#SCP: Containment Breach
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but at 1080p
If you want, do this #1275507355231977584 message and I'll add it to the github issue
just in case this is actually a bug
~55
in toolkit right?
Yeah
so you aren't getting perf like your other pics anymore?
The 939 screenshot was taken at 100%
And I also use the full frame option in viewport settings in toolkit
I never liked having it restricted to 16:9, and I find that having it restricted usually means higher input delay
I haven’t opened any other games or captures in RTX remix in months really, so I can’t remember if my fps was always this bad at 100%
gotcha
Archive Room 01
There's some color banding in-game. I think its caused by setting 16bit = true in options.ini, but remix won't launch the game without it.
I found the original material files for two of the textures online, one of which is what is powering the emissive here. I might change the color to something less potent.
first image is the original texture in SCP:CB, the rest are remakes made from the original materials which were put online in 2008 i think
That texture being an atlas makes things more annoying but still looks good.
Luckily all the environment hashes are stable, so we can replace them with their own meshes later on if we want
Will have to look at trying some stock asset imports or something. Then it’ll look a true scp mod / spinoff
Just massively lowered the render resolution and now I'm at 30 fps in toolkit at least
Can I get a package of your existing mod?
Also how is your capture looking? Is it just a tiny portion of the loaded map?
Sure, but I’m about to go to bed, so I’ll send you it in ~12 hours. I take captures of every room I find and name them accordingly, and I take captures of specific things too if I haven’t already got a capture of it such as SCP-106 or 1048, etc.
Ah big time difference then.
Oh and I’m usually godded and noclipped when I take a capture
Yes, I am sure that is what is causing it, the reduced color. I wonder why Remix won't work with 32bit color? Most d3d9 games are 32bit color.
Only a few rooms in LCZ are fully lit, and the only full material replacements are the tile floors and misc.jpg for some emissive lighting.
and sorry for the delay
and these too
Thanks. No delay btw. Big time zone difference + work. You sent this at 5AM my time
On my older laptop, I am getting almost twice the FPS with dxwrapper as I am getting with the native DirectDraw/Direct3D.
Also, I tested the in-game anti-aliasing (AA) and it was implemented incorrectly. According to Microsoft's documentation: "If your application will use antialiasing, it should create the render-target surface with the DDSCAPS2_HINTANTIALIASING capability flag. Applications that omit the flag might suffer from poor performance when antialiasing is enabled, or might not receive antialiasing serices at all."
However, SCP doesn't set the DDSCAPS2_HINTANTIALIASING capability flag. So, at least on my laptop AA is not working even on the native DirectDraw/Direct3D. So that is a bug in the game, not an issue with dxwrapper. I don't plan on fixing that. Instead, I recommend just using the dxwrapper's AA. That does work on this game.
As far as the monitors, I will work on that as well and get them working.
It is pretty easy to add texture support for render targets. What is the best way to test the in-game monitors to ensure they are working?
I imagine @stark lotus is best equipped to say
there are seeds for the procedural maps, you could probably get a seed that has the test cases close to the start or something like that. There are a few rooms that use monitors for gameplay purposes I wanna say
The fastest way I can think of is this;
Create a new save with the Intro disabled and walk into the next room, there should be a monitor in there that is meant to be displaying a camera from the next room.
If you want to test more than that, you can;
enable console in advanced settings
Press F3 in game to open it
then I believe you can type teleport lockroom to teleport to one of the rooms that generate with a monitor. It spawns you in the center of the room inside a wall, but you can type the noclip command to get unstuck
Could also go crazy with the surveillance room
IIRC the surveillance room only has one real camera, the one outside the room itself. The rest are static textures i think
Oh yeah you might be right there
Don’t forget about the literal gore texture for coffin scp btw
Oh yeah.. probably just going to upscale those and call it a day lmao
I don’t even wanna know what the upscale does to that
One idea I have when I actually get to work on something is I wanna add flickering lights to places
I think sprite sheets will let me do that
Thanks! I put an update in yesterday that allows render targets to be textures. I have not had a chance to test if it works with the monitors yet though..
From what I can tell, monitors work fine with dxwrapper. It just seems like remix doesn’t really know how to handle it
the latest builds of remix should allow you to tag textures as render targets
it'll then pathtrace through them
if you haven't already tried that out, see what comes of it. Works with GMOD and stuff like that
I've tried that already, but it doesn't work as I would expect it to. I'll record a short clip later and send it to show what i mean
gotcha. Depending on how that looks it may be cause for a github report since I'm pretty sure this is the exact usecase for that new texture tag
Ok, thanks for testing. There is not much I can do about Remix. Hopefully they will get it fixed soon. I will look into the Alt+Tab and the AA issue. That should make dxwrapper run better than the native DirectDraw in every way for this game.
No worries on the Remix side Elisha 🫡 you did your part so whatever's left is up to Nvidia. We appreciate your work as always
More wanting the insta launch crashes on multiple games to be fixed. It’s so bad on this one.
I feel like that's gonna be an on going cycle with remix even when it becomes really stable for alot of games you will still have versions that hard crash half the games anyway
I mean having to relaunch the game 20+ times for it to open without bridge crashing
Have you tried setting the game to run in fullscreen and disabling the launcher? Remix has an issue with windowed mode apps, like the launcher.
couldn't that be bypassed by excluding the launcher in the dxwrapper.ini? I've heard people use it for other launchers, and I use it to access my game's map editor without Remix injecting
If the launcher is a different process, which I don't think it is.
the launcher is disabled via the settings ini
I'm launching it in fullscreen btw
I just tried 50 times and couldn't get it to launch then it got stuck in the background 8 times and caused windows explorer to crash and I had to restart my pc
Just got it to launch but it wasn't ray traced it was like super weird looking
then it crashed
idk what's happening now since it wasn't like that before
oh it was in a weird debug view
why do all the walls look like jpeg artifacts
guess it's ray tracing disabled being weird
16 bit mode in options.ini
Game doesn’t launch without it for me
I'm using your options.ini
with 16bit mode
with rt on the floor looks mega wacky
Also I like that all the textures are loaded at the start
but PBRify won't upscale them
and rtx-remix won't capture them for some reason
and I can't open them
might just be corrupted and I need to delete and redo
what happens?
Lemme recapture and try again just in case the dds files not loading is the problem
it was giving some weird unknown shader format error or something
Yeah it does that for me too, something about the .dds not being a correct format and therefore corrupted or something. I just edit the original textures from the GFX folder
Okay I’ll try that
I can send you the newest version of my mod if you want, it’s got a few more rooms lit up, but nothing in heavy containment or entrance zone
Also I like how I said PBRify and you instantly got summoned
I’ll let everything upscale and see how it looks
Question is how are these going to ingest
And will I need to manually set all of them
Cause that will be a humongous pain
I’m going through and not selecting the useless textures
tesla gate
Is it spawning emissive or is it too fast to update lighting?
Stuff like this makes me wonder if we can actually spawn a light on it rather than it being emissive
Yeah we probably could, the hash for the electricity is stable as far as I can tell
Doesn’t that mean we can turn the png into a model like how remakes do it?
That too
Lots of cool stuff that’s out of my experience
Would rather focus on the map as a whole first anyway
Only thing I can think of is clear your task manager of any instances of SCP and keep trying
I wait 2 second before launching again and that keeps em from building up
If I don't it'll lock up the whole desktop making me shut off the computer
I just want a capture 😢
Why is it getting worse
It still hasn't launched
It used to take 30 seconds not 30 minutes
I give up
I wanna bind the textures I upscaled last night
it's back to crashing when I click into the remix menu reeeeeeeeeeeeeeeeeeeeeeeeeee
If I spam alt tab after clicking exe I can get it to open consistently
Got some of the intro area textures replaced. As I thought, I need to manually assign them. Have yet to check them out though gotta go to work
Toolkit is also running normal now for some reason
Also when you get on Jevediah, if you wanna let me know what rooms you’ve done / are working on as well as how you are naming them would be great. I’m guessing your teleporting to them via console?
I'm not teleporting to them with console, but that'd probably be a better idea than what im doing right now (generating random levels and flying around with noclip)
here's all the rooms i have re-lit so far as far as my memory can recall
4 Way Hallway (LCZ)
Two Way Hallways (LCZ)
Security Gateway (Disabled)
Light Test Room 2B
Monitor Lock Room
SCP-205 Containment Chamber
LCZ-HCZ Checkpoint
Storage Area 6 (Upper + Lower)
SCP-912 Containment Chamber
SCP-1162 Containment Chamber
SCP-970 Containment Chamber (incomplete i think)
SCP-012 Containment Chamber
T-Shaped Lock Room
Tesla Coil Hallway (LCZ)
Surveillance Room
Containment Room 5
T-Shaped hallways (there's a light here that i forgot to place that i will add later)
Archive Room
SCP-1048 Hallway
I'm naming them based on their name on the SCP wiki, and i append a number (-01, -02) to the capture to help me identify them if i take multiple captures of one room: https://scpcb.fandom.com/wiki/Rooms. So I name the Surveillance Room as SurveillanceRoom-01.usd, or StorageArea6-02 for SCP 939's area.
