't work right

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Not an issue if a light source is added via the toolkit though

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Given you're getting as much done as you are on Kamino I'm gonna shift some more of my efforts towards Kamino's assets

sweet kindle
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dunno if its within the scope of this project, but if you ever need any custom mocap/general animation work i'd love to help/work with yall. same if you need just another generalist to help with scene setups/lighting scenes or testing etc.

dry shoal
#

Man y'all have no idea, I'd be willing to spend years on this project if I had the team/resources necessary to make what would be not far off of proper remake territory by mixing UE2 modding with Remix's pathtracing + API features

#

There's more potential to pull off such a feat with this game than many others from that era

#

But I also gotta keep it reasonable, at least until I can prove to myself that I could go all in

dry shoal
# sweet kindle dunno if its within the scope of this project, but if you ever need any custom m...

Republic Commando definitely has some chunky animations that make it very clearly of that era. @dawn zinc has experience with character rigging/weight painting, so technically we have the skillsets needed to do more complex and smoother character animations. Dunno about you guys, but I totally think new animations could be looked at in some cases. Especially first person animations with stuff like the DC17m reload. It looks very static as-is

#

Really it depends on what you're able to reasonably do Sev and if trooper would be willing to do all new rigging for some skeletal meshes in a UE2 game lol

#

Right now my aim is to cover up through Geonosis. The number of animations aren't too out there but it's probably safe to assume that if we were to do new animations, that we should pick and choose what would bring the most value

sweet kindle
#

i am primarily a character animator, but i do have some experience with view model animation as well. - would need to figure out the best practices and workflow for getting animations in the game etc. (not familiar with UE2 or the RC toolkit.) - seems like a sweet project, been following it for a bit. would love to help any way i can when ever i have the time.

#

btw those new models look awesome.

#

yeah, alot of the animations especially during some of the cinematics with clone troopers, like during the intro suit up sequence are pretty choppy.

dawn zinc
#

@dry shoal Idk what I did but the rain is now fully gone, along with the lighting errors. In that last video it looks as intended, though it would be so cool to have the rain. I wonder if we can add in our own in remix

modern isle
modern isle
dawn zinc
#

Hmm okay. I’ll see if I can whip up something

dry shoal
#

Like these tiny droplet meshes that are translucent so they have refraction or some shit

dry shoal
# modern isle Just don't succumb to scope creep. Know what you want to achieve with your demo ...

Yep, very wary of that. But my scope came from how limited I was at the time. As more people have expressed interest in helping, the mod could be pushed to be more ambitious in some key ways. That said I think in terms of how much content is covered in the game should be 100% locked in for the time being, and that's still the case. Up to Geonosis. Adding Kashyyk and the Republic Assault ship thing are their own massive undertakings

dry shoal
sweet kindle
#

we more concerned about gameplay or cinematic/scripted animations?

dry shoal
#

I just thought about the scene going down the elevator deeper into the droid factory a few levels in. One of delta squad helps with the equipment of another while the briefing hologram is playing and it definitely looks 2005 lol. That scene has the potential to be a huge showpiece so having that little interaction look nicer would be very noticeable

#

Just spitballing though. I'd want to look over the content that I'm covering to see where the most impact could be made

modern isle
sweet kindle
#

sweet, yeah be cool to see that done up with all the new models. and if the rigs are eventually setup better, it'll def look better.

sweet kindle
sweet kindle
#

hm, dont think it'll be a massive issue

#

and there is a way to extract the existing animations?

severe flare
severe flare
sweet kindle
dry shoal
sweet kindle
#

sweet.

dry shoal
#

They're from BF2EA and are a stand-in until custom models are finished. We wanna fully avoid as much grey area as possible and having custom models gives the project more of its own identity yk

sweet kindle
#

and the legal stuff too lol, best to avoid

dry shoal
#

Exactly lol

#

Do you have any examples of your animation work that you wouldn't mind sharing?

sweet kindle
#

unfortunately not currently that i can show off. maybe i can find some old stuff to show later. (not at my pc rn) but alot of my stuff is unfortunately private rn.

dry shoal
#

Since we're gonna be using custom models I'll show what our two closest to completion character models are

#

Lemme dig for em

sweet kindle
#

kk

dry shoal
#

@sweet kindle the B1 Battle Droid and B2 Super Battle Droid

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B1 shot has a comparison with the original as you can see

sweet kindle
#

lol that is one crusty 2005 model

#

looks great

dry shoal
#

I'm no animator but I'm guessing droids are quite easy due to the limited articulation

sweet kindle
#

fair, tbh i think the droids are the only characters where i think most of the original animations would work just because they have that early 00' stiff snappy feel

dry shoal
#

B1 at a more flattering angle

dry shoal
#

Yes most of the animations are good, some are great even

#

At the very least if anything was gonna be re-rigged it wouldn't be the droids. The worst animations I can think of are mainly the melee animations

sweet kindle
#

srry i said fair instead of true, lol. kinda tired, didnt sleep well. yeah you are right that limited range of motion for the droids from less bones makes it easier to the robotic kinda feel for any animations we do

#

i forget what the melee animations look like. they pretty bad?

cobalt jacinth
#

Oh yes new animations would be awesome in some cuscenes. Especially in the one where you stand in line to get your helmet. The clones in front of you are all in their combat stance because there's no regular walk and stand animations.
I tried to fix that years ago but didn't make it look much better lol: https://youtu.be/-O_QMCywIPA?feature=shared&t=50

Made a new walk cycle for the Clone Trooper, not perfect but I think it's good for now ^^

β–Ά Play video
past escarp
# dry shoal We absolutely can get the rain working. But a part of me wonders if we could do ...

