#Unreal Engine 1 D3D9DrvRTX render device

1729 messages ยท Page 2 of 2 (latest)

lyric mason
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then I consider myself guilty and play more on dm-arcane temple

dreamy delta
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That's not a bad thing though. Unreal, UT, and HL were my jam back in the day lol

dreamy delta
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Another comparison of on vs off

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What's interesting there is the lighting effect appears to be above the clouds, but when reproject is on, you can't see the lighting except where it has cloud behind it

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Here's another shot with RT disabled

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RT enabled/reproject on

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RT enabled/reproject off

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Seems like somewhere between RT on/Reproject on and off is the sweet spot lol

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The skybox seems to be getting culled when out of view

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Also, here's the actual skybox geometry for this map. The lighting is indeed on top of the clouds

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It sure does look like reproject is breaking things...

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Sky brightness tuning is working at least

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Reproject causes panning textures (clouds are a good example) to stop animating

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Shame that sky tuning isn't map specific...

dreamy delta
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I'm about to head to bed, I'll do some more testing tomorrow

lyric mason
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@lost yarrow just to verify, entity and model hashes will not change, right?

lost yarrow
dreamy delta
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Is the renderer likely to work in the upcoming 469e patch? It probably won't be released any time soon, but I was just watching videos on some of the changes and it got me thinking about this

lost yarrow
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I am hoping it's just gonna work. Will just have to wait and see

lost yarrow
dreamy delta
lost yarrow
coral wolf
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Is there any media for harry potter chamber of secrets with your custom renderer? Also interested in how you achieved pulsating lights and flickering with said light Types

lost yarrow
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Not yet, might try and post some tomorrow. When I have time.

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Light types is a unreal engine thing. It's just that that info is now mixed in with the brightness given to remix.

lyric mason
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lights in unreal are a bit similar to how it's handled in quake, which means they originally had a separate lightmap just for themselves which is blended in with the normal lights. The animation of the light is driven by code, which to simplify just blended between the opacity of the lightmap. So for remix it wasn't visible by default since it's a different thing that's animating the lights.

coral wolf
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oh, I did not know about that.

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Interesting

dreamy delta
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I think I found a bug stemming from the new skybox rendering. Seems lighting from the skybox is locked to the current state of the skybox when capturing. This is normally okay, but on maps with rotating skyboxes (Face, SpaceNoxx, etc) this is a major issue

dreamy delta
lost yarrow
dreamy delta
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Well damn

lost yarrow
lost yarrow
dreamy delta
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Nice!

coral wolf
coarse gull
lost yarrow
coarse gull
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are the crashing issues gone?

lost yarrow
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Oh you're having that freezing thing? Not unless remix has fixed whatever's wrong there.

coarse gull
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Yeah it's only in Unreal OG and Gold and I didn't know it works in tournament

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I'm going to try using the latest nightly next time I'm at my Dad's

lost yarrow
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worth a shot, difficult to figure out what's wrong since I can't replicate the problem myself.

dreamy delta
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Unreal Gold still doesn't work for me and I never got any replies on the GH issue I posted

woven ruin
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Hi, trying your mod right now and i can't figure it out what happen. I put everything in the system folder and started it, tried to change to the renderer to direct 3D 9 RTX like in the tutorial but it only shows Direct 9

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when i open UT99 it shows the rtx remix window but its all white, no cursor and bugged

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what im doing wrong xD

dreamy delta
lyric mason
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and just to make things easier, try to set up the custom renderer first to check that it's working (everything should be fullbright) then install remix on top afterwards

woven ruin
lost yarrow
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Oh, you said it only showed the normal dx9 one

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Double check the rtx one isn't in the menu. If it's not you can try to edit the unrealtournament.ini like show in the second half of the tutorial.

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Although if it's not in that menu then it's likely you've installed the wrong version of the renderer or not put the files in the right place.

woven ruin
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i changed the unrealtournament.ini and its the same thing

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im gonna try reinstall again

woven ruin
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okay i think it was a bad installation

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ty so much to all of you!

lost yarrow
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yes, they have a deal with epic to continue making patches

vernal dew
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uh... guys, what all have i missed?

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like... i just found out UT became public domain or some crap and now im lookin here and...well... im not sure what all's changed... are skyboxes working yet?

coral wolf
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Skybox can now be detected through this compatibility mod

vernal dew
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hell, its about time. alright, what about Runestorm's thingy he was working on?

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idk if that helps him or makes it harder tho

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thus, since im passing out at the KB, imma just ask. is unreal/UT finally playable with Remix?

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shiiit i wonder if this crap would work on Klingon Honor Guard too

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that game would def benefit from this same crap

coral wolf
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Does that game use the unreal engine?

coral wolf
dreamy delta
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UT99 only works for me with the OldUnreal v469d patch though

lyric mason
vernal dew
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welll, i dont plan on playing unreal gold as is, i install it, then rip the files into UT99 via Oldskool

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Ahhh fuck im sorry about that, but... wait, is that all it fucked up?

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i doubt the normal texture pack is gonna work well with the RTX stuff rn tho

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like the 8 gb or whatever one i keep using

lyric mason
vernal dew
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i see

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well, if your doing a full Remix pack...thats awesome and worth the wait. imma try it as is and with all my current mods, see if its playable enough

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if not, i'll wait for your pack. also, arent you like the person who made Ballistic weapons?

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idk if i remember that right as i havent touched that or UT2004 in...well years

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how functional is remix rn with the HD texture pack from moddb/google sites

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if at all

lyric mason
vernal dew
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i see

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i... for whatever reason thought you did

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idk

lyric mason
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My latest work was primarily with Natural Selection 2 from Unknown Worlds Entertainment.

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Working with them

vernal dew
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Goddamn that...was good!

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i played a bit of it

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the original

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but yeah thats awesome

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imma go to bed soon, but tomorrow imma just shove RTX thingy and the driver in there with my already built thingy and see what happens

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here's hoping i'll be able to finally navigate outside lol

dreamy delta
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Without normal maps and roughness maps (at the very minimum) everything will look flat and have a weird sheen to it.

vernal dew
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is there any packs that DO have that?

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i'd take native res in that case if it meant the RTX worked right

lyric mason
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you'd have to create them yourself with something like #1263287747905327236 and importing them into remix I reckon.

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There's no PBR asset pack for Unreal or Unreal Tournament as far as I'm aware.

dreamy delta
dreamy delta
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Holy hell this looks good. Would be cool if these textures could be used as a base for a Remix project
https://youtu.be/_-Zh1N6GnQw

In this video, I take a first look at the UT99 HD Remastered v4.0 BETA texture pack, sent to me by its creator, AHaigh01. This is an exciting upgrade from the 3.5.1 textures released in 2020, showcasing incredible improvements in detail and fidelity. Using the 469 patch and UnrealHD skins, I walk through several maps, comparing the new textures ...