I've got a captures of the following rooms, so im going to do these soon too:
SCP Storage Chambers (one whole 'room' for SCP 714, 427, 1025, 860)
Security Gateway (Active)
Storeroom (that one event room with 173 and the two people)
SCP-372 Containment Chamber
SCP-106 Containment Chamber
Are any light instances transferring between captures?
Since the lamp and the square light thing are shared hundreds of times.
Yeah, mostly those hanging red ceiling lights and desk lamps. Though sometimes they don't transfer for some rooms.
Those little tiny lights have to be placed manually though, cause its a different geometry hash for each type of room
Well at least some of em work
I swear I have the worst luck with projects as once again it isn't working, but this time I'm not using that one method so idk what it is this time
Remade the project and now it's good
well sorta
some of the materials aren't being replaced
the guards, ceilings, and walls so far aren't being replaced, some of the textures are black like path error.
still looking
If any of these issues are related to dxwrapper, please let me know. I am working on the Alt+Tab issue. I found out that the textures are being recreated correctly after the restore, but it still shows a black screen. This makes me think that some device state is getting lost and the game never resets it. I am trying to figure out if that is the case.
for me I can alt+tab fine outside of the remix glitch where it'll randomly crash when you do
I'm not in exclusive fullscreen though more like borderless fullscreen since it isn't doing the monitor refresh thing
My main thing is why does the whole game look like a jpeg compression artifact
and after the intro it's 50x worse
if you wanna replace it they need to have stable hashes. Use Remix's debug view. So is the DXwrapper side working well for you?
Seems to be, unless it’s also causing the weird jpeg compression filter
Game crashed when I tried debug view so not so on my specific hashes atm
Also I meant textures not materials.
Speaking of this I launched the game with it false but then tons of assets were gone
Hashes for guards aren’t stable so you can’t replace them, but everything else should be stable. Are you sure you’re using the absolute latest of everything and my RTX.conf and options.ini?
When you say everything looks like a jpeg, are you talking about the color banding? It’s caused by 16 bit mode because the game doesn’t launch without it for me
Are you using the download I sent you? That should be working fine
Yeah, alt+tab is only an issue in exclusive fullscreen mode. Everything else should work fine. But I cannot seem to isolate the issue.
I wish I could enable debug mode without crashing though
I want to check the hashes for the stuff that isn't working
trying to test the banding issue but now the actual vanilla game won't launch lmao
had to launch in reduced res windowed mode lol
okay 16 bit true doesn't add banding to vanilla
testing with just dxwrapper
doesn't happen there either
so it's remix causing the deband color issues
how? this is what mine looks like with just dxwrapper and 16bit = true
and heres my options.ini for this screenshot
another screenshot, are you sure you used dxwrapper and 16bit = true?
I tested no wrapper DX7 with 16bit on and off
then wrapper on DX9 with 16 bit on and off
then wrapper + remix with 16 bit off
no banding
remix was the only one that had banding?
or you were able to play without 16 bit mode?
usually my game just doesn't launch whenever i have 16bit mode off
this is remix with 16 bit mode
doesn't look like its path tracing
if I turn on ray tracing the game breaks map wise
yeah i used to have that kind of issue
i think one of the remix updates recently fixed it for me, but that i only ever tested with 16 bit and other specific settings because that's what seemed to work best
I'm on latest pull from two days ago rn
in either mode fullscreen effects do this
prob a 2K issue
actually wait my memory is wrong
i think i was able to play without 16bit true, but i think i ended up having the same error you're having, which is why i changed it back to 16bit
yup this is what i was experiencing
yup
i wonder why 16bit mode works and the defualt mode doesn't
actually i think 16bit mode is the same, but in 16bit mode there is a texture that you can select as a lightmap, and suddenly everything pops back in i believe (my memory is very bad, but i think that was the gist)
I'll look
found what causes this
no luck with any textures
seems like all the geometry that is missing textures use this 2x2 black texture, i think i already found this a few months ago
yeah I see it
setting it as sky texture does some funky stuff
didn't do anything for me
or maybe I was setting the one next to it on accident
is that 16 bit false still
hashes without the texture ignored. theoretically you could replace the mesh with individual bits that are meant to have their own material, but that sounds hella tedious
yeah
or wait im dumb you could probably just swap the material without any mesh shenanigans in the toolkit
but i think that involves reingesting the mesh anyway
idk
honestly i don't really mind the color banding with 16 bit mode
I only get that behavior with 16 bit true
If i set 16 bit false the invisible geometry isn't there at all
and no matter how I tag the 2x2 nothing changes
let me test the latest remix versions and stuff
I'll grab again in case there was an update
now it shows everything in debug view
if you set the 2x2 as ui the game just becomes raster
i can't even launch the game with the newest remix
i think im just gonna stay with 16 bit mode as true
i tried making a drag and drop folder that contained the right versions of dxwrapper and remix as well as an options.ini and rtx.conf, but i tested it and couldn't get the game running
kinda, i don't think it looks that bad, you just need to make the rooms a bit brighter
for me the banding is way worse than what you sent
oh I guess the dark the room the more that one texture shows up
does it look like this? It looks better when you're actually playing without any video compression going on
and certain materials get nuked by it
found that stupid texture
that helps with banding a shit ton
Nice
remix has its own post-processing vignette, right? we could probably just ignore the texture and use remix's own one
yeah
the banding is there but it's no longer deep fried
problem is that I can't type in the remix ui
so I can't test live
also eye adaption is boosting the brightness by multiple times
but it helps with banding
Finally got around to checking hashes, they are all stable, yet some textures are not showing their replacements, but also not showing up under legacy flash red.
No change in texture path compared to anything else I'm replacing either, all in the same folder.
Also I'm able to replace textures on non stable npc's somehow
material edits don't require stable hashes, but mesh/light replacements do
yeah I thought that was the case
so I wonder what's happening
I can't replace the ceiling, the walls with the metal strips on the bottom, the intro computer monitors, the guards...
are you replacing the mesh or material?
cause I haven't attempted any mesh replacements, but material stuff should work fine
do they show up in the toolkit or runtime?
works perfectly in toolkit, but remix runtime is saying they aren't legacy, but they also aren't updating
i don't think i've ever had that, the only thing i can think about is where you're ingesting them to? apparently if you ingest them in some place the runtime can't access, then they won't show up or something. Also, you sure you have enhancements turned on in the runtime menu?
all in the same folder (where the project is)
and yes, other textures are being replaced (look at the floor in the pic)
it seems to randomly start happening to I don't get it
yet I just updated the label for 173 and that worked
and it did it live
I guess I could try packaging it
might have figured it out
yup
it was like bugged because a broken symlink from the old bugged project was there
or because I still had your 0.0.2 there
so the materials are working now?
yeah
just trying to figure out some of the decals
for some reason all the blood stains on 173's floors merged together
looks like it was just the capture
Got T-Shaped Elevator and 939 Dead End.
Also: https://containmentbreach.fandom.com/wiki/Console#Room_Types
and 1162 sadly doesn't render
and 205 render target issue or something
yea 205 is kinda busted, but 1162 renders for me iirc, its just a plane that's slightly above the surface of the wall
yeah for me it's just invis for some reason
tried tagging the texture but nothing
also maintenance tunnels having blinding insane lights for some reason
weird, I haven't done anything in the tunnels yet
remix going crazy I guess
I added pom to 173 btw and it's pretty funny
since he curves the map gets a little weird
I wonder if we can do something to automatically dim the lights without manually making a whole new project
#general-remix message
Testing this now, curious to see how it does
Also testing ultimate edition reborn
remix actually detects lights with it and I can see documents but it's also really finicky so far
you were able to boot into ultimate edition reborn with remix?
Yes.
Haven’t done more than boot and look around for a few seconds though
Main issue I saw is that the game rapidly flickers
And the hud and ui stuff randomly vanishes with camera angle
@oak dirge @stark lotus was wondering if you guys would mind re-testing the game with the newest version of dxwrapper + remix runtime 0.6.0. Elisha posted about hitting a major milestone but doing a quick and dirty test of my own, it's just a black screen once I load in-game
I tested 1.0 specifically
Thanks for the heads up, I'll try it on v1.3.11 in a minute. I opened an issue on the rtx-remix github about the game crashing 70% of the time when you open it, so hopefully there will be some progress there at some point.