Honestly, replacing particles with actual meshes can do wonders for performance. In a game I am toying around with, I modded the game to use a dummy mesh in place of particles for the lasers and then was able to replace the dummy mesh with an actual mesh in the toolkit and even with having lights added to the lasers (the base game didn't have them cast light for some odd reason), performance was hugely improved just from that alone.

past escarp
dry shoal
#

For reference Leon's one of the most experienced modders in the SWRC scene, so I guess I shouldn't be surprised he tried his hand at it himself in the last lol

sweet kindle
dry shoal
#

Well shit now that there's more people interested in helping out I should get a stable build going since the latest remix builds r not good with some regressions just for RC which is lovely

sweet kindle
dry shoal
#

Because the Remix toolkit gets mad if it's missing previously accessed scene captures

#

I already have a GitHub set up for personal use but I can make a new one and expand on it. If I set it up perfectly then in theory we should all have the latest versions of the exact same mod project that we could then view in-game any time

#

I have fairly limited experience with GitHub so I'm not fully familiar with the setup and possibilities

cobalt jacinth
# sweet kindle lol that blender layout. old school

Back then making animations was a pain in the ass lol. You had to use a very old Blender version (2.49) to import the models and animations from the game. Then open the blend file in the latest Blender version (2.79) and export the animations from there. Then import them in UE2 runtime, extract them with umodel and finally import in RC πŸ˜„
Now that fortunately isn't necessary anymore.

cobalt jacinth
dry shoal
#

Only thing is structure/organization. I don't know how specific you can get with GitHub's synced files. For example syncing the RTX.conf seems like a no brainer since any improvements people add will apply to everyone else generally

#

The rtx-remix folder under system would be ideal so we could share captures as well, and ofc a remix toolkit project directory which can go anywhere. I personally have a file structure for it under documents\GitHub\RemixDev for example. But I'd want to start new to be more organized anyways

#

In terms of potential concerns, having the project folder synced means all injested assets will be synced too. Given the project will be using modern texture resolutions have multiple texture maps each for PBR, I'm unsure how large file sizes could get

cobalt jacinth
#

Well git isn't really the right tool for binary assets since text files are the intended use case. You can have binary files in the repository of course but the size will blow up when new versions are added.
And github also has some file size limits: https://docs.github.com/en/repositories/working-with-files/managing-large-files/about-git-large-file-storage
So for configuration files and anything text based git is fine but textures and other large binary files need another solution.

dry shoal
modern isle
#

does git even support file locking?

dry shoal
#

I'm just learning as I go

dawn zinc
#

Yeah having more stability would be amazing. I got about two minutes into the second mission on Geonosis and it looked neat straight out of the box

#

Like even the HUD for the sniper rifle highlighting the new commando models just works

#

Excited to work more on prologue tonight. I'm going to see if the environment assets from BF2 might be usable for Kamino

dry shoal
dawn zinc
#

I think certian ones can be helpful, like the big buildings on Kamino. I forget what they're called

#

Or rocks on Geonosis

#

I'd also like to see if I can get the BF2 gunship working since that's pretty front and center for many scenes

dry shoal
#

I'm willing to use them as references for sure but I've all but decided this project will use 0 ripped assets in the end product

#

I want everything to be custom made or using open licensed models online where it might necessary

dry shoal
#

not perfect yet but the clone helmet is coming along well

dawn zinc
#

The Kaminoans will probably be first up on the list of custom characters I make since that would be a low lift

#

Then baby clones

dawn zinc
#

Time to polish some lighting

hardy quail
#

can we add this in rtx

sweet kindle
#

🀣

dry shoal
#

I'm likely going to use a different texture, particularly in the emissive parts. But in terms of the geometry I think it looks pretty awesome

#

Btw I have my eye on a more formal-syle hard surface modeling course. Costs money ($50) but I really think I need something like that to get more confident with my modeling and expand further with what I'm able to make

#

YouTube tutorials are kind of horrible

#

So if I get it and stick with it, hopefully in a couple weeks I'll be much more reliable at making what I wanna make

dawn zinc
# dry shoal Btw I have my eye on a more formal-syle hard surface modeling course. Costs mone...
#

This is where I went to school, they also have tons of online tutorials you can buy

dry shoal
#

The course I was looking at is a sort of hard surface kickstart which assumes no initial knowledge and can be done in two or so weeks. But this seems like something I could expand to after getting those fundamentals locked in

dawn zinc
#

They have courses for all levels, you can find beginner hard surface ones somewhere on there. I don't know if they have any for blender though, might be for Maya

#

But thought I'd share in case you find something useful

#

I've wanted to teach there for a long time but it's a huge time sync that I don't know if I'm ready to commit to lol

dry shoal
dawn zinc
# dry shoal Yeah I saw lots with Maya, and the courses I'd be interested in that do use blen...
dry shoal
#

