#Star Wars: Republic Commando RTX
11662 messages · Page 12 of 12 (latest)
WIP :)
Ignore the self deprecation
We're making showcase overlays similar to what Half-Life 2 RTX does when they show off their assets
Here's a very poorly made one with an updated version of my tile material
These aren't the most presentable shots but I haven't tossed anything here in a while so it felt right to share something
fantastic work
actually there's a tiny discrepancy in back panel's lighting of the ammo crate between shots, 0/10.
Yeah that would be the layer of the remix project that controls material property assignments on original textures
Toggled it for the comparison
autom, sorry for possible pushy feel of my words about logo
As form of apology, i totally accept complete disuse of my logo, it'll be okay.
i think i'll deserve that for my past ego behavior
#offtopic message my return's text for clarifying some things
All good bossman
I still think it would be cool if you worked with the SWRC Remastered project for their logo. Since they don't have a big shift in technology (they're based in UE2 only) I think your ultra faithful take would be a great fit that keeps the work alive in some capacity
i think i could do a simple little rework of my Remixed logo for them
You could add TheMan on discord and hit him up in DMs about it. I think he'll appreciate it
i sent him reworked logo for Remastered, now its only a time to see if he'll agree or refuse, as i wrote to him, its his right to refuse, and my right is only to offer.
Hey @dry shoal this project is the sole reason why I constantly check this server. You guys are doing awesome work 
Thank you! We're finishing up version 2 of our updated DC-17M and you guys aren't ready for how unbelievable it looks
Ladies and gentlemen. Peak has arrived.
If you have an Artstation account, please show some love to the legend behind it
The DC-17M Blaster Rifle is used by the elite Clone Commando units of the Grand Army of the Republic. This modular rifle comes with three attachments for various use cases, Blaster Attachment, Sniper Attachment and Anti-Armor Attachment.
This DC-17M is a completely new model from the ground up that builds upon the old version I've previously ma...
You are correct, Peak has indeed arrived on 16th of June. https://store.steampowered.com/app/3527290/PEAK/ 😛
Those are some nice renders, can't wait to see them in the hands of your clone trooper
quick update: after long time, the team of RC Remastered still can't give any feedback on my logo, so with 99% logo goes to total waste, without ever being used.
Karma
as for this project, i wish it good luck, remaked gun models looks really great
okay then, i'll end this saga of my logo with this very lazy meme and finally move on
now i'll just follow the progress of project
not even the correct version of the logo 😜
i have what i have
The V2 of the DC-17M is implemented. I made a new remix project where I intend to lock in what will be a part of the playable demo released for the contest
Will do a showcase video of the weapon when I get the time to implement some of our other existing assets
That's good
@brave sparrow what features do you have in your skybox setup with the Remix API in GMOD?
my API integration guy might be able to add in some stuff last minute before the submission deadline so I'm thinking of ideas
i dont have anything using the remix api for the sky
the HDRI skydomes are just a replacement, the mesh is controlled ingame
scratch that, the one api thing im using is a toggle to disable directional lights whenever a HDRI is spawned
but thats it
Delta Squad is being finalized. We got the textures today for them with all their equipment, just needs minor adjustments due to an oversight
Not to be that guy, but I think we might just have the sickest looking remakes of Delta out there
Sounds sick super excited to see all the work you guys have done
Dilta skwodd hype intensifying
Important update as the deadline for the Remix contest draws closer (roughly a week left)
In order to try and update as much as possible within the selected two levels that we'll have done in the Republic Commando RTX demo, we've decided to use some placeholder AI upscaled textures generated from an ethical upscaling model (no unauthorized art used in the training data).
It's still meaningful to me that the final project will use exclusively human-made art since the quality is simply unmatched. But because we're on a deadline, we want to at least have something for the visible assets that we don't have time to make stuff for from the ground up
I'm proud of all the artwork we do have for this project, and I think it'll still be a stunner so please look forward to it
To be 100% honest a part of me wants to keep the Skittles ammo counters for the squad member guns

Slight clipping where a soft object (like a gloved hand) interacts wit a hard object (like a gun) actually reads better, because it suggests the pad of the thumb is compressed at the point of contact. A hallmark of games from the RMX-compatible era are guns that seem to float in a character's hands. Of course, we could hold out for accurate soft-body physics...
auto where's my goddamn soft body glove physics
give every commando soft body breasts underneath the armor
for immersion purposes
Hit me up next April Fool's and we'll see
Maybe since @severe flare is such a connoisseur of soft body physics they can study up and become the in-house RTX Hair expert in time for the Kashyyk levels. Of course, since they are such fans of jiggle physics, that could lead to the game getting a bunch of pervy Christmas Special Wookiees...
model swap the wookies for big beefy men
for immersion purposes
make them hella glossy too via PBR to get that oiled up look
Someone has been spending too much time with Malla and Itchy...