I've reopened it a few times and it seems to get to the menu every time so there might be some notable improvements since the last time
I have so many copies of this game now it's becoming absurd 😭
lol reminds me of when I had about 4 or 5 installs of Republic Commando early on
Seems like nothing has changed from what I can tell, it's definitely something that needs to be worked on from remix's side because remix either only boots with the game like 20% of the time or displays a raster image depending on options.ini
ill try an older version as well
v1.0 works fine for me
I think i also had a mod to add lights to most of the rooms, but I think they have different hashes now or something because the only room that has lighting is the main starting one
probably a seed related thing where the same room has different hashes
it could be, but I think it worked with different seeds in the past if my memory is correct
might test it more later
if you do, feel free to toss me one or two really commonly used textures from a capture. That game reuses so much that just one or two replacements will make a dramatic difference
might work on a couple in my spare time
also keep in mind worst case scenario we could use emissives for lighting. Not ideal generally but using ray reconstruction it should be totally fine vs proper light sources
sure thing
I might try and test versions inbetween as well again. I haven't done that in a while
hopefully I can find a version more recent than v0.1 that plays nicely with remix as well
yeah the newer the better. Once we find the sweet spot I'm down to put a bit of time into remastering. I wouldn't cover the whole game but there's so much that can be covered with such a small number of assets that there could be a sweet proof of concept mod to put out there
the only thing that still concerns me that is consistent across all versions is the TV screen camera glitch, which is really really unpleasant to look at
Wow, I'm actually surpised that I'm not the only one that tried running SCP:CB with RTX remix, but that theres this whole discord chat for it. I got as so far as to get some of the lighting working, but whenever ray-tracing is enabled most of the map materials turned white, after digging around I found this is because they don't have materials assigned to them? really strange, I'm curious if you guys are able to get me up to speed on the progress you guys have done, in return; I have something that might make this project even bigger
And here's the thing that I think will make this project even more ambitious, I work on the side as a 3D asset artist, I prefer it over debugging RTX Remix, but I've already been going through and remaking assets for the game using real life equivalents, I buy props and items that were used for their original wiki document photos, and then photoscan/3D model them into assets that can go into the game, I've only done a few so far, being SCP-1499, SCP-049's mask, SCP-173, Severed Hands, among other things, I plan to do every asset in the game if I can, remaking all the assets, with PBR, as a RTX Remix is kinda my hope.
Here's a montage and some of the best photos I have of what I've made
Lemme know what y'all think, And once again, any progress you've made so far I'd appreciate if you're willing to share, I was never able to get textures for the map working, I'm not sure if it's my config file or what have you, I'd love to get the ball rolling on this idea
Hi there. First of all, I really like your assets, and would love to see them in the remixed version of the game. I personally haven't been working on this project recently, but to fix the map materials IIRC there is a white material that you can find in the remix menu, setting it to Lightmap Texture should resolve the issue. Here's the config file I think I used last time i booted SCP v1.3.11 with remix if you want to try it:
Thanks I appreciate it! I'll give it a try, and I anticipate that this project will take a while anyways, I've been making SCP assets and content for years now, since 2017, and even sourcing the origins for some of the SCPs such as SCP-049's mask being a Disguise brand venetian mask; takes time, So no worries there, I'm just glad I don't have to do it entirely alone, before today I thought I was the only one who fiddled with this idea.
before I hit the hay, I'll share this as well, It's a spoof trailer I made for SCP Containment Breach when Portal RTX was announced, it's pretty funny, and was made during a time I thought it was impossible being on Directx 7
SCP Containment Breach - https://www.scpcbgame.com/
This isn't real. This was a parody or spoof of the Portal RTX Reveal Trailer: https://www.youtube.com/watch?v=pXZEM... This likely will never come out unless this video got a stupid amount of views like six million, in which I'd likely get off my ass to develop it, or enough views that NVIDA w...
That's pretty cool, hopefully it will one day be that stable enough to look that good!
Did you guys use a specific dxwrapper version?
I think the first thing I want to do is put together a .zip with the barebones for what's needed to run this game with what we find, any fixes or changes we make will go into that file and be updated overtime, including the updated options.ini, rtx.conf, any specific release/build of dxwrapper, the RTX Remix runtime, and anything else to get the game running at a basic level with ray-tracing; that way if we have new people coming to work on this we can simply hand off that .zip to get them up to speed with what progress is made, especially as we make changes and improvements.
I think that's my first goal, I've already put the options.ini, Once that .zip is finalized I think I'll move onto either trying to figure out the render target issue with the cameras, or lighting the rooms; seeing as most of them are pitch black right now for me
I think I read somewhere that you guys used a mod or something that added lights to the rooms? or we're you guys adding them manually over time?
afaik the rooms don't have consistent hashes, so unless a lightsource mesh (like a lamp for instance) has a consistent hash, we may have to rely on emissives for lighting as those don't have the same limitations with parenting
Were you guys able to get 1.3.11 working with RTX? or is it stictly 1.3 or older?
and/or Ultimate edition
Yeah, I had to go through and manually place every light source for each room type. I don't remember if I ever shared that mod though, but I can share the latest version I have if you want it. Luckily, the hashes are stable and are consistent between rooms. The only things that have unstable hashes are characters with bones/animations.
The .ini file I sent earlier was for v1.3.11. I think i've tried Ultimate Edition Reborn in the past but it didn't really work. I'm mostly waiting for any support to be added in RTX Remix itself, I opened an issue on GitHub back in December but I'm unsure if there's been any progress because I haven't tested it myself since then.
actually I don't think the mod I have would work on recent version of remix/dxwrapper, I think hashes changed somehow between then and now, so all the lighting would need to be manually redone
I'm working on a .zip file for newcomers to get RTX working with ease, I am able to get RTX working on a basic level, but I have no idea how to get mod usds to work, I assume drop them into rtx-remix/mods/ but that doesn't have them working ingame, I know one way could be to create a new project file in RTX Remix and then load a mod file, but I don't know if that's the only way, hopefully not for people who just want to play around with what progress we make
That's thing i gotta figure out before I can start working on the video, -Thats the other thing, I'm working on a beginners guide to get it working, breaking it down step by step, current issues, and I'll show what modding the game looks like, what to look out for, how to save rooms once they've been edited, that kind of stuff. It'll be really helpful keeping everyone on the same page, and hopefully get more people able to add lighting into rooms if they choose to do so
Sounds good! About the mod usds, I think each mod is meant to have its own subfolder like this SCP - Containment Breach v1.3.11\rtx-remix\mods\modname\mod.usda
My memory isn't the best, but I think this was the mod I used for lighting in the past. Let me know if it works, I'm unsure.
actually now that im looking at it, im not sure if I added any lights to anything in that mod I sent, my bad.
I have lights in mine, I just can't get it to work on a fresh install by throwing it into /rtx-remix/mods/ so I think I'm doing something wrong
anyhow, here's the google drive link I made with all the files to get ray-tracing working In SCP Containment Breach v1.3.11, It consists of three folders, RTX Runtime; which has all the RTX runtime files latest version, Misc; which has the options.ini, - Launcher is enabled and can be disabled by preference, The Misc folder also holds the mod usd file I'm trying to get running in the rtx-remix folder, as well as the rtx.conf file that worked best for me after tinkering with it. and lastly the dxwrapper folder, which holds all the dxwrapper files needed, its a mix of elishacloud's debug and dx7 games dxwrapper binaries.
As I said, I want to create a video going more indepth of it, but that's the jist of the work I've done in the last 24 hours, In that mod file I actually went through and relit the entire intro sequence but wasn't able to get it working on a fresh install as I said.
Hey, thanks for the share! I'll take a look at it in a bit after I play around with SCP myself. So far, i've had a 100% boot success rate which is much higher than before. Did you experience many crashes in-game? My game has crashed a few times for seemingly no reason
Crashes no, sometimes the RTX Runtime "unexpectedly closes" but I find if my graphics card fans arent running or my RTX card hasn't been doing much work in a bit that happens, once I try it a couple times it works, and once it works that first time I don't have that issue again unless my PC goes cold again, like if i restart
I was able to run it without 16-bit turned on too
thought that was pretty neat
yeah, im able to run it without 16-bit mode now as well. The crashes could just me a me-thing as well.