โ–ถ Play video
lost yarrow
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definitely not trying to do that right now.

dreamy delta
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I dunno, it looks pretty good to me. Not to mention that's basically what most RTX mods are going to end up being anyway.

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Upscaled original textures with roughness and normal maps thanks to the AI tools built in to Remix

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Might as well start with nice looking textures

vernal dew
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blumpkinking87 is right guys, we might as well start with the HD textures for the remix project as they're true to the art style and do look good. plus remix can eventually fix the models too

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the low poly models in UT99 arent even that incompatible with the 4k textures, thats a testament to how well this game and its tech has aged

lyric mason
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is it just me or are there visual artifacts and flickering in that video?

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while I do agree that the textures themselves look fine and are of high quality, they do add a lot of visual noise and do feel somewhat out of place given that they're just diffuse textures instead of full materials so the baked in lighting and emulation of depth will look off when paired with PBR materials.

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Face looks quite different, it's a lot more dark and gritty, changing the mood and feel of the map.

dreamy delta
lyric mason
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I'm talking about the 1 frame of entirely broken visuals

dreamy delta
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Also UE1

lyric mason
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Never once had that

dreamy delta
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Do you use xOGL?

lyric mason
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In any UE1 game

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Lol no, directX

dreamy delta
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I guess I should specify. Not particularly UE1, xOGL specifically

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It's garbage

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It's the brainchild of a half-ass coder

wide fox
dreamy delta
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Ew

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ReShade

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๐Ÿคฎ

wide fox
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and here works fine with remix too

lost yarrow
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Almost got it to automate running pbrify on the 4k pack textures and then ingest and setting that on a mod layer.

lost yarrow
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Doh, and of course remix doesn't seem to be able to set USD overrides for textures not in the capture.

lost yarrow
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wow remix is slow at ingesting, managed it though.

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pretty big...

lost yarrow
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seemed to work

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Obviously not as good as properly done textures and model updates as rune is doing but probably better than stock.

dreamy delta
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Roughness seems off. Almost looks like there is no roughness map at all

lost yarrow
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I think the ai just isn't very good at that

lost yarrow
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So this was done with pbrify, using the Unreal HD Textures 3.5 as a base.

dreamy delta
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I doubt AI tools will ever be good enough. Would be nice if you could tell the model "hey this material is non-metallic and not shiny, so don't make it fucking shiny"

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looking at you, shiny dirt

coral wolf
lost yarrow
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It was not well suited for this at all, I found. Very cool and nice when in editor to just upres and gen pbr for selected stuff though. Not good for large batch work.

dreamy delta
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It's okay for diffuse textures, but metallic and roughness is probably pretty hard for an AI to calculate from a flat low res image

lost yarrow
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doesn't even calculate metallic map

dreamy delta
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That's an issue

lyric mason
# lost yarrow

those normal maps on the walls hurt my soul on a whole different layer ๐Ÿฅฒ

lost yarrow
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only the best, premium ai normals here.

winged cloak
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honestly for most materials it's better just to set a specific value and move on. Unless your texture has several different materials in it

dreamy delta
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Most textures will have variation in metallic and roughness values. Even a metal panel on a wall for example, would have some sort of rust, dirt, damage, paint, etc that would need to be non-metallic

lyric mason
coarse quest
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This feels pretty significant, is it not

lost yarrow
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I think the significant thing is that they allowed oldunreal to link to the game ISO's and make installers that download and patch the games for free. Having an official page on their site that links to oldunreal is just icing on top.

coarse quest
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If the games are now officially accessible for free by an unofficial community, doesn't this effectively remove the concern over sharing modified game files as part of your mod to expand what's possible? @lyric mason

lost yarrow
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I think the concern was more that modified game files prevents you from playing online in most cases

coarse quest
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Ah. Yeah that would do it

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I'm guessing there's no anticheats that would conflict with Remix itself

lost yarrow
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There is also that, ACE anticheat which is used on a fair number of servers doesn't like the render device as one would expect. I very much doubt that my renderer would be cleared for that either as it absolutely could be used nefariously.

lyric mason
lyric mason
lost yarrow
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But at least in those cases the renderer is only outputting geometry that is in front of the camera. Mine sends most of the level out.

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UE culls almost everything that isn't actually visible from the camera

lyric mason
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true

winged cloak
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still stupid as they could have left them up on gog and steam and just had the fan patches pre applied. Not to mention the single player games that you can't legally get anymore

dreamy delta
lost yarrow
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well, just Unreal and Unreal Tournament

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(for now)

dreamy delta
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That X link says Unreal II as well

lost yarrow
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it does but from what I've seen they're not allowed to give downloads for that yet

lost yarrow
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not the game though, just the official patches

dreamy delta
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Ah yes, so it would seem

lyric mason
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(not like missing out on unreal 2 would be a huge loss anyway)

dreamy delta
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I don't think it's a terrible game, but it has very little to do with Unreal lol

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What I think is interesting is Old Unreal never had anything to do with Unreal II, so why is Epic letting them host downloads for it and not other games like UT2K4

lost yarrow
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They always had those, they were freely available since the patches were released.

dreamy delta
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I never noticed

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What I mean though is Epic seems to imply you can download the full version from OU.

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Obviously that's not the case (right now)

lost yarrow
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they did and the oldunreal devs seemed a bit surprised by it too.

dreamy delta
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I think a modern patch for Unreal II would be interesting

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Just not one from OU

lyric mason
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Enlighten me please. I just made a joke.

dreamy delta
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You can't do that!

dreamy delta
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I prefer Unreal II over Halo

dreamy delta
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Subjective

winged cloak
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No it's objectively better but unreal II has a charm to it too

dreamy delta
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Opinions are not objective though

winged cloak
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it's an observable fact ๐Ÿ™‚

dreamy delta
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Opinions

dreamy delta
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The only thing Unreal II needs is faster movespeed, which is easy to change

winged cloak
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And better story and level design and music and characters and

dreamy delta
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Nah

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It's perfect the way it is

mystic oak
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dreamy delta
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I just watched the full episode

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It's okay

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Wasn't nearly as cool as I was hoping, and I think it conflicts with the UT lore but I'd have to double check.

lyric mason
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It checks out, just kinda sad they made it intentionally 13+, likely so that epic can put those UT skins in the fortnite shop without restricting those skins like borderlands and doom are.

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The new robot design is interesting and there are some lore clarifications since there was some stuff that was just fan theories for the most part.

dreamy delta
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Just watched the Armored Core episode. It's definitely more mature, and way more bad ass than the UT episode

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Also where the hell is the Mega Man episode!