Yeah but I suck at using PBR atm. I wonder if the B1 is gunna look as good as everyone elses assets
beautifully crafted straps for delta's accessories. Looks insanely natural!
the same is true for scorch
speaking of scorch
our artists are fucking incredible
Please give our showcase post some love <3
It's looking bloody beautiful
Don’t have a joke or a critique this time, u guys just did a rly good job
Don't care what happens on Nvidia completition honestly, we gotta get it to a finish line, so proud of our work
we have def put in a ton of work these past two months as a team, the 3D artists on the team have especially outdone themselves in making such high quality models and characters in such a short amount of time, really proud of all of them for their dedication/enthusiasm on top of their immense talent and professionalism. we have also made great progress and huge strides in all areas including environment details and textures, HDRi Lighting etc. etc.
also love seeing all the excitement/kind words about the updates and photo's we have put out in this server. let it be known it means a lot to the whole team. i also have a lot of hope that we will perform well for the contest, we are all extremely excited for you all too see the work we have put in first hand. this project has been a joy to be apart of, to watch the team grow, and to work with everyone involved. it has been a real highlight. we all have an extreme love and respect for this game, its art style and its legacy and i hope that shows when you all get a chance to play the demo yourselves.
Modding is cool, pathtracing is cool, 3D modeling and texturing is cool, working around UE2 is suffering, Republic Commando is cool, etc etc
It's been mostly a joy to work on this for over a year and a half now. If you told me we would be getting full built from the ground up remakes of Delta squad made specifically for this project way back when I started, I would've called you a psycho 
Projects like this are only as good as the people who work on em. And I'm super grateful to have had so many talented people contribute (and that number will be going up soon). If I was still working on this solo making every single asset myself, we wouldn't be where we are now. Not even close
When demo is gonna be done we will have pretty much the basis of the mod in terms of pipeline established and especially lighting . We will just need to keep pushing forward and honestly I feel like it will get on the same shelf with Portal and HL2 RTX mods
You're damn right. The people with all the right skills are there, the experience getting everything implemented in UE2 is there, and more recently, the experience of getting things all put together for the sake of shipping something playable is there. I'm proud of how much we've been able to set ourselves apart in ambition. This community is full of cool shit. I'm glad this is the cool shit I'm a part of
the lighting, and the mechanics we have built new around it, especially for dark spaces excites me alot, same with the new assets. i really think especially the intended kinda thriller/horror and grittyness will shine bright (no pun intended) with the new tech
We haven't come close to realizing the full potential of that stuff too. It's gonna be on a whole different level once we tune the flashlight to perfection and remake those Geonosians. It's already a cool feeling being in combat in the caves, 180ing from a sound you heard and suddenly your flashlight illuminates a Geonosian that was right behind you
And that's with the original game models. Scary custom Geonosians with PBR textures will be insane
Not to mention subsurface scattering
thats prob what im gonna lean into for the caves ive decided, smaller light sources and lean into the flashlight a bit more, show its usefullness and make the player depend on it a bit more
Right there with you 🤝
It's going to be like the trailer 🥲🥲🥲
As a big star wars fan thank you.
as the days come closer for the contest submission deadline, I'd like to ask for the help of anyone who's been a relatively active member of the Remix community specifically for getting a list of things that still must be addressed. It's much easier for me to know what's missing/needs to be added if I have people just playing it. I have a packaged version of the mod for testing purposes. Note that this is not the build that will be submitted for the contest and the public release will be far more complete than how it is now. If you're interested, please let me know
this is for people I'm somewhat familiar with/have interacted with before on the server. If you're just here to follow along with the mod and wanna play it for yourself, please wait for the submission on moddb. Thanks <3
Reminder that I'm aiming to release the first build of SWRC RTX tonight. Please keep in mind that I'm considering this an "early access" where these next two days following will be to get feedback and get the best build possible by the end of Friday
And that will be the 1.0.0 build of the demo
ok so the early access release of the demo is delayed a bit. I'll aim to have it up tomorrow morning but if I don't mention anything it'll probably be later tomorrow
note to self: google what options mean when resolving a github conflict 
Is this not your build you have been working on?
no
Gotcha, so this is someone else that just uploaded a demo build
theres always gonna be some overlap in terms of games people choose to use remix with, but that project you linked is not affiliated or related to us in any way
Well that's irritating, they're using the same name
ikr
for what it's worth it looks...way worse
dw, we're proud on the merits of what we have. Soon enough it'll finally be in ya'll's hands
I cant wait
holy w
Please enjoy.
Look amazing can’t wait to check it out after work.
welp now i gotta go rebuy republic commando lmao
seems to be on sale at fanatical at the moment if you want to save a buck https://www.fanatical.com/en/game/star-wars-republic-commando
Hmmm I may need a clean reinstall of RC since I do not remember the last time I played it. But upon installing the demo and changing my settings ingame to 1440p, the HUD is missing, and there is missing light in the control centre when sunfac is, including all the halls. Its just all dark/black. Will try reinstalling tonight and seeing if that fixes it
when you say the HUD was missing, did you see the helmet model overlay and there were no other HUD elements?
No, as in someone disabled all HUD elements to potentially get some clear visuals to the game. Shields and nade counter off, and no helmet t visor enabled
in your settings in game, do you have the helmet hud enabled by any chance?
Yes
disable it
Attempting to reinstall atm as well and can report back
Hopefully the reinstall fixes the darkness though, wish I took a screenshot to show what was happening
Also, this is occurring as well in the main menu
normal when changing resolution dw
Fresh install fixed the lighting for me btw 
https://www.moddb.com/mods/star-wars-republic-commando-rtx1/videos/rc-rtx-mid-2000s-trailer
check out the new trailer
Trailer for Republic Commando RTX, inspired by a mid-2000s official gameplay trailer for Republic Commando. Uses real game music.
Looking good! I would also advise everyone to turn off squad shadows 😵💫 I do not think they work at this time. Unsure if this was mentioned earlier or not.
squad shadows shouldn't be enabled from what I remember
we force a specific set of graphics options
Best to turn off any game's own implementation of shadows when using Remix. Best case scenario is that they do nothing either way. Worst case scenario is that they'll mess up the rendering.