Honestly at this point I prefer troubleshooting running it over whatever needs to be done in RTX Remix, getting the lights right is a fruitless task for those who are new to it
So this is the video I recorded last night, there's some 'screen tearing' due to interpolation because for whatever reason my recording came out 10 fps, when i played it was a solid 30-40 if I remember correctly. that being said, It shows the extent of the lighting work done, and what the mod would look like if we getting working on a fresh install
the same mod usd used in the video can also be found in the google drive in RTX Files/Misc/rtx-remix/mods/
It goes without saying too, the lighting is not perfect, it was done very quick and dirty as a learning experience for myself to learn the tools, I was very much rushing it
Oh! one more thing, this video includes my fancy SCP-173 model, it looks pretty neat, I'll add that too into the google drive link
Awesome! Soon I might open an issue for the CCTV monitor bug and hopefully culling can be working out too, as those two things seem to be the glaring issues whenever I play through the game with remix
Yeah that and the UI, after those two are fixed it'll mainly be remastering assets and lighting for the rooms
Did you ignore texure AE8C29D5A34CF923? Setting that texture hash to UI should bring back the UI like this rtx.uiTextures = 0xAE8C29D5A34CF923
I am also a 3D artist, and I have no issues making models, textures, materials, for the game, a lot of the time I don't even have to rely on AI I have a bunch of tools such as Crazybump, Topaz AI, and even just the native baking tools in Blender that can help me. I'd love to help in that regard, the RTX remix stuff is the only thing that is enigmatic to me, given I'm new to it
I'll give that a try, I remember ignoring/setting pathtracing to a couple textures, namely the door texture needed to be set to pathtracing as shown in the video
If you look in the texture list in Remix it should be a fully black texture, or you can edit the rtx.conf file to include the uiTextures addition I typed above and make sure to remove it from rtx.ignoreTextures
Wow haha, so yeah I already had that ignored, I just forgot to turn on hud in options
Goof on my part
at least it works now
I have discovered something else
that AE8C29D5A34CF923 Texture, I know what it's for, It's the blinking mechanic, and switching it from ignore texture to UI kept everything else working, and brought back blinking
I'm going to update the rtx.conf file too
that's what I was trying to tell you here
oh whoops my bad then
its all good
so all thats left then is Yes, the render target cameras
no idea where to start with that one
i think those are gonna have to be fixed by a remix dev, i've flipped about every switch in that darn menu and never saw any improvement
same
even disabling it entirely did not help, I've read this entire discord chat as well, and it seems that render targets just generally don't play well with RTX remix at the best of times
another thing I wanna do is create a spreadsheet with all the rooms that need to be remastered/relit, and share that, that way we can keep track of which rooms have been done and not have to do it multiple times, this also helps incase we want to make changes or improvements to what we've already done
but I'll do the video first so we have better chances of getting more people on this project if they so wish to work on it
Finally got the mod working, I think I had the wrong mod or something, I back tracked and cleaned up the folder and I'm going to update the Google drive once more
so now, legitimately, anyone can play that game with this result,
I'm going to try it out one more time on the two other computers I have
So I'd say that's a success on that, The mod files from the Google Drive works on all three, My personal computer with a 4070 ti, my laptop with a 4050, and my fiancé's PC with a 4060, I even ran the mod on my CRT TV that I have just for the hell of it, looks neat, My fiancé's PC and my laptop aren't very great when it comes to RTX, with one having 8 gb of VRAM and the other having 6gb, so It's really something to see it work well on both, It's only going to get better from here.
This isn't directly related to the RTX mod, but it's still funny and I had to share it
@blissful pilot sorry. your edit got caught in our spam filter
go ahead, i disabled it temporarily
no worries, and thank you
Just upscaled and slightly remade the ceiling tile and floor tile textures, also made normal, roughness, and metallic maps for them, They are still pretty close to the original, but they look nice. its a lot of trial and error getting it looking just right, as well as doing one texture at a time
||Ceiling Tile||
Eventually, I want to replace actual sections of the map such as that low poly toilet in the cell, but for now I'm focusing on making things lit and PBR
Ok hold on bossman these textures are too simple to be using AI for. What's the original of the floor look like so I can recreate it by hand
I'll admit it does look pretty good though
@blissful pilot
Yeah go ahead, these textures were mainly generated using AI, and they are just the 1024x1024 textures from the game files, like tilefloor.jpg
If anyone wants to try recreating them I’m totes down for it, I’m only hoping the art style is kept for the game whenever these assets are made
I’m still trying to figure out how to get animated models into the game
There’s a LOT of assets to go through though, so I’m probably gonna finish that video I was gonna make, to make it easier to get more people into it
Haven't tested the Ultimate Edition Reborn mod in a while.. I can finally boot it AND Remix detects lights!? I wonder what Ultimate Edition Reborn is doing differently to the base game for Remix to pickup the lights.
I imagine its because it has lights while the base game does not, I seem to remember that SCP:CB relies heavily on baked lighting and light maps, I'm not sure.. -although this reminds me of another thought I had regarding another modded version of SCP:CB, some modded versions have a playermodel, which would be neat to put into the RTX Remix (If its possible) to have the player's shadow interact with the enviroment lighting
It's both versions of the multiplayer mods that I believe have player models
I forgot to comment on this before, But I actually have some remastered images for 895pic's images, including the gory ones, they were made from sourcing the original image files years ago, there's only a couple I haven't done, most notably is SCP-087-B's smile, I haven't been able to source the original teeth photo
But the one you're worried about "pic3.jpg" is already remastered to it's highest resolution
So no one has to worry about that going forward Lol
And no one has been able to find SCP-106's original image source, but this was my best attempt at remaking it using a couple of tools
It isn't all see through and glitchy? That's amazing
The lighting is a bit glitchy, but that’s because it only seems to render 8 or 9 of the lights at a time and it sometimes doesn’t render lights for some reason. I was looking through the code of the mod to see what I could possibly change to fix it but I couldn’t figure out in the limited time I had before I went to sleep.
Alright it’s super late here, I’m texting from bed. But as I was falling asleep I figured it out
I’ve been using the Map creator for SCP Containment Breach to possibly create the best map layout for lighting the rooms, lining up similar rooms that have similar lighting in them that way we can capture a couple of rooms and then copy and paste lights accordingly
But it just occurred to me; when you go to preview your map layout in the map creator, all the rooms are fully lit like in game, yet these rooms don’t have lights, it’s just a preview and the game isn’t running; and then I finally realized that the rooms are displaying with baked light maps, hence why they are able to display in the map creator that way; after looking at many clips of gameplay I realized that for most of the game, there are no lights; not a single one. Characters, items, none of them have shadows, the darkness is faked with fog. It’s why when we ran it with RTX for the first time, not a single room was lit, they were all pitch black; except for one. The starting room Pre-breach: both the cell and SCP-173’s chamber had lights and were lit to some degree, albeit barely. And wouldn’t you know it, guess what’s the one room that doesn’t appear at all in the Map creator? It’s the pre-breach variant of the start
Bit of a long message, but that’s what I just realized tonight, I can share pictures tomorrow of what I mean, but I gotta get some rest, making this map layout has been the closest thing to relatability of SCP-012. -Ultimate edition differs in that the mod actually adds lights to game when they weren’t in the base game to start with, it adds a ton of new content overall
Ultimate Edition Reborn's lighting is nice, but it still has its limits, literally. From the Blitz3D docs:
Other notes:
There is a DirectX limit on the number of lights available per scene - this is either 8 or 16 depending on your video card, but you should always assume 8.
I think its the nicest to work with so far, I am contemplating whether or not I want to work on base SCP:CB or if I want to work on Ultimate Edition Reborn. UER is the only one i've successfully been able to compile from source, so that's a bonus.
I’m trying to get the base game running primarily, it’s the version I grew up with and love dearly, RTX remix kinda works as a middle man inbetween the graphics pipeline of your graphics card and the game itself, which is how it’s able to have PBR materials, lights, and all sorts of stuff that would never work natively in Blitz3D. It’s not impossible to get it finalized, it’ll just be a lot of work, and I’ve been working on something pretty big that will hopefully make it easier for everyone going forward, but primarily we’ll just have to go through and light all 97 rooms and then work on remastering textures
We’ll have to see though, whatever makes more progress overall
Just off of memory too, The intro sequence in my RTX mod thus far, has 29 lights to my count in memory. And that’s all in the one area, so it’s definitely something that can be done with Blitz3D’s limitations, it’s also why, I noticed that when I turn ray-tracing off, the game looks nearly identical to the base game without the mod at all, despite the extra lights.
I'm talking about the dynamic lights that are added in Reborn. Blitz3D/DirectX 7 (idk which one would be handling this) automatically destroys lights once it thinks the player doesn't need to be seeing them. Nearly unnoticeable in raster gameplay, but with Remix it is easily noticeable because its fully dependent on those lights currently.
