#SCP: Containment Breach
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took longer than I wanted but I put a little effort into it
gonna record and show ya, and try it out
I wanna figure out why my recording software records at a differnt frame rate though
There is a magnet snap thing in the controls on the top left of the viewport
There is also a button to teleport your selection to your cursor
I link the lights to the existing lights and not the meshes so they don't get culled
And then turn off the existing light
And you can just copy and paste the light of the same type and move it over
That was a ... long recording session
christ
alright, theres a white fog that appears outside, no idea what causes it
I updated the sky textures to be set to Sky Texture, in my RTX.conf file, and the gravel/snow bugs out, setting it to decal fixes it, but it isn't a great fix obviously
otherwise, my god. does the game look stunning with raytracing
even outside with the sun and sky, it works really well, with minimal effort
I'm going to quickly edit and voice those findings into a short video to show
also is there a light limit or something in vanilla? there shouldnt be
as youll see as well, lights in 860's room just kinda... disappeared?
Alright, took a while to edit that, but I think its worth it
shows some of the major problems we'd face with the outside
Also I think I figured out why my recordings were a weird framerate, because I was playing the game in 1080p but on a 4k monitor, and changing the game to 1440p and my display settings to 1440p produced flawless recordings with matching framerate to what I see ingame
so my recordings and updates wont look like crap from now on (hopefully)
Would be explain why diffuse height map would have werid black ball of player on some of faces.
oh maybe
^ This what i meant.
oh the same as the white fog?
ifi go other same room they appear just work normal.
it's seems it's just a face/normal issue.
This is so strange, fascinating and ... weird
Good news though
secondary lighting does turn off "lighting" in vanilla RTX
it doesn't turn off the lights or the emissive textures, but it puts a dark overlay over the game, simular to blinking; so that's just how the mechanic works, and we'll have to roll with it
it looks good though, I didn't notice it didn't turn the lights off for a second
Probably the last edited video for the night, if you have the time I'd suggest watching it, first half of it I show a lot of cool stuff, rooms I roughly lit 079's room, heavy to entrance, electrical centre, I show off the secondary lighting stuff, 1499's dimension and what that looks like with sky textures, and then the second half is me playing around with fog settings for a long period of time and trying to find a fix to rooms deloading and the players view distance
I didn't find a fix though, I think finding a RTX config file that does the fog correctly would be amazing, it would make the game look amazing, and the game unfortunately relies on not being able to see far distances, In the process I'm pretty sure I screwed up my RTX conf file, but thats alright
Have to mess with the new volumetric settings then
Can you package what you have so I can see if it carries over?
remix still not working š¦
also if you have a list of what you've captured so far that'd be great.
since I can't open projects just gotta capture I guess
Yeah no kidding
And yeah I can do that, Iām also going to update the mod files on the Google drive
But Iāll package the project files/captures here so you can work with them and/or play with the volumetrics in game
alrighty
that took way longer than I wanted it to
intro area is fully lit, all the lighting makes sense and is accurate to the base game, only few tweaks there, same with 079's room. 860's room and the forest itself is broken, I've tried setting the textures as best as I can, 1499 is weird looking, the video shows that, and gate b is unchanged from the video, same with the electrical centre and heavy to entrance
i'll put a video out when I can, but I work in a bit; so the only thing I'm going to do right now is update the mod on the Google drive and send project files here
My RTX conf file
I have no idea why its not working, have been trying to get it working on my laptop but haven't been able to
but if you want it, or want to give it a try
Here is the rtx-remix from my game
Yeah I have no clue why, I'll have to try it later on
Alright I did figure something out, on my main PC the mod files work when theyāre placed on my desktop, but they break once I play the game anywhere else, even if itās the exact same files, so something is weird with it, Iām going to try to get it working later on
Iām outta time as of now though
it doesn't detect any usd's but the lights might work idk yet
base game is definitely a lot glitchier
Itās probably not going to work, word to the wise
Doesnāt even work on mine lol
seems to not work
just the glitchy base game lights
Yeah Iāll figure out the files and fix it later when I can, I just had to go to work my weekend job unfortunately
I do have my laptop, so I could possibly fiddle with it then
Give that one a try; if you have time @oak dirge
Iād say 50/50 odds it works, might do the same thing it did last time, it did work on my laptop, but tanked in FPS, I couldnāt do further testing than that, because it was compiled during my break
If it doesnāt work, thereās one more thing I want to try on my main PC when I get home from work
testing
it sees the usd this time but only intro is lit
no 079
also random glitch happens where a frozen frame overlays on the screen
Hm strange
None of the other areas are lit either?
I think I know exactly whatās up with it then, and Iāll have to fix that when I get home
Question for you guys though
Where do you normally set up your project files for RTX Remix?
And when you capture, does it go to the rtx-remix/captures in the games directory, the deps/captures/ in the project folder? Or both?