Remix doesn't use traditional methods of casting shadows anyway. You are still getting shadows cast by everything and everyone regardless.
the way we have the mod set up there should be next to no changes needed on the side of the user
there may be a bug atm where the helmet needs to be disabled but everything else should be set for you out of the box
I am pretty sure you're right. I just tried it not too long ago and it seemed pretty "plug and play" to me.
Made it through to the end with no issues. Damn gorgeous, and it still isn't even done yet. It did remind me how short these levels are, though.
hotfix has been uploaded for 0.9.5. Enables EAX audio and increases the strength of the player flashlight
Breezed through them both pretty quickly, lol.
that's a relief to hear lol
play on hard, it makes the game more engaging by a considerable amount
that last jammer room can test you if you're too careless
I will definitely do that when I try out the new version there.
I remember I managed to beat the game on hard way back in the day, but that was quite a while ago. Probably not too long after it was originally released, lol.
Hopefully my reflexes haven't dulled too much since then.
Best of luck Commando 🫡
Mod looks amazing btw. Can not wait to see the finished product as well as all the future fixes 🎉
Community voting has opened for the Remix modding contest. If you enjoy the demo, please drop us a vote on the Remix contest page! We plan on doing some updates to the demo over time to polish it up more here and there. This won't be included in Nvidia's judging for other categories but at least players will be able to enjoy it 
A comparison of our RTX Remix hybrid mod for Republic Commando's PC release. Please enjoy and please vote for our mod in the Community Choice category for the RTX Remix modding contest!
Remix Competition voting link: https://www.moddb.com/groups/rtx-remix-modding/competition
Our ModDB page: https://www.moddb.com/mods/star-wars-republic-command...
Our first ever published Youtube video. Please share it around!
I think it may be my subjective opinion, but the new patches flashlight intensity might be a bit too intense 😵💫
do you have eye adaptation enabled? For me it was the other way around where it was waaaaay too dark and borderline useless
it's off by default in the mod
can you share a screenshot? I didn't test it myself
that's why I asked, defaults can be overridden
I think I have it set to not open the remix dev menu. I don't think non modders would know where it is but it's not impossible ig
Great job, though I did notice in the video that the glass wasn’t visible when RTX enabled. The glass I’m referring to being the glass that separates Delta from Sun Fac where you first link up with Sev
it is visible, it's just the glass is so perfectly smooth that it looks almost invisible lol (thanks for the compliment btw 🤝)
you can see your reflection in it
hah, I'm not the only one!
do you want this pinned?
it might be better to have it in one message
also sorry i was late for the 60 FPS thing lol
shit there are a LOT of pins in this thread. do you want any of them cleared?
Feel free to clear most if not all of them
btw discord has a "jump to top" button now so the top message no longer needs to be pinned

We might need to decrease the intensity and up the radius instead. To some extent it's always gonna be super bright directly in front of you but this is def a bit much. We'll look into it
well that's what inverse square law does to lighting, not much you can do except make lighting not act like actual light in that case.
lighting intensity (in real life and in RTX Remix) behaves like this
Objects up close don't look much different than before imo
If you shine a flashlight on something at that distance it's gonna be very bright. Especially shiny clone armor.
The geonosians being as white as they are is a bug though 😄
that graph was annoying me
now it's slightly less annoying
(but still annoying)
there
Thank you lol, my eyes bled a little too 
New important hotfix is out.
A version 1.0.0 of the demo is on its way. Aiming for the end of this weekend with some significant improvements as well as some new art assets
Yes pleaseeeeeeee
Just wanted to pop in and say how incredible the demo is. It is the mod I have always wanted. Keep up the great work!
thanks for the kind words! glad everyone is enjoying it, means alot for the whole team. lot more to come
appreciate you stopping by! We're working our asses off to get a new build of the demo through. Then we'll be ready to continue our work on the larger project <3
that's high praise 
you better have voted if ur gonna say that to us 
Working on a google form for those interested in contributing to the project :)
Form for those interested in contributing to the Republic Commando RTX mod project:
@modern isle wanna do me a solid and pin this? :)
if you edit the message to include what the link is as pins don't reliably show the blurb text
Demo was amazing and really revises to feels of the original game cant wait to see what else you guys do
once our version 1.0.0 of the demo drops you'll have some sick new assets to check out

hell yeah
You really understand the predisney star wars aesthetic and I appreciate that.
a great commando sin
200% emissive value
the commandos look great though
the visors are just absurdly bright
after some testing with lower emissive values, the brightly glowing visors were chosen because they pop more, arguably look cooler (at least the general consensus) and show more of remix as the visors can slightly illuminate the guns the squad is holding
It also kinda fits how they are representeed in other media.
In clonewars/Bad batch they have a distinct semi bright emission from the helmets visors
Its probably a bit too bright in the RTX one compared to bad batch and clone wars though. But personally i can dig the artistic choice
I was the one who originally went for a dimmer emissive look. But just before the demo released sev basically said "trust me bro" and cranked 'em up. I think it was the right call since it looks pretty damn cool and got a particular shoutout from DF in their video coverage
The mod made into a DF video! https://youtu.be/I4cywtyU-II?si=d1QGSJa4fG-6_PxG
We've discussed RTX Remix before - a remarkable Nvidia tool that allows modders to essentially remaster classic PC games with the very latest path-tracing, DLSS and ray reconstruction technologies. Right now, Nvidia and ModDB are running a $50,000 competition to see just how far modders can push the tech - and as Alex discovers, there's some rem...