Does Reborn have dynamic lights as opposed to static ones? That would be kickass
Also, no idea how we’re going to implement SCP-205
Given they are lights that turn on and off
I'm calling them dynamic as in they cast light on things and dont need to be baked, perhaps it was poor word choice on my part
Ah ok yeah that’s just lights in general, as I said earlier, the base game has like NO lighting, it’s all smoke and mirrors with some clever light maps
It’s actually kinda impressive that they were able to make it that way
How do i install this or get RTX working on SCP:CB (Or SCP - Containment Breach Ultimate Edition Reborn?)
Inward 3D has made a useful Google Drive link that contains all nessasary files which can be found here: https://drive.google.com/drive/folders/1cBSNv8jV8KE7El3b7X83d8FC_TWTiv23
Though the remix version in there might be just a little out of date now. Download the 3 folders from that google drive and extract the contents of each folder into your SCP:CB directory.
as for Ultimate Edition Reborn, its the same steps except that you must head to your AppData in order to replace the options.ini, as they modified to game to store it there instead of the game's directory
the lastest
yes
idk why set 1080p rather than 1440p i'm on
it's rans in launcher
i click launch then it's shows that error
yeah im getting the same error
yeah ultimate edition reborn is a lot more stable than the base game with remix
bit werid
This is ultimate edition reborn, right? If so, use this rtx.conf
should fix those textures up
also running like 15-20fps
actually that doesn't look like its raytracing
try the rtx conf i sent and see if it fixes it
hmm
maybe the options.ini?
try going to %appdata%/scpcb-ue/Data and replace the options there with that one i sent
if you've replaced the rtx.conf and the options.ini with the ones i provided, then all I can say is keep trying because those are what work for me (Ultimate Edition Reborn v1.4)
are you sure you copied the options.ini? it seems like you still have smooth bars enabled, which my options.ini does not
i did
weird
i sent an options.ini and an rtx.conf above meant for Ultimate Edition Reborn specifically
this one
Clicked the EXE, Program Forced/Bypass Launcher then Opens the Game then Same Crash message.
idk
?
sorry, if you copied all the files I sent on discord correctly, then i'm not sure how I can help you because i don't know what is going wrong
it's able to run on windowed mode
but still back screen during gameplay but not the pause menu
im not sure, it could be an incorrectly tagged texture
Last time I tried SCP I had the same issue with the black blank gameplay screen
hmm.. i really don't remember that happening to me, but i do have a bad memory. were you using Inward 3D's google drive or did you do it all manually? i might try and see if i can replicate the bug tomorrow or the day after
Unfortunately I don't remember. Just wanted to say they weren't the only one basically
i've probably encountered it sometime in the past, but its likely that i've forgotten that it even happened
Any changes with 1.0 release
less crashes when initially booting, atleast for me.
Ultimate Edition Reborn has been the most stable version of the game, i almost never crash with it, but others haven't had the same luck that i've had
I'll have to look back at it then.
The whole thing with seeds and lights was annoying before
lights are still slightly an issue. Ultimate Edition Reborn does have its own lighting system compatible with remix, but it only renders ~8 lights at a single time, so its more playable right off the bat than the og game
Interesting that it has the same light count as source
source as in DX7 source?
Source engine
cause im thinking it could be a directx 7 thing, but i havent confirmed it
If it was that'd fall to wrapper wouldn't it
i think the wrapper is doing a good job, but if Dx7 itself is only giving the wrapper 8 lights, then that's all were gonna get
There are threads on blitz3d forums about this is that where you get directx7 issues from?
yeah, and also this excerpt from the blitz3d documentation on the CreateLight command:
Other notes: There is a DirectX limit on the number of lights available per scene - this is either 8 or 16 depending on your video card, but you should always assume 8.
Okay then that explains why source engine has the same issue on old dx
Idr what their workaround was i could maybe dig through the thread
How does anticulling do with it?
i didn't notice any difference when i turned on anticull for lights, maybe there's some optimal settings i didn't test with it but yeah
Pretty sure their fix was an engine dll patch
i did have an idea in the shower a few nights ago, while i was messing around with the lighting sprite system in UE:R, I accidentally enabled constant rendering for all the sprites in the map. I wonder if we could spawn a lamp there somehow or create a dummy object that has a lamp attatched to it in remix and spawn that at every sprite, but idk im just throwing darts at the board
Wouldn't that make all the lights the sameb
yeah it would
i mean the best way to get lighting working again is just to do it all manually i think
Yeah but would hashing break it on different seeds again or was that not an issue before
im pretty sure hashes aren't an issue
i think they remain consistent between different seeds
And the monitors are still broken
yup, i just disabled them in my UE:R by changing some of the code
i opened an issue a few days ago for scp:cb monitors, so hopefully the remix team looks into it and can figure out a fix
Also thinking about how scp is, wouldn't 8 lights be fine for the majority of rooms due to distance fog?
Most rooms only have a couple lights like 3 max I thought
I was using the forced cutoff before to emulated the games fog I think
good point, i haven't tested with fog much, but I think its most noticeable in the intro because there's no fog
The intro area also has way more lights too
Not a biggie though if the lights are a one time thing and only certain areas will need tweaking
emissives would be fun to use if they were more stable. NRC makes them a lot more stable but i've also found that it can make the emissives "explode", where they just stop being as bright as they should.
Wish I was better with textures spent a lot of time looking for solid ones to try.
And metal always looked like plastic
And I don't want to make stuff look completely different like a mod
yeah, i've tried recreating a texture in substance but it doesn't really look how i wanted it to and it didn't look too good in remix either
I think not having the game crash my whole pc constantly and took 30 mins to launch will be huge
I liked the wall texture I had but it doesn't really have much detail too plain
And upscaling the existing is just bad
I've just been remaking assets entirely, but yes, I've been trying to maintain the feel the game captures
Just finished the SCP-087-B cheshire smile texture for SCP-895 pics about a week ago
For the past week I've been working on making a new model for 'classd.b3d' its one of the more reused character models all over the game, I've remodeled, rigged, and animated the model from scratch and then made some temporary UVs just so the current textures can be mapped onto the model, I wanted to keep the characters looking the same.. just better, more typology, more detail. so far only the idle and walking animation is done, and its very much a W.I.P. still have lots of modeling to go into it, more animations to make, and I still have yet to make proper remastered textures or materials.
But as of tonight, I finally found a way to actually put all this work into the game and play with it, I've included a video with some gameplay showing that. Still very much a work in progress. But I wanted to share what I've accomplished so far.
I still have that video on my to-do list too, and I've been slowly working on the intro area as well, I've just been procrastinating, But I do plan to finish it soon, I've had a few folk ask about the project indirectly, and I think making a video to get more modders, asset creators, and such working toward this would be amazing.
Aren't the hashes completely unstable tho
like in RTX remix?
Yeah
Haven't tried it yet, That's the next thing I'm going to play around with though
Uh .. yeah; So I guess ultimately, it comes down to this
I have no idea if SCP:CB utilizes a "GPU-Based" skeleton animation, I'm going to guess no for two reasons, one of which being the USD capture doesn't bring in or recognize any skeletons in the capture, even when trying to capture just the assets which mainly captures characters.
They said on their official doc that if it doesn't have GPU-based skeleton animation, replacing these assets would have to be done on the engine side, I'm not sure exactly what they mean by that, but I would assume that's just ol' regular asset swapping in the game; which if that's the case, its possible
Just to try it out, I threw the remade classd.b3d model into my current mod for RTX, and it works like a charm with just the base game. So If we want to replace character models that way, totally doable.
yeah replacing the models in the base game will work, but fyi scp:cb doesn't use GPU-based skeleton animation
models look good btw good work
called it, haha, that was a total guess on my part
And thank you, I appreciate it. learning how to work with .b3d was by far the most difficult part, not a single tutorial or anything online, it's why it took a week for me to get back with these results.
I updated the showcase video for the model mainly because I forgot to add labels saying what is what, at a glance it can look the same except for the fingers, I also added a portion to the video showing the model with no textures; to show off topology. also has the RTX gameplay. With that; I'm gonna hit the hay, and continue tomorrow. I'm very happy I got it working tonight.
Impressive. Did you edit the existing mesh? Those textures look 1:1 to my untrained eye
Very nice dboi
Textures have not been ultered at all, I want to remake them. I also have to make proper UV layouts unique for the remade textures, as of right now I have a temporary UV mapping that lines up with the Original textures, and that’s what’s used in the showcase video just to demonstrate the mesh
It’s on the to-do list for me
I really wish i need get my game to work with RTX-Remix rather than just crashing and black screen. :\
We are running ultimate edition reborn with latest remix and dxwrapper
Should be a post further up with instructions somewhere
I’m also coming up with a revised post for here and a YouTube video showing how to do it, that’ll be ready soon
This google drive link should also have the files necessary to at least get it running with the first intro area lit -It consists of three folders, RTX Runtime; which has all the RTX runtime files latest version, Misc; which has the options.ini, the rtx-remix folder with my mod.usd file, as well as the rtx.conf file that worked best for me, and lastly the dxwrapper folder, which holds all the dxwrapper files needed, its a mix of elishacloud's debug and dx7 games dxwrapper binaries.