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I think you hit the nail on the head about using the assets from the UT episode in Fortnite lol

lyric mason
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There are several episodes still missing, exodus is also missing, so is the PlayStation one...

dreamy delta
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Lame. I hope they're not locked behind a loot box ๐Ÿ˜›

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Watching the Crossfire episode now. They done fucked up in the first 3 minutes. Using thermal vision through glass ๐Ÿค”

lyric mason
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This is probably better suited for #offtopic

dreamy delta
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Don't worry I've watched all the episodes I wanted to, no more comments ๐Ÿ˜›

vernal dew
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having tested it all morning, and then some... uh, i can say that with the texture pack and RTX that two things happen, 1: FPS dies... 2: uh, lighting is like...too dark in some areas, and way too oversaturated (to the point all colored lighting ends up washed out and white) and such. all of this is precisely what was mentioned by the lack of PBR textures i think. for example, the models tend to look overly reflective and unnatural, despite the high resolution textures.

Basically, its ALMOST playable.

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Unreal 1 maps are...well, i can see the potential for map 2 to be especially beautiful... the valley and lighting could be magnficent tbh

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but rn it just feels like a screen space reflection nightmare

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also, it really chokes on some things, idk why, but sometimes it'll just crash for no apparrent reason

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for now im gonna wait till the last few pre-requisites are finished Hell for all i know all thats needed is Runestorms thingy and it might just be good enough

wide fox
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@lost yarrow renderer v1.6 work with remix 0.6.0
started on 3rd attempt, but works...

vernal dew
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well thats odd, for me too it took 3 attempts before it properly booted. first time, it crashed my OS lol

lost yarrow
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OldUnreal just released the 227k sdk!

dreamy delta
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OH FUCK

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I'll have to give that a shot tonight

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Oh wait

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I guess I need the dll ๐Ÿ˜›

lost yarrow
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Gonna be a PITA to get working with my build scripts because it needs different compiler settings to the others :/

lost yarrow
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for 227k_12

dreamy delta
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Sweet, I'll mess with it after I eat

dreamy delta
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Renderer reverts to xOGL ingame ๐Ÿ˜ฆ

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D3D9DrvRTX doesn't even show up in the ingame settings

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doesn't even show up in the configurator

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I'm using the latest 227 GH build. Not sure if it's 227k_12 or not

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Ah, of course... I was missing the .int and .ini

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So now it shows up in the configurator and ingame, but the game still reverts to xOGL

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Also I don't know why the configurator has broken text strings, that's the fault of this latest 227k build I guess

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Do I need to be using the 32-bit .exe?

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Seems to be using the correct graphics driver using the 32-bit exe, but the game crashes

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I'm also using the latest RTX Runtime from the automatic downloader

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So the latest OU GH release is indeed 227k_12. They haven't updated it in 3 months and that was the _12 update

lost yarrow
dreamy delta
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But there seems to be no direct lighting

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And the flyby map is just skybox

lost yarrow
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You got the rtx.conf too?

dreamy delta
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Using my rtx.conf from UT99

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That seemed to fix the flyby map, but there's no direct lighting in the vortex riker

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Some lighting works...

lost yarrow
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oh, dxvk.conf too?

dreamy delta
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the entrance to the vents

lost yarrow
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otherwise it will max out at like 8 lights

dreamy delta
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Yes

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Actually

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UT99 is super dark now too

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Outdoor areas seem fine...

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Maybe the lighting is just fucked up on the map

lost yarrow
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seemed ok to me

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but it's basically working, which is good

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one slightly anoying thing is the mesh hashes seem like they can be different so a mod for 226 won't necessarily work in 227 or 469 for the same map

dreamy delta
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Wird, it looks like just the one surface is different

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Two surfaces*

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Oh and the corpse

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Is that room dark as fuck for you?

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Wait a freakin minute

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All the sudden it's fine now lmfao

dreamy delta
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xEmittors don't work ๐Ÿ˜ฆ

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They show up as emittor sprites lol

dreamy delta
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Meshes using PHYS_RigidBody are invisible

dreamy delta
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Debug stuff drawn to the canvas doesn't show up either, but that's not a huge deal

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This is xOGL to show what I mean by debug stuff

coarse gull
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Does unreal gold work yet?

lost yarrow
dreamy delta
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The screenshots I posted just above are all from Unreal Gold 227k_12

dreamy delta
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Replaced the baked textures from one of my mods with the PBR textures (hands and weapon in this case)... Is there any kind of shadow terminator to fix shading on low poly meshes in Remix?

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I never realized how dog shit my older textures are until seeing them RTX'd ingame lmao

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Need to export the more updated mesh so I can use my newer textures but it's been so long since I've messed with this mod I don't even know where to begin lmao

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I also can't capture objects with PHYS_RigidBody because they don't render at all with the RTX renderer. This sucks because it means I can't replace world model textures for my mods

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I'll be surprised if Discord doesn't flag this image

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Just another example of bad shading on a LP mesh

lost yarrow
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@dreamy delta do you have a link to some content that has these xemitters and rigidbody meshes so I can test with them?

dreamy delta
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Yeah one sec

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In console type:
summon lca.aks74u

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it will drop on the floor right in front of you, but will be invisible

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It uses PHYS_RigidBody which for some reason Remix does not like to render

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The bullet projectile has a tracer xemitter and the shells have smoke trail xemitters

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Also there are a couple custom binds for that weapon, one sec

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Button bExtra1

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Button bMelee0

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You can either edit the user.ini to add them to whatever key you want or bind them in the console like this:
set input r Button bExtra1

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That command is for reloading

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other one should be obvious but I'm not even sure if that works in that version, plus you don't really need it for testing xemitters

lost yarrow
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Nice, thanks. I'll try to have a go with that tomorrow.

dreamy delta
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Alright sounds good

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Let me know if you need any other packages for it to work. It shouldn't have any dependencies though

dreamy delta
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Here's a video showing how the xemitters should look
https://youtu.be/KqTRtJeypvw

Testing some experimental features in Unreal Gold 227j like Rigid Body physics and also attaching smoke and tracers to skeletal meshes! I haven't figured out how to get projectiles using PHYS_RigidBody physics to perform the normal functions such as ProcessTouch(), Hit() or Landed() just yet, so for now they only interact with the world geometry...

