#SCP: Containment Breach
1 messages · Page 6 of 1
by the way
This is the most important texture in the game
so this should be the first texture we PBR
concretefloor.jpg in GFX/map/
so if anyone wants to get started trying to source the original image, that would be a good next step
its the one thing that makes lit rooms look weird, because most ceilings, floors, stairs, everything in LCZ and some in HCZ use that texture
I'm pretty sure its used more than white.jpg
it is lmao
i forgot which room i think its like 914/that bug fucker but its over like 40% of the room
changing that one texture to PBR would make the game look like 67% better with ray tracing
just by adding maps for that one material and only that one material
what are some resources used to source the textures?
Undertow forums is one, but a lot of image sourcing is just looking in many places on the internet
i sometimes use reverse image searches too
I also recently used an AI reverse image search, and It was how I was able to find Chief Franklin's face
despite looking for three weeks prior
also
room2tesla_lcz, room2testroom2, room3, room3_2, room3_3, and roompj are the last rooms I have left to lit. minus a few that I wasn't able to capture yet because they didn't spawn,
but still really close
oh and room 914, but I'm doing that one now
would this even be sourceable?
its very generic
OH YE
how are you going to do the tesla light
isn't there a light that enables when you activate it?
it already has lighting properties
I just set it to World UI texture same as 079's screen it lights up pretty well that way
although I could try attaching a light to the tesla mesh itself, but it would have to have been captured
oo
whats the 9th
outside the chamber
ohhhhhh
by the way
I've been keeping hexadecimal color codes for lighting as well as marking those down with the intensity and radius of the lights
just so they have consistency throughout the game
apperently there use to be a light right above 914's panel ingame]
I actually kinda like the look of that better
it can be seen in the loading screen
wonder why they changed it
wow bro you are really going all out
how tf do you find the original light properties tho if they don't come with the rooms
I make them
through trial and error
I compare with the baked lighting and try to match the same look and feel
its why when I already have a room done that is similar to another room I haven't done the lighting process is very easy, such as room2_3 and room1123 which both share those grill lights on the floor
ahhh
914 is done
holy christ was that a pain in the but
and I was wrong
11 lights
thers two inside 914
914 might need tweaking as well, but as stated before, that's what play testing is for
if only
maybe i'll try to get it working again
i did switch AMD driver versions so maybe that could help 🙏
that uses AMD right?
those are fucking awesome
it uses AMD and Linux, so to see it working with actual ray-tracing, even at like 10 fps was amazing to me
and I could probably adjust settings to make that fps better
i think the steam deck MIGHT just be more powerful than my GPU
roompj is done
for now
Im even tried playing around with making a glass material
I guess we'll have to see what that looks like ingame though
So progress update:
All the rooms I had captured last night are lit, there’s some changes that needs to be made in most of those rooms, things that just ended up looking different in game than they did in rtx remix
But that’s alright, because I remembered last minute that there’s actually another section I completely forgot about in LCZ being the 939 tunnels
So I went through and captured the last of the rooms I gotta do in LCZ as well as the tunnels, and I’m going to do that as soon as I can tomorrow
I can’t tonight because it’s too late where I’m from
That being said, LCZ will be fully lit and implemented into the mod by tomorrow
No doubt about it
It’s actually amazing seeing the first third of the game lit like that.. like watching the 049 event with actual lighting is just something else
This mod will really be something special once it’s complete
holy moly
oh yeah
forgot to give you guys the update
room3storage is done
(939's elevator)
all the tunnels are lit
that section of the game is much creepier
you get to see the shadows of their heads as they look around
also, I found out how to light dimensions such as 860 and 1499
turns out the weird lighting artifacts we've seen before in those dimensions are only present if there's no lights, as soon as a light is placed everything is unlit except for scene lights
meaning you can customize the lighting however you want
YAY
I know it’s wrong but
Kinda fire
Ngl
This is how SCP-035 presents the idea of seeing 012 if you gas him
** If you can read between the lines, it'll be as interpretable as a map. Good luck.**
make that the Gate C ending
035 wasn't actually lying and you can read in between the lines just fine
Gate C ending where 012 actually is a treasure map to tickets to the Spongebob Movie
Yeah I give up on fixing 012 for now
half of it is just black
Hence why I was playing around with various flags in RTX remix
But nothing seemed to take
😭
Oh yeah
I forgot to let you know
- If you attach lights to meshes that disappear such as the Tesla lightning, they will work as you’d expect
The light appears when that mesh appears, and disappears when the mesh disappears
Which is awesome
But also
- SCP-205 looks to be made using render target
And everything breaks when you look at it
I’ve tried everything to fix it but it’ll probably be fixed whenever we fix the screens
Unfortunately
The the room is otherwise fully lit just waiting for that to be fixed though
I’m just doing a final check now before I package the mod
Also just tried it out
But if you attach a light to an item, same thing happens, with the addition that the light moves with the item when you drop it
Amazing
I’m curious if there’s any items that would benefit from lighting up
Not yet not updated
I want to fix 1123 and then it should be good to go
1123 is not looking great, something broke halfway through it seems
Also @oak dirge
I have a secret for you inside the next version of the mod when it’s packaged
1123 is the skull?