ez stuff isn't lit either
rtx-remix captures
and my projects are just in another folder on the same drive off root
captures always go to both since it's a symlink folder
have you tried just packaging your mod in toolkit and sending that
like how people send them over modio or whatever
Ah ha, and I think thatās exactly whatās wrong with mine, I donāt think mine is, I think I messed it up at some point
If you take a screenshot of your rtx-remix folder, inside your own, what do the folders look like? Like the symlink folder
Iām pretty sure my captures only go to deps/captures in my project folder, for the past week Iām pretty sure Iāve had to move it over to rtx-remix, if my memory serves me right
Once again, Iāll try stuff out when I get home
DM-ed Vain Brain by the way
So weāll see what he has to offer for texture sources when he gets back to me
christ sakes
ok, two issues; 1. RTX remix is now telling me it cannot use my rtx-remix path, the one I've been using this entire time for the mod because it "has a whitespace in the path name" being the C:/users/Inward**| |**3D/" no idea why it had no problem with it before, but it does now, secondly; If i port all those files to a location that doesn't have a white space, it says it cant load the mod sublayers and nothing works or is loaded with starting a new project
this hurts my brain so much
maybe I should record this, I have no fricking clue what is going on
I was able to load up my project, lighting was there, looked good; project file is in C:/, game file is on desktop, I opened a game file identical in C:/ and tried to save a mod file in same place so the project file and the mod file is the same and
OK FINALLY
gosh, so the problem is I really haven't got a clue what the differnce between 1. a mod package 2. the mod project file and 3. the mod files inside the games directory i've been working on
but I finally noticed that small tab for "mod packaging" and that produced something that is self dependant and makes this version of my mod playable in a fresh install
finally
now I gotta figure out how to take that, or the project files and edit them from a different computer
but if you want to play it
Im pretty sure the captures folder is required to work
unless I'm wrong there, please correct me
here it is
I can confirm it works on a fresh install on my laptop
had to make sure because it inadvertantly unzipped it to rtx-remix/rtx-remix/ but if the captures and mods folder is in rtx-remix correctly it works on a fresh install
thank god
can move on to figuring out RTX remix
all the rooms work as expected too, checked that too
tired with your rtx-remix folder but the rooms that are darks going need fix or something?
Which rooms?
Start, 173; (the intro area) room079, room2ccon, checkpoint2, room860, and exit1 are the only rooms I've lit in the mod thus far
Start, 173, and room079 are the only rooms that are like complete where the lighting is accurate to the base game and are lined up correctly with corresponding lights
but yes, besides those rooms; every other room will still be dark
ah okay
The desktop is also in C:\Users\username
Yeah but for some things in RTX remix, for whatever reason it cannot have a white space in the file path
my user name in C:/Users/ is "Inward 3D" and that cannot be changed without a fresh install of windows which is a lot of work and I'm going to avoid doing
I was able to figure out how to load a mod file and load the lights, but for some reason the captures aren't loading properly, so still trying to figure that out
that being said, that mod file should work if you just want to play with the mod
or if you want to try tweaking volumetrics in the rtx.conf file
because that should be able to be done ingame
it's working now
still getting the random frozen frames though
and the second light in 079 stairwell is off center
The second light in that stairwell is actually interesting
I choose not to have it the same height as the other one deliberately, that second one actually matches the lighting of the base game more than the first one; however, the shadows disappear prematurely due to mesh culling of the light mesh
the first light in that stairwell is made to be the same as all the lights have been made up until that point, where the shadow is out of view for mesh culling to be an issue
that being said, if we can somehow find a fix to mesh culling shadows, I think the second stairwell light approach would promote better results for lighting all over the game
also, make sure frame gen is turned off if you have not yet
that could be it since i never had it on until I imported your rtx.conf
oh maybe, yeah theres a lot of corrections made in that
the fog distance can also play a key role I found, I would constantly set it to "camerafog 99999"
couldn't even tell it was the height, it looked like it was off to the left
it should be lined up, it's probably just the height difference, I'll double check in a sec, nonetheless its the only light deliberately abnormal
also sucks that in vanilla we can't see documents and the blinking/overlay is only some of the screen
I could tell it was off cause there is a shadow on the right side of the bulb
Yeah I eventually want to try tackling those as well
plus getting it running in 4K if I can
vanilla can run in 4K with the wrapper, but doesn't with RTX remix, at some point I want to try a few things in an attempt to get that working
I wonder what would happen with culling if we just replace the lamps
Well we canāt replace the lamps in RTX remix, because the game culls them out and remix doesnāt include them in the hash, as far as my understanding of it is, but one idea I did have is just adding meshes for the lamps inside RTX remix parented to the room itself, and then we make the .b3d mesh of the lamp non existent, or we do half and half? Like have a separate mesh just for the inside of the lamp to cast shadows when culling happens
That way, those lamp meshes we add into rtx remix will only be culled out when the room is culled out
Which arguably if it has a lot of polygons, would affect performance, but because itās on the Graphics pipeline between the engine and the GPU rather than the game itself, I canāt see it being too much of an issue
Iāve been tempted to try it for a while
Maybe I should do that next, 3D model and remaster the lamp to test that theory
Do we want to light using the lamps though since they are off in-game?
If we do it would be cool to try using the transmission features and have an actual light bulb
I thought about it, but decided against it for lore reasons
So will be using the normal little rectangle things still
And then mesh replacing the lamps to keep them rendered
I have an idea for it, Iām going to try it today
I think itās going to work really well
Weāll split up the lamps into two meshes, an outer shell that will be culled out being the .b3d file, and then an inner shell, both sharing the same material but the inner shell will only cover the area that will cast a shadow
I think itās going to work really well, and have minimal issues with performance that way, but I wanna try it today to find out
alright, I'm on my computron onw
so to start, I want to see if I can fully remaster the lamp model and it's materials if I can before we throw it into each room, So I'm going to get started on that, if any of you want to help, this is the texture I'm looking for sourcing
Yeah i had the same thing, its a pain in the butt
still trying to figure that out
also I forgot to update you guys with progress
3D.sk is the biggest online source of photorealistic human and animal 3d body scans & photo references for 3D artists and game developers. You will find here more than 10000 body, head, hand 3d scans and 1300000 photos - references for modeling and texturing your 3D characters.
The last class D head scan was found
3D.sk is the biggest online source of photorealistic human and animal 3d body scans & photo references for 3D artists and game developers. You will find here more than 10000 body, head, hand 3d scans and 1300000 photos - references for modeling and texturing your 3D characters.
