#Star Wars: Republic Commando RTX
1 messages · Page 10 of 1
you could make this glass translucent with a light inside
this is kinda a quick eyeballed example
Yeah the scan lines are real nice for making the new art sit more naturally. For the transparent display you did with the droid and death star stuff, have you added scan lines to those?
no, but i could add that now that you say it lol
I think it'd look pretty nice
it turned out well, thanks for the headsup lol
well now you gotta show it off 
@royal sonnet do you know if a draw call that doesn't write any color will still be seen by Remix? If so, would it have the same hash as the exact same drawcall except with color? trying to figure out anchor meshes on the game side
Depends on what you mean by color - color texture? constant color? vertex colors?
either way Remix should see all of those draw calls. with the default hash rules I'm pretty sure all of them would wind up with different mesh hashes, although it's possible two drawcalls with the same (or no) texture but two different constant colors would wind up with the same hash
I think material hash is only based on the first texture hash, not any of the other material properties
@cobalt jacinth uhhh you'd know which color lol
Houston we got a problem. For whatever reason parenting a distant light (sun) to the anchor simply doesn't work. It shows in the asset selection menu in the toolkit but is nowhere to be found. When I hit F to focus it just does a generic wide shot on the overall capture. Parenting to other original meshes does work

He's talking about the anchor triangle we're drawing per level to parent meshes to.
I added an option to make it invisible in the game since it can be a little annoying having it float around. This works in Unreal by disabling writing to the color buffer.
The result is that you still have a draw call but it doesn't show up ingame. Now when doing a scene capture the anchor mesh is only included if the color write is enabled and otherwise not.
So the question now is after you parented some meshes to it in the toolkit does remix still draw those parented meshes even if the anchor mesh is not visible.
@sick river any idea what could be going on with this side of things? First image is the distant light paired to our inserted anchor mesh (inserted via game-side mod) and the second is with the light parented to another original asset which can be seen outlined here. For reference, when selecting the distant light on the left image rotating or changing parameters does nothing. Also tested a sphere light and the position values break alongside there being no actual light added, which can be seen in image 3
between two captures it has the same hash so it's stable
could it be because the inserted anchor doesn't have a material? it has no adjustable properties
having a systemic way of inserting per-level anchor meshes like this would do wonders for the project so it'd be great to get this figured out
Maybe the anchor scale does affect it after all? Because its z scale is 0 which would lead to some weirdness when applied to a light
Ah... I'm not sure what enabling or disabling the color write actually maps to in terms of d3d9 calls, and even if I were I wouldn't be sure how Remix is handling those particular settings. You're best off just running a quick test.
If the mesh shows up in captures, even if it's not visible, then meshes anchored to it should show up fine. If the mesh doesn't show up in captures when you skip the color write, then meshes anchored to it won't show up in the runtime.
(you'll probably have to use something other than the remix toolkit to check if the non-visible triangle is being captured, since Remix only lets you select stuff you can see)
I imagine if I attach a mesh to the anchor then take another capture where it's not visible that would be a way to check that still uses the toolkit
So basically you think because it's a plane it might be acting up
I'll get a test mesh in and compare. Just finished with something else so back to the grind
Not because it is a plane but the scale matrix that is set for the draw call has a z scale of 0. That's because the z component is the 'unique' part of the mesh per level. And scaling it by zero makes it appear always at the same position visually.
But that's just an idea. I don't know if that transformation actually has any effect on the meshes and lights that you parent to it.
well I believe captures take all meshes and get their positions/orientations based off of the world origin. For example if I pull a scene capture into blender the world origin looks about where the triangle is now
what yall up too
figuring out remix-side stuff with the game modifications we have
if I can get this set up successfully then getting few captures that encompass huge parts of each level would make the workflow significantly less tedious
as it stands now it's hard to find a mesh in each level that you know for a fact won't move and renders 100% of the time. I have that in the first level but haven't found anything else yet
but right now I'm also setting up a test mesh to have for the future
just gonna carve in letters lol
the anchor tri doesn't work with meshes either
What's the issue exactly? It just doesn't let you parent it or behaves weirdly?
they just.. Don't show up. Their coordinates in the remix toolkit also break showing "Null"
I'll get a screenshot of what it should and shouldn't look like, one sec
well I found a new behavior
left is parented to a base game object, right is on the tri
@cobalt jacinth I think you were right about the Z axis bit you mentioned earlier
it's an enormous black square. Should be a basic cube
when hitting the scale gizmo there's literally no Z axis

Lol
this is what the asset should look like lmao
can you use the new battlefront 2 clone trooper models ?
how in the world did you find that one post from ages ago 
I'm using the BF2EA model as a placeholder. I intend to use a custom model in the end
of course i would find you here
🤣
yeah things are pretty stable. However I'm running into sooo much trouble on the asset remastering side. Specificially the game side mods to make Remix work easier
but we're extremely close
but (x2) we've spent a huge chunk of the day figuring it out so me and Leon are both burnt out for now lmao
like assets as in models? or are you doing custom stuff for remix/UE2?
Basically we have some changes on the game side specifically to accommodate Remix. The biggest one is certainly the per level anchor meshes which are key to overcoming one of Remix's larger limitations in that you'll need assets or lights that are always rendering. It's really easy to get fucked over by an original game's culling system. Thankfully once the anchor is working we kind of have the most perfect setup possible to maximize for performance as-is. Some mods have to disable culling entirely which as you'd expect is an enormous hit to performance. So much so that I was caught off guard trying the zombies demo we have for CoD WaW. There's some new materials but it hasn't been fully overhauled, but the perf was rough even on my PC
Meanwhile depending on how greedy you want to get with DLSS my system can comfortably hit the triple digits without frame generation. Frame gen is awesome though so I keep it on
What have you done so far in terms of replacements or have you been getting the anchors to work?
I've restarted the project itself like half a dozen times by now. I have more than a few assets on-hand, it's just hard to implement things neatly when shit's very unorganized. I'm using this whole github setup as an excuse to lock tf in and get iterating
Hmm I can’t imagine how GitHub would help but then again I haven’t seen it. You still need an organised project folder first
as an excuse = this doesn't necessarily fix it but encourages me to
Ok Goodluck. Focus on the first scene
It’s not that hard if you already have the assets
In my defense I have dozens of models I've worked on and many many iterations of different PBR materials and the project files for each
Yeah you’ve done the hard part 👌
Do you think these big company interest in your project one day? I mean you are hard worker
Dunno what that has to do with my question lol but I do believe Nvidia would be interested in some capacity if I can pull it off. If you mean making something like this into an official product then no I don't think so
I can tell you for sure what Disney would think of this project though.
hey auto, did you ever sign up for disney+ btw? Wonder if you're not allowed to get a lawyer if they sue since it's in that TOS or some BS.
Lol that wouldn't hold up in court. America has a lot of problems but TOS can't override legal rights like the right to a lawyer
It's common practice for companies to overextend what's written in their TOS to scare people though
haha, saw the "you can't sue us for the death of your spouse because they signed up for disney+ like 5 years ago" defense just recently?

That's a new one to me
you didn't know about this? It's like 2 weeks old or so. Memed to hell and back
I'm guessing the lore is that Disney put some stupid shit in their TOS and people pointed out how ridiculous it was

Disney+ TOS say you can under no circumstances sue anything disney related. https://www.msn.com/en-au/news/other/man-cant-sue-disney-world-for-wifes-death-because-he-signed-up-to-disney/ar-AA1oRYJJ?ocid=BingNewsVerp