Yes
You think of just adding some meshes for old timey lights
?
Importing models
You probably could
I was actually thinking of trying it today once the mod is packaged
Yeah this is what 1123 is doing
As well as room2doors
For some reason the tile floor and the concrete floors in those two rooms disappear with the mod
I’m not sure how to fix it, but one thing I wanted to try is just recapturing the room and relighting it
Everything else works great so far
I’m getting a lot faster at lighting rooms though in rtx remix
I actually found a use for cylinder lights, rect lights, and distant lights too
They all can serve certain purposes
Might have to make it double sided or clone the floor itself
tried both, didn't work
I think it has to do with how this room and 1162 was captured
because even though I had a separate capture for 1123, the capture for 1162 had 1123 with it, and the lights transfered over
this made 1162 glow orange, and 1123 break
thats my theory anyhow
so I created a new save and did a new capture
trying that now
Did you capture from inside 1123 after touching
nah, only because it captures it all by being in the room
although the capturing feature can capture a lot
more than I expected
It depends on what's loaded
Like how I found the one spot to capture both the gate and the outside
And a bunch of random stuff was loaded too
When you no clip outside the map the culling is weird
I also learned that lights can be attached to object hashes
and move with the hash
so i want to write a custom script to attach a mesh or a hash to the players location while the player is wearing night vision goggles
and then remove that mesh/hash when the night vision is taken off
because then we can attach a light to it, and create really convincing night vision
just an idea
as of right now nv is just a green/blue/red overlay
alright 1123 and 1162 are split up into separate new captures, but kept the lights
so im gonna try it now ingame
Probably should've mentioned that I did it in gmod way back
Made working gun flashlight with that
Do the nvgs spawn in the air when you put them on or is it purely an overlay
Can’t believe this was the loading screen
Also
Didn’t work
Damn it
It didn’t fix either issue
Try capture from inside the 1123 bunker
Maybe I just truly have to delete, recapture, and relight
I’ll try that too
Could also clone a different object and turn it into the floor I guess
Bloody painful doing that, but if I must
If you recapture and make it the same name the lights should stay from the layer
Well they'd stay in general
Since they are tied to the project not the capture
There might be a ceiling and a floor
That's when your above the room?
That’s looking up at the ceiling in room2doors
Also
The problem is fixed if I disable enhancement meshes
Try flagging the ceiling as double-sided
I thought you meant the floor/ceiling wasn't showing in the capture when looking in toolkit
Well at least you know to mess with the floor in toolkit now
Wow it's the floor and ceiling and the roof
And the floor and such shows up in toolkit or nah
Huh
I found a fix
If you attach a light to the same hashes as the floor and ceiling, they come back
In fact the floor and ceiling, everything that is missing are the only assets in the map part of it that doesn’t have something attached to the hash
Weird..
I’m glad it’s a fix though
I’ll just add a light with 0-ed values
There must be something else conflicting with the hash or something
Should be invisible when 0'd
Game seems a little bright is it just cause of the extra emissives in that room
I still have to fix the lighting in this room anyways because it’s broken from before, but maybe I can hit two birds with one stone and attach the new lighting to the hashes that need them
With every room I directly compared with the baked lighting
So it’s as close as can be
You’ll see more when you play the mod too
A lot of my time has been spent comparing and trying to get it looking the same as it did before just with Ray tracing
With default gamma?