Lol

dawn zinc
#

Found you a Blender tutorial for all experience levels

dry shoal
#

That's the exact one I mentioned just now

dawn zinc
#

LOL my bad

dry shoal
#

Like I said that's something I'd love but there's many parts to it beyond blender which is the only thing stopping me

dawn zinc
#

Marmoset is pretty amazing, it goes on sale a couple times a year and is one of those programs where you buy it once and you get it forever. That one is pretty essential

#

Painter you can buy a month of for $20

#

I'll have to buy a month of painter to paint the commandos

dry shoal
#

I'm definitely down to get more of the software for these workflows as I progress in skill level. It's my hope that I can transition with learning the skills I have with this project to looking at game dev for a potential career

dawn zinc
#

You definitely can, all of this stuff can be in a portfolio you can use to either apply for work in the industry or use to get in a school to boost your skillset

#

You're way further along than I was when I got started at that school. You'd laugh if you saw my starting portfolio lol

dry shoal
#

I'd say I got a strong start thanks to the artists in this server who encouraged me to try my hand at it. When I first began this project I was gonna use AI PBR upscaling and largely call it a day. Now it's much more ambitious than that

#

But you can only get so far with asking for advice from time to time. Which is why I think setting in everything formally is the way to go at this point. My bar for quality is relatively high so I need to be able to do it consistently

dry shoal
dawn zinc
#

Yeah, you can definitely get to a good level with decent tutorials. If you want to do this as a career someday, I would highly encourage you find a school and dedicate your time to it full-time. It requires lots and lots of hours of practice

dry shoal
#

I'll admit I'm shying away from full time schooling since long term structured education is something I've struggled with in my day. There's also the bit where I'd like to take these skills to make my own game. It's a big risk but without going into specifics, how I have things set up now in my life kinda makes for the ideal conditions to attempt such a thing

dawn zinc
#

I feel that. I'd love to run my own studio someday as well

#

I just don't know enough of any particular game engine to be able to implement ideas effectively lol, all I know is art

dry shoal
#

That'd be sweet but making a full business and hiring is a big leap beyond what I have in mind KEKW I'm sure you've seen a number of largely one-man projects that have made it big due to having a type of game that doesnt quite exist elsewhere

dry shoal
#

In fact they're in the middle of retooling all of their courses to a new and more intuitive format (imagine a tutorial built into a game engine) that's been rolling out piece by piece. Gives me time to work on this project lol

#

An example of that tutorial system I was referring to

modern isle
dry shoal
dry shoal
#

It's not a fault of the software of course

dawn zinc
#

I think he meant instamat is niche

#

Honestly though, it would behoove you to learn painter even if on a free trial. $20 for a month isn't so bad, either

#

And I'd be happy to show you the ropes

#

It's industry standard at this point

#

Plus the quality of tutorials you’ll find on painter will probably end up being more helpful

modern isle
#

The majority of painter tutorials I find easily applicable to instamat too, but that's just me.

dry shoal
#

Wait I think I mixed them up. Isn't there designer and painter?

#

Designer being a procedural node based system like what I know from instaMAT, while painter is more about applying the materials to assets?

modern isle
#

Yeah, designer is the proc graph, painter is... the painting part with the layer stack

dry shoal
#

Painting is scary peepoez

dawn zinc
#

Yeah designer is more for building the materials that you will paint with in painter

#

Painting is easy man. It’s not that bad

#

It’s mostly driven by masking

#

Just work layer by layer

#

I do 90% of my texture painting with mouse and keyboard lol, painter makes it pretty simple

modern isle
dry shoal
#

See, I'm so drawing-challenged that the idea of painting in a 3D space sounds very difficult

#

So all of my assets texturing so far has been 100% procedural in nature. Edge masks, volumes, gradients

dawn zinc
#

Don’t get hung up on the thought of painting. The vast majority of the work is layering tiling masks and moving sliders

#

Yeah I mean that’s most of it honestly

#

Usually actual layer painting is the very last step and I don’t always do it

#

And again, it’s painting within a mask, so it’s very easy

dry shoal
#

Very well then hmm

#

Maybe I'll do the most barebones basics of material assignments then use masked brushes to manually draw on scattered dirt/scratches/etc

#

I'll even pull out the ol Wacom tablet

modern isle
#

I don't think i ever used my tablet with painter

#

Pretty much all the hand painting boiled down to using stamps and decals which is just lining up the thing and left clicking once

dry shoal
#

I'm also very bad at lining up the thing though aware

#

It's why I'm desperate to have different details represented as real geometry since that makes it so much simpler

modern isle
#

Β―_(ツ)_/Β―

#

do you think I get it perfect first try?

dry shoal
#

Yes happy

gleaming sedge
#

Teach me instead

gleaming sedge
#

Let him rot away with instamat

#

@dry shoal

dry shoal
#

He's not working on anything related to star wars so it's not worth

gleaming sedge
#

He's lying

#

I love that one guy

#

uh

#

yoda

#

yeah

modern isle
#

You mean Glub Shitto?

gleaming sedge
#

Gulp shitto

#

Yes

#

Or was it glup

modern isle
#

Who knows, star wars names are known to be bonkers

dry shoal
#

@dawn zinc btw about the normal splitting stuff. I've been told the .psk exporter can handle that automatically, but you need to use the "edge split modifier" for it to do its thing

dry shoal
#

Yep

#

The addon I got for you

dawn zinc
#

So it does that for hard edges?