these holo banners are sooo much better
courtesy of our UI artist
I modeled, he textured
we based it off Episode 2 where these banners are visible but look quite a bit different than they do in RC
Some models still need to have their sharp corners smoothed out and their polygon count increased. 🤷🏻♂️ But the work is great ❤️
this is extremely early days in terms of custom asset swaps. What the demo looks like now isn't representative of our goals
it'll be more transformative in the future
very proud of this material
Is this the warroom?
technically something I made a very long time ago but
lmk if you have any isssues
Thanks boss 🫡
Roger that boss 🫡
ok everything should be fixed this time
shit's fucked yo
works without. When I update to this runtime it's busted
this is the one for 32bit games right?
I'm reusing an existing rtx.conf though so maybe that's whats cooked
its based on the latest remix changes so you might need to nuke your existing .trex folder
ill try a 32-bit game myself and see what the issue is
any files I can share for debugging?
yea looks like the bridge isnt happy
just a rebase on the latest bugfixes from nv, along with the UI stuff. but the issue isnt the runtime since i confirmed it worked on garrymod x64
Right, which makes me think it's 32bit API related (since the bridge uses the API iirc)
if its crashing immediately its probably not the API
If you want I can package up my mod files to toss your way
im still getting gmod x32 installed so ill find out soon
you might also want to try the latest runtime build from github and see if it also crashes
Good idea, will do in a bit

gmod x32 working
though occasionally it will crash on start
i think i got an idea
there's been a bug for like a month where sometime the runtime asserts due to an issue with loading asset replacments, i added a hack that lets the runtime not crash and i probably included that in the last runtime i sent you, but not this one
ill make a new build with it in it and we'll see how that goes
if any nvidia people are looking at this, this is the hack
@dry shoal try this, it fixes gmod for me
weird, still no change. It's just present in the background tasks but not doing fuck all
try renaming your rtx-remix folder to something else and then launch the game
if that works then something about newer remix or my fork doesnt like about your replacements
:3
lol I hope it was on sale at least
@dry shoal fixed for real this time i swear 
all my homies love scorch
Blue
yeah hang on this was like the first model swap u ever did
not the first, but the first one I made myself from start to finish
They should just have animated it in ue2.5
will these changes also apply to the MP side?
also looks awesome btw
MP isn't within scope. But a couple people on the team are personally interested in seeing that happen so it's possible they'll take it on after we cover Kamino through Geonosis. For reused assets between the campaign and MP things should carry over but it'll probably be a big mess of old and new
fair enough honestly was just wondering is all
all i know is the small community that still plays it would probably be happy to see the game in a fresh coat of paint for once
so I've heard 
who knows, maybe once our pipeline becomes super smooth with more artists onboard
Any idea how well this runs on a 3080?
Runs just fine. Worst case switch dlss to performance.
new handheld bacta device. This shot in particular is replacing the standalone device that your squadmates use when reviving you. For reference, this is how the original static mesh version looked (img 2)
Lots of stamps and rivets. Love it.
Things really look like they've had a manufacturing process now.
yeah the original needed some interpretation for sure haha
the new model makes the old one look like its from the n64 
holy glow up
My one nitpick is that the patterned rubber padding makes it look a bit Halo/contemporary. Definitely a taste thing, though
I could see that. It's tricky to remake because there isn't enough detail in the original for a grip that makes sense. most guns in Star Wars have a pattern on the pistol grip but those guns usually have very box-y flat sides. Having a metallic pattern seemed impractical. Hence the choice to go for the rubber
With more unique models we have discussions on how to interpret it. We have a mix of purists and those who are down for a more practical design on the team. The problem is with the insane detail that's demanded in modern graphics, anything that doesn't have thought put into the application of the devices/objects is going to require some creativity
And unfortunately LucasArts did a lot of "just make something" back in 2005. Easier to get away with it due to the tech though
I fully understand. It's also that the clone wars is a bit harder than the OT, being more based in the cold war. For the OT, there's a lot more ww2 stamped metal and funky plastic patterning that one could go off.
Sorry for being all backseat opinionated
I respect the labor and quality a lot
Tbf I always assumed it was basically two defib paddles connected by a hinge in the middle
I think the addition of the blue wires and added bolts make the defibs seem more plausaible on what it’s actually doing
Sending a surge of bacta energy into the suit
It does have a bit of a halo look to it but that’s cause halo infinite has this very clean/dirty metal look now in game
I think only thing it’s missing really
Is a republic symbol places somewhere to give to vibe that its republic based tech
We avoided it since overwhelmingly equipment in Star Wars is devoid of labels or insignias. There's definitely a design language to it that's quite tricky but would still sell it being made by/used by the Galactic Republic
This I do agree with. It does feel quite Halo Infinite. But we can only spend so much time per asset and this one isn't as important to get it virtually perfect unlike the DC17M weapon system (still think ours is the best ever made
)
Yeah that is very true I guess what I was thinks of a symbol is like how some guns have their weapons name and proper id code etched into the metal . Image is a bad example but I mean something like this
The final look came about because we were stumped for how to fill in large blank spaces outside of the front
Ignore the “from dad 2014” lmao
No yeah that is totally fair just an idea I wanted to throw out there if you guys ever want to go back to them
It all looks amazing none the less and can’t wait to see what the trandoshin will look like
Honestly that would be pretty cool. I don't think we'd ever do it with weapons but you could be onto something about subtle engravings on other equipment.