Can always adjust exposure in post processing anyway
I just like the game darker
the pictures im sending are also taken with my phone of my OLED monitor
so its possible thats why they look bright
My phone is oled and my main monitor is oled
But yeah camera exposure always flattens images
if I had a VR headset that was oled, my god my life would be complete
I technically do, but its the quest 1
which sucks in other areas
Big screen 2
2xmicro oled but ew $1k
yeah
i just hope VR doesn't die off
I made a lot of really nice spaces in VR using photocaptures
I just wish vendors used software stereoscopy
Literally free double fps
Double headroom so the games can look good
I wish vendors stopped favoring LCD to lower the price
If we still had hybrid rt RTXDI runs good in VR
if my quest 2 was OLED I would've easily have spent 200 more and be using it more
VR horror games without OLED or that contrast ratio just.. really suck
you get into a dark room and dont want to play anymore because its not convincing
Uh
What
So
Attaching a light to the hash
Fixes the floors and ceiling
If you remove said light
It doesn’t break it again
Weird……
Project glitch
I really hate it when lights don’t work the way you’d except
It doesn’t happen often, but when it does; oh my lord is it frustrating
I’m not joking when I say I almost broke a window yesterday
I was doing the same thing for 67 minutes, of deleting a light, adding a light, moving said light to position, saving, going in game, noticing it didn’t show up, rinse and repeat
Literally insanity
This is a taste of what insanity i'm talking about
this is essentially what I've been doing for three days with a few extra steps.
Adding a mesh to the game
I love when the lights appear in outer space
i got so sick of that camera+light+cube combo every time i opened blender that i made my own scene template lol
For the most part yeah
you can customize to your liking
i find adjusting them works best
They didn't work in composer so that's cool
The lights not matching up between toolkit and game kills me btw
At least once you make one light type you can copy paste
how are we coming along on the complete lcz now that the bugs were found btw
I just got home so I'm like 👁️ 👁️
Don’t worry, trying to get it done asap
I got something really special for you
Also
I hid an secret just for @oak dirge
A room that has been lit that isn’t in LCZ
Aight
I give up
fuck.
I can only relight 1123 so many times before I'm at the brink of utter insanity
so everything is lit in LCZ except for 205 and 1123
both of which refuse to work
I'm gonna package the mod
theres one more thing
These are the current problems with the mod
most of them likely stemming from the rtx.conf file, so I will provide the one I was using prior to the video here, but the google drive will have the previous one (from the 079 light culling update)
rtx conf file before video:
rtx conf file from 079/Light culling update:
Mod should be up and good to go
RTX Files - v0.05
Now. There is a secret room that has been lit that isn't in LCZ
Good luck, and hope y'all find it
There's a reward if you find it too
Getting on to test shortly
Lemme know what you think, or what you’d want to fixed immediately if anything comes to mind
Gamma should work too
It worked when I tried adjusting it
way darker in-game
also blinking no work for some reason
when did blinking break I see it in the video too
It was when I adjusted the light culling
No idea why
Actually,
I’ll post the OG rtx conf
The one that was in the drive prior to me updating it last night
I see you did the lame testing room 2b
That should have blinking, but be missing a few other things such as anti light culling
Also what’s lame about it? I thought I did that one pretty spot on
Or is the room lame lol
just liked the one I did more lol
seeing just a single small light makes it feel underwhelming
Gotta swap to mobile now since every time I click off the game it crashes now
Well, theres a couple of reasons why, when lights light up they have that particle effect that carries over to rtx remix, but also I want to keep the art style intact as best as I can
Very scarce changes to scenery
Hear about what happened with Half Life 2 RTX?
no
First demo came out for that, and people were absolutely furious on it because one of the horror oriented areas; Ravenholm, was too bright and had too many light changes from the base game and the base games atmosphere
Portal RTX was way worse, completely changing the art style in textures and materials as well as lighting
So that’s what I’m trying to avoid
I don’t want it to become another SCP Unity or Secret Lab, where both have their own art style and atmosphere that differs from CB, but trying to remaster CB’s art style
At least, that’s the way I’m doing it now
Or did it
The secret room I lit though
Differs from the base games baked lighting look
A lot of changes in that room
I like the addition of the giant black wall texture in ignore
When tf did that start happening
The only texture in the ignore category
I’ll just send the previous one now
It's just a black wall slightly in front of the camera
Ahhh
Yes
No idea what that is
I think it’s fog or something I’m not sure
That was set to ignore really early on I believe
When we just got the game working and looking right
that's the original rtx.conf from the google drive
should have blinking
Yup
Here's an updated version
so it is the OG previous rtx.conf from the google drive, except I just changed the anti light culling, and some of the screens to world space UI to glow, and that's it.
I just did that with the first one you sent
the only other thing i would like to change is 079 there, but thats ok for now
op well
Although the anticulling doesn't work i wonder if it's a restart thing
do the shadows disappear then?