As well as the headscan for the clerk
so the Nazi SS Officer and the two old guys, one for Chief Franklin, and the other for body2.jpg are the only faces left to find
secondly
The file cabinet texture is a modified version of the file cabinet from that game creators model pack, its pack #32
The stock image they used is possibly this one from adobe stock images, the wood grain matches up SRC
And I think thats all the progress that I've made a couple days ago but forgot to update and post here
binders also come from this model pack, havent found their stock image yet though
boxfile_a.jpg
neat
compact, PDA, performance, vibration, humidity, altitude, extreme temperatures, touch screen, Soil Instruments, Inclinometer,Ā HPG
Found the source of the S-Nav image used, photoshopped of course
I actually bought one too to use for the remaster, not identical; but its simular enough that I can digitally modify a photoscan to match the ingame model
Check it out
I bought two; one is being shipped to me by a friend who offered to help and lives in the US, the one heās shipping me is in the same gray color as the one in game
This also came in the mail for me
awesome
AND YOU HAVE THE FACE SCANS TOO
That's the tricky part, it appears to be a mold of some kind, I've found a few, but this was the only one i could get my hands on
that's awesome
yep
the only one i have is that one bald dude lol
it looks to be an old vintage porcelain mask of some kind, I think from the 1970s-1990s
its unbranded, but they must've been made using the same mold
thats about all I know
buying it was very much a shot in the dark, more so than the others
Yeah we have all of them except body2, Chief franklin, and the SS officer that appears in SCP-1123
I wish i could help more with the searches, but im always preoccupied with something lol
yeah i tried looking for franklin too but couldn't find anything (albeit i didn't put that much effort into finding it lol)
i may be just a LITTLEEEE bit late, but these genuinely look so good for such an early prototype
sorry im just digging through all the progress you guys have been making lol
only a LITTLE bit late š
and thanks, I think I made them in InstaMat which is free
just a tiny little little bit late lol
i think i've heard of that before
and here i was thinking at least SOME of the character models were original š
No worries man, we do whatever we can on our own time, itās expected
Speaking of which, tomorrow is my birthday so I may not be able to do much searches or work tomorrow
Iāll try to do what I can, but I may be occupied by dinner or other things people are doing for me
You should see the ones I made using AI, theyāre also present in the current version of the mod
i'll check them out
also im not well versed in anything related to nvidia cause well
i have an AMD gpu
so can you run RTX remixes with AMD graphics cards?
You can but Iām only not familiar with it, if you wanted you could give it a try
As long as your AMD GPU supports pathtracing Iāve read on Nvidia articles that it can work
I have a tutorial somewhere here too
YES
Iāll see if I can find that video, along with current files
Because Iām definitely curious about running it on an AMD
everytime i move around in the Blender viewport I can hear the coil whine through my headphones
yeah me too
I tried with my steam deck, but unsurprisingly it just played the base game normally without the rtx overlay
HL2 RTX ran like hot garbage though
But it still ran on yours?
on hopes and dreams
Also HL2 Ran like hot garbage on my 4050 Arm processor, and yet this mod runs significantly better being an older game
I suppose HL2 is older than CB, but with how much bloat they stuffed into the remake, no wonder it took a hit on performance
yeah its crazy lol
i think it looks good but idk
HL2 just had this kind of distinct artstyle
the new models they made seem to lack that slightly
HAPPY BIRTHDAY
(in my timezone at least lol)
Yeah it's my birthday in my timezone too MST
oh yeah we have the same timezone lol
Alright I think I got it
RTX Files - Includes options.ini, rtx.conf, RTX runtime, dxwrapper, and the mod file to light up the intro area, room079, room2ccont, room860, checkpoint2, and exit1 (Gate B)
This video is kind old, but it acts a pretty decent tutorial on how to install it and get it working step by step
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 currently 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.
Sometimes the RTX Runtime "unexpectedly closes" if that happens, just keep trying to open it, once I try it a couple times it works. besides that, any monitor that uses render target, such as the CCTV monitor in the intro area is bugged and causes the screen to flicker, you can also adjust settings for RTX by pressing "Alt + X" to bring up the developer menu
I also reccomend setting "camerafog 99999" in console if you want the identical look to the video I sent earlier
Intro area is fully lit, all the lighting makes sense and is accurate to the base game, only few tweaks there, same with 079's room. 860's room and the forest itself is broken, I've tried setting the textures as best as I can, 1499 is weird looking, the video shows that, and Gate B is partially lit same with the electrical centre, and heavy to entrance.
all other rooms will be unlit, keep that in mind
And let me know if you're able to get it working on your AMD GPU, I'd love to hear about it
I also updated the typo of "GTX" folder in the google drive link to "GFX" so my SCP-173 model should automatically work using that process of installing
The google drive link has also now been updated to the current version of the mod; I even tested it on my secondary PC with a fresh install of Windows and It works like a charm
That's all I need to say about that for now
ah sorry i didn't get any pings until you reacted lol
It's alright, I had to get all these messages and files set up so that worked out
alr i just put everything in; wish me luck š
i call it SCP - Containment Breach: Heaven Edition
please clap
i'll see if i can get it working somehow but it doesn't seem very promising
yup
huh interesting
turning off ray tracing makes the game look normal but its locked at 30 FPS i think
i'll do a full playthrough of Heaven Edition
theres a couple of 2x2 black textures inside the "game setup" menu in the developer menu, setting those to either UI or more often Lightmap textures can help
you can also try playing around with setting textures in that menu that seem weird or off to those two settings, see if it helps; it might be differnt for AMD I'm not too sure
yeah thats how the base game looks normally, that first image
yup
just weird that the cell block looks the same in both
if u noclip closer it turns into the pearly gates of heaven as well tho
take a look at the door
the metal door for class d
is it the exact same as the base game? or does it have the higher resolution one?