dry shoal
#

That seems to be the case according to what's being described to me

#

If you have an edge split modifier, the exporter handles normal splitting where necessary

dawn zinc
#

Oh I forgot to mention, I got the AT-TE, LAAT, and Spider Droids last night. Going to try and swap those in soon

#

Might do a little more lighting polish on prologue but I think it's in a pretty decent state, I'll check it again tonight and if it looks good I'll post a video

#

I only realized last night that RC uses a version of the LAAT that you don't really see anywhere else, specifically the side doors. I'll have to figure out how to get that to work properly

dawn zinc
dry shoal
#

Btw it might be worth making a new SWRC thread since technically we're working on different projects even if some stuff might be shared between em

#

There's a couple other games with multiple threads, there's precedent for it dw lol

#

At least for the stuff that's distinctly different since I'm concerned others might mix them up since I've been working on this one for so long

dry shoal
#

Like for me the BF2EA models were gonna be placeholders but he just wants to work with those overall

#

Different approaches but for the same game if that makes sense

dusk trail
#

Oh oh gotcha

#

Haven't been in chat much so I was a bit confused

#

I still get notifications any time someone talks here so I keep an eye on it from time to time

#

And saw you say that

dry shoal
#

Oops lol. I have the chat muted but get unread indicators which I'm physically incapable of ignoring so it's basically the same thing

dusk trail
#

Rip lmao

dry shoal
#

I do plan on sharing that material for Kamino too for ya

dawn zinc
#

Oh I'll definitely still be around because I have new questions every time I use this software lol, and everyone here has been very helpful in that regard

#

And thank you. Like I said before any assets I author will just be up for grabs for anyone to use. It'll probably be the Kaminoans first

dry shoal
#

team work makes the dream work peepothumbsup

gleaming sedge
#

Auto pushed him out

#

Just like that

dry shoal
#

I'll push you dad out after I get with your mom

gleaming sedge
#

I can't recover from this one

dry shoal
dawn zinc
#

Sorry I love that gif lol

#

Is there a naming convention for multiple projects for one game?

dry shoal
#

I have no idea

#

LOL

#

@burnt light you've seen this a couple times right, what do they normally do hmm

burnt light
#

i'm not sure i understand

#

ah okay

#

well in the other situations, one was usually called [Game] RTX, and the other was [Game] Remix

or just a totally different name, like Traggey did for SH2

#

i'd suggest the totally different name route. having one RTX and one Remix is confusing lol

dry shoal
#

well I guess technically there's already a name for this project courtesy of yosuke since he made those logos lol

burnt light
#

ya

burnt light
#

nope

#

Discord being Discord

dry shoal
#

now I look like a moron

burnt light
#

it's okay

#

we knew anyway πŸ˜›

dawn zinc
#

Lol, I'll come up with a different title as to not get the two confused

burnt light
#

could do SWRCPT lol

#

project names are hard

#

SWRCPTRTXRemix!

#

so easy to remember

dry shoal
#

Star Wars Republic Commando RTX Pathtraced Remix Remaster Edition

dawn zinc
#

Is there a way to override an instance of a material? Or will that apply to every instance of that material?

#

For example, right now the commando helmets all share the same material, but I want to override specific ones for different helmet colors

visual tendon
#

if they all share a hash then no

#

not within remix

dawn zinc
#

Got it, thank you

dry shoal
#

You're right, how could I forget

#

SWRC RTX REmix

dry shoal
#

In this they show a character model's face alone having 50 bones

#

I don't have a frame of reference for the number of bones common in modern skeletal meshes, but if the face alone can do 50 then it's already a big upgrade. RC's bodies have far fewer than 50 bones

sweet kindle
#

thats pretty sweet.

#

pretty cool the engine is so flexible compared to other really old engines ive done projects on

dry shoal
#

What other old engines have you done stuff for?

sweet kindle
#

the primary one ive spent a large ammount of time on is with the Halo blam engines, one project im currently on with a 10-14 person team has been in development for about 3 years now. though ive been modding in blam for alot longer than that, Blam especially has very strict limitations on skeletal structure and bone count. every class of character shares a rig. and so any new meshes have to be done exactly like the original devs did it 15-20 years ago.

#

ive also worked with other engines too but kinda less notable

dry shoal
#

So Halo CE huh. Yeah the animations there were... Not good

sweet kindle
#

not CE, H2-reach

dry shoal
#

Even up to reach is limited?

sweet kindle
#

reach rn is the best its ever been with the workflow mixture of actual full engine dev tools and community plugins for blender that makes alot of stuff incredibly streamlined compared to working with most engines, old or modern. but there are stuff we are working on but havent achieved yet, i think reach has a current limit of something like 150 bones? but according to some of the programmers reach should get up too a larger limit

#

tbh i think less an engine limitation and more we havent made the tools for it yet. despite having the same tools that bungie used to make the game, alot of features and stuff cant be done in blender yet

dry shoal
#

Interesting. I totally forgot the Halo games were moddable in MCC. I'm curious how much the original renderer of Halo 2 could be pushed with additional geometry

sweet kindle
#

H2 can be pushed extreamly far, the project im on is for halo 2. im mainly a rasterization/lighting programmer/engineer and 3d generalist on the team but that encompasses alot. H2 has never looked better tbh, new dynamic lighting, everything is getting a good facelift, custom cutscenes etc.

dry shoal
sweet kindle
#

more of a smart shadow mapping system that i redid from the really horrible system they had setup. it looks pretty close to stencil stuff in terms of contrast but obv per pixel will always look better, because H2's stencil buffer was repurposed unless we had source code, its basically improbable that can be done.