Yes
strange..
these were the changes I made by the way
I do find that even on my pc it sometimes decides not to work in specific conditions
I just noticed they don't always disappear
so who knows, might just be the anti-light culling isn't as great in the engine
whats your fps too?
because I've noticed (dunno if its an actual pattern) but it happens more frequently to me at lower fps
Around 60 with fg off
frame gen sometimes works for me
I love when it does because the game looks amazing
I've been using it no issue
but half of the time 😛
yeah sometimes it flickers for me
also, i'm visiting someone today who has a 4090
Doggo time
or 4090 ti i think
so I'm gonna see if he wants to try out the mod
it would be interesting to see
my 4070 ti can just barely push 4k at balanced, so who knows, maybe his can do it at 4k, smooth, and at quality lighting
or quality DLSS i think it is
what I really want to get my hands on is a crappier PC, like one with a 2070
for stress testing
I swear doggo room is darker i can't see the dogs at all from further away and it's way scarier
if you set camerafog 99999 you'll be able to see basically everything
im not sure what the default camerafog is though
There's also very little bounce light which makes it even darker
But only slightly more so than vanilla. Like the decals and items don't stand out anymore
Will have to get the default fog as it's def shorter
Would be funny if the extra room you did was 049
Also 55 fps at 50% usage
Dxwrapper moment
I was also thinking we could possibly play with RTX remix’s fog features too
I used the cutoff feature before but now that there is proper fog it'd be worth a shot
Looking at it now
except I can't type in the boxes
and clicking off crashes the game
It's never crashed like this before either
I tried both bundled and newest remix too
Might be a driver thing cause the launcher does it too
Any area or region it crashes? Or really just anywhere
Also I’ve only been using the rtx runtime and dxwrapper from the google drive, so I haven’t tried newer versions yet
Anywhere as long as I click off. Actually it might be just if I click onto a second screen
yeah that's what is it I think
Oh
Wait
Have you been moving your mouse to a secondary display and then clicking?
Or alt tab-ing?
pressing windows key moving over and clicking
Ah
I’m not sure what that would do
But Alt Tab is the only way I’ve been able to
Doing this has had crashes for me in the past
trying to add fog with remix but it only wanted to piggyback the og game fog which doesn't do anything
Yeah if you’re able to figure that out kudos to you
Every time I’ve tried I end up breaking something in the conf
I'm not saving the settings, but yeah it just doesn't work cause it's a skybox thing
oh boy the pocket dimension is so nice
if only there wasn't a black sheet covering the screen
hcz pocket dimension exit with the medkits
also wut
definitely more instances of missing walls and ceilings
is see ecz checkpoint is lit
oh boy the maintenance tunnels are so immersive
035 room from da vid
electrical is lit I see
cafateria is mega laggy wtf
I love how ecz has the emissive recess lights from the other texture
3 free monitors in 420j room
860 room lit
1499 skybox
femur breaker room being outside the map and missing two walls will be interesting
How come?
I think it would be really easy to do
I gotta read your messages for a sec
Catch up
Yeah you found the secret room
Would've loved to look at it if I could see it lmao
If you click on the black texture plane and go ignore texture or UI texture does that fix it?
I can't click on it
It's not an object it's like the flickering black overlay that only covers the screen vertical with some edges on the sides that appears during intro, when near 173, etc
Hit Alt + X to open the remix menu in game, go to developer settings, then game setup, and try clicking on it if you haven’t already
Ah alright
Is it like screen flickering or screen tearing kinda?
No I'm just describing the overlay
Do you have frame gen on?
Does turning that off do anything or nah?
Also, if you’re able to, I don’t know what it looks like so I’m trying to troubleshoot and figure out what it is, if you’re able to send a screenshot or a video of what it looks like
If not that’s alright
Once I can I got something to share too
I won't be on till tmmr. You can see it when scp 173 breaks out and then when you go down the stairs afterwards. It's the overlay that normally makes the screen flicker or go black for certain events
Wait, is it when there’s a monitor in the players view?
No.