i suppose the tiles are also a good place to check for that
hm
im not really sure tbh
i think it might look better
the 173 model is also your beautiful one
you could also try in console "teleport room2sroom"
take a look at the larry photograph in the head office
if its the old one it means the new textures didn't load at all, if the new textures did, then it did something perhaps
wait oh this might be cause im in borderless nvm
Oh 100%
give me a minute
forgot about that
yeah fullscreen i think is the only thing that works right now
if memory serves me right
thats odd though, for us it normally crashes withing a few minutes of launching the game on borderless
yeah try running it a couple times, if after 16-20 attempts it doesn't work.. then it may be a bigger issue
that error is common and happens from time to time
at 1080p?
alr
ok so some more weird behavior lol
disabling the launcher via options.ini lets you launch into the game perfectly fine but any alt + tab instantly crashes it
also did the game look any different from the pearly gates?
an AMD radeon 6600
even if it does work i doubt it would very well LOL
you can also play around with developer settings, ultra preformance can help, you can also turn ray tracing off until the game actually loads in and then turn it back on to help if its crashing during that 45% loading
yeah
ok well it may have actually worked in fullscreen with the ray tracing
idk i just reenabled it in the intro and froze
i think it crashed š
also try it without turning ray tracing off if you havent already
can't since i get a driver timeout from AMD
I don't know AMD too too well, so I don't know if thats old or bad but I'm just making a note of it for future debugging
yeah its a really budget piece of hardware
uhh oh
really decent for 1080p gaming but not for really anything else
the coil whine is killing me š
AND FOR SOME REASON ALL MY TEXT IS PIXELATED
I've tried the mod on a ARM 4050 on my laptop, my RTX 4070 Ti on my main PC, and a budget 4060 on my fiance's PC
oh that's very weird
which ones did it work on?
yeah those run great lol
some of the other guys have got it working on 30 series cards, and I have a brother that has a 2070, I eventually want to visit him and see if it gets running on that
i might try it on my sisters but i doubt there would be much of a difference
it has a 6500 instead
may be forced resolution or something, also In ray tracing, the RX 6600 is only slightly slower than the RTX 3050 at 1080p
so that's about where it is compared to RTX cards
honestly thought it would be worse lol
so when I get a chance, trying it on that 2070 might not be a bad idea
might learn some stuff for running on older cards
yeah you possibly could
woo hoo, no ray tracing though huh?
nah it crashed before it could apply i guess lol
im gonna try again i just had to reload since the paper was gone
darn, well; I hope you get it working
you can probably understand why I deemed it "unplayable" in it's current state
its a ways away from an offical release
but.. I'm confident well get there at some point
well it may be unplayable but this is the most fun i've had "playing" CB LOL
i fucking love modding
it's definitely pretty nifty, pain in the ass to do: but rewarding once it's done
especially with Blitz3D
thats for sure
wait shut up you're gonna crash my game
you have to wait i just heard the audio come back after toggling raytracing lol
Its alright I'm just getting ready for bed, so take your time
nevermind it crashed haha
even hopes and dreams couldn't make it work
bro š
everytime
i just don't think its gonna work
i turned down everything to the very lowest that sounded like it could possibly help my potato and it still freezes
maybe its my drivers or somethig but im tired af so im gonna head to bed
You could try updating those if you havenāt, but it also just might be the hardware
Iām always looking for older hardware to try the mod on though, so it was still neat to hear your feedback and experience with it
actually i was thinking of downgrading my drivers instead
since this latest update freezes my PC a lot
and yeah, no problem! it was fun
gn :)
Have a good night lol
:\
?
nothing
finally on my computer first time today
the seach for the lamp must go on
Although on a side note, I did realize something
even if the mesh thingy I want to try works for shadows disapearing when lamps are culled out; it will not work for light appearing past doors when doors are culled out
such as the cell door at the intro
I found a perfect pixel for pixel match of the letters of the logo of the ending screen
It's this modified version of the rust stock image we found earlier
It matches with a portion of the background too, which If memory serves me right, I think that was the last piece of the background we needed
so all thats left is sourcing the original image for the blood, and then we can reconstruct the ending screen and remaster it
But yeah its a perfect match, when the blood turns blue but the lettering turns completely black, that means it matches pixel for pixel
The "C" and "O" looks to be cut off though, so theres probably another section of it used there that I'm trying to find
Now this image only exists in 1936 x 1288, I'm tempted to AI upscale it before making any adjustments or fitting it to fit the logo, because those AI artifacts if any present shouldn't be noticeable if done to the original
given that it's the logo of the game, I'm going as big as I can just in case, without losing quality in mind as well
oh yeah, what do you use to upscale?
topaz gigapixel is good but i wanna know if theres anything else that would be better
like it does some good, like the 294 panel
like it does some good, like the 294 panel
but others, im not really sure
Which version are you using of topaz gigapixel?