If I remember correctly, putting everything that is inside each respective folder straight into the game’s directory should work out of a fresh install of v1.3.11; it may crash or fail to start a couple of times with either a error on blitz3Ds side, or an error of the RTX runtime, but I find after one or two attempts it works; for me at least this happens often if I haven’t been using my graphics card.
Hope that is helpful at least a little bit.
I’d like to mention that I’ve been working with v1.3.11 vanilla this whole time, I think the others have been able to get ultimate edition working and have had better success with it lighting wise
Did that but dosen't help
Does it give any error message or anything of the sort when it crashes?
no, just saying memory error and also RTX remix crash error.
I was curious if it was a “unable to create 3D scene” and you’re running it on 1920x1080p?
If I jog my memory, I did have the same thing at some point when I put the files together, the black screen not the crashes, like the game was still running but I couldn’t see anything; -does that description match what you’re experiencing?
Interesting, and yeah 1080p is only option as of right now, I was able to get 4K working on vanilla without RTX, but with RTX as of right now I cannot go higher than 1080p, I hope to find a fix for that at some point if I can
I can’t remember what caused the black screen when I had it then, but I recall it was either because of something related to the dxwrapper, or skipping the startup videos too quickly
I’ll try to play around with it when I get back to my computer tomorrow though, try to recreate it
I could run 1440p
I think I remember black screen being due to launcher not disabled or intro not disabled
Or the menu is just invis and I would alt+x to navigate
with all the configs I never had black screen issues just launch issues before
yeah thats what I recall too, like after the intro videos the menu would be loaded and you could see it through Alt+X, but it was just black normally
at least when I had the black screen issues
gonna reDL and check
I'm gonna do the same, my current computer is pretty cluttered so I'll do it on the crappier of the three I have, with the current RTX drive files
I haven't tried it with 1440p yet, so I''m gonna try that now
bitdefender just nuked my remix runtime lmao
didn't even come back after restore how rude
it blocked all the files individually wow
wtf it flagged like half my actual files too
I copied the files over and it did it again lmao
alright I'm back to my main computer, worked on 1080p and 1440p, 3840x2160p was the only resolution that didn't work which is expected
Still trying to launch the game bitdefender took control of the whole folder
The one thing I was reminded about, which probably isn't the issue but something to be cognizant about; -sometimes when the game crashes inexpiably, at least on my machine, it'll run in the background as "game.exe" and trying to run the game again unaware of it being open in the background causes it to instantly crash or have runtime errors.
again, likely not the problem, but may be useful advice for someone later on.
yes would happen to me constantly when the game would take 50 tries to boot before
Had to end task every time
I'm curious what his specs were too, I've only had access to 40 series RTX cards, I haven't done any testing on AMD or 20/30 series cards
I use to own a 2070 and I kinda wish I kept it for performance testing
The reverse scaling is hard
Especially if you try to run transformer on 20 series. Talking a good 15% loss just from that
My av just kept tweaking out nonstop so I didn't get it running yesterday
Aw man, and yeah I remember 20 series cards were bare minimum for ray-tracing and didn’t have much VRAM, my laptop has a 4050 with 5GB, and that’s able to put out more and more efficiently than my old 2070 with 8GB. And that’s with the 2070 being on a desktop arguably more powerful than a laptop;
Hey if anyone is good with reverse image searching or finding source images, I'm looking for the source assets for the ending screen, I was able to separate a little bit with the reds and saturation, and extract this, but that's about it; if anyone wants to give it a try, go right ahead.
I'm posting it here because it's part of recreating/remastering textures, so it's related to the task a tiny bit, and who knows maybe someone here knows something or has better method of searching blood splatter textures
got the game booted
That’s great! Any hiccups this time?
loading atm stuck at 10% with music playing
It’s also weird, because when I started development on this, I had crashes all the time, but these days I don’t have it crash unless I do something to provoke the game intentionally
There’s a Google drive link I posted that has my configuration
I ahve it
It has three separate files “Dxwrapper” “RTX runtime” and “misc” the stub files and everything else for the D wrapper should be in there
I plan to add another folder for in game changes, such as models or textures that don’t go through the RTX Remix graphic pipeline
It’ll probably just be a GTX folder
The main menu? Or in game?
Forgot to mention it, but this background texture I’m also trying to source to remake assets, I’m pretty sure it’s the same used for main menu and pause menu stuff; like the blood texture, if you wanna try to find the texture please go ahead, I’ve tried cleaning it up a bit here so it’s easier to identify
Ah, are you using my mod file? Or nah
Oh if I recall I think that’s one of Jevediah’s mod files, if he didn’t make it directly it’s probably from a time when I was trying to play around with his mod file in RTX remix when I first got it installed, Ditto though, the mod file and everything included in the google drive link should work if you wanna give that a try
I’m gonna tinker with it and make sure it’s up to date when I get to my computron too
my 0.03 is from the drive
trying to load mine back
game is still acting up/crashing
I can't copy files to folder either must be bitdefender again
uninstalled the av
still super laggy reinstalled
can't make captures for some reason either
and game is blinding white
obv the game doesn't like me
and game randomly crashes at 10% loading
looks like I'm having the EXACT issues that other guy was having
wait a second
the game is not using the options in the files
Oh damn you’re right, it is 0.03
Yeah the rtx.conf is also important
I’m not sure if your bitdefender will have a problem with it; but I forgot to mention that everything in the “Misc Files” can be dragged into the games directory
I really want to finish the video I’m working on, it breaks it down a little better; just a few more pieces I need to add to it
i uninstalled bitdefender then redownloaded and reinstalled everything prior
game doesn't even launch without the conf
I don't think remix is even working properly
doesn't work with old or new remix files
yeah remix isn't actually working
I'm going through literally everything
Weird, which version of RTX remix do you have?
it's kinda weird too, because the mod should work on a fresh install on windows 11, as I've tested before
Like SCP:CB v1.3.11, The RTX files, throw them into the game's directory and that should be it
I'm curious if outdated drivers could cause it too, I had to update mine when installing RTX Remix, and that was the only constant between my devices; that they all had updated drivers
Anyhow, I'm on my computer now so I can troubleshoot things if you have anything for me
ignore my previous remix is working, but only partially
I've tried all drive files
just a normal install from the latest commits
a different wrapper version
different settings
game doesn't even launch with a blank rtx.conf
something is obviously broken now for anyone trying to install the game that didn't have it before
just the fact it runs at 8 fps aside from everything else is a dead giveaway
i'm guessing something with wrapper
I'm going to try to locate which version I put into it
highlighting doesn't work for texture selection in remix neither can I actually ignore textures properly etc
zip up your whole game folder tbh and upload it to drive
jebediah had to do that before
the dxwrapper ver the drive has is latest github release btw
I give up till then cause I've tried literally everything
I can do that
also neat
I'm also whipping up something else for the discord that should be at least a little helpful
The game files I used, fresh install
The RTX Files I used, also from the drive
and second to lastly
Both the RTX FIles and the game files together, has been ran once then zipped up to ensure its working
Last, but certainly not least; A quick video breaking down exactly step by step what I did: as a visual aid.
This way, at least on my end to you or anyone else, it's not a game of telephone; truly hope it helps 🙏
nah, were you? lmao
Same as the other dude that's what me and jev were talking about
Thought we migrated
It all makes sense now
That would definitely be why it didn't work lol
So the real question is what happened to UER
.
Actually does uer even run dx7 native and need wrapper...