The updated og one. But that's always in the game
Ive never had that not be in the game
Interesting
Yeah that has to do with the blinking texture
At least from what I found
When secondary lighting is turned off, or events such as the 173 intro, or the room2doors event. All of those use the blink texture to simulate lights turning off
It’s all the same texture, and yeah I’ve had problems with that too
It’s one of the bigger issues that persist in the mod rn
I think since the screen is always flickering in 106 room normally it just persists
There is one area where it fades out but as soon as you enter the next room it's back
That’s strange
Yeah you might have to show me if you get the chance, if I’m not able to recreate it or if it’s something else
here
This is a showcase of the work done in the Pocket Dimension, with the camerafog set to 99999 so non-existant.
if you want to see it
it was a lot of fun lighting it
I'm kidding though, I enjoy the result
fun
It crashes during loading quite alot but that's about it
I’m tempted to start lighting rooms in that
Or UE
I think UER is more preferred among people so
It has working docs more content no weird partial screen overlay
Can see if the room glitches for the bugged rooms are gone
Yea
Also nrc is still glitched on latest build
If this ever gets a full remaster treatment, you could probably put this on Steam without much issue

True. Wouldn’t be the first CB edit on steam
Imagine if we did the remaster off of cb multiplayer
I would like to do that, I think it opens it up to more exposure
Free of course
I also am a Valve Enthusiast, and have been on Steam basically my whole life, in my eyes it just makes sense to
Technically, we were able to run RTX remix on Multiplayer already
at least, thats how I got into it
Yeah it’s just the base game with net code.
Idk about the other variants
I recognized that the multiplayer branch on steam uses a wrapper and it worked with it, that was before I discovered this discord though
also
The source headscan has been baked onto the same UV as the .b3d model
classd1's textures are like 99% done rn
another thing I'm doing, which is related and why I'm working on the class D textures, is opening up the progress of the RTX remaster development to YouTube
once again, to reach more people, and give people a more consistent and clean way to view progress made
I've already edited together several video updates here just the fine folk of discord, so It would'nt be too much more work
Always a good strategy
Get's people hyped
2012 was a long time ago, Horror has changed, SCP has changed, that doesn't mean its not impossible to do so, but a big thing I want to accomplish is revive the CB community, at least a little bit more. and hype is very much a good way of getting there
Remastered classd1, and classd1 Albedo. Still gotta add the hands and shoes, but everything else is done
Finished remastering the tie, and making a separate layer for the collar of the shirt and the alternate button placement for janitor and scientist clothes
So short of blood, and the name tag on Gonzales Jim, the bodies for them all are done,
and tattoos on classd1
wow these are awesome
if you are making the class d model public, can you just import it straight into the game files?
or would that break the animations and other stuff
once the model is done, yes. it'll just be a .b3d file that can be thrown into game
that being said, UER handles animation differently, so I have no idea if itll work out of the box there
YAY
ngl this is one of the parts im most excited for
meat slabs < actual fingers
plus eyes that track
WGAT
so the shirt is actually modeled in such a way, where you'll be able to see the chest underneath the shirt from the pants when looking up at that corpse floating in the air
plus, I'm reanimating all animations
oh that isnt what i was thinking you'd say at all but thats even cooler lmao
once they have PBR materials itll look even cooler
but yeah these are awesome so far
genuinely cant wait bro
idk if this is too much to ask but could you export it as an .fbx too? i feel like animations would look really cool in blender stuff
i could always convert it from .b3d but im not sure if you lose anything doing that
Totally, it's all done in blender too, its what i've been doing
and if you export to .b3d from blender you lose animations
you'll have to export it as SMD anim, and SMD mesh and then merge them together in fragmotion, and then export as .b3d from fragmotion
I know
so many steps for something that should be relatively simple
only for blender, I think its easier with other 3D modelling platforms
its also super old
that is true
if only someone would put their blood, sweat, and tears into a 1:1 remake of CB 😭😭😭
totally possible
well one idea I had
once we finish making the RTX remaster, all the assets would basically be made and there, so after its done, I might tinker with that idea
I just don't want to start with making a game from the ground up, because I have before, and failed because of how huge the project was
so starting off with the RTX remaster is not a bad ideea
ye that is smart
i have experience in Unity and love CB but i don't think im dedicated enough lmao
There is a vr/flat-screen 1:1 unity remake called scp labrat
It has the og graphics and is multi-player
ik i've played it but in its current state its not similar at all on PC
I've played it too
Thats a problem many remakes suffer from
They've been updating it constantly but yeah it was broken before
just doesn't feel the same; game is darker, crashes randomly (😭)
did you know SCP:CB was supposed to be ported to a new engine in v1.4?