8
well for most of these i believe i did Art & CG
the hand images (i think?) were High fidelity
Standard-art & CG are very basic AI upscaling, they try to keep whatever data it had prior, which if it didn't have a lot ends up looking smudged, I find Recover and Redefine can actually work wonders because it reconstructs the image entirely, and you can play around with settings to get a better result, usually I'll do a recover and redefine version of the same image, and them layer them; erasing whichever parts look the best or accurate, sometimes ill mix and match the basic models with the generative models if those produce better results
doing it that way, you can get some pretty convincing stuff
here's some comparisions of what mixing the recover and redefine models looks like
Of course, I take it a step further, and also source the textures as you know; it produces what I think is the best possible result for having the exact same textures ingame
HOLY SHIT
im so dumb lol
last night i was skimming through the different models and skimmed over the giant text box labeled "Image description"
i was like "why isn't this doing anything"
Oh, I didn't even know thats a thing
that might make these results even better then
idk it didn't look very good
which model has the description?
redefine
I'll give it a try once I'm done this batch
by the way, did you ever find the source texture for tilefloor?
Not yet, really want to; there's just been other textures that take more of a priority
the face scans were really important because I'm basically done the class D model, just need to animate it, with that in mind as well; I also knew my 035 mask would come in and wanted to finish that as well
the shirts are the last piece to find and source, and then I can remaster the models for them
we did find the metal texture though
which metal texture?
its also why I'm trying really hard to find the white wall texture
that one is used EVERYWHERE
maybe i'll help out lol
i swear that came with some application
by the way, have you asked any of the older devs (Regalis, Juan, etc) for these textures
im sure you already know these are from 087-b
alright trying description now
yeah lmk if it works well
yep
I used rubbing alcohol l to take the paint off the 035 mask and now my thumb is like.. numb.
its been like that for a couple days its weird
bro what š
i may not be an expert but i don't think thats good
it may perchance not be good
I'll be alright, just feels weird
you likely just dried out the skin
yeah the description is not very good on topaz
also yeah, thats exactly what it feels like
btw, used your 173 model for the document redesigns im doing, and i think it looks great
oh wait whoops i forgot to enable the filter
Ha that looks neat, little highly satrated but pretty neat
I've actually used it for that one photograph in the game too
here
I actually think it looks better than the one that was already in the game
the perspective matches better, and my 173 isn't squished like it is here
it was 2012 who knows
could've just been that photoshop wasnt user friendly or as much as it is now
oh that could be it
or like cutting corners idk
the document .psd has white backgrounds on the logos for some reason too lol
i guess it doesn't really matter since you'd never even see
you should hear mine everytime it even tries to switch Basic Models lol
i don't even need my wired headphones on to hear the coil whine
or moving the viewport in Blender š
Mines a beast, but even RTX remix at 4K or Topaz AI can push it to its limits
Heats up my room like crazy
I think this one actually turned out pretty good with the upscale
I played around with it for a bit
its not perfect, but once again; this is only the original image, its going to be modified and probably resized and what not
it should look great
and I'm going to do it in photoshop to preserve the layers as best as I can
that took forever
finally lined up the AI upscale in a PSD
to the best I could
so now, I can slowly start reconstructing over time, and when we find the blood texture we can add that in
its really nice too, because it preserves the image layers and their original assets in a PSD, it separates the layers needed to create the logo, and its in a PSD file that is 8192x8192 or 8K resolution
it may not ever be used in 8K, but it's nice to have
we could finish the game on an IMAX, and the ending screen would look crisp lmao
damn that looks great
just make every texture 8K
what if i DO wanna play it in a movie theater š
You can't really,
I've played around with 8K in the past and one word to describe it is impractical
the only reason its practical here is as a PSD project file that can be transformed into any medium as needed
I've tried making shots in blender 8K, its very difficult to do, and probably a single digit percentage of people have a display that can actaully display it
yeah ik i was just kidding lol
i remember i think like one of the first times i used Blender i tried rendering in 12K with a triple digit AMD card lol
well "used" isn't exactly the right word
by the way, unrelated but im working on remastering all the documents but i can't seem to find the brush that was used for the highlights
i don't know if you're doing anything with the documents but if you know could you please lmk
i don't wanna keep reusing the same highlight element lol
@blissful pilot sorry to ping you but i need a second opinion
idk if the message at the bottom is too like
idk just cheesy i guess
for me personally, it's a little cheesy
I actually really like the subtle eeriness that comes with SCPs like 035, some depictions have of 035 have him looking really menacingly, but CB has this look to him where, if you didn't know better he could just be a scientist that needs help; but there's something about him that just seems... off.
ikr
SCP-035 might be one of my favorite Series 1 SCPs
its one of those classics that everyone knows about but is just really unique
I've been an SCP fan for a long time, and I can tell you about 99% of SCPs are like that its not "SCP = the bad guys" or "SCP = evil" its like... SCPs are just creepy enigmatic objects and entities.
for how long?
also yeah i agree
i see a lot of new SCP fans (especially ones coming from the various games) not understand that part
I actually can't remember where I came from, whether its the wikis or the game, but I remember loving both for their own reasons from the very start, I remember getting into it probably... mid 2013 I wanna say? maybe late 2012 at the earliest like December 2012 is when I first readup/heard of it
I've never prefered the wikis or CB over the other in other words
damn that is a long time lol
not as long as others who have been on the wiki longer but yeah, long time
comparatively i got in way later, in 2018
I started my youtube channel in 2014, so pretty long ago
2017 is actually when I purchased my SCP-049 mask
This one
which I eventually photoscanned far in the future after that
oh that looks fucking sick
but I've owned it for many years
and the textures
top notch
idk how i even got introduced to SCP ngl
happy i did though
its one of my favorite (collaborative) writing projects ever
Its definitely been a great thing in my life, thats for sure
same :)
actually; it might've been CB that introduced me lol
too bad i didn't join sooner though i would've loved to play through each update of the game as it came out
It was very jank
but looking back, kinda nostalgic
I remember when the class D had bootmarks on their faces
lol i remember that too
my 5 year old brain used to think they were robots
i remember listening to Glenn Leroi's SCP songs
Yeah I feel guilty for liking those
I've actually talked with the dude too
and of course its impossible to hear it, but my voice is in the NTF song
because it was a bunch of peoples voices put together
that's so badass
glenn leroi was the first artist i "liked" but I was 5 so i liked anything SCP related
It's kinda crazy, I've been in contact with so many SCP related folk theres still a few I havent but
like Regalis or Batesee
I've had Batesee comment on my work indirectly
i remember when my pool of favourite youtubers were mostly SCP youtubers
damn i really liked SCP as a kid i guess lmao
Yeah it was after I made the 173 model
I really wanted him to comment on it, because Volgun and Battleforge already did
having that trio comment on it would be awesome but he never did
same
I really liked just.. horror as a kid
indie horror especially
something so novel about it compared to regurgitated big company horror games/movies
what 173 model?