‘The courts will have to consider, on balance, if the arbitration clause in a contract for a streaming service can really be applied to as serious an allegation of wrongful death through negligence at a theme park' this definitely wouldn't fly
But in the article it also says another one of Disney's defenses is that they don't own or operate the restaurant. I think they'd get out of responsibility through that depending on the agreement they have with the company that owns the restaurant
Disney is literally throwing everything and their mother at the wall in the hope something sticks
Yep. Truly the megacorp strategy
And yeah, if this project gets wider attention in any meaningful capacity I think Disney would send a cease and desist
Regardless of what or how I make it. Just it getting attention when they have modern ports that cost more than the original PC version. They'd probably think they'd lose sales
"He said his family chose the Raglan Road Irish Pub and Restaurant because both Disney and Raglan advertised it as accommodating for people with allergies"
Ok yeah they're fucked
Disney advertised it as accommodating for allergies -> literally kills someone via gross negligence relating to allergies
Looks like they caved and agreed to go to court rather than dying on the hill of their Disney+ TOS
Every company send cease and desist I always thought they would interest to moderators project for hiring them one day
Not every company does. Lots of fan made remasters exist on the Internet. And even by the end of this I wouldn't be super work considering as a hire on top of how rare that is in general. Last example I can think of is sonic mania
Sega is fairly supportive and even Microsoft out of all companies...
we're kinda in the clear tho legally no?
Well if I use entirely non-disney assets and don't distribute any of their stuff in the mod download then technically it should be legally sound because we're not infringing on their IP. It requires a paid copy of the game so they're not losing anything either
However that doesn't stop companies from putting out a cease and desist. You can appeal them but they'd probably push back and want to try it in court
Theres a reason whenever a project gets a C&D they just kinda drop it. No one wants to go through the legal hassle on something that should be fine but I believe is still untested
A C&D isn't even a legal doc btw. It's basically a threat saying "hey please stop doing this :) if you don't stop we'll bring u to court tho just so u know"
You are however infringing on the designs :P
also, they have much better lawyers
*they have deep pockets that can afford an army of lawyers
Better lawyers doesn't matter if the law is clear. It's very hard to bullshit through a court case which is why you see companies lose out. However it not having any precedent is the scary thing. Technically it should be fine, but there's no guarantee and that's what people don't want to fuck with. Vs emulation which has legal precedent so if I were an emulator dev with no wrongdoing I'd 100% take it to court
Idk how this part works but I assume that's not a problem because fanart exists
there are definitely cases where large corporations can overcome what's "right" with sheer lawyer count/power lol
Going against any company where the CEO makes as much money in a month as you do in multiple years is often.... Problematic because they just unleash the wildest tactics.
i wish i had the level of trust you do in our legal system. i wouldn't go to court unless i knew 100% that i could win. not that i was right, but that i could win
I'd love to see an example because this is very much few and far between. For all the bullshit that's out there with companies, the legal system is the great equalizer unless you hired a lawyer who's on his first day of the job
Especially disney, they're the closest we have to literal Satan
Hell yeah baby I fucking love our institutions 
there was a case not to long ago with AirBnB. a woman had a camera pointed at her bed. the listing didn't show it, and it's against AirBnB's own rules (and afaik also against the law for expectation of privacy)
after a year or so of proceedings, they ended up winning and in the meantime the company harassed her constantly
i don't have the link though, sorry. there are a lot of these cases
also if it weren't for the absolutely massive pushback online i'm not so sure Disney would've backed down with their Disney+ BS
Disney singlehandedly abusing and bribing it's way to 90 years of copyright....
that too. pretty much stealing other people's work the whole way lol
That company has been evil since it's inception, Walt was a TERRIBLE person. Modern Disney is just keeping up the tradition of cute exterior and pure malice on the inside.
a lot of disney's classic stuff is just based on folktale, which they then copyrighted and prevented others from using or taking inspiration from
like really this isn't as uncommon as you seem to think. i 100% would NEVER go to court with a company as big as Disney
Totally different than challenging them on a tested law in court
has this been tested legally though?
In this instance you're saying she won though
Interesting, I'll look that one up because that seems clear cut unless there's something that's missing
Mods? No, which is why I wouldn't challenge it lol
But like I said emulation has legal precedent so if I was making an emulator I would 100% take the risk
It hasn't, and you ABSOLUTELY do not want to be the first, because whatever comes out of it will define all future cases because US court system is silly.
tbh i don't really know why we're arguing about this then
if you're not willing to go to court, why do it lol
I don't think precedent is a silly thing at all. It ensures stability and it means you have a reliable case when acting on something that has precedent
Auto, if you get sued and this gets an official verdict AGAINST you then that opens up ALL mods to be sued much easier because of preexisting precedent
Couldn't you ask anyone who gives up after a cease and desist? It's not impossible Rune could get one of his Unreal project gets enough attention. Epic is Epic after all
precedent is fine, but it's rare that it's overridden in an later cases
Rune's project afaik is totally fine as he's using new self-made assets with 0 touching of the originals or from Epic's other assets
There's a difference though, I have friends at epic.
pluuus he's not in the US right? lol
Yes
He'd be distributing likely on a service available in the US
moddb is in Australia iirc
That's why I said available. It's very much intended to be accessible to US users
Auto, please.
Probably not with Sweeney though
What, I haven't even said anything controversial 
i've gotta be honest, a lot of what you're saying feels like you're just trying to convince yourself it's okay
this kind of stuff is what scares me with legal battles:
https://www.ksdk.com/article/news/local/frito-lay-harassed-family-electrocuted-at-work/63-ba57d3b7-a68d-4500-b97f-185361c7dcc3
“We had to use everything thus far because Frito-Lay and Pepsi haven’t helped us at all,” said Melissa Ingram.
The Ingrams filed suit and got videos showing the company hired private investigators to follow them.
“We actually try to stay in the house with the curtains closed because we’re being watched so hard,” said Melissa Ingram.
“People shouldn’t be treated like this,” said Brandon Ingram.
“It really was driving me to where I felt like I needed help,” said Melissa Ingram.
Why would I need to talk to Sweeney? If the legal department gives the okay and I get that as a written statement then I am 100% in the clear. And I can absolutely get in touch with those people.
What I was talking about is different than the last discussion
That has literally no bearing on what I'm saying. Companies will play dirty, but the law is the law. If you win then you win
it does have bearing though. even if you're in the right, companies can make your life hell
Mfs can harass me all they want, if I'm confident in the case I'm not gonna fold like a scared child
you don't know until you're put in that kind of position
Tell that to all the people who have won cases against major corporations with major payouts
it's not always about money
they often try to push the people close to you away. if you're being watched that way, people don't really wanna be around you
but whatever. i've gotten my point across
I'm dipping out, I need sleep and this is silly.
Well in that case I understand your point. For me it's about the precedent set and the financial cost to get there being recuperated. I'd go to court out of principle personally
goodnight
i feel like you're severely underestimating the costs, the determination, and mental fortitude it requires. especially when going up against a massive company
Do you live in a state with anti-slapp laws?
I've gone through shit you wouldn't believe, just because I don't doomer post doesn't mean I just haven't seen the unfair side of the world, keep that in mind at least
Yes, just did a quick search
i will keep that in mind, but tbh it doesn't change my viewpoint lol. i don't think many people would be able to get through that without losing something important one way or another
most cases i've read about have stated this in some fashion
Every challenge in life has a cost. That doesn't mean you give up before you start. I understand the fear and the general doubt, but there always has to be someone who puts their trust in the system and puts it to the test. Otherwise things get a lot worse even for the people too concerned to try
I'm willing to take the fall personally if it's something I believe strongly about
if the costs are too high, it does mean you give up before you start. for me it would be
Yeah certainly. It just depends on the resources available
and the problem is it's not just you that'd take the fall. that's what Rune was trying to explain earlier. if you lose that case, precedent for most future mods would be pretty bad
i don't even mean financially
i mean emotionally. mentally
i've gone through a lot of shit too. i've only told you a small portion of it. tbh a court case would be worse than a good portion of it combined, and it can go on for years. not worth it to me
I've dealt with enough mentally that a company fucking with me is literally the last thing I'd care about. You could have people watch me on the way home and I'd walk in stride because I know the tactic and I know it doesn't help them so long as I don't take the bait
Well yeah I definitely wouldn't advocate for my position, it's just a personal one
i mean, have you actually had people watch you like that? it doesn't matter how much you understand it, over time and with enough harassment from them (aka constantly bugging your family members or other people close to you), it can have an effect anyway
Depends highly on what we're talking about if I'd be willing to take a case or not. When Maxwell asked earlier I answered that I wouldn't be surprised if the project got a cease and desist regardless of what I do. And I wouldn't challenge that personally
No but I've had worse
i won't push you about it
It's hard to give the background without lore dumping personal experiences which I don't want to do lol. I understand your hesitation
That last bit is the most important one. I 100% understand how you and Rune feel and I don't think you're wrong for thinking the way y'all do
i'm i guess i'm explaining why i think trusting the system is stupid. companies can do this shit to you all throughout the proceedings. they're allowed to
that alone is just fucked up
the system often values who has more power, not who's right
you as an individual most certainly do not have more power than Disney
and i can say i don't understand at all why you'd be willing to do this. but so be it
i won't argue further. i respect your position, i just also disagree with it an insane amount lol
But if what you say is true then companies would always win 100% of the time. I mean we had one of the biggest defamation cases of all time not too long ago where the lawyer of the president of the United States lost and lost his credentials for it
and yet the actual former president isn't in jail for his actions
there are many exceptions
There's still a few proceedings but the biggest culprit there is the supreme court. Which is just wonderful (sarcasm)
But if what you say is true then companies would always win 100% of the time
nah not 100% of the time. but most of the time i believe they do win unfairly
Trump's cases are just the most blatant cases of favoritism 😛
In this instance though the example I picked was bc it was one person against one of the most powerful people in the country. The little guy can win if a situation is egregious. It's a jury that decides after all
oookay a new case just clicked for me. that poor woman who got scarred from mcdonald's coffee
she was basically ruined socially. she did win the case, but at the cost of sooooooo many other things
a lot of people to this day think she was just some stupid woman who wasn't careful enough. that coffee was ridiculously hot, well beyond safe amounts
I know what you're referring to. Awful shit. But that's a good example, do you think she should've not taken the case?
in that case, she was forced to. she was only trying to get coverage for her medical costs, too
if i was permanently disabled as a result of something and i had no other choice, i'd do it. also that was a pretty clear cut case
but even in that clear cut case, she was still smeared socially and lost a lot more than she should've
Hmm I see what you mean. I think I'm just not describing the kinds of cases I'm more confident in super well
I agree but that's the cruelty of life I suppose. I've had some very direct experiences with misrepresenting character to people in a way that's totally out of your control
i have as well
i lost friends over it, as well as opportunities that could've improved my life a whole lot
It's tricky because at least for me, personal relationships that hits 100000% harder than having even hundreds of thousands of people coming at me online. At least I can filter that out vs the connection personally with people
i agree. but that's even moreso what i'm trying to explain. those same people you care so much about could and almost certainly would be pushed away by the BS from the legal proceedings
unless they're strong enough to stick with you through it. which in my experience... not many are willing to
not many will even stay through something much much smaller than that 😦
for me that'd probably be the worst thing
i think if i was truly on my own i'd probably take a case like this. it would just be me at risk
Yeah the circumstances affect so much
A lot of the difference in beliefs comes down to the circumstances I think. Your situation makes it soo much harder to justify the effort and toll it takes in every area
I can respect that difference
i mean that if i had a family, even if i was in a good financial position and all of that... i don't know if i'd go through with it
but yeah there's a lot of variety
again i respect that you'd go through with it. i reallllly just don't see myself doing that unless it was literally life or death lol. or an extremely easy case with almost no chance to lose
if you are in that kind of position where you have very good financials and hopefully a therapist, i can see it i guess lol
@dry shoal so, apologies. i didn't mean to assume what you'd been through or anything, or minimize it. really with the way my whole life has been, even if i had a 100% chance at winning i'd somehow lose
so i see most things through that lens
and i fear for my friends in similar ways
ngl to me simply: it seems like an unnecessary risk. but i respect those who go through with it
huh
U missed the lore
found a fan made model that would be literally perfect, if it was textured
it has an enormous number of tris but it's a number that Remix can 100% comfortably handle
the detail is wild but it's not TEXTURED