ya i wish it was completed
I read an undertow forum about it from the devs
it probably didn't lift off the ground because again, redesigning a game from the ground up is a huge task; not impossible but a lotta work
I like the idea of the RTX remaster because it breathes life into the exisiting game with new assets and stuff, AND if it does well, those assets are there to be used for other projects
its also why I wanted to keep the asset creation mostly open source for anyone to use
what if you run into something unfixable tho
like its an old rendering engine what if you just cant get something working and it requires a massive rework to the code
well, as much as I've been avoiding it, it is possible
SCP:CB is also open source
meaning, you can compile your own make of the game if you so want to
or make a mod that modifies the game's code
yeah that is the good thing
By the way, smaller piece of progress but
Just finished reconstructing the scientist2's face
technically the face used in the seaguard hence the weird UV, but now I just gotta clean it up and add it to the PSD
its mapped to this texture, this is likely where they got it from for CB
I just reconstructed it using his actual photo from 3d.sk
So now I just gotta put it on the PSD and Scientist2 is remastered
WOOOOOOOO
I had to lie down for a bit because of food poisioning but scientist2 is done now
Diffuse
Albedo Filter
A lotta design choices that could've been made with this one, so hopefully the ones I choose look good
I'll show a close up of the face too, with the original
Original:
Diffuse:
Albedo:
i despise food poisoning
was stuck on the toilet for what felt like a day 😭
Yea me too
I only just started feeling better lol
So this is gory, but its still progress made to both the archive and for remastering
theres a bloody skull image that is used in corpse.jpg, gonzales eye, and a few other places in the game, I think 939 uses it as well
When you reveal more of corpse.psd which is the photoshop file provided by Vain Brain you're able to see more of it
its used twice in corpse.psd, in two different passes, its just overlayed overtop of each other but each layer shows a little more of the skull
this was found long ago when we found the PSDs from vain brain, so its nothing new, just getting yall up to speed for the recent development
for the longest time, we were missing that left eye; and I found recently that gonzales uses that section of the skull
but I also found one more instance of it being used in corpse.psd; and lo and behold, it has the last missing piece.. by maxing out the opacity I was able to recover more from that section too
I just finished putting the pieces together and doing color corrections and such, there was certain sections that were not apart of any of the pieces as shown here
but I used generative fill for those last parts, and this is the best recovered version of the image we have so far
I still have absolutely no idea what it is, but I've been told its not real gore, hence why I'm not as hesitant posting it as I was when I first found out about it
And, its still useful to have in remastering corpse.jpg and Gonzales
i wooould appreciate if you could at least spoiler it from now on
I could edit them if youd like
it's alright. just future posts
think I just forgot, sorry about that
no worries 🙂
you guys are generally good with the rules lol
and i appreciate it
We try our best given the context of the content
we know most of it is NSFW and not suitable and such
if it actively inhibits development, you could make your own server for it and i'll pin the invite here
I also have a google drive, and could share that going forward
is that mapped onto an object
Blood looks a little like paint to me
It looks like wax to me, i've been told its like a homemade prop or something
dunno what of or where though
it wasn't vain brain who got it
I mean the flesh looks realistic to me, it’s the blood that doesn’t contrast well
yes
Yes the image was used in corpse.jpg
it looks super good
Thank you, as said before its creation took many weeks to actually discover all pieces
I tried AI generating the missing parts before, but it didn't come out very good
Alright so this was probably the hardest one to do so far, mainly because all I have for reference for body2 is just This But I think its done and looking well enough
Original:
Diffuse/Remastered:
Albedo Filter:
There was a lot of room for interpretation on how some of the elements such as the eyelids were made, but I tried my best doing so, once again, not much to go off of on the original besides that blurry set of pixels
kinda
darn
So sorta a tangent, but I commissioned one of my friends who does a lot more AI stuff than I do to help me with potentially reconstructing 106's photo using AI, this image is used in many textures in the game, and there's a possibility that we may not find the source image for a while, plus; if what we believe is true about it being a photo of a painting, a higher resolution image would still have painting artifacts. With that being said he's been trying with several models overnight and this is the best result we've gotten so far compared to the original.
At the very least, its a neat result just to have.