โ–ถ Play video
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Bullets do not ricochet like that in the version you have though. I couldn't figure out how to script them to interact with other actors so they just passed through enemies and whatnot

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I just realized something odd: the empty shells are also rigid body but they seem to render...

lost yarrow
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good start

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It's actually static meshes that weren't working

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I think the normals aren't right still though

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and the physics are broken

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actually the physics are just broken anyway

lost yarrow
dreamy delta
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You might need to set the physics driver in the advanced options. I had to do that for some reason.

dreamy delta
lost yarrow
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base game doesn't use static meshes, only mesh and lodmesh.

dreamy delta
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Ah

lost yarrow
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they're new to 227

dreamy delta
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Well I suppose this explains why the empty shells from the ak show up, they're skeletal meshes ๐Ÿ˜›

lost yarrow
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thankfully the skeletal mesh classes derive from lodmesh and so need no special treatment

dreamy delta
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What's up with the physics? It seemed to be working on my end, just wasn't rendering the mesh

lost yarrow
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well it just doesn't physic, only floats there

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I'll try looking for the physics driver in a sec

dreamy delta
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Yeah you need to set the driver

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Classic OldUnreal

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It's probably set to "English(international)" or whatever

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Clearly that's not correct lol

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Also I had to copy all the int files from the localization folder to my system folder, you probably need to as well

lost yarrow
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Yea, that was it. And also

dreamy delta
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Got rid of the xemitter sprites?

lost yarrow
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yea, fair bit of fuckery because the 227 is missing some exports I wanted to use

dreamy delta
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Those sparks always showed up

lost yarrow
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no longer, though I don't know if they're working properly.

dreamy delta
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I'm talking about the effect itself

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Should be smoke trails from the shells and tracers on the projectiles

lost yarrow
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then no

dreamy delta
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Damn

dreamy delta
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Ah I see that it does. I also see a 64-bit version!

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64-bit still reverts to xOGL

lost yarrow
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x64 should work. That build only has the static mesh stuff, sprites not pushed yet

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to be fair I've not tried x64 with remix just yet but it builds and runs

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keep in mind that for x64 you need to install remix differently

dreamy delta
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I was also just about to say the sprites are still showing up in the 32-bit version ๐Ÿ˜›

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And if you're wondering, it's running at 19FPS because of the rigid body AKs not because of the renderer ๐Ÿ˜›

lost yarrow
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ok, I did wonder if that was my fault or not

dreamy delta
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lol nah the game just doesn't like using the exact same static mesh for collision and visual (considering the AK is like 12,000 triangles)

lost yarrow
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probably wants a low poly box for colision

dreamy delta
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Yeah I never got around to simplifying the collision because OU kept fucking up RBP

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I quit working on my Unreal projects because of OU constantly breaking their own shit

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Therefore I never got around to optimizing anything

dreamy delta
lost yarrow
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it doens't need the bridge part since it's already 64, I think you basically just dump the contents of .trex next to the exe

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Probably make sure it works without remix first as ususal

dreamy delta
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So all this will go into System64 instead of System64/.trex?

lost yarrow
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Yea I think

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that d3d9.dll is the 64 bit one

dreamy delta
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Still reverts to xOGL

lost yarrow
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did it work without remix?

dreamy delta
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How do I try that again?

lost yarrow
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just remove/rename the d3d9.dll

dreamy delta
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Same thing, reverts to xOGL

lost yarrow
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hmm, just double checked and that build from github is working for me

dreamy delta
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The renderer isn't being set properly in the ini

lost yarrow
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you have installed the .int .ini etc all in System64 too?

dreamy delta
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I guess I have to manually set it because using the configurator doesn't fully set it

lost yarrow
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strange, to be fair I usually set it in the ini

dreamy delta
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I usually let it automatically set itself up when it pops up when launching for the first time

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I'm not getting the popup that asks if I want to do that

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Also, WindowedRenderDevice should be changed as well, no?

lost yarrow
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yea, I would expect that to happen. That works on the 32bit one doesn't it?

lost yarrow
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I don't think WindowedRenderDevice is used

dreamy delta
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Manually set Render=D3D9DrvRTX.D3D9Render and still no dice

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  • XOpenGL
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lmfao fuck off discord

#

I didn't want a bullet point list with only one bullet point

lost yarrow
#

it must be having trouble loading the dll then, too bad it's not telling you the error

#

nought in the logs?

dreamy delta
lost yarrow
#

yea not much to go off

dreamy delta
#

Nop

lost yarrow
#

don't suppose you know how to launch it with a debugger?

dreamy delta
#

Nope, sure don't

lost yarrow
#

you can get windbg from the windows store, try running that and just do launch exe on the unreal.exe

dreamy delta
#

Also, the advanced renderer options button doesn't show up ingame like it does in UT99

lost yarrow
#

it will do the same thing but the logs in that should show if the dll tried to load and why it didnt

dreamy delta
#

Not really important because there are only a few options and they can be set in the ini, but figured it's worth mentioning

lost yarrow
#

might just be because it's not loading or you mean in 32bit?

dreamy delta
#

32-bit

lost yarrow
#

oh that one, is that there for any of the renderers?

#

might be a ut exclusive

#

could be some other way to add them in 227

dreamy delta
#

I've never seen that button in Unreal Gold

#

I figured you added it to the UT99 RTX dll

#

That's the only reason I brought it up here lol

#

Thought it was supposed to be showing up in Unreal Gold as well

lost yarrow
#

oh no, that's an oldunreal addition, I just added the options in the menu with the .int file

dreamy delta
#

Ah. It would be nice if they could be consistent for once.

#

That will never happen though

lost yarrow
#

still all available in the advanced options gui

dreamy delta
#

Is this supposed to actually launch the exe (as the name suggests)?

lost yarrow
#

just hit go

dreamy delta
#

Oh okay

#

Now what?

lost yarrow
#

it just hit a breakpoint

#

might be a few possibly

#

should be able to keep hitting go until it launches

dreamy delta
#

Game is running. Does WinDBG save its own log file?

lost yarrow
#

don't think so, just have to copy it out

dreamy delta
#

Enjoy

lost yarrow
#

oh, looks like it's still loading d3d9.dll

#

and remix is trying to start

wide fox
#

guys, any help please?
I cant get it work:
renderer 1.6
remix 0.6.0
unreal 227k
ini changed as in Tournament, which is working fine for UT.

#

says entry point ??DFN... not found in D3D9DrvRTX.Dll

lost yarrow
wide fox
#

well it was not working for 226 anyway

#

eh dont know how to use the link..

lost yarrow
#

click download on the artifact

wide fox
#

maybe I am blind:

lost yarrow
#

hmm, usually can just click the name. Perhaps you need a github account.

wide fox
#

404 here

lost yarrow
wide fox
#

thanks man, aaaand.... it works ๐Ÿ™‚

lyric mason
lost yarrow
#

@dreamy delta I tried x64 btw and it worked ok for me, just extracted the contents of .trex into System64

dreamy delta
#

At least 32-bit works

coarse quest
#

@lost yarrow just to give a heads up, ^hes no longer in the server and was hoping to add you so he could continue work on his Unreal Remix stuff

wide fox
#

any idea why with 227_12 and rtx sound doestn work in Unreal? UT works fne.