it's textured with polygons 😛
I would say maybe I can texture it myself but I think I would rather explode in a videogame
this model I found was absolutely stunning but unfortunately not publicly available 
@sweet kindle I imagine it would be super easy for you to pose clone troopers to be used in a model like this right? They'd be fully static. Looking at freely accessible models online to save lots of time and work without going for rips
though idk how viable it'll be as the ship is rigged and animated in the original. Just an idea
hmm in the original they hide the turrets
How come
from BF2EA
Ah
yeah sure, what ya thinking? just making new poses for the bipeds that show up the scenes inside the gunship? or something else?
At the start of the first Geonosis mission there's an LAAT that just kinda sits there at spawn. With a higher fidelity model with proper glass to see the interior it would reveal that it's empty. Side turret would probably have to be opaque though to save effort. I'll just edit the model to make that happen since the license allows modification
i see, so you would want to have the characters in there so it doesnt look like a empty ghost ship basically?
Yep, that's all
yeah that doesnt sound hard. you gonna have them joined to the model itself or separate bipeds? cause the ladder would prob require scripting or UE2 work or something if there arnt any characters there already
Probably as part of the model. Like posing then just making it a static mesh to have something there
Could be done through remix without any scripting
that would take like ltterally 5 min then for me to do if they are just all one joinedmesh
Honestly it wouldn't even need to be part of the model. As long as the visible part of the clone has a simple pose I can just throw them in as separate meshes and move them to line up with the seats
that could work too
They'd clip but you wouldn't see it
i can either give you posed meshes for you to place or i can just put some clones in there and join the meshes together what ever you think would be easiest
both dont sound too bad
though individual meshes might mean more creative control n the moment while working on the snapshot or w/e
I'm 99.9% sure the LAAT main body in the scene capture has a stable hash, so I could parent the clones under it as individual meshes and they'd follow the subtle swaying of the ship and look right without UE2 needing to be aware of them existing at all
Considering how often the LAAT is seen in the opening hour or so of the game it makes sense to prioritize adding this. I can link the model so you can have a reference for a really basic pose to use once it's implemented 
then in that case i can prob do a bunch of cool poses for the clones and throw you the blend file for you to throw in.
wouldnt take too long
yeah the model is sketch fab? its free correct?
sweet in a bit ill grab that and make a pose library, maybe we can reuse some of the meshes for other scenes too.
Oh absolutely. In the mission I'm referring to you start out in the LAAT with a clone standing across from you. A Geonosian flies in, grabs him and pulls him out before you rappel down to the ground in a simple sliding animation
that poor clone...
The animation there could probably use touching up since it's insanely close to the camera and it's a fairly memorable little scene in the game
Indeed 
The scene before that mission has the player flying in an LAAT across a battlefield with one other clone (the guy who gets cooked by the Geonosian) holding a support rail above while you both listen to the clone advisor hologram. Other than that the rest of the LAATs should be off in the distance and would be a simple replacement on the Remix side with the most basic lining up
Good joke tbh lmao
makes sense, and thanks lol. - yeah i can make like 5 or 10 poses we can just throw where we need it. and i think ive got the bug clone grab retargeted already so i might take a look at that later today. only thing i am weary about is messing up the script timing on the animation but never know till ya look
maybe later down the road if its still on our minds ill consider just re-doing it
The scene doesn't have strict timing on it, maybe the sound effect of the guy grunting as he gets taken but otherwise there should be wiggle room
cool, yeah ill def look into that then
Sounds good. Later today I'll get the gunship implemented into the Remix project. I think we could set up a symlink so you'd have the project being updated for you whenever I make changes and it'd be playable
You'd have an in-game perspective on it then
I'll do the work of scaling and lining up so the floors match so it'll be as non invasive of a change as possible
It's a whopping 300K+ tris but like I said, Remix can handle that no sweat unlike typical rasterization. We'll effectively have a realtime high poly
i do like that model tho, gonna be pretty cool seeig it in remix.
ill get that pose library to ya prob about 2-3 EST. not at my pc rn
I won't be at my PC for a while either so take your time. I like brainstorming out of the house lmao
Yep. I'm willing to use models that exist online but I definitely want them to be up to snuff quality wise. I don't want noticeable inconsistency, at that point I'll just make it myself if a good free one doesn't exist
I think that approach should make iterating on the project much faster
def think that art consistancy is important, i find some fan sw models on sketchfab look a bit too, clean i guess is the word for it. Bf2 as well kinda does this, RC is very gritty so any models we dont make should prob get a new paint job or decals to rough em up, but that model looks great tbh
100% agreed. When the time comes I look forward to making the super battle droid fit the game's style with a nice dirty textures lol
Paying extra attention to these licenses because I'm plenty willing to retexture where necessary if the model itself is good
Speaking of, I'm a sucker for the amount of geometry on this LAAT
I invite you to check out the wireframe on it. It's an insanely well made model with great topology. It localizes detail super well too
i will forever respect 3d modelers, i cant do that
i know some people who consider this their normal day job 😔 and they act like its no big deal. LIKE DO YOU SEE THE DETAIL! - no big deal... lol. i could go to college for 4 years on this subject and still be crap at it.
Learning modeling is extremely humbling too. I have a new appreciation for other games like Cyberpunk which has these super intricate weapon and vehicle designs in a perfect mix of art style + execution
100%. The creativity alone in the designs is top of the industry. I think there's a ton of stuff about that game that gets taken for granted that other developers marvel at lol
the cyberpunk mod community are also great. crazy ammount of work over there
idk im a cyberpunk glazer idc
💯
Having started work on this project it's actually made me consider trying to make a cyberpunk mod lol. But learning the tools and workflow will take a good deal of time so that's for the future
ive done a few things, but nothing worth putting out. the rigs on those cyberpunk models are crazy tho
I could imagine. There are so many nuanced expressions that really make the characters feel alive
Stuff like eye rolls, holding a small cup with both hands to show a somewhat uneasy body language, little smirks from Johnny while you're talking to someone else based on some dialogue you pick
So good 
yeah im hoping to get a facial capture setup in my work space soon, that stuff plus the model fidelity makes a huge difference. crazy that really other than lighting/vibe the night city trailer and current game especially with mods are pretty 1:1
i just wish that cyberpunk had 3rd person cutscenes, thats pretty much my only critique beyond stuff that doesnt matter anymore like the 2018 e3 hud and stuff
I can see the appeal in having 3rd person scenes but I think 1st person only helped strengthen the game's identity. It takes an entirely different skill set to choreograph scenes and set up shots, play with perspective and all that when limited to first person
I think there are lots of moments where they took advantage of it to a really great degree
But I can't deny those 3rd person cutscenes from one of the earliest reveals were absolutely stunning
from the 2018 demo and trailers, i just think i had a better time learning about and respecting the characters from a pov where cinematic story telling can be told. and also it makes the player character more involved in the plot and making player decision and clothing/appearance choices actual things that matter in the story and to the player. i respect the full fp vibe. just not what i was looking forward too when i fist saw the announcement trailer and stuff, i feel like the player vessel deserved to be show off more than it was i think.
i think it just comes down to a subjective opinion tbh tho, just wish there where a mod project to attempt it
Yeah that's totally valid. Like you said it's a personal preference thing, both have their strengths and weakness and some will value certain strengths of one more than the strengths of the other. It's just how it be 
I can respect that view
k got the model, do you want the pose meshes just in the world origin point or do you want their position to equate to the model hight and stuff?
Truly whatever's easiest for you. It'll be trivial to move them should I need to 
ight
one more thing, want the meshes to be the new placeholder ones or the old meshes? cause if you want the new ones im gonna need the model
Original model is fine. In that case the pose might have to be reused in the future once we get our own clone model
If you use the original games skeleton then that should be easy right
yeah should be able to just copy the pose over if its the same rig
ight no more questions. thanks
Man I need to look at more fan made models. Lots of great stuff that are used as portfolio pieces so no download, but they'd make a hell of a reference vs the crummy old textures
i know a buncha people who make portfolio pieces on artstation and sketchfab are receptable to giving their models to those who ask for good reasons and credit etc.
not in comments of course but if you got ahold of them privatley im sure a few of them would be ok with it
also, by any chance do you have the scale settings for the LAAT? just so i get the right size for everything vs in game
how big is it in game?
You might have to pull the original as a reference. If you use umodel it's in the vehicles package
Big if true 
I actually asked someone else previously for their LAAT privately but they only responded once. They didn't say no, only expressed concern over the tri count which is understandable without the context. A little ironic because this one has about the same amount of geometry
In my limited experience it seems like people aren't super active on the platform
yeah though alot have social media and other forms to communicate
90% of messages I ever got on Artstation were recruitment scams, so it's understandable that they might not check those DMs, especially since they don't send a mail out by default.
Makes sense. I did manage to get a response once from Greg Knight though (lead concept artist on SWRC) which was neat
What did he say?
TLDR: SWRC was one of the highlights of his career and he's very passionate about it, thanked me for my appreciation and interest in it and his work on it. He then informed me (relevant to my initial message) that LucasFilm owns the rights to all of his concept art he did for the game, making him unable to share them in any capacity. What has been shared from him is only stuff LF already published publicly elsewhere
Then he apologized for not being able to provide a more satisfying response and reiterated that he appreciated my love for the game pushing me to make this project
Ah that's good of him. You might be able to get his feedback once you complete it?
High bar to pass lol
It's possible but at that point so much work will have been done that going back to iterate more probably won't be worth it
Though I'd still love to show him my work just so he could see it. If SWRC is his baby then I'm sure he'd enjoy seeing it get a huge modern visual overhaul
this is normal for alot of productions on massive IP's especially early on
unfortunatly
ok got a rough estamation of the LAAT size from the og model. not the same dimensions but i think i got it pretty close
Awesome. Keep in mind if it's necessary I could make some minor scaling adjustments on the original game side if it means less severe alterations to the new model
Also as per your advice I reached out privately to the artist behind this phase 1 clone model on Artstation. It's absolutely phenomenal so I'm hoping I'll hear back
ive learned even if its a no, you never know until you ask. as long as its polite and concise it hurts no one
in fact alot of good opportunities ive had came from just asking
Ha it wasn't the most concise thing ever since I gave some context with my project. Honestly if I were a more experienced artist and heard about something like Remix I'd be really interested to see what it could do, so that's my hope for adding that in
But yeah I made sure to be as respectful as can be, including respecting if he wasn't interested for whatever reason