halo convo was not on my bingo card for comparison to star wars lmao

Well Sev you weren’t on bingo card to be found here
I was shocked seeing you here after I was messing around with the h2 shaders you made
lmao fair enough
Hell yeah
Of course it’s your guys project
And your ideas
Just thought I’d share my own to help in someway
lmao can never escape halo 😆 - just happy ppl where so stoked abt it. especially for E3
I wasn't ever expecting that id interact with him after seeing that H2 lighting demonstration he put out ages ago. I was like "that's some cool shit" and went on my day. Small world that we eventually crossed paths
most def
Honestly feels like the swrc modding community and halo are one at times
I mean seeing your demonstration in the flood level with the giant rotating device was mad impressive
Like you basically gave us the closet thing to stencil shadows
Afaik this is Sev's first time doing stuff with SWRC. But I don't think you're far off of the two communities having connections. Some people in the SWRC modding discord seem pretty familiar with Halo but the topic never went deep enough to see how far it goes
yeah i have no connection to RC beyond this project
i just needed to do something new tbr
Speaking of this, couldn't you achieve a very similar look by just cranking the living hell out of the shadowmap resolution? Is that even viable in H2
dont get me started on that
gonna go on a rant

Yeah was gon let sev do that chat lmao
Seeing the convos over halo 2 lighting
Is like trying to build a space ship with two sticks and rock
And you have to share the rock
So I've heard lmao
shadow res wasnt an option
Only way we see that happeneing is when the next mod tools update comes out but that’s if halo 2 tools get that attention
though fun fact e3 actually didnt have stencil shadows, by that point they where using shadow maps
Seems rn halo 3 and reach I still getting the love
It did make me jump for joy when I saw you here helping with the project
I was worried we had lost such a talented member like yourself
burn out, working with this team on RC is a nice change of pace
Oh shoot I meant to respond to this but got sidetracked. Unfortunately our scope is relatively limited. Currently it's the Kamino intro through playable Geonosis, so we won't be seeing the trandoshins getting a fancy visual overhaul. Would be super cool but it's a time and commitment thing. Future is always subject to change though as we onboard more artists and optimize our pipeline
No yeah I totally understand that fully
I couldn’t imagine the work it takes for mission to mission
And how big each area gets per new level
Yeah I've been working on this project basically since Remix went into open beta in January 2024. I was running solo for a very long time though
I will say tho if you guys ever plan to do any of the venator missions
I just know the rtx you guys are gonna do there will be majestic
i was just kinda done. maybe ill come back, but this is fun and a good portfolio piece
Oh we've day dreamed about it before lmao. I always thought it might be fun even if we didn't do a whole level if we just took a tiny area and made it look really cool for some screenshots
Fair enough man it’s always good to step away from things that drag you down so much
And awesome to hear the swrc project has ignited that fire one more
Those hallways and the loading dock areas would look so crisp
Seeing those robot factories fly in creating spot lights below them from their little thrusters
lmao i think i was like the second? or third member of the team?, when i saw what auto was doing i wanted to jump on it as early as possible
I wonder if blackout studios is seeing this at all
I know they went dark in 2024 to avoid Disney wrath
I've talked to someone relatively higher up (?) on the team personally not that long ago

It's not just Disney fears, the project is basically shelved due to some practical challenges of game dev
Idk how much was shown publicly but I saw a lot of footage of shit that was worked on and I was fucking astonished
Oh dude the footage that we got before the videos got delisted
It’s actually crazy
Remaking the game in the most significant sense. There were new mechanics, sequences, the works
Oh damn really
I wonder if that means we could actually do door breaches and shit with them
Cause rn there’s a mod the making to do just that
idk i think we are kinda considered a "legal remake" for all things considered
It was quite literally a new game just with the same setting and probably overall story flow
lmao Disney should hire us tbr. would be the best thing to happen to sw
They’d also have to find a loophole with how rtx remix goes against copyright
But something tells me nivida isn’t gonna bend the knee for Disney
Never forget what they took from us
3 new star wars games in the making
All gone
we have talked abt it internally, be lying if i said some of us arnt slightly worried, but we are following the rules as we understand them, following EULA etc
But this is also a big part why it was shelved. It was super impressive and there was a ton of skill on display. But it was apparent to me that they were very in over their heads and there was no one who put their foot down to say "no we're not doing X". So people went off and did their own disconnected things that were wildly different
Tldr unbelievable scope
Yeah sometimes you get to ambitioustious over a project and the passion is what kills it
Hopefully that work they did doesn’t go to waste tho
That’s alot of good resources to repurpose in mods and other games
Not to mention their entirely redesign commandos in ue5
From what I know, a number of assets have been repurposed for stuff like Galactic Contention (Squad total conversion iirc) and other mods of that nature
Ah man it was so fucking good
I've talked to some of the artists who worked on it previously. The guy who showed me the footage got me in touch
That’s explains why the mod is damn popular than
Cause that mod came out of the blue and stole the scene for awhile
never heard of that project