#

i tried all options for sound drivers

lost yarrow
wide fox
#

I tried dx11 and it works fine

lost yarrow
#

32 or 64 bit?

wide fox
#

32

lost yarrow
#

if you rename the remix d3d9.dll temporarily to stop it using remix, but still use the rtx render device, does it work then?

wide fox
#

when renaming D3D9DrvRTX.dll, it seems running as swRenderer, at least in options it says so. and image rendered is weird

lost yarrow
#

d3d9.dll from remix, not D3D9DrvRTX.dll from the renderer

wide fox
#

oh

lost yarrow
#

basically removing remix to see if the issue is with the renderer or if remix is causing it.

wide fox
#

delete dll from .trex? or both, including in System

#

(rename)

lost yarrow
#

just in System, the one next to the game exe

#

I say rename just so it's easier to put back after

wide fox
#

ok no sound, but now i tried to change audio in options , instead of startup setup (still empty slot there),
then sound works.
tried same way for RTX (revert renaming) and for some reason works too.

#

thanks for help anyway, so I was able to make it work.
probably 227_12 patch bug

lost yarrow
#

yea, might be worth trying with a fresh install of unreal.

wide fox
#

all is fresh

#
  • your renderer prerelease for 227, remix 0.6.0
#

thanks again

#

yeah and for some reason, while saving any progress, it crashes, but thats for sure out of your remix renderer.

#

ok and I have to switch the audio every time I run the game.

#

but that part is fine.

mystic oak
#

anyone ran Nightraven's pbrfusion through the high res UT textures?

#

i was going to try it but im curious if anyone already has and how the results were

#
#

not sure if @lost yarrow or @lyric mason might know

lyric mason
#

I know about them, the thing is that I want to reference the original textures and recreate those in high res PBR, using the HD textures as a base might sound like a good idea, but I am redoing all the textures from scratch anyway so they'd be of not much use for me.

#

This reminds me that I have to instruct people to use vanilla textures as the HD pack will break the mod

lost yarrow
mystic oak
#

Any python script you used to run the process? Or was it all manual

lost yarrow
#

I built a horrific comfyui script that I left to run for 2 days

#

the results were pretty mid

#

I do wanna try with the new hd textures v4 and maybe pbrfusion

#

Was sorta waiting for the guy to release v4 in dds format.

mystic oak
lost yarrow
#

Unreal utx files

lyric mason
#

Aren't they in dxt1 blocks? I swear I recall the editor supporting export as .dds or .bmp

mystic oak
#

yeah i thought unrealed exports to dds

lost yarrow
#

Nope, only as png, pcx or bmp. But also tranparrency and other things don't export quite right all the time. The dds hd package only has the new updated textures in it which is more useful.

mystic oak
#

on unreat tournament 451

#

unrealed 2.2

lost yarrow
#

Huh, not on 469.

mystic oak
#

unreal 227final also seems to

#

should say that in the about tab

#

the original epic games one might not have it

lost yarrow
#

469d and e don't have it, only 227k

mystic oak
#

ah that makes sense

#

presumably that copy of unrealed could be used to open any .utx file and dump to dds though

lost yarrow
#

I suppose, I do want to try and do it again but it was such a pita to get comfy to do batch work like that. I just want a python api that I can give an image, and tell it to save a generated normal map to a certain location, ridiculous effort to just do that.

mystic oak
#

going to try it later today

lost yarrow
#

yea, I just looked at it and saw another node graph that looked like comfy and didn't want to go through the pain again.

#

I get the feeling the batch stuff will only run on a single folder

mystic oak
#

can remix batch read in all the replacements once they have been created? or do you have to go through every texture one by one

lost yarrow
#

I wrote a python script that generated a usd file that had all the replacments in it

#

so comfy was also using remix to ingest and write the dds files from the generated normals.

#

that's part of why it took so long to run, remix is slow as shit to ingest textures.

mystic oak
#

ahh that makes sense. i'd love to try the script if you have it uploaded somewhere

lost yarrow
#

oh it was such a hackjob, I can't even remember where some if it is.

#

Here's some of it, exportall will run ucc to export all the textures out of all the utx files. Then hashTex opens all the png files and tries to generate the hash that texture would get in remix and saves it to a .hash file and then genUSD creates a usd file for those hashes that points to the dds files that you get out of ingesting in remix.

#

So I think, have the regular textures installed, export that, and rename the export to texture_export_orig then install the hd textures, export all again and name it texture_export_hires

mystic oak
#

gotcha, what purpose do the original textures serve if the game has hd textures already installed?

lost yarrow
#

to generate the correct hash that remix would see. I guess if you're running unreal with the hd textures then there's not much point but it would mean your mod would only work for people that have already installed the hd textures. I would recommend you not run remix with hd textures installed in the game.

mystic oak
#

ah gotcha. yeah at this point its just a test/proof of concept so the hd textures would be a prerequsite

mystic oak
lost yarrow
#

needed to install WAS node suite

lyric mason
lost yarrow
lost yarrow
coarse gull
#

So I heard you got 227k of old unreal to work @lost yarrow ? cannot wait to use it on my dad's pc! Finally no crashes!

lost yarrow
#

yes indeed!

coarse gull
#

Awesome! How did you get access to 227k's sdk? Is it public?

lost yarrow
#

Yep, they released it a few months ago.

coarse gull
#

Have you tested it with RTX remix?

#

And or the new RR model?

lost yarrow
#

yea works fine with the new version

coarse gull
#

That's good! I'll get the unreal install ready 4 RTX remix

#

I wonder if someones gonna make PBRs for the Unreal engine

mystic oak
coarse gull
#

Does the custom renderers files need to be in system64 folder for Unreal Gold?

lost yarrow
#

If you want to run the 64 bit version, then yes. You need to install remix differently too. It's in the readme.

coarse gull
#

Ok thanks!

coarse gull
#

And it's any release of 227k even when it gets updated?

lost yarrow
#

Depends what they change in the next versions

coarse gull
#

Does the fan made HD texture pack for unreal. https://sites.google.com/view/unrealhdtextures/home work with this mod? It goes up to 4k but I'm using the low res HD texture pack

lost yarrow
#

It should do but don't use any texture mods if you're going to make an rtx mod.

coarse gull
#

I just want to run the game without any mods. I don't plan on making one

lost yarrow
#

then go for it

coarse gull
#

What do you think what DLSS preset I should use when I use the HD Textures?