I'm still on vanilla because It's the base game, honestly; I think it makes more sense to build a mod onto the game itself rather than building a mod onto a mod, anyone who wants to use other mods that are compatible to Vanilla 1.3.11 but not ultimate edition won't work in that case; there's more reasons, but that is the reason why I haven't migrated, I would rather individually light each room in the base game than try to MacGyver a mod together off of the pre-existing lights in ultimate edition, Absolutely no offense to anyone trying Ultimate edition with RTX Remix, because relighting all ~97 rooms is obviously a lot of work, and I can totally understand the incentive to work with ultimate edition
I'll go more indepth into it when I make the on-boarding video for new-comers/modders, it's that big video I keep mention I'm working on
but for the time being, yeah; that's why I've been modding vanilla v1.3.11
Tbh id rather run uer if we can disable the lights
Which one is uer again? it sounds so familar
Ultimate edition reborn
oooooohh right
Yeah there's a ton of mods I'd love to get working once this project is done, I was watching the director's cut mod showcase and some of the interactions in that is amazing, again though; that's kind of part of the reasons I focus on the base game above all else
I imagine if this project becomes BIG, and gets the attention of a lot of people, its easier to make a fix or a separate mod version of UE, or UER to be compatible with SCP RTX (when it exists) than it would be for Regalis to make the base game compatible with an RTX mod designed and dependant on either UE or UER
Luckily it all carries over for the most part from base gameb
That's also how I'm designing the models and textures too, to work with the vanilla game even without RTX remix
backwards compatibility
I wonder if that's why Brucektrain was having problems too though
I didn't even consider it
He was using uer
yeah thats definitely it
No idea what special stuff jev did to boot it
what else does UE add to the game besides lights?
I'm just curious; if I were to light all rooms manually, and distribute the .usd files and project files for each room incase someone wants to go into it into RTX Remix to change models and textures and such, would you guys still want to work on UE or UER? or is there other stuff that makes those two mods of the game desirable over the base game
That's ultimately my plan once I finish the video, that and remaster assets as I have been doing
W.I.P. but here's a few I've been working on
My files probably won't work with UE
this is your whole game
Unless that's the base game
oh, when then I can understand the frustration
yeah.. what hell is going on
this is very strange
Do you skip the intro?
Also is the one you are using right here?
the 8 fps is by far the weirdest part
this
the whole zip
1080 atm
fullscreen or windowed/borderless
I'm also going to try to extract that exact .zip
borderless
oh interesting, I'll give that a try
now I have black screen with alt+x
i've been fullscreen this entire time
so far windowed borderless appears to instantly crash runtime
I'm gonna try a few more things though, I really want to try to recreate this
Ah, yeah I think I just discovered that now
Well that's why uer didn't work too
Yeah still nothing
but
try trowing that into your game directory
that's my options.ini
And in the meantime, I'm going to try one more thing
I got it working in fullscreen that's what I meant before sorry
nah it's alright, textures still not loading and 8fps still right?
I honestly have no clue why, I've played around with a dozen different options to try to recreate that, but nothing did; I'm tempted to try running it on something really crappy like my steam deck and seeing then
As long as it's in proper fullscreen it works perfect 80+ fps ray traced
oh interesting, textures too?
Didn't have any loaded
Didn't check for enhancements i should say
Just saw it worked then closed will look more tmmr
alrighty, I'll keep working on the video as I have been
I have to see if my mod works or not but I lost all my old caps
still; learned a thing or two at least
Idk if you already know but you can Teleport to most of the rooms via console for caps
Yep, I know, the hardest part is just doing it in RTX Remix, just doing the intro room alone got confusing quickly, and I want to make the video and such to make it cohesive and easy to mod multiple rooms and come back to working on them smoothly
Main thing I want from my mod is the glass material.
We just need to standardize the light properties for the light types
1000%
I'm constantly worried about having inconsitant lighting and such
I just randomly wonder how using spotlights would look for horror factor
scp-205 keeps me up at night
also how SCP-860 the forest is going to look
as well as the 1499 world
probably a nightmare to make look good
It will need hdri skybox for light
Yep probably best
Actually, the secondary light switch
thats what im REALLY worried about
I've tried a couple of things, there's not any way I can think of for that switch to communicate with RTX remix modded lights
I think it would only work with emissives
But idek if the game updates the textures when switch is pulled for blackout
Even then, the switch just fades out lightmaps, makes them darker; some of the areas that are partly lit like the intro area still are lit after pulling the switch and going back, which means it only affects those lightmaps
I think this is where uer would come in clutch
I'm curious what UER does for it
Since it use light instances that would be destroyed
At least I hope since it uses actual lights
It's main issue is it can only render 8 lights at a time
Or it just has the same issue when 079 "turns the lights off" and the rest of the game is played with the lights off even though everything is still lit lol
that too
There are workarounds
But we'd need a custom game version
I think figuring that out we be the biggest thing we could do in terms of functionality for rtx
I would think since we aren't actually running dx7 we can skip that light limit
Id assume the dxwrapper person would know
There are a few other versions as well
A couple on steam
One of them runs dx11 native
Multiplayer was the first one i tried it on
because I knew that had a a wrapper
never got the textures or anything working with that one though
There is a remastered version of cb multiplayer too
Idk if any of the others add lights like uer
If we did UE or UER too; we'd easily be doubling the amount of work needed to be done, isn't a bad thing, but it is worth noting
I think it could be worth it if we can get working light mechanics with it
Try booting it and flicking the switch
maybe, there's potential, I'd have to play through it in its entirety because I'm not sure exactly all it has
I have the vanilla game memorized
I know everything there is to know about it almost
If the switch works it’s worth looking at more but otherwise I don’t see the benefit rn
I'll give that a try
ill try doing a capture too, linking a light to the the light or something, seeing if the switch changes that if it does anything
and then yeah ditto
which version am i trying out first>?
UE?
oh sick
That’s why I think it could maybe work
I imagine we'd still need to adjust the lights anyhow to look good so even if it does work with RTX really well, we'd still have to work with the lights in each room manually, just with more rooms; but that's also why I agree with ya that the switch is main deciding factor, otherwise its the same amount of work or more
so UE
? qm
or UER
Uer 1.4
👍
I also wonder if the game lights would take over for manually placed lights in proximity in terms of functionality or not
In other games it seems to work that way
oh cause of the light limit?
Oh my SCP-035 model would look amazing here
Do you know the console command for the electrical centre?
I thought it was room2ccont like the base game, but it isn’t
holy moly so manny messages I just woke up lmao
I’ll try to get a written guide for what I did to make UER work, because for me UER is way more stable than the base game
ugh christ, spilt redbull on my keyboard; just finished cleaning that up, its why it took me a while to get back
so my findings; the light switch in electrical centre; does infact affect the lights, and it works in ray-tracing too, I was able to get RTX working by dragging all my files from v1.3.11 except for the rtx-remix folder because it has a mod made for vanilla which is probably why it wasn't working for Kuro earlier
I forgot to make a capture, but that's what I'm doing now, I spilt redbull on everything and closed the game in doing so
for some reason though; all the textures when ray-tracing is turned on is blue, it displays the bump/normal textures as the diffuse textures
but only when ray tracing is enabled
Basically, throw the contents of this .zip into SCP Containment Breach Ultimate Edition Reborn's game directory, and it should work and produce the same result
ray-tracing works, bump textures as said before
I'm still opposed to making a RTX mod designed for a mod, because once again, it's harder to get it working with the base game after the fact and alienates people who only play vanilla and want to play with RTX, that being said; I'm considering it, I want to fully play through the mod to see the full extent of what it has to offer, I think thats the best place to start
I forked the SCP uer repo a little bit ago to adjust some things like the cameras in the code, there are installation instructions there (you can skip step 1 and just use v1.4)
Does it fix the texture thingy? or is it just to get it working with raytracing
?
It should be basically fully playable, only issue is lighting
And the cameras, of course, but that’s unfixable until the remix team looks at it
I think the RTX conf I provided in the repo disables the game lights, but you can re enable them in the alt+x settings
Yeah it’s a fork of the existing SCP:UER mod repo
ah figured
I don't think im doing this right
it downloads the bridge-remix-main which looks like way too many files and i don't think thats the correct one
I think its my knowledge on downloading from github thats the problem though
ahhh gotta switch the branch
.....annndd doesn't work
what did i do wrong hmm
has to be something with bridge
Very confused, Anyhow; I got it working, but I had to put my RTX runtime folder in, it contains the stuff to make Nvidia recgonize it, I followed the instructions, tried to follow it by the letter, and all kinds of weird stuff happened, flashing white, textures still blue (bump maps) lights don't work as you mentioned
I'm most confused to how it's worse than the copy I tried prior
You added the RTX.conf and I really gotta stress, you replaced the options.ini in Appdata, right?