Now we wait and see
But yeah I love the wear on it. I think it would fit RC quite well. BF2EA's model is super clean in a way that doesn't quite fit
we sending these boi's to WAR
I'm not sure, hopefully you found the answer with Mark, otherwise the only thing I can think of is the Distant Lights direction migration that needs to be done for the latest toolkit/runtime
We figured it out. It was a problem with the game-side mod we made for whatever reason. We've tested multiple iterations since and now it seems like we were finally successful in having a unique anchor mesh in every level systemically in the form of a floating tri at the origin
However you might be glad (not) to hear that I ran into another issue
When placing a distant light into the scene I noticed once I'm in-game the rotation of the light is actually totally different. Like if I aim it straight down in the toolkit, the light comes up from the bottom in-game which looks very broken for many reasons
Aaaaand I just realized you mentioned that verbatim
I'm guessing the bridge takes the scene captures? Because there's a pretty big mismatch between my DXVK version and the bridge. Because for the last two or so months the bridge has been broken for me on this game
And yes I filed a GitHub report a while back for it, with plenty of observations of behaviors and the exact bridge build when the issue started occuring
Yeah, if you have the latest tool & runtime they should be synced now (they should both display the same direction).
If that's not the case there's an issue somewhere. Just make sure to user the latest for both
and if you need to invert all your lights in your mod we have a tool we made for that
I have the latest toolkit and the latest DXVK version as of a couple days ago. But my bridge version is from 0.5.1 (when RR was added roughly) for compatibility reasons I mentioned
Awesome. Hope the issue I'm having gets resolved because while I don't mind doing this it'd probably get real confusing with time 
Wait right this tool is just for distant lights because distant is the only thing affected. That should be manageable
Yeah, the convention for distant lights was changed from "towards the sun" to "away from the sun"
just a thought, but i think we should model some hangar handles from the top rail for a pose where they grab it/have something to hang on too when they are close to the door
cause at the moment they cant reach the top rail, they short
better angle of what im talking about
That should be incredibly simple. If you send a blend file with the clones there and a couple reaching in spots where you'd like handles, I got it
ight sweet
Teamwork makes the dream work 
Also for that you might wanna check the posing/positioning for the scene before the first playable mission. There's a trooper in a specific spot holding a rail up top
Mission is extreme prejudice if you have the list of levels unlocked (first one so)
like the one right before they drop off the main ship down to geo
Yep, there's one guy with you and you're listening to the hologram
yeah i think ive got that pose actually already
Also (x2) now that I'm thinking about it you might actually get some use out of Remix scene captures. You can take exact snapshots of whole scenes which will be scaled properly relative to eachother and you'll have the placement and exact poses for character models
You don't even need the remix toolkit as you can import scene captures straight into blender
so are we keeping that biped for that scene or do you want me to make a new version with those handles in mind?
You mean having a new pose/idle animation that fits where I'd be adding the new handles rather than forcing a handle where one is now?
yeah, kinda. you asked about the posing/positioning of that clone. i assumed that you meant you wanted a new pose for him then. iirc he is just a static posed mesh, could be wrong tho
if not tho ignore me lol, still waking up
just got my coffee
I don't remember if he has a basic breathing animation or if he's 100% static 
But when I said that I just wanted to give context in case that would be helpful to know. You're already doing significantly more than I probably would've asked for so I almost feel bad requesting stuff lmao
Really appreciate it btw, the end product is gonna be better for it
lol im here to work. ask and ill do. if i cant ill tell ya 😁 - plus irl work and commission isnt the only way we further our portfolio's and stuff, i enjoy working on these types of things
really appreciate the complement
You got it boss 
I think the work here will be a good first test on implementing new shit in this capacity
Because we'll get the new LAAT in there and start to mess around with poses to see how they could be used
You know one that might be fun to work on that's relevant to the LAAT, the end of the Kamino prologue out on the big platform. A couple LAATs land in front of the player and pick up a couple clones, iirc one hops in then turns to pull the next clone up with him
when sev pulls up the clone on the second or third ship or w/e?
i played through a quarter of the game a few nights ago
so its kinda fresh in my memory rn
Something like that, in the prologue sequence
yeah
Well for reference at least as of right now I'm aiming to cover through the end of Geonosis. So you probably covered most of not all of that gameplay wise
i think i got to the end of geo, start of the derelect ship
Let's me manage scope and focus on quality first and foremost. Once the finish line gets closer then I'll evaluate if I can reasonably cover more of the game*
*I will in another capacity even if I don't continue this specific project after that
Sounds right to me
That should give you an idea of all the content I currently plan on remastering
yup thats a pretty big chunk. and im glad to see a project weary of scope creep. i think thats a good chunk to use as a proof of concept if we end up trying the other missions, and if not then its still a good bit of gameplay
Exactly my thought. It acts also as a pretty chunky demo of what could be done with RTX Remix in general, if a group went all out with it by combining base game mods to compliment the general visual changes
I'm very passionate about this project, I hope to have something I'm proud to put out in front of both tech nerds who just like fancy pathtracing and star wars nerds who loved the original game
and if it gets traction in large amount after the demo is out, prob have alot of mid to high level artists willing to volunteer their time or work to it.
I mentioned it before in the server but I feel pretty strongly that this is gonna have a lot of eyes on it eventually. I mean even now there's a IGN reporter in this very thread who's itching to do coverage on this project when it's further along. "Star Wars Republic Commando with RTX Remix" on the IGN YouTube channel directly? I think that gets numbers
I also think enough effort is being put in for Nvidia to show it off themselves too, at least in a blog post
That is definitely the point lol
IGN COME ON OUT
WE KNOW WHERE YOU LIVE
lol, maybe I shouldnt vaguely threaten them
it's Jesse in the online section of this thread, he's chilling in the user list (don't @ ofc lmao)
prob not the greatest idea
I wasnt planning on it
lol ive got no need to at him
Hey no such thing as being too careful 
I dont really get too into someone being part of a well known organization/company
like yeah its IGN, but its not like anything would come of dming someone from IGN
nah, jokes aside. thats cool to hear, means we have to do just that much better
lol no pressure
Yeah, you shouldn't push yourself though
btw im just curious so I have 2 questions, what is a 3d modelling pilgrimage, and can I join
It's not an idolization thing, rather it's a foreshadow that this project will have a lot of coverage at some point basically guaranteed. So yeah, no pressure 
I've been doing some 3d modeling course stuff on the side while I'm doing the work I am now on this project. I want to be more confident and consistent so I can contribute my own work more and be happy with it
I already have a bunch of models and textures on the back burner/basically done, but if I could get the skills to do more reliably I'd love to
thats my main problem lol, my 3d work isnt to a level to be used in games
Arguably neither is mine but I've finessed a couple solid things at this point, if I do say so myself
For me the trouble is iteration. I can get good stuff if I constantly chip away more and more, I just need to be getting closer to the final result the first time
It's not sustainable as-is in terms of time spent
for me, I cant make very specific details that are super necessary
like if I create a piece from a cylinder, I find it hard to create pieces that don't follow the same cylindrical shape
Do you know if there are any models that need improving for this project?
the crew
Plenty lol. Would you like me to find a relatively simple one to contribute?
yeah sure
I want to practice
im saying it louder so you dont expect amazing results
lol
did you get the very subtle hint I was dropping?
Subtle hint obtained 👍
I'll get to you once I'm home and see what we got
okay neat
Looks sweet. Might have to use this for the intro just so the LAATs are more populated when they're deploying
Awesome poses
yeah hoping to go for alot of universal poses that can kinda be thrown anywhere we need em
this looks alright I'm guessing?
it's a hanging light (sideways in the preview). It really is just a pole, 3 or 4 little support connections, and the base/light which might just be a few insets (like turning texture detail into real geomtry) really to have something that looks nice without a ton of trouble
closer up
if you have the game installed you'll want to use a program called UModel to pull it into blender if you want a live reference for sizing. Doesn't have to be 1:1 but reasonably close. It'll be under static meshes -> arena_gm -> LowHangLight
texture can likely be found in a similar path, just within the textures folder instead of static meshes
Btw we can just set up a directory in the GitHub to easily share those. If you ever wanna put a blend file or something just put it in the main directory, I'll figure out a neater path sometime
yeah ill try to clone the repo and set up gh desktop soon
What is it for? also I would need to make sure it actually matches what its supposed to be with tbh
It's literally just a hanging light fixture. I don't have a reference for the scene it's used in to be 100% honest, but I prob haven't looked hard enough
Ah okay
5 poses plus gunner/pilot ok for now? or we need more?
That's more than fine for now 
Today I'll get that LAAT implemented and experiment with those poses a bit in the intro gunships as well
You still need the handles up top right
yeah but those can wait if they are easy and you need to do something else, its a small thing rn
just checked my holy bible of Remix hash stability. The entire LAAT is stable except for the outer doors and the arm holding the side turrts
so the mesh swap should be plenty doable
I vaguely recall that y'all are replacing some of the skinned assets - are you doing that through remix, or by modding the original game?
Modding
do yall see bones / skeletons in your captured scenes?
That's a question for @dry shoal
thanks for checking!
i saw some in Oddworld Munch's Oddysee
@dry shoal how those meshes working?
just threw it in real quick, assigning all the textures currently since I couldn't import it all together
look how fucking cool the glass looks with indirect lighting
looks beautiful and it's not even fully implemented yet lol
hey is there any fix for the mouse bug in the ingame remix menu? - i remember having this issue a while ago. but it was fine till just now when it poped up again
it's in this file, there's a setting relating to input. I need to test it again to know exactly which but yeah
this
I forget which values to enter but it fixed it for me in the past
hmm none of the options worked. strange, oh well
having issues getting the lighting due to issues pete brought up (that I could fix)
(but im too lazy rn)