Funny you mention this because Ive spoke to this exact artist about potentially using his clone troopers. Our commandos were already made though
granted im out of the loop on most fan shit these days. #NotARealGamer
Oh man that would be amazing
Ah well the history of republic commandos is one of major ups and downs
To put the scope thing into perspective btw, iirc they even made custom shaders for dripping water on armor just for this prologue basically. And I mean dripping off of the model, not just self contained
Like it’s probably one of Star Wars most mistreated series alongside battlefront
Man now it makes me wonder how the screen effects would’ve looked like
How when oil or alien blood would stain our screens
Wonder if it would be like realtime fluids dripping down and shit
With the visor being a physical cleaning effect
hope in the future remix has more support for niche effects
Their "gore" system on the droids was really impressive. They had special mechanics and animations for damaging different locations
At this point it seems the skies the limit with rtx remix now
Like more and more games that couldn’t use it now can use it somewhat
Mark said in the distant future there may be a visual scripting function that can hook into game information to do very interesting things
Wonder if they had any plans for the other aliens like the wookie and trandos but maybe would’ve been too graphic
So they kept to the bugs and robots
im considering fiddling around with remix on a technical level, but idk where to start. lmao have the programming knowledge but not the direction
Wanna program shit for UE2 then

It’s basically the main reason so many swrc end up dead
With no traces of why
I think there was a project where it was gonna continue the story of RC in the base game
tbr i dont see other than the engineers we already have for tech shit on RC, actual graphics programming for UE2 is kinda a oxymoron since we strip that shit for remix
But the editor runs like shit in modern PCs supposedly and crashes a lot
If only we had more mod tools
Leon made fixes to the editor that make it more viable
i do want to get more into the tech side of remix, and maybe do some stuff for everyone to use. but again dont know where to start in terms of the files and possible stuff, maybe eventually ill ask one of the nvidia peeps idk
Than I better go to tell those dead moddb projects than what’s up
We have him helping on UE2-side modding to enable stuff for this project. Like the dynamic shadow casting from every blaster bolt was enabled by him
leon the GOAT
All I can say is we all start somewhere so I wish you the best of luck with your rtx journey
Well it's more stable and less fucky but afaik unrealscript among other core limitations are horrible lol
Man if only Lucas held on on Star Wars for two more years
im familiar with ray tracing and newer engine piplines with graphics programming etc. just not familiar with remix's specific file structure etc.
Might be good to set you up with a sandbox project just so you can fuck around tbh
Like I'll take some captures to share but otherwise you play around with a separate Remix project without worrying if shit will break in the main one lol
And then you can take that experience to the real deal
true
And than there’s me the player who will sit patiently cheering you guys on in the backgrounds
I’ve been waiting for a remake of sorts to happen for swrc so I’ll gladly wait even more for this master piece
the team is def the best in each of their fields. personally im focused on technical pipeline stuff ontop of lighting/generalist shit, so our animation pipeline in the future will prob be a highlight
Very excited to see what you guys come up with
contest update 👀 
Like if you guys get to this beast of a gun
It’ll be a god damn laser light show for sure
Also yeah what a surprise the contest update
that'll be sick
Great I have to decide who to vote on
Between this project and Gmod alongside fnv
Why must you do this to me nivida!?
you can vote for more than one lol
Oh thank god
Oh I got ideas for this one 
And for everyone who hasn't voted yet, please support us in bringing this project to new heights!
For a little behind the scenes;
For this project we butcher the visuals of the underlying game for maximum capability with Remix among other benefits. If anyone is curious what that looks like, this is the RTX ON vs RTX OFF of the modded game client 
Keep in mind since the character models/skeletal meshes are replaced on the UE2 side, you're still seeing far more detailed geometry on scorch and the player viewmodel. We use super low res stand-in textures which we replace with full quality PBR materials in Remix
Looks like digital foundary did a video over your guys project I think
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yep, it was part of larger coverage for 4 Remix projects!
Just annoying seeing the comments
“Why the contrast maxed out”
“It’s too colorful it’s lost the gritty nature”
Brother it’s still in development and in its earliest stages
Also did we watch and play the same games because almost every Star Wars media is popping with colors
Also never understood how having brighter colors means you can’t have a gritty look to it
people also complained about Diablo 3 looking too colorful, even though it was still a drab grey in brown in grey.
Just ignore them, they will complain over everything. They just have a hardon for hating, especially for RTX Remix
I like the lighting tbh which is nit just me being a bit uou know bias haha
Esp the lighting on the visors in the darker areas looks intimidating af
Mini update, for a while I had the full intention of putting out a 1.0 version of the demo with a number of improvements as well as some fixes. However this takes attention away from working on the larger project so we're dropping the 1.0 demo idea. We may put out an update or two to fix small remaining issues but otherwise it'll be about the same as now.
Remember that the demo is not representative of the quality level we want to achieve. Frankly it was quite rushed to reach the contest deadline and it doesn't match the vision of what the mod is absolutely capable of being.