oh my god batesee
i fucking love that guy
i still remember the first video i ever watched from him and it was this one:
https://www.youtube.com/watch?v=hqEdvHuzBuI
(Had I known about the possibility of this video being thrown into almost everyone's suggested feed, I would have made the subtitles far less less intrusive... )
Yes, I have brought back full subtitles, just for this video. Things have changed since I moved away from Movie Maker; it felt like Day One all over again :P This one took me about 1...
alright
sometimes its crazy how much upscaling makes a difference
That actually does look pretty good
yeah the only sort of strange thing is the inner section
it looks a bit out of place idk
Alright guys
its been a very [DATA EXPUNGED] week
but finally, Vain Brain said something, he hasn't given me any sources or assets, but he said he's going to do a deep search through his hard drive for PSDs for us on Friday, he's just been very busy with work
its better than nothing, its the first time he's messaged me directly, so im optomistic with that
It's been the biggest pain in the butt though, I've talked with many people regarding the typeface used in the ending screen and a lot of people have said its "Deko Black Serial" or "Futura Black" but both of those don't line up and have differences to the logo
I'm also still searching for this asset as well as the blood
finding those, I can remaster the logo to 8K, but until then; I'm going to put that on hold; perhaps that's where Vain Brain can help, who knows, he might have the Original PSD
ALSO super important
I learned recently that discord actually does a small bit of compression here with images and such, It shouldn't be too much of an issue because I've sent links and documented everything, but that being said if there's ANY asset that we discussed here that you need, and need in full quality lemme know and I can find ways to send them
for just sharing progress and showing stuff it doesn't make too much of a difference but if its being used to remake or remaster stuff, its important there
who gave you the multiplayer reborn menu .psd?
also damn this is crazy work
nice job
Guy named itzslain apparently he worked on that mod
And incase any of you want it
Also
I'm like 99% sure this is the exact font used in SCP:CB
I always knew it was some kind of form of ITC Bauhaus; but this specific one matches almost perfectly, if not perfectly
This is the best I could recreate it, again; still missing that second font
This is the best I can do with recreating it so far, very very very close; but slight key differences to iron out
This is how different the two are, solid Black means it matches up pixel for pixel
Comparison video
wow it looks naked without the blood lol
Without the grunge texture too
oh yeah that too lol
This is overlayed over top
yep
plus the scan lines
there looks to be another grunge texture overlapped as well, but its nearly impossible to find out how its rotated without this part
Which is also why I'm hoping Vain Brain sends me the PSD š
tomorrow right?
yep
also damn bro you are dedicated lol
i woulda left it how it is and called it a day
thats the idea, except in 8K
then I'll release it for anyone to use
you could change SCP into "LOL" or something else
create anything and everything with it
hell yeah
btw, i know discord compresses images, but does it compress any other file types too?
idk if thats possible but
like would a .psd for example lose some sort of detail or would it all still be there
PSD probably not, but video formats I imagine yes
Apparently Yes, PSD files are compressed when uploaded to discord, which is very strange
maybe that means .zip files are the best way to go about it
oh cool thanks
if you want files to remain identical to the original, zip it before uploading
Alright, this unfortunately is the last place for me to mention this but I want to regardless
I FOUND IT
SCp-079's original source image used for his avatar ingame
Dated 2008
BRO
how do you find these š
like people have been looking for this one for what? 7 years, I think even Vain Brain mentioned at one point it was a wooden mask but he didn't have the original with him
so this is a CRAZY find
I was searching for the other boot screen I think I searched for "079 loading screen commodore 64 deviant art" or something along the lines of, and managed to find it
found it completely accidentally
I was actually looking for 079's boot screen from the loading screen and then I managed to find it
š„
Another exciting thing that happened last night that was overshadowed by the 079 find is someone was actually able to identify and link me the font used for the "CONTAINMENT BREACH" part of the logos, so we can now make our own when it comes time, this one I made here is really ugly, but if you have any ideas about that lemme now and I can make em
Here's also the typeface and the PSD for the menu
incase you want to play around with it
bro it was Excess? š
i had that in my fonts for a while but didn't know that was it
also thank you :)
Iām not sure if itās a specific type of Excess, because some versions of the same Typeface can vary, but that one I sent is 1:1
Also I never explained this, but even Vain Brain had lost that source image for 079, so yeah; absolutely crazy find last night
Probably one of the greatest image sources weāve done so far
If not the greatest thus far
Now we need the wall
Yeah Vain Brain messaged about that too
Said that one has been here a long time, probably Regalis doesnāt know where it comes from, itās in a lot of texture packs
Wouldn't mind just switching it up the wall
Would be sick to model out bolts for the metal studs with a pom
Speaking of that
1162 being an actual hole
At this point I'm waiting for a toolkit update so I can use it
I actually want to try that
Speaking of which
I was able to find a photoshopped picture of an Apple with the exact same hole dated from 2008
But thatās all I could find for sourcing that hole so far
Wow
Never mind
I spoke too soon
I was able to source it in a couple of minutes
Dated: June 13th 2008
Resolution is 3072 x 2304, looks like the source
Just use the hole as a alpha cutout or whatever
Iāll try to make a mesh for it
Unless I can do some nifty displacement or normal textures for it
But Iām just glad I found the original image
Looks good just really compressed by discord
I forgot to send this I think, but heres a google drive link with some more source textures, I think a portion of them were still found by @stark lotus but theres a little more here, all done by the same artist that does it
nice
i've already got both from the original download on PhilipK's site lol
im not sure if there are any more textures that are sourced from these except for misc.jpeg, which I have already recreated somewhere
OH nice
do you have the link for the site?