Ngl this is making me want to go with indirect lighting again instead of direct for geo01a
I love how nuanced and subtle the shadow is under the wing due to the natural light falloff
Btw depending on what you're trying to do you can use the arrow keys + space to navigate the overlay. Just hit alt+backspace and it'll bring up the highlight selection, but also lock the mouse in at the middle of the screen
@dry shoal Are we able to have custom anims with Remix?
Or would that have to be modded in
Must be modded in, but sev's got the skill to improve what exists now and then some, while using the original skeleton so UE2 will accept it fine
We have a lot of access to the UE2 side and that enables this mod to go much farther than most Remix projects will be capable of
Ah I see
Fair enough
I was just asking as I wanted to let you know I just ordered a mocap suit so if you need any anims I could try and do some
Ok bro just casually dropping that one on me

Sounds sick though, will keep it in mind
He responded 🙂
The artist behind those sweet clone models
And it seems like I've piqued his interest so I hope something comes out of it 🙏

I just ordered it today, it's a Rokoko Smartsuit Pro II and Gloves that was 45% off because of their 10 year anniversary until the end of Sep
Get ready to be sent to the mocap dungeon. You will mocap every human animation in the game and u will like it 
Jokes aside that ship I asked about was the Acclamator correct? Just to double check
Did you like the remake of the introduction part? https://youtu.be/1YwZOKx6GNQ?si=BY406FYFHhR596z5
That's it folks, after 1.5 years of work the project is done. It was a blast to work on, and I sincerely appreciate all your kindness, support and feedback.
OG Republic Commando from the 2005 game are good guys, and they're becoming the Rebel Commando, at least my version of them. So I am just ignoring bad batch
And while this Star Wars project ...
Yes

Will take a look at this later today
There's a non-zero chance I might get permission to use what is possibly the most detailed 3D model of the Acclamator ever made outside of official star wars films
Like full CG level quality type shit
Non-zero because it's not confirmed but this same person will be sharing an AT-TE so there's a shot
hows stuff coming along?
he's already covered about half of the game /jk
btw it looks like the night vision part of the game will be replaced with shadow casting, helmet mounted flashlights for each member of delta squad. Leon himself seems to want to work on it if I understood him right
One of the most succesful games from the Star Wars Universe and, of course, made by LucasArts.
Republic Commando (2004).
inspired by this trailer
🔥 🔥 🔥
there was actually one animation in particular that popped up in my head that I think would benefit from some work on it. It's when you're introduced to fixer in the second level. You blow up the door and on the other side you catch him in the middle of killing a geonosian. Has a dramatic music string along with it and lighting that's intended to stage it in a sense in the original
Star Wars REPUBLIC COMMANDO Full Game Walkthrough This is a Star Wars REPUBLIC COMMANDO Gameplay Walkthrough that covers the Full Game with No Commentary that contains All Cutscenes and the Ending.
Subscribe Here
https://www.youtube.com/channel/UCm4WlDrdOOSbht-NKQ0uTeg?sub_confirmation=1
Twitch Channel Here
http://www.twitch.tv/rabidretrospec...
timestamped
ill hop on and see what i can do in a bit!
lmao we gonna have to start creating set roles if more ppl hop on. 😆 - but im prepared to relegate/split up work we have planned animation wise with him when/if the time comes
I won't lie I'm a little caught off guard by the amount of people who've wanted to contribute lately. Got you, now apparently dev is gonna have mocap (already made a nice model), Leon with the API work which we'll be seeing again once that's merged in the remix bridge. Professional artists who made basically CG quality fan models of clones/vehicles
if this kind of short term momentum is a sign of things to come as people slowly come across the project/as I reach out from time to time, then I think we're gonna have something really special on our hands
this could be the UE5 fan remake but without the UE5 and it's pathtraced lmao. All the game logic, audio and everything is already there 1:1 with the original because it is done on top of the original
shit's got me all giddy
that excitement is shared, this is gonna be really cool, and the more help the better the result. as long as people are organized properly it will prob be a boon to the dev process. lol where there is gold people will come as they say, just glad to be apart of it early
also this ^ - the fact we dont have to worry about scripting, mission setup etc etc. is a massive W
yeah it's a huge undertaking just completely sidestepped
and we have so much access to the underlying game to make changes there where needed. One thing I've thought about a while back that I'm unsure if I'm gonna do, is rebalance the parts of the game covered to make it a bit more intense
Protip: Don't
You set your goals and scope already.
yeah but the circumstances have changed. I think it warrants a bump in at least the target quality via areas I wouldn't have touched previously
set new scope, make design docs, let team grow, relegate roles, work, profit
profit
disney's ceo personally kills all of us
mickey knows where we live

And never release the product because of scope creep. The goal was to release a "first slice" from what auto said in the past.
i thought thats still the plan tho, thought we where talking about content not how big the demo or first "ep" will be
with enough slices, you'll have the full cake 😛
if the first slice is completed relatively quickly and you guys have enough steam, you could move onto the second level
Let's just hope that cake is properly baked
baked textures ftw
well the scope is the geonosis campaign. Roughly 1/3 of the game. Originally I planned on covering up to geo01c but I think it's a really shit place to stop and so much can be reused + as I replayed the game I realized I like it a LOT more than I remember
For real though, stick to the original goal. Make a build and then go from there.
I've had that plan in mind for months now. I think if we keep it there and focus on quality, that'll be an indicator of if there's drive to push further
👍
do you think that's reasonable enough? @modern isle
I do appreciate the perspective to not get lost in the sauce
Finish those first levels (up to geo01c) completely, then evaluate further steps and set a new milestone.
that's fair
though I will say fuck geo01a because that's so much more difficult than it needs to be. That's the big boy out of all the levels I'd hope to cover in the end (geonosis)
geo01b and c are much smaller in scope and will likely be much easier to fully complete
@sweet kindle so I fucked up the materials BUT they already look so good
THE BOY'S!
magnetic armor
Slighty turns left:
fr that is sick af tho
gives me strong SWCW cartoon vibes
lmao is that a static dead mesh? or an actual biped?
I actually don't remember lmao
scene captures be giving no context
they look very shook up about their buddies strange death pose lmao
testing an old material. Man this is not too great lol
kinda vibing with this new one I just put out
just a touch of displacement does so much
I got a suggestion from a longish time RC modder to use the DC-15A instead of the DC-15S
tested it out and I think it looks pretty awesome
Based.