#

most ppl who arnt knowledgable about the subject dont notice or care ive found tbh

dry shoal
#

I'd be super interested to see where that project goes. I'm a sucker for Halo 2 and think the original graphics have a lot of charm to em. I'd love to see them upgraded

#

But that also has me curious how much the visuals could be stripped back to allow for something like RTX Remix support. That would have to be on the original Vista port though since MCC is DX11

#

Halo with pathtracing sounds absolutely wild

sweet kindle
#

unfortunatly due to shader 2.0 idk if it will ever be possible but i dream lmao

dry shoal
#

I'm sure certain visual features could be forced off via modding which could help

sweet kindle
#

wonder if someone where to gut the majority of non geo/effect/required rendering shaders if it might work. idk kinda out of my wheelhouse that stuff.

dry shoal
#

You're telling me lol

#

#1119109305224929321 message

#

Seems like someone got it to boot

#

But never went further than that

#

That was quite a while ago. I might have to break out the old disc copy I have somewhere to test it out of curiosity

sweet kindle
dry shoal
#

No way, I actually stumbled across this video a couple months back KEKW

#

What a massive upgrade

sweet kindle
#

lol small internet

dry shoal
#

No kidding

sweet kindle
#

im glad most ppl are happy with it. took a few months but im happy to have it finished

dry shoal
#

How much manual implementation does it require across the game? Or does it just work with all the existing light sources

sweet kindle
#

old school. place dynamic lights through out the bsp.

#

or you can attach to objects, script etc.

#

doom style kinda

dry shoal
#

That's always fun

#

Imo one of the coolest things about Remix is it brings people from a whole bunch of modding communities together. I've come across lots of people who have done cool shit in other games

sweet kindle
#

yeah tbh im excited about the RC projects maily due to burn out a bit from halo, and irl work. be nice to work on a different franchise a bit on the side.

#

but yeah ive seen some ppl here from my team/the halo mod community. cool to see everyone invested in this new tech

dry shoal
#

The API allows for closer integration with original game logic. In this instance, Leon (one of the top modders in the SWRC scene) made Remix identify all projectile entities from the original game logic, and pull the assigned color from that entity's properties in UE2 to use for a light source created by Remix

sweet kindle
#

thats sick af

dry shoal
#

Yep, and I hope to push it further. Especially as the more recent Remix builds become more stable and I can work on it more reliably

#

Remix breaks a lot of effects just due to how the tech works. But using the API we can recreate approximations of the effects working off of game logic

#

Like the downed state in the original game has this reddish shader across the screen. In theory we could set it up such that Remix's post processing settings make the screen have intense vignetting and a slow blinking red hue, + even have the visor swapped out for a cracked model with light refractions

#

That's gonna take work and be a good bit into the future, but it's shit that Remix on its own can't do

sweet kindle
#

can remix do particles or fx or does stuff like that have to be done in UE2

dry shoal
#

And that's stuff that I think could be done with the API or doing some tricks with UE2. If it could be done via the API that would be easier since it's more systemic than hacked together

sweet kindle
#

yeah cause i was thinking about the rain on kamino. was wondering also, what's the general plan with kamino. going for reference with other star wars material or just the PBR rout of keeping the game source art and just making it look better?

dry shoal
#

There's also some benefit in that because the original texture implies multiple layers, it'll benefit from a heightmap

#

And it'll make it real easy to have stuff like water collecting in between the larger metal plates

#

Meanwhile my latest material for the arena floor on the first Geonosis stage is a mix between the original texture and geonosis's ground in other media

sweet kindle
#

yeah i saw the geonosis material. great texture work, gonna be crazy

dry shoal
#

it's subtle but I made it darker and with more color variation

dry shoal
#

@modern isle was wondering where you recommend I go from here. I got the overall colors down, I have the height and normal looking good with the screws included, what's the play to make it work as a material

#

this is the scene where it's used, has rain and such

#

I noticed there's also surface color variation but I don't want to copy what I already have with the "circuitry"-like pattern on my metal flooring material on Geonosis's hanger

static mason
gleaming sedge
modern isle
modern isle
#

oh also something worth noting, if this is covered in rain that the metal underneath still has (some of) its metallic properties and does color the reflection according to it's own color even though it's covered in a dielectic.

dry shoal
#

@sweet kindle I'll likely get a github set up once x86 support becomes official for the Remix API. Right now we've been using a community made fork, but there are some issues and relying on official builds is safer

#

the API is gonna be a major part of the puzzle in this project to really push how dynamic it'll be compared to other Remix mod projects

sweet kindle
#

Ight sounds like a plan, until then how would you like to handle shared builds and changes or what ever you task me to do.

dry shoal
#

once things come together more that's when github comes in I think

#

would you be down to do a test run animating something for UE2?