Also looking at changing the scope quite a lot. I don't want to commit to anything in particular, but I'm throwing out the idea of covering all of playable Geonosis. Instead I have an idea in mind that will increase the variety of the experience dramatically, so some work will be done on Kashyyyk and the abandoned Venator Assault Ship
criticism is a necessary component to all development of anything
even in the early stages
Certainly, that feedback did reach me. It's more nuanced than that however. In the early stages I think suggestions are more helpful than somewhat aimless criticisms depending on the context
For example
"I'd be interested in seeing a lower contrast, lower saturation like the original"
vs
"Why is the contrast and saturation cranked to 500%, looks awful"
At the end of the day they're kind of the same thing, but the former is good faith while the latter is jumping at the opportunity to leave a negative comment on something they probably don't care that much about when all is said and done
Also there have been more than a few times where I've explicitly not asked for criticism because what I was showing was so not-representative of the intended look that it would be a waste of time for both the viewer and the modders
~~
I may need help with implementing a setup that would let us use the new RTX particle system. It might not require any background knowledge but certainly would require learning how emitters work in Unreal Engine 2 and how they're assigned for use in different scenarios~~
I would do it myself but that's how I get nothing done bc there's too much I need to do
This is relatively accessible for anyone really interested in helping out, since the game has a UE2 editor included. So easy to dig through how the game uses stuff as-is
I’m off the next few days I can try and take a crack at it
But I also have some friends who are very knowledge able in UE as a whole so I can try ask them if you can form a more specified question?
so since bringing it up here I've talked to some team ppl and we think we might be able to get something going without the need for doing too much with UE2. An idea we recently thought about that probably will be looked at in the future is using a UE2 vision trace to find where to spawn a quad that we'll then texture and set as a decal with Remix. That would effectively bypass the limitations of UE2's native decal system. But for emitters/particles I think we might have something. I appreciate the offer though
Thanks to CR's feature contribution to the Remix runtime, we have a much stronger foundation to build off of than we did before. This makes re-using original emissives but with the huge benefits of pathtracing way easier
using a fresh install of the game with just the Remix runtime and SWRCFix, the lighting is more dynamic than we've ever had previously. And that's without any new assets or custom lighting
naturally the intention will be to tune things as needed. For example the Geonosian Elite beam weapon here is way too over the top. We can probably get good intensity but with a thinner, more focused beam which will help a lot with gameplay readability
Sounds good m9
I just know this weapon is gonna look sick on the kashykk maps during the nighttime sections
I also wanted too ask will the night vision mode be changed at all or affected by remix?
Night vision has been reworked into being a flashlight, similar to the game's reveal trailer. In a sense it's restoring cut content
Since the project is still very in early stages I assume it’ll be more so like the actual head lamps we saw attached to them
And instead of that sorry fans that did awful black and white effect with a nice high beam flash light effect
it's already similar to that. We have the feature implemented, just might get adjusted over time with the offset and different cones (we use 3 lights stacked to simulate the look of a headlamp/flashlight) to get it looking as nice as possible
Very cool to hear can’t wait to see more than
Forgive me for the silly question, but is there a list of suggest options that need to be enabled in order to get the current version looking it's best?
This is what I've thrown things on at the moment
Not sure if there's anything else worth disabling, or enabling, in order to best show the demo as intended?
The demo is basically hard-coded to use the most compatible settings. Eventually we want to have Remix's settings controllable in RC's menus natively but that's for the future
If you run into any big issues let me know and I'll see if I can't resolve it
I'm unsure what elements are working correctly or not, since I can see some lighting changes between what I'm playing and what others have shown in their footage?
An example being the interiors were super dark at one point, but now aren't after changing the settings - I just don't want to make any changes that reflect this poorly!
Oh uh
Yeah you're not supposed to change any in-game settings

Ah, right. I'm guessing Set Recommended would default to what the game thinks is best, and not what's best for the mod, right?
Yeah that's right. We set everything we can to what works best with Remix's compatibility out of the box
Do you have the default settings at hand? Is the only thing worth changing is the resolution?
We should probably hard lock the settings so it's not visible. A few people have messed with them and it ends up making the graphics wacky
If you still have the zip files for the mod you can just overwrite your GameData/System and GameData/Save folders and it should get it back to the intended defaults
Sure is 👍 though it may break the menu background video lol
Nothing else will have issues
Cool cool, thanks for the info!
Also before you do that, I'd leave out the rtx-remix folder when copying over the GameData/System files again since that'll replace all the Remix assets and such which shouldn't have been affected
Just so you don't need to overwrite as much
Sorry for not updating for so long. Work on the RC RTX project has been largely frozen (other than Khaotik's B1 Battle Droid blaster which I look forward to implementing). I started my own personal game dev journey and that has taken most of my attention.
Working on RC-RTX has had a lot of pain points, specifically because we wanted to do something pretty special vs doing the minimum required for an Remix mod. That, and Remix is extremely barebones and requires tons of tedious workarounds for what would otherwise be very trivial things like terrain blending.
All that said, I am gonna work more on RC-RTX when I need a change of pace from my game dev stuff. Because the pace of development is going to be slower/more piece by piece, I'll have to think of some way to share smaller improvements made faster vs waiting an extended period for one big release. But with that I ask to hedge expectations. It will not be polished and probably won't be as locked down as the demo (so more prone to players breaking stuff which I couldn't put much time into helping with
)
But if the choice is between that and basically stopping all development, I think the former is more ideal
Ignore the glow map on the barrel lol (WIP)
Indeed they do
I am taking a lot of time as I do 3d art for more than one team as well
Working on multiple projects can be very erm "khaotik". See what i did there? Lol
Every time I see this GIF my think that it's Gabe Newell, which works on so many levels.
The gabe has spoken
I'm like 99% sure that is gabe newell
OMG I just thought it was a "Forged in Fire" screenshot of some random guy who happened to look like Gabe Newell, which was funny enough. I had no idea that he took time away from his full-time gig building big-a$$ ships to also hand-make big-a$$ knives. Now I'm assuming HL3 won't come out until he builds an actual working HEV suit by hand, Iron Man-style.
https://www.youtube.com/watch?v=vNdqdb7z89g
Gabe newell appeared in a kickstarter adhttp://www.kickstarter.com/projects/260688528/clang
with a little half life 3 reference. So i put it together with an interview gabe did a while ago with the "seven day cooldown podcast"
We now have the most convincing evidence of the existence of half-life 3 in one video. And that we are getting closer t...