Did you check out this video yet? 1.5 years in the making. I’m surprised it came up on my feed and you haven’t seen it yet lol
I always wanted to sculpt temura morison face but I never found a good front view and side view of him
unironically the best remake of the intro so far, only issue being animation work on a lot of the stuff
Yep, you can even see me in the comments lol
Really good stuff
but the clip-on helmet? so fucking dope
Thinking back on it, the whole thing is pretty well directed and the graphical upgrade rly helps bring it back
RC didnt age poorly overall tho tbf (compared to Battlefront that is lol)
This might help
like i understand it was due largely to time constraints but boy did BF2 age terribly
A lot of it is scale too. The levels in SWRC are smaller with fewer NPCs
Due legally and time cintraints shouldn't be in the same phrase
i agree thats why i said something completely different
Lol
Oh sorry I read largely as legally :sad0:
in any case, what RC helmet will be used as base design? in all honesty ive become most accustomed to the BF2 one
I've been looking at this quite a bit lately
https://sketchfab.com/3d-models/republic-commando-30959b9c2ddb475085eaccdcb00e2dd8
Clone commandos, also known as Republic commandos while serving under the Galactic Republic, were elite clone troopers that served in the Grand Army of the Republic’s Special Operations Brigade during the Clone Wars.
I made the Textures Myself (4K) - Republic Commando - Download Free 3D model by Abel (@abel76)
Naturally it'd be retextured for each member of delta squad
would it be possible to have all the dirt and grime removed for the kamino intro just cuz they havent been on any missions yet?
but yea kickass model
That sounds doable. It'd be a later detail though
ofc ofc
Near future plans for myself since I don't have anywhere else that's organized and I have an IQ level of 2:
- use HUDarms commando helmet as a base for the rest of delta squad (sketchfab model got a lot of critique from SWRC nerds)
- do the same for HUDarms in general
- followup with a couple artist people outside of the server
- get sev in the animation dungeons
- look at ways to get full functionality out of the LAAT replacement model (turrets lining up + doors being functional)
@sweet kindle I had a couple ideas for testing implementing your animation work to get familiar with the process. The animation here is probably one good contender. Another would be the Kamino intro when being introduced to Delta squad with their given animations (salute/thumbs up/head nod). But for sev (the clone) at least it might be meaningfully different with a higher fidelity weapon model since he's fidgeting with it and you might wanna do something with that, idk
A really frequently used set of animations are the clones at the start of geo01a who indefinitely shoot at a few droids on a high ground position. They just walk left and right every couple seconds and fire their blaster. It looks very gamey as-is but it might not be the animation itself
Brain has been broken for quite a few days...dunno if we can do mich more lately.
Everything taken a slw down cause sick
Mental health deteriorating
Hope can still finish the assets.
There was a tiny bit more eork on the low poly of the blaster but not much. It is closeidh to modelled but yeah...
I wouldn't mind helping out in some way. For example making a low poly for the B1 battle droid or texturing it myself
It'll get some of the load off your shoulders so you can focus on whatever's troubling ya
Could also take over finishing the low poly blaster based on whatever you have now
Thinking about it...something feels ...really off....
Gunna see what gets done tomorrow.
Got it. Take care of yourself 
do the guys on geo1 who are doing that combat loop anim die at the end of that segment, might be able to do something a bit more unique if we dont have to worry about them going back to idle
The ones I'm referring to just stay in the loop until the player kills them lol
But the dead body screenshot I think is scripted. Like you kill all the droids, then there's an explosion that opens the path but kills one of the clones iirc
@dusk trail you there 🫵 status on the crate thingy you started modeling a while back
@hardy quail and you 🫵 likewise with the hanging light fixture
Just trying to get an idea of where I'm at for stuff is all 🙂
To hopefully be more organized
I need to finish it
I'll try to do that this weekend when I get more free time
Just wanna clarify that it's no rush. Just helpful to know the status and set expectations for what I'll need to implement and whatnot
Yeah what are you doing for this project Auto 😡
Talking to a couple artists outside of the discord, getting existing models and textures locked in for the time being at least, get a consistent organization structure going, get scene captures from the geo briefing level
I'm sure there's more my brain is just fried rn lol
And then spending the same amount of hours cleaning up the dogshit outputs as you would have animating from scratch 
i know bro
ive been sick these last couple days, its still in the same state i left it in like a week ago
also
if you want more organization
it might be smart to just make a discord server for contributors
All good king
I've thought about it, just the organization but is more on my end
i think you really should, itd help on our end too
What file are you exporting as? I tried usd like recommended and its horrible, at least for me
I went back to .fbx with a separate ingest for the textures like before
It's more tedious but it consistently works
I can't find an ingested fbx mesh. Have you tried obj? I promise it will speed everything up considerably
All ingested meshes turn into a usd format
And maybe yeah but last I attempted obj it didn't work. Haven't given up, just haven't gotten it going is all
You have to mirror it in the x axis when you import if you couldn't find where it was
I have to do that for .fbx ones too. It's a little annoying, I wonder if that can be solved
Yeah I was thinking of making a bug report
your axis is incorrectly swizzled in blender during export.
I've tried changing it and it just causes more issues
The game is Z up so I do Z up. That defaults to -X forward. Once it's in Remix, I have to set the X scale to the negative to get the faces showing correctly. So I figure "ok I'll just do X forward" but that actually requires more stuff to get looking right for whatever reason
Export settings have to be changed everytime anyway, so it doesn't matter if those extra mouse clicks are at the start or end
True Blender moment right here.
is your blender set up to have Y up in the viewport? If so, export as -Z and flip Z axis, that should orient the mesh correctly... unless ofc blender is doing something weird again.
Well when I do Z up -X forward export it just takes the X axis having a negative in the toolkit that fixes it
Wdym by -Z then flip Z, you mean in blender?
I mean ... that
I don't know how it is in blender
or if blender can even do that, but if Y is up by default then -Z will be rotated to be Y up and then the Z axis flipped. It swizzles then flips.
Never seen a flip toggle like that before 
But that doesn't flip it, only sets it to -Z up
I wonder if that option might be present on another format's exporter
Is this exporting as .fbx?
Because as part of a humble bundle I got the "Better FBX Exporter" plugin which supposedly entirely fixes Blender's not fancy .fbx thingy. Maybe it would have that option?
I don't know
It's a thinking out loud question 
you're writing out loud too :P