#

I'm stuck between performance or quality

#

I won't have a chance to try this out until I'm at my dad's house this weekend. He's the one with the 4070 ti SUPER

lyric mason
#

Whatever runs good enough for you, if quality gives you enough fps then use that. If it doesn't go with balanced.

#

Just keep in mind that the HD textures lack the extra information that rtx remix needs to look good. So expect flat surfaces that are coated in a sheen.

coarse gull
#

I got it to work! But it seems like it is very fragile when it comes to video settings. If 1 or 2 settings are set to a certain value it will crash on boot up

#

Unreal looks well Unreal with Raytracing!

#

Fps seems to be stable at DLSS quality preset and RR transformer model

#

Only curtain video settings crash unreal when applied with your driver if the remix runtime is applied

#

But if the runtime isn't, it works normally!

#

Idk what settings crash it with the runtime enabled

#

I'll make a clip of unreal with RTX next time I'm at my dad's pc

last island
#

Hello there. I'm having a crash on startup on 469e, using the renderers from the downloader and the latest version of the projects. I have a 4080 super with the latest drivers.

lost yarrow
last island
lost yarrow
#

Oh, you will need a github account to download from actions I think.

last island
#

Ah, there we go. Not used to github's interface...

#

Well, it starts now, but then crashes a few seconds in. Messes with my resolution too, but snagged this.

lost yarrow
#

That's a weird one, that might be more of an issue with remix itself. Try running it a few times in case it's a bit of a fluke.

last island
#

Lmao, it somehow perma set my resolution to 640x480

lost yarrow
#

Could also try disabling fullscreen mode in the unreal ini file

last island
#

Different error this time

lost yarrow
#

Ok, that's the usual one. Genuinely just try running it a few more times. I think that happens when remix pauses to cache shaders

last island
#

Ah, I've heard of that type of thing before. Ok.

last island
#

Yeah, many thanks. I got distracted by something pug related, but it works now! Here, have a pug as a tip.

lyric mason
last island
#

Absolutely love the lighting for this. It looks great on most of the maps.

Shame that there's just not that many people playing online though.

lost yarrow
#

๐Ÿป ๐ŸซŽ

slow girder
#

Wow cool! Do you have the game's SDK for the Unreal Headers available, or did you just mix and match from the available SDKs?

#

When I tried to compile Chris Dohnal's D3D9 driver for DeepSpace9 I kept getting crashes and errors, most probably due to incorrect headers

lost yarrow
lost yarrow
#

They are in no way complete, just fixing the parts I need to get this working.

lost yarrow
lost yarrow
#

Unreal Tournament (D3D9DrvRTX Render device)

#

Unreal Engine 1 D3D9DrvRTX render device

lost yarrow
storm glade
lost yarrow
#

This one was quite an interesting challenge, KHG is I believe the oldest version of unreal engine that exists; Even older than the one used for the original release of Unreal. So there was a lot of low level stuff that's just different or missing.

lost yarrow
# lost yarrow
poll_question_text

What game should I work on next?

victor_answer_votes

8

total_votes

12

victor_answer_id

1

victor_answer_text

Clive Barker's Undying

victor_answer_emoji_name

๐ŸงŸ

steep lava
#

Any idea if this works with Duke Nukem Forever 2001/DNF2001RP?

lost yarrow
storm glade
lost yarrow
#

Indeed, that's where I just got it from (and so will be the version I'm testing against)

lost yarrow
#

Managed to get something rendering at least, some progress!

lethal karma
#

Does Undying do some weird stuff with rendering?

lost yarrow
vernal dew
#

i cant get KHG working... it just hangs on white screen

vernal dew
#

nvm, i got it. turned off auto exposure too, it was overbright

pure crow
#

I've never played it,
Me neither... BUT would an enchanced version of it!

lost yarrow
#

Got some meshes working with textures now

#

And lights are working

storm glade
lost yarrow
#

No new textures here

storm glade
# lost yarrow No new textures here

Wow. It's amazing how much just improving the lighting engine does to improve the scene. I'm psyched to see this in action (even if when I tried to play the game I consistently got killed almost immediately).

slow girder
#

Yep, getting killed by the first monkey creatures on Normal diff really added to the horror element ๐Ÿคฉ Youโ€™d need to map powers the shortcut keys, and donโ€™t reload during battle, instead switch to ectoplasm and finish the little beasties. Later on keeping the shield up is a must. I have memories of shooting point blank with sulfur shells and dying due to catching fire myself ๐Ÿ˜‚ ๐Ÿฅฒ

storm glade
# slow girder Yep, getting killed by the first monkey creatures on Normal diff really added to...

I've clearly gotten spoiled by the recent trend of games that hold your hand as they teach you how to play, because in the absence of any real tutorial on how to use my powers the farthest I could get was the second room of creepy monkey things. I did die enough times in the conservatory to have time to reflect how nice it would look remixed, though...I can only imagine how incredible this will look with moonlight coming through all this glass and casting detailed shadows on PBR tiles. When the project reaches that point, I'll probably be so distracted by the pretty visuals that I'll get killed by these little beasties another dozen times or so.

slow girder
#

๐Ÿ˜‚ True on getting spoiled. I started the game the other day on Easy.. and I clearly remember long ago, reaching a point where I wandered for 30min having no idea how to continue.. those were the days @storm glade

#

This will be nice with Remix. There is a nice vista, after exiting the manor and visiting an old crumbled church at sunset. I remember thinking it was truly beautiful.

lost yarrow
#

Bit more progress, doors are working properly and masked textures aren't pink anymore.

storm glade
lost yarrow
#

Tragically taken me 3 weeks to figure out why this bastard's hat was floating 3.75 units above his head

#

Scrye objects now appear and disappear though!

slow girder
#

Impressive! It's cool that remix seems to intercept the Scry effect. Is that done via Vertex colors, or changing the lighmap?

lost yarrow
#

Nothing so interesting, it's just a UI overlay and a light at the player's location.

slow girder
#

Yea makes sense, it's simple, that may bee good. Quake2 draws a colored plane in front of the camera when picking-up items or taking damage.

storm glade
lost yarrow
#

If you did want to build yourself there's some basic instructions in the readme

storm glade
#

I wasn't getting a download link under artifacts, but forgot I had to be signed in to get artifact access. Now I'm signed in and got it. Thanks!

lost yarrow
#

Yea, kinda anoying it requires that

storm glade
#

I wish it had at least kicked up an error message, like "Please sign in to download" rather than just not generating a download link.

lyric mason
#

change "master" to "undying" for the other branch

storm glade
#

I got sidelined for a while with system crashes, but I finally got everything set up and tried to do a test capture. However, when I click the capture button nothing happens. I have the enhanced assets turned off, and the capture button lights up when I hover the mouse over it, but the progress bar never moves. I've just been standing around outside the mansion with rats eating my toes, waiting for Remix to start capturing assets, with no luck. (I'm also not sure if it's pathtracing--I haven't gone inside yet, but in the courtyard everything looks very vanilla.)

lost yarrow
#

If not then you've not installed the render device correctly - make sure you've made the necessary changes to the game's .ini file (System.ini for undying)

storm glade
lost yarrow
#

Change the render device to D3D9DrvRTX, in the install instructions in the readme

storm glade
lyric mason
lost yarrow
storm glade
# lost yarrow oh I forgot about that - need to figure out why. Fix for now is to remove `D3D9D...