dry shoal
#

ok I have no clue how this shit works ngl

sweet kindle
dry shoal
dry shoal
#

new mesh for Kamino, beforeand after

sweet kindle
#

@cobalt jacinth srry for the ping, but could you point me into the right direction as too what tools i need to use to extract meshes and animations and get them into blender?

cobalt jacinth
sweet kindle
#

alright, thanks much

#

for the exporter do i need the unreal package extractor or the UE viewer itself?

cobalt jacinth
#

UEViewer

dry shoal
#

getting it into blender is quite easy

#

I just don't know what to do from there πŸ™‚

#

the animations show up in the dope sheet iirc

sweet kindle
#

yeah i got it, working on some stuff rn

dry shoal
#

sweet πŸ‘

sweet kindle
#

to start off, ill clean up a few existing animations and then ill make some actual walk cycles and idles for the intro clones

dry shoal
#

looking forward to it salute rn I'm adding some more materials to geonosis before I go back to finish one of the kamino pbr textures

sweet kindle
#

some animations like the take downs i dont want to full on redo rather just clean up and adjustments, cause im kinda worried that the timing and stuff might be off from the originals too much.

dry shoal
#

oh yeah bc they have to interact with another model

sweet kindle
#

yea

dry shoal
#

when you say clean up what does that mean in practice? Like make it less choppy-ish?

#

idk how else to describe it

sweet kindle
#

less choppy, maybe more dynamic poses that mesh with the models and stuff better (arm pads and stuff clipping etc.) - QOL stuff. since alot of scripted animations are timing sensitive im more thinking of adjustments rather than full on changes, for characters interacting with panels or other bipeds

dry shoal
#

sounds neat

sweet kindle
#

but for stuff like some cine animations, idles, cycles etc. ill prob either edit them heavily or straight up make new ones

dry shoal
#

that would be perfect

sweet kindle
#

what ever you fancy at the end of the day ur the project lead

dry shoal
#

I know for idles the one they have now doesn't fit most scenarios I feel like. For the clones I mean

#

the really hunched over look

#

if that could be made more neutral so it could apply in more casual contexts while not looking out of place in missions that would be good. Keeping in mind that idle isn't used when in the more high stress situations like combat

#

it's only when all enemies are dead/there are none present

cobalt jacinth
#

One thing to keep in mind tho is that if you change the ActionBreathe animation you also have to change all of the others because it is the reference pose that they all start from or end in. If you don't change them the characters morph into the pose when starting another animation which looks bad.
Might be a lot of effort but no problem if you're up for it πŸ˜„

dry shoal
#

@sweet kindle ^^ seems important lol

sweet kindle
#

yeah, halo is pretty similar. ill keep that in mind

static mason
#

Grok

#

I wonder, interesting things

dry shoal
#

one day my beloved

#

one day you will be out there for all to see in-game

#

@dawn zinc I know you're gonna be using the BF2 model but how willing would you be to rig my SBD for use in-game when I get around to finalizing it for my project

#

he's itching for action. It's on me that it's not actually done yet

dry shoal
#

Mini update: I'm nearing completion of my first formal modeling course, so after that I'll be able to model again more confidently and get the project live again using GitHub as a base for those involved

sweet kindle
#

been working on some walk cycles etc. and cleaning up and/or going through a few existing animations. nothing in game yet but a few should be good to show at least prob later on today

dry shoal
sweet kindle
#

sweet, on the H2 project we have the entire build, and all the data/source files on github. its a good system to keep stuff backed up and everyone on the team is constantly up to date.

#

btw that super BD is awesome, there any shots of the internals after the plates get knocked off?

dry shoal
dry shoal
#

I've also been advised to do the interior via PBR displacement maps. Modeling out all the circuitry and stuff is possible on a technical level due to Remix's ability to handle stupidly high fidelity meshes, but I don't have the skills required to pull that off in a model destructively. A texture allows me to iterate

sweet kindle
#

fair, and not a bad way of doing it, plus going overboard on super detailed models this early like that is prob a rabbit hole in of itself.

#

regardless its looking good so far

static mason
#

Did you model that?

dry shoal
#

So I didn't do a whole block out but I did make all those pieces

static mason
#

Nice

sweet kindle
#

been pretty busy. got a blend now with all clone animations on a universal rig for editing that we can retarget to the clone rigs etc. smoothed out and baked physics on alot of existing animations and did up a few others. - when the git is set up and everyone is all working on it in one place, well need to figure out whatt the most important animations to really focus on or at least tweak to be less robotic

dry shoal
#

I'm gonna try out Remix's new comfyUI stuff to get AI upscaled textures for placeholders since the default bilinear filtering on the old textures is not the most pleasing on the eyes lmao

#

Emphasis on placeholder, I want 0 AI upscaled anything in the final result of this project

#

What are you referring to by baked physics btw?

dry shoal
#

I've brought it up before but this is gonna be a real exciting scene to remaster

dry shoal
#

I love how much creepier this weapon looks seeing little pixel perfect shadows on each of the "nails" tapping against the armor

sweet kindle
dry shoal
sweet kindle
#

of course, its all key frames.

dry shoal
#

now we're talkin

#

I got the game in a functional state. Gonna switch the remix bridge version to a newer one that I also know is stable and playtest it before getting everything organized for github