You have a point
Totally flew over my head, would you want me to add you to the project credits for the logo? @dark lava just double checking since some people requested to be left out
I can't animate anything good with key frames by hand so eh, I already do programming, level design, and environmental art, I don't need more hats to wear
oof. Better learn to clean things up at least
I can edit anims fine, just not make anything from scratch
^ starting to feel like this with modeling tbh
I am fine with creating animations, but god forbid I have to rig something, absolutely hate that with a passion.
people who like rigging are probably cannibals or psychos... maybe both
Lmao fr
I've been doing this stuff since 2014 and I still struggle with some stuff like that

Of course i want to be
Working on it 🙂
Dont worry about all that professionalism wit a private server like that
Dw it's a me thing
thats fair
im restarting that damned swing light again, im going to start again but first im getting a general idea of what i want for the curvy bit
Well damn that's looking good. Making good use of that crazy high tri budget Remix allows (don't bother making a low poly!)
me moment
Well your logos are front and center for the server icon and welcome channels 🙂

Got a private server for the project which should help. Just wanna organize a touch more before inv'ing people
Is it for contributors only
Yes 
Tbf idk how much my posting here will change, I won't go dormant by any means
i mean posting is cool but i like to see discussions on these thing
but again its not my bag to dig through
sweet. lmao we are officially a dev team 😭
sweet
I'll also use that to get my ass into gear implementing more of my existing assets. Gotta see where I'm at with everything
Did you ever start messing with that one animation btw?
There was one I showed with the YouTube link n whatnot
yup working on it, srry it hasnt been a bit faster. been kinda busy with some stuff irl
Are you kidding, expecting that by now is super unreasonable lol. Just wanna get an idea of where I'm at is all
yeah, but im kinda a stickler with work ethic. hate to fall behind, more efficent the better. lots of all nighters have been pulled because of it
and plus if IGN or anyone else picks this up and covers it, i want it to be the best it can lol
Gotta be honest I respect that given how much I've slowed down in progressing lol
Exactly how I'm thinking
I bet that might actually be a way to sell people on it who I might contact privately from their art
yeah excited to see what comes from that, lots of really cool artists
Auto just wants to hide his work from me so that I can't critique it 
Erm akshually technically you contributed a material to the project so if you wanted to be there to get on my ass about stuff from time to time you're more than welcome 
😉
as much as I would've loved to make my own phase 1 clone trooper, by far the most practical idea seems to be using an existing model with a permissible license. So far this guy is looking like the obvious candidate, though I really dislike the look of the armor so I'll likely redo that myself
Imagine having the second image as it's texture
that looks like hash debug view on cpu skinned things lol
those are bone influences 🙂 basically the colors represent how much control a given bone in the rig has over those vertices
High fidelity cock scans 
I'm not even wrong

¯_(ツ)_/¯
If my rigging plug doesn't come through would u be willing to do me a solid and port the rig of an original game skeletal mesh to a new one for me 

hello
hello
@gleaming sedge
Which one are you trying to use
Basically old clone model rig -> new clone model with the same bone and vertex group names
With weight painting that doesn't suck ass like the original model lol
Wdym? The one to import the game's skeletal mesh to blender?
If my rigging plug doesn't come through
Basically I have this drug dealer who hooks me up with rigging models
It's kind of obscure slang for non native speakers tbf lol
TLDR I asked someone if they wouldn't mind helping but idk what their answer is yet
ah
So I asked u as a backup in case they say no
As I understand it you are arguably quite overqualified for the job
Due to your area of expertise
Is this accurate @gleaming sedge

Then again idk how much your area of expertise deals with armor so maybe that makes it a little more complex? I have no idea about any of this stuff

It's a bit complex but nothing's better than a bit of clipping that no one can see anyways
As far as I understand it the only annoying part for the guy helping animating is the shoulder pads and some really odd deformation of parts of the model. But I was told the actual skeleton itself is fine, it's just the weight painting and vertex groups of the original that cause those issues
@gleaming sedge you there 🫵 the other person is doing life stuff so if I provided the goods would you be willing to port over an original rig to a new clone model?
I could toss the two in a blend file or something
60 dollars 🤝
make it 1x mw19
It's 70 for me and I want it so bad 😭
damn bro if I cop it for you then you should rig each of the characters we need 
gotta get my money's worth on god
as opposed to on human or something?
I would do it because mw2019 but iont know jack shit on rigging:kekw:
well I guess I'll figure this out on my own
wow this process sucks dick going in pretty blind
that insult is too nice for how it actually is
also the answer for whether or not the render target stuff helps republic commando seems to be no. In fact now I'm having a hard time getting the helmet working the way it did before
I've talked to 15 different people and used two different versions of blender on two different projects all at once in the past hour
My brain is overwhelmed right now
What were we talking about?
I want to put an old rig onto a new model
ah yes
so we can start animating using a not pos setup
this was after way to long of posing
wireframe is the original in its rest pose
but in hindsight I think it was stupid to pose the new one to line up with the old instead of the other way around
when importing into UE2 the rest pose doesn't matter, so long as the bones and vertex groups are named correctly
I still don't believe you
I direct you to the unreal engine 2 documentation
iirc I think I showed screenshots previously saying as much
but it's late as hell so I'ma call it a night
I simple refuse
I mean if you wanna believe that and do it the expected way then by all means go for it
but my assumption is you still don't want to
bro had the file ready on hand
though in this file I already messed with the new model, if you want a fresh start so you aren't stuck with whatever my dumb ass did, https://sketchfab.com/3d-models/clone-trooper-phase1-shiny-updated-aae018747b054186bd48e460b0ad1192
I just downloaded the fbx and imported that, scaled the overall size to line up then went from there
the original skeleton is included ofc