if not .zip folders would be the best to avoid compression
theres some for the metal panels and a few others
Yeah, they're at https://www.philipk.net/ (scroll to the very bottom)
PHILIPK.NET - Tutorials, texture sets for download, personal portfolio and resumƩ.
he's also got one other collection called ANCIENT COLLECTION. I'm not sure if any of them were used of SCP:CB or not but I doubt it
i'll send my recreation of misc.jpg too
whats the difference between source and tga versions?
Also, this is semi important today, but I want to finalize the logo if we can, I'm going to play around with a couple things and try to make something that loos really neat
I don't know If I told you guys
but I found the origin image for 079's face avatar
as well as the location of it
its a statue in a park in the Czech Republic
source files are the VTFs and VMTs, basically the type of texture/material formats used for Valve's Source engine.
ah. so literally, like source
yeah lol
i thought it meant source as in higher quality versions or something, but it's just for source engine mappers i guess
same
here's the diffuse, normal, spec and emissive textures for misc.jpg
Yeah Its pretty neat, I don't know if I emphasised this, but even Vain Brain DMed me about it
he had lost the original source image for 079's face and couldn't find it
and hes one of the OG developers of the game
the remastered ones?
what resolutions are they?
that's really awesome
512x512
right?
but the ingame texture has some poor jpeg bisnitch going on that makes it low quality, so its an improvement nonetheless
also, I think the ingame texture was prerendered using these maps instead of the devs just using the diffuse
do you have the PSD you made it is?
sure do
and these ones
but take a look here; a comparison between misc.jpg and the diffuse texture
https://imgsli.com/MzcwNDc4
they kind of baked the lighting info into the diffuse
seems to work for me
would you mind .zipping them for me if I cant get this working
I'm trying to also archive the stuff we find
I've done like 95% of it, but a couple such as these textures I have not
also, I remastered the dirtymetal texture
but I want to try it again in photoshop
i also did that in paint.net
here's the scifi collections + ancient collection if you want it
https://drive.google.com/file/d/1Mtd4Y3S9FRzK-BZhA31kPcDT4Q29eNIG/view?usp=sharing
comes with the source versions and tga versions
Alrighty thanks
my plan today is to do some promotional stuff to get more people knowing about the RTX remaster
tomorrow is the 13th anniversary of the game, so I want to do something even something small like an announcement on my channel that I'm working on a remaster with you guys
that way, as well; I can push updates from time to time showing things we add or do for the remaster
so the first thing I want to do inregards to that, is finish the endingscreen.psd and create a logo for the remaster going forward
So through the day I'll likely share different versions and ask for you're guy's opinion on certain choices
Sounds good. Not sure how much you'll hear from me in the next few hours considering it's currently 12:06 AM where I live lol
christ my dude lol
well, keep in mind as well, anniversary is tomorrow, so I'll only be asking for opinions on logo changes, so if you message before the end of tomorrow, the changes can still be made
most of what I'm making is just a teaser for the game showcasing rooms
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...
very simular to this
just the real deal
it also means I'm going to light a bunch of rooms
so if you have any room suggestions, lemme know
Gate A I want to do regardless
coffin room (i forgot the scp) could be cool for the vid
The room? or the monitor?
I suppose the monitor would be tough to do considering..
I'm assuming like the shot in the trailer then
Made by Lotims (http://www.youtube.com/lotims)
Show your support to the creators of the trailer by donating to their Patreon campaign: http://www.patreon.com/Lotims
Official website of the game:
http://www.scpcbgame.com/
The game is based on the SCP Foundation wiki:
http://www.scp-wiki.net/
The game and this trailer are licensed under Creativ...
like here
theres a timestamp
Actually yeah, I see it; that would look pretty dope with ray tracing
because the coffins shadow, and the light bleed from the doorway
I was thinking either that shot of the coffin hallway or an angle pointing upwards in the staircase or something, if the lighting is right it could show nice small shadows on the wall texture if they have nice normal maps
I actually might complete it today
like complete it
the 8K Photoshop file of the ending screen, and thus; the remastered endingscreen texture
I've already done the text, grunge texture with a 99% accuracy for alignment, and the white background is a good 93% if I had to guess
still pretty good
Definitely need some glass in the trailer
I'm just trying to AI upscale the blood, but If i can do that, or find the original texture, it'll be nearly perfect
yee
I was actually thinking either 372 or Cafeteria for that
or both!
If you have emissives for the server racks that would be a cool room. Was wondering if you could do spritesheets for blinking lights too
By the way
light sprites arent culled out
not sure if that will be useful but
I noticed that while casually playing vanilla on my steam deck last night
Maybe if they are tied to something in a capture but I donāt think they are
nah, still aren't captured in RTX capturs
but its neat
Also seeing the ending screen in 4K is just..
its surreal
its so unbelievably cool
when its finished, If any of you guys have 4K monitors; I insist
Probably gonna play the shit out of the game in RTX once playable.