#

will include my rtx.conf file so all the surface level runtime changes needed for the game are working

sweet kindle
#

sweet, got a few beauty reels from some of my tests these past few days. i think stuff will work out fine tbh

dry shoal
sweet kindle
#

yup its specifically for character models too, it also dynamically adjust poses that dont correlate with the characters center of gravity. i can also set frames to be key poses so the start and end frame still matches the original

dry shoal
#

sounds like these new animations are gonna be clean as hell

#

I'll try and have the github set up before I call it a night. I need your github name so I can invite you when I do

sweet kindle
#

anything touched up should be much smoother at the very least

#

777Sev777

dry shoal
sweet kindle
#

exactly my thoughts

dry shoal
#

I love refreshing myself playing through the droid factory and seeing the potential for lighting

#

I can already imagine having all these tiny shadows for each hole in the wall, light filtering through the grating above

#

already got some neat looking shadows just using the generic translated lightsources on the moving droids

sweet kindle
dry shoal
#

holy hell this looks great!

#

I've seen that first animation so many times by now, so the jump is super noticeable

sweet kindle
dry shoal
#

you're getting me even more motivated to cook lmao

#

I hope one day I'll be able to post the kamino intro with all the work put into it and have a similar fidelity to the prerendered fan cinematic but rendering in realtime on a playable version of the game

sweet kindle
#

yeah wolf and cine captures did a great job on that unreal vid

#

glad to be apart of it though, star wars is special to me. nice change of pace from the other stuff i work on both irl and community wise

dry shoal
#

so I've heard from some of the others who've helped so far πŸ™‚

sweet kindle
#

another cool tool i found for foot sliding that you see in mocap and old game animations, so bipeds feet will always be planted properly

sweet kindle
dry shoal
#

gotta look the part

sweet kindle
#

this is gonna be sick. tbh i might be slightly biased. but this might be one of the best remix mods visually so far other than half life and portal with all the assets in and stuff

dry shoal
#

once it all comes together it's gonna be wild

#

real talk though that's huge praise since those are both much larger projects. One by Nvidia and one directly overseen by Nvidia πŸ™

sweet kindle
#

i love seeing hobbyist's with the same passion and talent as industry devs making cool stuff, and you learning stuff on the fly is very impressive considering when i started like 7-8 years ago it took me a good 2 years to get really good at anything.

#

i envy fast learners

static mason
#

Daily check in on auto

#

Cool shit

#

Ok cia

dry shoal
dry shoal
#

ok I lied about having the github set up but I do have a 100% confirmed working build that includes SWRCFix, D3D8to9 with the map editor excluded, working Remix DXVK/Bridge versions, and a good baseline configured rtx.conf

#

will share once the github is going

modern isle
sweet kindle
#

i sometimes use it for clean up, its a cool tool. issue is im not paying for it and so you can only export 300 frames max

modern isle
#

oh right, they offered a free one year indie license for existing free users a while ago.

sweet kindle
#

nah i kept a 2023 version right before they started restricting shit

modern isle
#

yeah, I absolutely hate subscriptions with a passion but at least they offer perpetual licenses, even though they don't advertise it anywhere. You'd have to buy a yearly subscription and just cancel it, your license then turns into a perpetual, only mention of this is in a FAQ.

sweet kindle
#

yeah its bullshit, hate that pro 3d programs outside of for buisness/employee is like 50 bucks a month

dry shoal
#

okay, I got a critical piece from Leon that I was missing the other day

#

with this we'll have his renderer changes in Remix. Namely having a unique anchor mesh per level that's always rendering. It's gonna be extremely helpful

#

I'm gonna confirm that's working first and foremost

#

I also asked Leon to set up a private repository under the SWRC modding github

dry shoal
#

found out I can crank the FOV like crazy, up to 179. This is the resulting capture. Covers 95% of the level in one shot using the extreme FOV + killing antiportalactors

dark lava
#

profit

dark lava
dry shoal
#

@sweet kindle the github is live and I've invited you πŸ™‚

sweet kindle
#

πŸ”₯

#

stuff uploaded yet? or is it blank rn

dry shoal
sweet kindle
#

kk

dry shoal
#

current plan:

  • Verify Leon's renderer changes adding achor tris to each mission is functional.
  • Get a drag-and-drop zip file to get the Remix runtime active with starting configuration.
  • Changing properties within the level editor to force LOD0 on skeletal meshes for captures
  • Set BSP surfaces to unlit to avoid flickering
sweet kindle
#

cool, keep me updated. this will make stuff soooo much easier

dry shoal
#

Leon's renderer changes are important before I start taking captures

#

left a message with him to verify some information on mods to the base game to enhance remix compatibility. I want to have things set up as cleanly as possible off the get-go

sweet kindle
dry shoal
#

the changes and additions are kept in packages. A simple overwrite should do the trick

sweet kindle
#

touched up about 8-9 animations so far and made a few from scratch, btw. but all the animations are now on a universal rig. so the theoretical sky should be the limit lol

#

only annoying thing will be the shoulder pads, if we end up changing the rigging or the vertex groups it would be nice for the arm bones to move the pads too.

dry shoal
sweet kindle
# dry shoal when you say universal rig, could you clarify that a bit for me?