When I remove those files, the game launches, but Remix no longer hooks. And there doesn't seem to be any lighting anymore--the soldiers in the intro cinematic are fully illuminated rather than silhouetted against the red background, and there is no lightning in the courtyard. Here is what it looks like now. (Also, while Scrying worked, the glow on the Gelzibaar stone to cue that I could scry was displaced towards the center of the screen, rather than attached to the model of the stone.)

lost yarrow
storm glade
lost yarrow
#

Probably can't help much with that. Just try it a few times to make sure it's not a one off.

lyric mason
#

From my testing and usage it's possible that remix might crash a few times when it initializes for the first time, try restarting the game a few times and it should eventually work. This problem seems to stem from the initial shader compilation probably exceeding the timeout delay for the GPU, it's just a guess but it fits the behavior.

storm glade
lyric mason
#

just wait for remix to finish, you can't disable or remove those shaders

ionic ingot
#

@lost yarrow have you seen an issue where some angled surfaces won't accept displacement? as in these pics here - the first is the whole roof, the second is a surface accepting displacement, the third is a surface with the same material that doesn't accept displacement

lost yarrow
ionic ingot
#

gotcha. I'll poke around and probably report a bug ๐Ÿ‘

lyric mason
#

Unfortunately I replace geo wholesale and remove existing geo so I can't say I've encountered this.

ionic ingot
#

there's some very dodgy areas I wouldn't mind replacing wholesale! ๐Ÿ˜…

lyric mason
# ionic ingot can you generally do this in the Unreal Engine 1 stuff? I had thought it might b...

With the custom render device yes, I've went a step further because I asked for a custom anchor system (with support for movable anchors to allow for dynamic environment pieces like pistons, moving cars or the backdrop of a speeding train) and I've created a anchor at 0,0,0 in every level that gets a custom id based on the name given to the anchor. Allows for reuse of skyboxes for example. But I'm using that 0,0,0 anchor to tie the entire custom geometry to it as this makes it resilient to map edits or updates to the engine messing something up.

#

The anchors are defined in a json file which makes adding anchors quite easy. The docs for it are on the github and the example configuration.json

ionic ingot
#

good shout! I could go back and bake heightmaps into some geometry to get around both this issue and the usual issues with POM seaming

#

(and get around issues with "bends" that are really just 3 segments at best)

lyric mason
#

I go the extra mile and replace all the geo with high fidelity replacements, but just taking a capture and replacing any problematic areas with customized UVs or normals is quite easy with the custom renderer. Generally stays persistent but for extra safety I just tie everything to the anchor which is a tiny pyramid mesh.

lost yarrow
#

I would hope the level geo is stable enough to use, I suppose the anchors are a bit more hardy against minor map edits if there's somehow different versions of them out there.

#

I do know that for Unreal levels, which can be loaded in at least 4 different versions of the engine, some hashes do change slightly across versions even though it's the same map file.

#

Granted the core engine has been changed a fair bit between them.

ionic ingot
#

I suspect no one will be changing Nerf's engine any time soon, heheh

storm glade
#

I got Undying to load, and took some captures. I can explore the captures I made of the first few areas. I can even move around some of the numerous lights Remix has fond around the scenes. However, I can't get to the "Asset Replacement" phase, because I keep getting the error that "The selected mod file is not valid. Existing mod file is not the correct type, replacement." in the attached image, Undying_RTX is the root mod file created when I started the project, and Undying1.usd is an empty file I created from the "Create New File" option on the "Captures / Setup" screen after I got the error the first time. I'm also getting a "Can't find the mod layer in the current stage" error. I'm assuming something went sideways when I set up the mod, but what can I do to get this fixed?

storm glade
#

I created a new mod, which seems to have solved the problem--I can now substitute assets, and see the results in-game. However, I've noticed a lot of weirdness with transparency. Some textures with transparency work fine, like the bannisters in the entrance hall, or the fences in the courtyard. However, in this screenshot you can see the two kinds of errors--for some textures (like the branches here) it doesn't apply the transparency, while for others (like the billboard of the mansion on the hill) are more transparent than they should be. In both cases, these are the stock assets, and I haven't changed any settings yet.

ionic ingot
storm glade
# ionic ingot I got this in Nerf Arena Blast as well - the managed to solve this by selecting ...

It also worked on the chairs in the foyer...mostly. I think I need to clean up the alpha channel on the upscaled texture. On the topic of alpha blending, any advice on how to set up partly-translucent textures like the lampshade and stained glass windows in the foyer? I'm really looking forward to seeing the lights properly project through the glass, instead of the current arrangement of sphere lights floating vaguely near the lamps and windows.

ionic ingot
storm glade
# ionic ingot Thereโ€™s no method for partially transparent opacity pixels atm, but for glass yo...

Right now I just doubled the diffuse texture as an emissive map on the Tiffany lamp and the wall lights, which kind of works--but I was really hoping there would be a good way to get light to project through the various stain glass windows to cast interesting shadows around the house. I could have sworn I'd seen ohter remix mods get that effect to work, but I might have only seen it in Painkiller (where the team has access to one of the original game engine devs to squeeze effects into the game that would be hard in other engines.)

lost yarrow
ionic ingot
#

hey @lyric mason, my first attempt remodelling terrain for the nerf mod has already started looking great, but I'm having trouble figuring out how to line things up. when I append it as a reference directly to the original level geometry, whether I retain the origin from the captured mesh or center the origin, it looks like the replacement doesn't come in anywhere near the original geometry and manually lining it up is...dubious ๐Ÿ˜… is there a method you might've used that would yield more success here?

lost yarrow
#

That might be because the "origin" of all the level geo is 0,0,0 so you might just need to apply the location transform to your mesh.

lyric mason
ionic ingot
#

ah, roger! I'll give that a go tomorrow

storm glade
lyric mason
lost yarrow
#

I suppose my imagined workflow for that would be to take the level geo into your dcc and edit/build your replacement mesh around that and export it as a whole to replace the old level geo. The geo should be split up by zone and material, so I'd hope you can do that piece by piece. Though that may very well not be the best way to do it in practice.

storm glade
# lyric mason geometry no, but if it's an actor it should have local coordinates that work as ...