As one last thing to show the potential of this generated image, heres my attempt at remastering pic1 from 895 pics using this new image. its the last thing I'll do for now regarding 106, I'm gonna continue working on what I was
Lemme know if you think it has potential, and or looks good
ABSOLUTELY HAS POTENTIAL
high definition forehead shine makes the game ready for release
I think at the very least it can definitely be used in textures such as 106victim
that use pieces of it
oh thats interesting
i didn't know it used that image
i've always wondered why dr maynard looks so pink tho lol
i feel like it should be more corroded looking, just darker
I tried to make it short lol
no make them longer 😡
Im definitely working on making longer more noteworthy videos for documentation
and please do, i don't think it'll be just me or people that participated in this forum that find this interesting
i think the majority of the SCP community as a whole
I watch youtube videos in the background as I work, and I've noticed just how scarce good youtube videos about SCP and SCP:CB there is, especially CB, a lot of them are either gameplay, mod videos, or low effort videos ranging from a bunch of stuff
but not a lot of good well edited trivia content
so my goal is to hopefully make more of that
https://www.youtube.com/watch?v=TN1eue2AcMA this video is probably one of the best trivia SCP:CB videos out there, and its a shame that its existance feels like a one of a kind
Game: SCP - Containment Breach
Link: http://www.scpcbgame.com/
My first attempt at an analysis (a questionable one) of a game will be about:
the one (and also nine, three and four, not in that order)
the only (until you run into someone/thing)
the legendary (pretty gud)
D-9341...
Today, I will try to investigate his past. What was this...
I KNOW 😭
i always rewatch that one
have you watched the 5 hour documentary on CB by Dogma?
huh
its more of a recap of the game but i liked playing it in the background while I did other things
I've watched about half of it, I guess I forgot to watch the rest
guess I have something else to watch in the background
I've probably watched Markipliers SCP videos like a hundred dozen times for each video too
he kept losing to 049 and 106
he upgraded his keycard to I believe lvl 4 and then saved in the 1499 office
and then never touched it again
besides unity, but that dont count
he did play SCP-087-B extended not too long ago though
i watched all of those too 😔
I find it extremely funny to watch because theres literally a point in his video where hes in 1499's room and hes like "OH its the SCP gas mask, do I want that? I don't think I need that, if I need that I'll come back for it" and then 106 spawns in the room
and 1499 despawns 106
NGL i felt so bad for him towards the ending stage of his CB playlist
I've made it my mission that if I ever see Mark IRL I'm grabbing my GP-5 to let him know about his folly-ness
who knows, maybe the idea that 106 won't be such a pain in his ass gives him motivation to play again
I think that, and the BS regarding Unity was some of the biggest reasons he stopped
that being said, who knows when I'll actually meet the markiplier lmao
Fat chances
i mean hey
if you ever go to Los Angeles
i think its LA since he made that video about the wildfires lol
pretty sure
I want to go to LA for tons of reasons, but as it stands I've never been to the US
OH I FORGOT YOU WERE MAPLE SYRUP
wait are you canadian'
off-topic but maple syrup is awesome
Its aight
I like it more than any other syrup but thats also because I'm weird
I don't like condiments at all'
Also these are gonna be pretty fun to source/find
so obscure
what on earth are those
They're used on Gonzales.jpg and corpse.jpg
mainly the latter
Also if you guys want something to do
I found a higer resolution papertexture from Undertow forums forever ago but i haven't been able to identify what document it is of
I believe clearance level is 2 and the object class and item I think is the same as 173 but everything else is different from 173's doc
oh kay
im not sure i dont think thats 173 tho
me neither
i remember 173's document being shorter
also the text doesn't line uo
even without the image if you just copy the text it differs
prolly one of the ones without an image
so like
i dont think 205 has it so it could be that
you could always just do a random document and use that instead
yknow what though, one thing I should do too is check when it was added to the game
could narrow it down
This was the old one
oh yea that one is still used in some of the rooms lmao
Searching "paper" on my PC is kinda funny
I surprising have a lot with that name
look familar?
nah although that is one I have to do too
i thought it was like the coolest thing when i watched batesees video on D-9341 lol
probably wont be as hard
ye its way simpler
Once I finish the class D model, my next objective is trying to find a way to PBR white.jpg and concrete.jpg
or source those
because those two textures are the most important and widely used in the game
and would make the mod go from a 10 to a 50 with those two changes alone
would a heightmap on the white walling make it look more 3D?
sorry i forgot if thats what the normalmap or heightmap did
unity has me mixed up
I think it can do both, I prefer Normal maps because its an illusion of how light bounces off surfaces, while displacement or heightmaps affect the geometry in a certain way, which causes more distortions in my experience
depending on how much it is supposed to pop off the surface, displacement should be used for more like.. rocky textures or materials that have more 3D definition, while bump/normal maps should be used to enhance details, like the creases in floor tiles
oh so should white use displacement instead then since its bumpy?