I have 2K QD-OLED.
Yes
4k would be 4096x2160, technically widescreen only really used in theaters
wouldn't say soon. usually takes quite a while for manufacturing to be up to par & for the tech to mature
true true that
but definitely within the next 10 years
I still really love my OLED
me too
itās like d-led or something.
Relatively soon probably within 2 years considering how fast itās come up in development.
QDEL
That
There's a lot of discussion of late on the nature of QDEL technology, otherwise known as Nano-LED displays (or even QD-EL, as others call it). That's largely due to the fact that several TV manufacturers are working on strategies to advance this type of display into production within the next several years.
it'll be quite a while before it gains marketshare
I just saw it matured a lot at CES2025 compared to last showing
At CES, QDEL was the buzzword on everyoneās mind. Short for Quantum Dot Electroluminescent, this display tech uses quantum dots to create light directly, offering OLED-like performance without drawbacks like burn-in or limited lifespan. Despite initial concerns about seeing progress, a prototype emerged, tucked away at TCL CSOTās boothāa p...
And itās a lot cheaper to produce.
Premium quality premium markup
if its better, and cheaper to produce, theres a higher demand than OLED
Plus longevity
it will be cheaper than OLED most likely after a year or two of being around, but still significantly more expensive than IPS and such
Anyway Iād be lighting rooms nonstop if it wasnāt for toolkit not working. On top of the captures. I miss composer.
Not being able to live edit textures makes things even more of a pain too.
I unfortunately never got to experience it
Itās basically toolkit without the bugs
Iām pretty sure toolkit is built off the program
Iām at a loss at why itās broken for me though I actually went through my files and nuked all traces of toolkit and remix in an attempt to fix.
short video, just showing off what I have
lemme know if you prefer the harsh scanlines or blurred scanlines
Harsh really sells the 8k vibe lol
true that
might look screwy on other resolutions though
if you watch the video without going fullscreen youll see what I mean
I think I found the final piece
besides the blood
I found the last grunge layout for the ending screen
it makes the matchup almost pixel for pixel
That looks amazing, great job on the recreation!
its all non-destructive too
you can edit any part of it, including the logo
I'm going to make a native resolution one though because
I may have a super computer, but not everyone does
Its officially midnight where I am so
Here's some wholesome ones
I can send them, however I have to warn you
they may not run on your PC
they're huge, and preformance heavy
like on average it takes up 3-8GB of my RAM
but here's the Google Drive link if you want
also I know I'm not super active here, but I am still doing tons of work on sourcing and stuff
I just found the head image for Benjamin walker
someone said it could be found by searching "Henry Carver" but I don't think its a guy named Henry Carver, its just named Male Portrait, I'm guessing when they made it they literally googled "male portrait" and picked one lol
still looking for the face though
ty :)
the coil whine from my GPU can be even louder now
yes
oh lol
I think this is it
I think its good, just gotta clean it up and put it in the game
lemme know what you think
gotta add the streaks but
thats the mask
yeah for sure
on average when you do a photoscan of an object how many vertices does it end up with usually
um it varies, based off my work flow where I export as much data as I can a Raw photoscan in this case can be a lot of vertices, for this one. original photoscan, table it was scanned on and all; ~700K
GODDAMN
nah don't worry im sure it doesn't need optimization
totally absolutely sure
can you even like render with that many lol
I have a really good PC
check this out
wtf
i imagine my PC won't be doing very *when i get to opening the .psd lol
it somehow crashed rendering my Blender donut
I'm thinking 500 for the mask
its 300-500
I think thats the best middle ground, more than what was originally in SCP:CB, but enough to carry some pretty good detail
lemme see if I can bring that number down even more though
through my own manual methods
I should say, 300-500 polygons
not verticies, to clearifiy
wooooo
darn
so my estimate was a bit off
so far, 613 is the lowest polygon count I can get down to, with it still looking googd
I've gotten to half of that but
oh nvm I dont got it anymore lol
it didn't look good anyways
but heres the one with 613 triangle count
alternatively, I have some better looking results with higher polygon counts, one of them was like 900, but this is the lowest I can go
This is the same animation, but with the 933 Polygon model
I honestly really like the 933 polygon model better
those ~320 polygons actually make it look way better
This is the final streak pattern I settled on
I think its on point
and
it shares a simular UV to the previous OG mask model
meaning
You can actually use the old model with this new texture if you wanted
or vice versa, which would use this modified one
This is the final result
I made it a little more redshifted to better match the original, I think it sells it really well
worst case scenario, if the white looks better with ray-tracing, I have both and can swap em out
gonna relight the room and then try it ingame
Direct Comparison
holy shit
this looks amazing lol
even the sludge shit looks better
you should see it in game
I don't know how, but it both looks the same as it did, I almost didn't think I had a new model, and at the same time, it was even creepier looking
that took a while to edit, jeez.
This is the full showcase, includes gameplay footage
wait how are lights stable now
Wdym?
i thought the game was too unstable to attach any proper lights
š¤·āāļø Iāve been doing it this whole time
I just make sure to parent them to the hash of the room itself rather than a mesh or object in the hash, that way the lights arenāt culled out when those meshes are culled out
The room doesnāt get culled out until youāre 2-3 rooms away, so it works fairly well
Alright team
been a while
but I have been making some progress
I've actually spent a couple days just troubleshooting blitz3d, but heres some actual progress I've made otherwise
3D.sk is the biggest online source of photorealistic human and animal 3d body scans & photo references for 3D artists and game developers. You will find here more than 10000 body, head, hand 3d scans and 1300000 photos - references for modeling and texturing your 3D characters.