I really don’t know why this is so like independent or whatever you would call it
Like idk why it’s only working for me
I’ll try from a fresh install and see if I have the same issues
I think you put that one in .trex
I wrote it with the assumption someone knows how to install remix from GitHub actions which could’ve been an oversight on my part
tried to record it just so its not a game of telephone, as before
aw man
this comes before that last one
this is what I tried with the github stuff
the first one is me showing the files i threw together and used earlier
my bad
They're in the right order now
recording a quick vid rn on my installation process
cause i just did it from scratch and i don't have that bump map issue
gonna quickly edit it
this was my options.ini
just send it through discord if you can
boom
I think im getting faster at editing too
For the time being, unless something else comes up; I'm still going to be working in v1.3.11 vanilla, I'm curious if I can make a mod that works with both, I haven't tried it yet
Most of what I'm doing is asset recreation anyhow which applies to both either way
the most pointless work if I do it is lighting rooms if we move to UE or UER
even then, I'm confident I can make it looks really good
that's fair, the only thing I don't like about the base game with remix is how unstable it is for me
That is fair, I havent had a single crash once I got UER working
then again, its less a problem with RTX remix, and more a testimate to how jank the base game can be
I'm exporting models to the same format they would be in for Half Life from 1998 to get them working in fragmotion and into the game
das very old
i have to upload the vid to YT cause i dont have nitro
all good, I can't blame ya there, Nitro is heckin expensive
I think this RTX project is the only reason I kept my subscription
This isn't done yet, still has some work to be done, but I redid the textures for 035 entirely, and redid the animation as well as obviously did a draft of the mask. it's not finalized I want to make a few changes, but it is close to being like done.
I wanted to show it when it's fully done, but that may not be for a bit, so I'm sharing it now because it's still worth sharing
hell yeah, looks awesome!
heres the vid of me installing scp:uer and also the options.ini and rtx.conf i used
https://youtu.be/tAM6s-Rmwbw
dont mind the lip smacking i was eating pop tarts
yeah no problem lol
wow, it's crazy how it makes such a difference
I kinda want to give that a try
I'm giving it a try now
so I got a question
What exactly is the "dxvk-remix"? what does it do?
I'm curious because I've been running vanilla without it, or at least I think I have been, I wonder if theres something that would make vanilla better or something
also, watching your video; I forgot to log in to github, thats where i went wrong
from the dxvk-remix repo:
dxvk-remix is a fork of the DXVK project, which overhauls the fixed-function graphics pipeline implementation in order to remaster games with path tracing.
uh
yea pretty sure
yeah those basically contain bridge-remix and dxvk-remix
but if you download both those seperatly from github actions and combien them yourself, you get the absolute latest version
yeah its nice for trying new features, and also because there's only a stable release of remix every few months or so
didn't work for me, no idea why or how lol
I'm going to attempt my mod on the steam deck because I've been super curious about it, In the future I also want to try that method of manually downloading bridge-remix and dxvk-remix and throwing them into vanilla to see what comes of it
But theres a recording of me trying to get it working but to no avail
Yeah UE and UER store the options in appdata and not in the game folder
So I was never able to get UER working using the exact method you provided from the github, it would always crash with the "RTX Remix has unexpectedly" error, I was eventually able to get it working by putting the RTX bridge files I used for v1.3.11 in and it worked! best part is, with your RTX.conf and Options.ini, no more blue textures, my game looked identical to yours in the video, Oddly, lighting is different, it seemed like every room was constantly lit when I played UER in the video I made, but when I tried it this time using your config files, sometimes everything would go pitch black if the lights weren't in view of the player's camera, furthermore; I recall this not being the case in the video I did of UER last night. strange; this effect is even more bothersome with the light limit, With working with UER the light limit will 100% be the first problem we'll have to fix if we can, the second being consistently getting good looking results
because that's the other thought I had, I slept on our findings from last night and im really torn, I love vanilla CB, it may be boring in a few places, but its the version I grew up with; it's unique in it's own rites, UE and UER is really cool, but if I had it my way; I'd love to have all three be their own RTX mods, And ultimately, I think that's what I'm going to do, I'd love to port the work done on SCP RTX in general amongst all the mods, but the way I see it, there isn't a easy way to create a mod that will work with all three, they're just too different in how the game handles... my question for @stark lotus is; If I were to light all rooms in Vanilla v1.3.11, would you want to work on the RTX mod there instead of playing around with UE or UER, it really doesn't matter, but in my mind I have this vision I have in my head for how SCP:CB can be like with RTX, you can see a glimspe of that vision in the mod I made in the google drive, and I intend to keep going with that.
other things I found while trying UER using the github stuff; I think the reason the textures weren't blue this time was because of a option in your options.ini for "enable bump mapping" because I remember mine was set to 1, while yours was 0, I'm going to try that out now to find out for sure
so far, I've had more crashes with UER than vanilla which is strange, I think its also just how much more complex the games structure is too, I have no idea
At the end of the day too, both use .b3d as far as I'm aware, and you guys have a 3D artist, modeler, texture artist, animation artist, and more on your side for both Vanilla, UE, and UER
so if there's any asset that needs to get remasterd from the other two that isn't present in vanilla, I'd be happy to do it anyways
the one thing I am concerned about is animations, I worry that they changed the way animations are scripted from the way they are in vanilla, it's different for each character, but if its different between vanilla to the mods; it may not be as easy as drag and dropping from one to the other, they would have to be reanimated or reassigned their animations based off how UE or UER's .b3d files are configurated.
I am back
Welcome back
trying to get uer to launch so I can see the switch
keep getting blackscreen or stuck on loading very annoying
finally in
no lights atm
just my luck lol
want to test the auto lights and it no work
Which bridge and dxvk files are you using too? is it the same ones that Jevediah linked in the github?
latest
just remembered the repo exists though
ah alrighty
hopefully their repo version solves it
by the way, I found a way to pin "RTX Remix" to the taskbar if anyone needs or wants that
like toolkit or?
it took some time to figure out being that it runs off a .bat file in program files
yes
yeah if you create a mod or edit one
With that in mind; I've spent the day organizing and renaming files and recreating stuff, I now have the project that I'm working on aptly named for vanilla v1.3.11, and I named each capture based off their ID name in the map creator, "start" being after the breach and "173" being before the breach, I'm also naming the captures the same way; throughout the week I want to go through and capture and name each room in the game, and systematically light them.
naming and organizing it should make it significantly easier, and assuming others are working on the same version of CB, porting captures, mods, and progress amongst people should be easier that way.
nvmd missing wrapper lmao
Yeah, I had that too with the repo, or at least I had "RTX Remix unexpectedly" errors
I wonder if we can increase draw dist or remove culling for these caps
having entities and doors and such despawn when trying to cap properly is annoying
I was wondering something similar, If you haven't already you should check out the video Jevediah made last night, he shows how he set up his and shows what his game in UER looks like, differing from mine I think fog and a bunch of other things such as bump mapping were changed in the options.ini, looks way better to
the biggest graphical thing we both faced last night was just lights turning off at a certain distance because of the limit 😦
I'm on repo version
still no auto lights
could jsut be where I'm at actually
game getting stuck at 10% is so annoying
still black in intro whyyyyyyy
fallback light works so game def working
guide followed idk what I'm missing
made a cap but toolkit keeps getting mad about loading it
good old toolkit
might have to make a whole new project
my install might just be messed up
It can also be confusing to use, the tools anyhow
I'm working on a portion of the video that breifly touches on it too
right now I'm dealing with the fact that RTX remix doesn't capture tihngs like the ceiling lamps which makes it harder to pin point where lights should go, probably also an issue with culling
I used the emergency thingies
huh
the teleport room cmd goes off progression or something
ez looks nice in uer
I got a horrible seed for electrical though
so the switch sadly doesn't change the texture of the thingies just the light intensity
yea thats what I noticed
If I can get the capture to work I wanna see what happens to the light limit if I manually add lights
woah my version was old apparently
didn't fix though
new project it is then
stage loaded but the room is like teeny tiny what's your scale set to
I'm not sure, but if it feels like the stage moves way too quickly the mouse wheel can adjust the speed you move in RTX Remix, and if you ever lose sight of the capture area pressing "F" brings it all back in frame
pressing F should frame everything captured where it was captured
yeah thought I had to have something else selected for that
but the world scale setting controls how big the cpature is in remix
naturally things captured are in a .usd, .usdc or .usda i cant remember, its really tiny in size, I imported one into blender and it is naturally increadibly small
yeah gotta up the scale
but idk if that messes with anything else
never tried it, so you can give it a shot
new toolkit is def different
trying to figure out how to select stuff now
I can't just click anymore
Once you get use to it its really nice, it just takes a long time to get use to lol
there we go
like to move stuff?
just to get properties and waht not
the explorer was just being weird
I ahd to select the root node
ah yeah
if you are having trouble with the gizmo to move lights once they are added in, I have a tip for that too
took me forever to figure out
I'm trying to just add lights lmao
I don't have it open rn, but I believe you have to click on a piece of the scene you want to attach the light to, and then go "add new scene light"
when that portion of the capture is loaded up; and whenever the thing you attached it to is loaded, it should load the light in game should
there is no way the removed the right click menu