I ran into this when I tried to replace a chair, and the new mesh dropped in at 0,0,0--hundreds of meters from the legacy mesh, in the black abyss below the level. It's just such a weird design choice to not give an easy way to have the new asset drop in on or near the legacy asset. I'm replacing a specific instance of a discrete mesh, so the toolkit can easily calculate where the legacy mesh is relative to 0,0,0 and use those coordinates as the initial placement point for the replacement asset rather than 0,0,0.

lyric mason
slow girder
#

In theory it would be easiest to implement..

ionic ingot
#

So, is this the right way to do it? I've got my replacement mesh in the same place as the captured mesh relative to origin, and I've joined it to the captured mesh so it inherits the "visual correction" x-form at the top of the hierarchy

#

(I'm of course going to dleete the captured geo too, just keeping it here for lining up atm)

lost yarrow
#

That sounds like how I imagined the workflow would be.

ionic ingot
#

righto, so this ought to be in the right place when I ingest and stick it in? ๐Ÿ™‚

#

I'll give it a whirl!

lyric mason
#

That should work. The way I'm doing it is importing the capture and only copying the assets I need to work on into a new file with proper scaling applied, replacement being in the same location as the original mesh, and during export I omit the og mesh from the export. Just keep axis orientation in mind, also normals might be flipped depending on your DCC.

#

In C4D I have to swizzle the export else it's inverted and on its side (c4d has Y up instead of Z up)

lost yarrow
#

Yea, normals are extra weird with blender because it will flip them in the viewport if it has a -1 scale (which it will under the visual correction)

ionic ingot
#

nice, that worked! thanks guys ๐Ÿ™‚

storm glade
#

Is there a difference between how displacement and normals work in the Runtime compared to the editor? the first image is the foyer as it looks in the editor, with a nice smooth replacement floor. the second image is how it looks in-game, with the floor all bumpy and the tiles skewed at crazy angles. The displacement also seems to have been ramped up on the maid--compare the middle image from the game with the third image from the editor. Other replacement textures seem to be working normally, so I can't figure out what's going on.

coarse gull
#

I heard about Unreal Gold's RTX Remix Texture and mesh model mod! I really hope it works on My dad's PC. (I still haven't gotten Base RTX Remix to work)

normal magnet
lost yarrow
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@storm glade Fixed the alpha textures! Pushed it so you can get the latest build on github.

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Only UE1 game I've seen to use the poly flags like that, why they were extra messed up.

lost yarrow
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And particles are working, everything's positively glowing now!

lost yarrow
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Fixed some more UI textures that didn't use the alpha channel correctly.
Probably ready to release unless I find any more issues.

lost yarrow
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ohhh, this game has cloth physics. They do not like my method of getting stable actor hashes

lost yarrow
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Ok, that thankfully seemed like a simple fix.

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Noticed the blood trail decals on the floor aren't there either.

lethal karma
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Damn, UE1 cloth physics

slow girder
lost yarrow
# slow girder Mind elaborating a bit on how you get stable actor hashes, or point me to some l...

It's pretty dumb, but basically I "move" the actor to 0, 0, 0 before getting the vertices for it. Since the game always bakes in the actor transform. Early on I did try to manually transform them back but slight imprecisions cause that approach to throw off the hash.

GitHub

Unreal Engine 1 RTX Remix Render Device. Contribute to mmdanggg2/D3D9DrvRTX development by creating an account on GitHub.

storm glade
lost yarrow
lost yarrow
lost yarrow
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Those fixes are pushed too if you wanted to give it a go

lost yarrow
lethal karma
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Hell yes

swift topaz
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@lost yarrow I tried moving the existing lights to more precise locations in the toolkit, like inside these lamps I made transparent, but in-game the lights are still in the original place. Is there some kind of setting I need to change to make these lighting changes to show up or do I have to place new lights?

lyric mason
lost yarrow
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Benefit of that as opposed to what RuneStorm suggests is if the light changes colour in game, it will still do that. A newly created light would just stay the same.

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Stuff like pulsating lights, and in Undying specifically, one of the first rooms in the mansion has all the lights turn off for a scare - wouldn't work if they had been replaced.

lyric mason
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ah true, for dynamic lights for sure

swift topaz
ionic ingot
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hey @lost yarrow, there's some assets in some kind of 3D skybox (best analogue I can think of, what with being scaled up geometry outside the playable space) that use materials from the main level but are strangely transparent

lost yarrow
swift topaz
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@lost yarrow The "Create Transforms" works 99% of the time but there are a few rare instances like the two main lights in this room that don't seem to update regardless of having create transform clicked on these lights (the lights keeps appearing on the ground below the light fixtures). Even turning the lights to 0 doesn't work.. any ideas? edit NVM I fixed it, took multiple captures of the same room to get a few extra lights to appear but all good now.

stoic owl
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does anyone have an issue where if you fire some weapons in UT99 like the enforcer, all textures and the like flash black/white for a single frame

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im using UT99 Version 469e

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and my D3DRTX patch version is 1.10

lyric mason
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@lost yarrow ^

lost yarrow
stoic owl
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I have a recording of the issue

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on two maps (deck 16 and Facing Worlds)

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just excuse the background noise, as i recorded it via Nvidia shadowplay

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ok

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got a better recording without background noise

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i was trying to fire some bullet based weapons on deck 16 (enforcer and sniper rifle)

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and both gave me the same 1 frame black flash on my screen

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where as on facing worlds firing bullet based weapons show some weird lighting on some of the textures, tho im not sure if that's related or a seperate issue as well

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@lost yarrow

lost yarrow
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Yeah that sure looks like the linked issue to me.
The underlying cause in UT is the muzzle flares, they get drawn before the weapon does but they're actually 2d UI elements and that makes remix then bypass 3d for the gun render and it is also drawn as if it were UI. I haven't figured out a good solution for that yet.
However, that then triggers a bug in remix, that I guess is still there. The weapon is set up to be detected as a "view model" but if it has detected the view model and then it stops being detected, then for that first frame all lights disappear.

stoic owl
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so is there a way to fix this, or at least mitigate the flash?

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is this an issue that can be solved user side? or would this possibly be fixed in a 1.11 update?

lost yarrow
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Not really anything you can do on the user side, possibly you might be able to disable view model detection but that could cause other issues.
As I say I've not come up with a way to fix it on the drv side as it's not really possible to tell if the game's started to draw actual ui or it's just a muzzle flash and then do something special in that case.
The bug in remix doesn't look like it's gonna be fixed any time soon either, though that's not solving the core issue, just fixing the black flash you get.