now it's time
best of luck 
when you guys go to bed, does it feel like "ah, peace", or more like another version of the same crap you just lived through
It feels like "ah, time to lay down and be irresponsible by using my phone until my eyes are too heavy"
i dream of kims new pbr model
The night expert is here
expert at what 
night
Night
ah isee

actually did burn it last night lmao
anyway. time for sleep for me too
goodnight 😛
Me when I cook too goddamn hard by having a finished asset once every couple months
How does "trying to survive" sound 🤣
Gotta love stress, doing wonders to my body.
@gleaming sedge did you ever mess with that blend or is that low prio
I have it on my computer
Is that a patina / verdigris on the new textures?
You might be happy to know the quality target has increased since the last time you may have checked by. I have some incredibly talented artists willing to contribute assets that are basically CG quality and I even have an animator who wants to modernize and clean up what's there using models that deform more realistically too 🙂 hope you look forward to it
That's lovely! I'll be patiently waiting
It’s just so bizarre seeing IGN staff lurking in the feed
Not so bizarre, like I said I feel very strongly that this project will have lots of eyes on it if I can pull it off
More like there's pressure to deliver. I'll feel good once it all pans out and reception is generally positive 
True I know what you mean 😂
I'm just a simple fella with a simple 4090
Fellow 4090 enjoyer 
8090s now with built in ac units
This game is gonna fly on that thing lol. In general performance prospects are looking quite promising with SWRC since we're taking advantage of many of the original optimization features that won't be intrusive to the visuals
the thought of my 1000w PSU actually having to try is scary lol
Lots of Remix projects just kill culling outright
a full reimplementation of culling would be ideal, but that's quite difficult
your solution seems to be good too 🙂
wanted to do that for Barnyard but it failed entirely because of the broken replacements
Well it uses sector based loading on some maps, others it uses antiportals to just say "fuck you don't render" to everything visibly blocked by that volume
The actual amount of rendered assets at a given time is quite low
It's why I had to pull some trickery to get much larger scene captures
ah i meant for other games btw, not for yours
you have a great system 😛
generally speaking the off-screen culling is nonintrusive. And where it is I have anchor meshes to override the rendering of that asset
That makes more sense lol. Frankly I got lucky with how this game works on a technical level. And to think when I started I was panicking over culling like it was the end 
im having an issue with culling iont know if you had this problem, but it basically swapped between textures off camera
did you have any similar problems
You mean in RC? Which textures are being swapped
Don't tempt me with a good time
funny part is that some extreme overclockers did that
Lordy lord
I still get a kick out of running something like Arma 2
At max settings and being like
Woah, I can do this now
nah in general, i didnt know if there was a common issue when using anti culling but basically when using free cam the textures are all glitchy https://discord.com/channels/1028444667789967381/1283879946300948510
im to poor for rc lol
yep. i love to go back to my old favorite games and see how much better they run now lol. thankfully the days of playing at 20 FPS are over for me (hopefully)
Haha, yeah that's fair
I haven't booted up ARMA 3 in a while either, and the jump from using my 3080, to the 4090, is nuts
I really don't think I'll need to upgrade any time soon
Hopefully the 4090 stays a lovely card for many years to come!
Before I got my Ryzen 7800X3D almost every game I played with my 4090 was CPU bottlenecked. Only after upgrading was it let loose. Frankly everything runs so good that I don't see any purpose in upgrading. Even cyberpunk pathtracing is comfortably in triple digits fps territory with frame generation. Such a great feature
I think FG will also extend the life of the card by quite a lot
I remember buying Hitman Absolution back in the day and my dinky old GPU struggling a lot. Years later with a new GPU I was amazed at how well it ran at max settings, gawking at the crowds of people fluently moving about while I still clearly remembered the low resolution slideshow my old GPU managed to churn out 😅
A more modern example, I remember being gifted Ark Survival Evolved and had to setup a steam account to get it. It ran at 2fps and I remember thinking I could live with this. Then when I got a better computer eventually it was the most incredible thing and that feeling led me fascinated with computers ever since
Beamng 
Going from a Radeon HD 3200 integrated GPU in the Phenom II X4 CPU to a dedicated AMD Radeon HD 7850 to play Crysis

i went from an AMD A6-3650's iGPU to a 550 ti. massive upgrade at the time lol
then that to a GTX 950
Here's a sneak peak of the final clone trooper model for the mod, in its high poly form. It was designed first and foremost for VFX/CG renders but it'll be adapted for use in-game
Niiiiice
??
I have no idea lol
He deleted his message
What was it
Barely english, hence the ??
I think he was worried that there might be weird clipping issues when animating the new guy
Good lord
That looks beautiful
how unkind :/
don't think he meant anything by it, just took a moment to understand what was said is all
yeah, that.
doing my best on this front 🙂
lol ngl i am about as coherent as joe biden when tired
haha no worries man
anything in-game?
i also just love the vibe that model has
Currently working on the in-game version. So far the helmet is just about done and the chest plate is done. The hardest part will probably be the soft non-armor bits but we'll see
Likely gonna be scrapping my DC17-M, as I have a new artist who wanted to contribute their weapon models to the project 🙂
Hope you guys like it. The artist seems to have leaned a bit into the more gritty look found in the concept art which I think looks quite interesting. Naturally I'll have to implement the ammo counter and make the mag display functional. These assets were designed first and foremost as standalone high quality fanart, they're only now being adapted for use in a playable mod
If any of you guys have a GitHub account, I'd appreciate a thumbs up on this issue post 
Nvidia is using emote reactions to get a rough idea of fix priority
I wasn't sure if the request you had regarding the rig had been fulfilled, I did this alittle bit ago. The new model has the vertex groups names of the original, but the weighting of the new model. And you mentioned animation so I rigged the original armature to a rigify rig while keeping the original rig intact (I accidently applied the scale of the armature rig and it destroyed the fingers :(, I thought they were working correctly before that). In addition to that python script shown I had a few others I wrote to help me accomplish the tasks, they're included in the blend file. If this asset is still needed and you would like clarification on anything I'd be happy to answer any questions.
wait this is super fascinating. Frankly this is extremely foreign to me but I'm really interested. So this isn't actually the final clone model we're gonna use, that one's still being worked on (retopo of another really high quality mesh). But it sounds like you have a workflow to transfer the rigging relatively easily?
thanks a ton for the effort. Wasn't expecting this at all
You should be able to transfer the vertex groups to the new mesh using the data transfer modifier, I can't remember the settings but theres an option like project nearest something which you'll want to use. (I think it was project from nearest face?) The only thing you'll need to do after that is to set up the armature modifier on your new mesh and it should work. I could maybe help get the new-er model on the rig in the future but I don't use blender too much in my free time anymore. I didn't think remix supported animations or skeletal meshes, are you planning on animating in blender or shooting the animations back into the engine?
You're very welcome, I like solving problems and answering questions, I like it alot more when they're things I've done in the past and know how to work with.
Regarding implementation, Remix does not support replacement of skeletal meshes except in exceptionally rare circumstances. My project is a hybrid that will affect both the base game and add Remix visuals to have the most ambitious result possible. Skeletal meshes can be replaced through Unreal Engine 2 but there are tri count limitations in particular that can cause heaches. The max before the importer becomes unstable is roughly ~30K tris. The clone model I want to implement is over 300K so optimization is required and I'm still trying to get there
God that is a sexy sexy rock
lick it
I spent my whole life thinking that the first level took place in just a general battlefield
I didn’t know it was supposed to be THE arena
Wud
It took me longer than I'd like to admit to realize that too lmao
one major issue critical to the project's development seems to have been resolved. One of the Nvidia engineers has been providing test builds for a crashing/perf degradation over time regression in the Remix bridge and we're seeing progress. This means I should be able to use the Remix API as part of my normal testing setup. Leon has also found a way to render nearly the entire level around the player which will be incredibly useful for scene captures