I can’t lie the D-11 I think is the droid blaster name
Is so cool looking yet simple
I still come to back to this like once a week
Imaging what’ll look like in the final product a pure laser light show
It's the E-5 👍
Ah damn d-11 is the stormtrooper blaster lmao
But yeah an amazing droid blaster and amazing redo over its design
I really wonder how you guys will tackle the trando weapons
Glad to hear. I'd love to see it through further. I have a feeling the ideal setup will be to set up proper light sources rather than rely only on emissives but I'm not sure. In an ideal world we could use a long capsule light to take advantage of the technology (that light shape is literally not possible with raster). But we might have to go a different route since we can't dynamically adjust the light length depending on where the beam collides
Or maybe we can. I have no idea lol
Many different route that u can say but all I know is you guys will do amazing work with it nonetheless
Ladies and gentlemen. After far too long in the making, we have in-editor (Remix toolkit) screenshots of our new Clone Trooper model. Courtesy of Mandalo who is a super talented artist. Adapted to the Republic Commando skeleton by Alexios. Excuse the very low quality blaster lol
Aaaaaaaaaaaaa!!!!! So goooooood wtf hell yeah
Agreed. Also Haiiiii dev. Fancy seeing you in here 

Sup
I am everywhere there is SW lmao
You truly are.

That might legitimately be better than anything in the Lucasfilm archives. It's definitely more detailed and realistic than the original AOTC assets, and the armor was on screen so briefly in Ahsoka that I bet they didn't give it as much care and attention as Mandalo clearly put into this!
My dilta is skwodd
Mandalo is honestly just great at modelling. Been staring at his models for a bit over a year now. 🤣
Hopefully Disney doesn't poach him. After I posted my message I looked up the Ahsoka armor, and not only is it less detailed compared to Mandalo's armor but the proportions are also way off compared to what was previously shown on screen and in various official media (e.g. the Ahsoka helmet is weirdly squat and wide).
Iirc in case you don't know - they had to upsize the armors for live action. The original cg designs were simply incompatible with human anatomy.
Big money moves being made on the Super Battle Droid. It's already rigged and modeled but looking to make some adjustments before working on the PBR materials which will undoubtedly be absolute cinema if our Commandos are anything to go by
The B1 Battle Droid still needs some reworking to have a better bake target since that's been the bottleneck and my attempts to do so have been in vain because I suck
December 2025 release date?! U shouldn’t have
More progress is being made on the Super Battle Droid. The scope of the design has a significant difference from the original. On the original model, the insides of the SBD was just a basic low res texture with some emissive blobs on it
Now we're modeling real geometric detail inside the SBD
I have been super busy and tired all. I will hand this over after I just get the handle done and it can be version 1.0
I need to learn PBR workflow after I work on my two models. I am willing ito take on more models in the future I unfortuantely can work fast as art is my primary work now and I work commissions as well
Those colors are a good fit given how rusted and messed up the battle droids are!
wait will your game mod have custom animations too?
This one is the original animation for preview
a
do you think i could show this to a friend? he likes star wars
if not thats aight too i wanna make sure
Sure, no problem 🙂
very unlikely for the droids
and then unlikely for the other stuff lol
droids are weird bc the clunkiness suits them mostly
Fair
Can’t wait to see this shiny mofo smack the B1s around in fashion
Hi all, we're doing early work on the Geonosians and wanted to know if any lore nerds had some info
Namely, what is the glowy bits found on the Geonosians in Republic Commando? Through all my googling I've yet to see it described in any capacity in wikis
if u don't know pls don't add nothing 💔 no offense
is that a regular geonosisian or a zombie one?
I think an elite, right?
This one is an elite, but all adult Geonosians in Republic Commando have this glowy red bits
Regular. The trickiest bit is that this design choice seems to be exclusive to RC
pretty sure it was just an aesthetic choice, to either make them look cooler or perhaps to also help spot them in low light levels.
Yeah I'm getting a whole lot of "no lore reason" so it's actually helpful to know that
We might mix up the design a little bit
Speaking of character models though, we have some early blockouts of the dwarf spider droid!
What’s the haps with this project?
Super Battle Droid is ready for the texturing stage, B1 Battle Droid is pending review before being confirmed for texturing (I'll have to do that soon), a frequently used material on Kamino was basically finalized. Geonosian Warrior is being sculpted
They finally cracked and dey not takin anyones shit lol. So dey went into a new evolution >:)
every day a little more details more form smoothing making sure everything is consistent. Seeing what works and what doesnt as well so it seems practical and stuff
It’s been a long time coming but we’ve begun building a new foundation for the project that’s much more organized and will greatly streamline development as I shouldn’t need to be as directly involved in instructing artists in particular. The workflow will be clearly defined and explained and I should’ve done this far sooner lol
Hipoly is close to completion just need to do the regalia and a bit more details of hands and feet
For the Elite and the JuveniIe might draw up a concept before I tackle them as the warrior was a pain doing it just winging details as is
well I had plans for a fun april fools joke but turns out it was more effort than expected! If I get around to finishing it I'll share. Dw it's not something that's taking time away from the actual mod