lol animation crash course, retargeting (moving animation data from one rig to another) and having a rig suitable for adjustments for this type of work (imo) is important. so i retarget the existing animations to another rig, edit or do what i have to do, then move the data back to the RC rig. maybe others have a different workflow but its what seems easy to me

dry shoal
#

roger. And you have the original rig on hand right, just to confirm

sweet kindle
#

yes, ive got the OG rig with all animations etc in one blend, then the UV rig with all the animations in another blend

#

and ill set up another blend for the edited or what ever animations back on the RC rig

dry shoal
dry shoal
#

just spent like 20 minutes enforcing LOD0 on all skeletal meshes and forgot to save the damn files

dry shoal
#

first files have been uploaded to github. Currently contains a backup of the existing animation packages (includes skeletal meshes and their properties like LOD levels) and new clone package which contains a higher quality placeholder mesh

sweet kindle
#

sweet, my RC/remix stuff is kinda hectic. gonna wait till the remix stuff is up so i can reset it up properly

#

your gonna have to handle all the snapshots, cause im not as versed in remix other than lighting and scene stuff/set dressing

#

unfortunatly my HLSL background wont be help cause of RTX too lol

dry shoal
#

there's a small chance it could be a gamechanger going off the little I know

#

you can program shaders for use in RC via the UE2 editor included with the game/SWRCFix

#

Remix generally struggles with shaders, but in theory if some could be altered in some way it would bring even better compatibility on a deeper level

#

in other words simplifying the shaders to be as primitive as possible while achieving the same effect. Fixed function would be ideal but I'm guessing that's not in your wheelhouse (nor do I know how it'd work with RC)

#

RC supports up to shader model 1.4. Remix can translate some of them through, but definitely not all

#

note that I'm speculating here. Shaders in general are a big pain in the ass with Remix and its ability to let through aspects of the original visuals

sweet kindle
dry shoal
#

awesome. It'll probably take some researching to see what could even be done in that area

#

@royal sonnet I know you're not familiar with the game itself, but if the shaders could be reprogrammed to be more primitive, is Remix more likely to handle certain effects better?

#

there are a handful of broken visual effects that have to do with shaders. I doubt all of them could be solved but as a general principle could that be helpful

#

again for context the game uses up to shader model 1.4

sweet kindle
#

just weary, dunno the structure of RC/UE2 shaders

dry shoal
#

but knowing more context is step 1 right

sweet kindle
#

sure, i specialize in rasterization, lighting and effects programming and engine work

dry shoal
#

jack of all trades over here lol

#

I envy the wide skillset

sweet kindle
#

animator, HLSL programmer, and 3d generalist 😎

dry shoal
sweet kindle
#

yeah working in a variaty of fields is good for resume but really hard to juggle. lmao

dry shoal
#

you're telling me. Can't even speak for the resume part but I was juggling so many different things at once for someone so new to the art side of things in particular

#

so I'm trying to scale back my personal skillset ambitions to ease myself in more. Namely hard surface modeling and procedural PBR materials

sweet kindle
#

pbr materials my beloved. we've got guys adding pbr to reach soon

dry shoal
#

for example I tried messing with creating more basic textures, in this instance the trail for the thermal detonator was replaced by my own made from scratch texture

#

the model and PBR materials on the detonator are also from yours truly

#

original trail for reference lol

sweet kindle
#

legit lookin great

dry shoal
#

really proud of the detonator work in general. Model is nicely detailed, texture is all grimy as you'd hope. And the trail having the white lines tracing behind makes it more visually interesting when thrown in-game

#

at some point I want to experiment with making a high power emissive for the front LEDs that TD's have. But the more I focus on details like that the less time I have for other more transformative stuff lmao

sweet kindle
#

i am now sev the purple

#

fun fact, just to make it clear. my name in fact was not because of the character, but a nickname from back in the early bungie halo days 7 is my fav number, and was the number bungie always used for stuff, so sev is where that comes from

#

lmao just so i dont sound like a complete star wars dork πŸ˜†

dry shoal
#

hey the short and to the point names always go the hardest. Good pick lol

#

we have one star wars dork here who helped me with the accuracy on some weapons so I didn't model em totally wrong

#

like that Battlefront 2 EA's weapon ammo/reloading system is super not lore accurate

royal sonnet
#

Tho if the engine is a mix of fixed function and shader driven meshes, you might also be able to get the engine to switch to using fixed function for that drawcall somehow

dry shoal
royal sonnet
#

vertex shader runs once on each vertex. pixel shader runs once on each pixel as the triangle is drawn to the screen

dry shoal
royal sonnet
#

that doesnt' even need a shader, you can do that with fixed function

dry shoal
#

my understanding is it's a shader because it'll apply to any mesh you throw at it. I've also heard it described as one

dry shoal
#

@sweet kindle uploaded the remix runtime install files onto github. Drag and drop should make the game playable with the basics configured. If you have issues let me know, some are expected

sweet kindle
#

sweeet ill check it out in about a half hour, tell ya how it is

dry shoal
#

keep in mind this will be barebones. No new assets/custom lighting setup. The original light sources are translated and there's gonna be culling/some flicker of some objects

#

it's also expected to not translate all of the visuals through. Like the texture blending used heavily on the first geonosis level is not functional. I'm gonna replace it with new assets anyways so I'm not worried too much about getting as much of the original visuals to go through as possible

#

TLDR it should work and have new lighting. Not too much else lol. The fun stuff comes when I have the Remix toolkit project set up which is currently just an empty folder