sorry idk why PBR is hard for me but i need to learn more about it since i've been tryna create my own textures lol
I would suggest not, only because of how tiled it is in the game, making it more pronouced in 3D definition also makes the tiling more notaceable but thats just me
we could try it
theres very few textures that probably don't need displacement like keycards lol
But yeah these two textures are the most important
yeah concretefloor is fucking everywhere
I've actually already done keycards years ago
could you show me them?
i did some like 2 weeks ago as well lol
idk why but i thought it would be cool if i added a normal map to the e-chip (it didn't work)
I dodn't have a lot of good photos, but heres one
as I think I've said before, I was working on remastering or remaking the game in Unreal Engine years ago, remastering this game has been my lifes work, so I've tried many things in the past
as neat as these look, I'd probably change them to look more like CB's artstyle
although the roughness maps and such could still be used
wow i do actually like it a lot
you're gonna be a grandpa by the time you remaster the whole game lol
Because yeah those are still good quality
jk your making progress very quickly
If I wanted to remake the game entirely, maybe, that's why I may sound so adamantly against making the game from the ground up, I've already tried in the past, its not impossible but not something that you can guarantee finishing either.
This was how the inventory was supposed to look or was looking last I worked on it
neat idea I think
i think this guy might just like gradients
nah it was chosen because of the wiki
This is the background used on the banner of the wikidot site
or was; I think it has since been changed
i honestly really love the new font
i think it was called like
oh inter
i thought it was something different
ik the old fonts were bauhaus demi and trebuchet something
I've been using ITC Bauhaus for years so maybe I'm biased
even my logo uses it
Also
This. looks. .. bad
thats the same method they used to color his face in
lol the injury on his eye looks so low res
its literally just this texture set to color
so i'm gonna spend some time properly colorizing the original photo of Andrew
YAY
also yeah sorry its just a variation of ITC Bauhaus
also It is, I haven't replaced it yet
I'm going to use this AI upscaled of the recovered one I made earlier to make it more high res (Gore Warning Obviously)
you know your internet is ass when it has to render the image from top to bottom
oh thats why its 110 MB lol
it does it on mine too lol
you're using half of discord's storage atp
the AIO PSB file for the classd/human characters textures is 6gb rn
so I'm also going to split it up into their own respective PSD files
I hope thats not truee 😭 💀
I'd feel so bad with my 8K tom foolery
you're singlehandedly making the discord server engineers work overtime
holy moly
gigapixel?
they prolly are just sending free nitro to their e-kitten its fine
gigapixel is awesome
definitely can be
Yea Topaz AI 8
did u use redefine or one of the fast presets
its gotten so much better since the last time I used it in 2019
gigapixel/photo ai has an interesting artifact where it likes to make white highlights blue
I'm just glad it doesn't do the smudge artifacts that most other AI software infamously have
But yeah I see what you mean
easy to fix though
ya. it's not a big deal. i was just curious if it was topaz's software or not because i hadn't seen anything else do that
Topaz is awesome in a lot of places
I did a comparision with some textures that were like 256x256 pixels and the results are unreal
Yeah these
would you mind uploading the original textures for those? i'd love to test with them
Thats the 256px one
These are the map ones
1024px I think
This one has infamously been one we haven't been able to do and get good results
if you wanna try that too
216x216px
ₜᵢₙᵧ
this one is a nightmare. it's been one of my main test textures for like at least a year now lol
PBRify does okay on it, the best i've seen at least
but not good enough really 😛
this is my new model that i'm about to release
i'll be training a new PBRify soon most likely
should exceed both of these
Yeah no kidding
Theres only been one other texture that would've been worse for us, but luckily we found the image source
This one
128x128px
absolutely infinitesimal
This was the remastered texture I made using both Topaz and the original highest resolution image
yeah there's no coming back from that one lol
If i just used the 128px into topaz directly I would've gotten something like this
horrendous
that nose lmao
the grass looks like cauliflower
lol my model
this is one is kind of scary ngl
the eyes are creepy af
A lot of people think he looks weirder in the remaster, but thats literallly how he looks like
or looked like
he's long gone now
had a condition of some sort, forget which
damn
by the way, what was this image for?
wasn't it in a picture frame or something on the desks
Yeah in Dr. Maynard's office or something
Head office*
no wonder I could'nt remember the name of it lol
It's actually already in the mod too
yay
topaz video AI is awesome but would be more awesome if my CPU intended for servers could cooperate and not crash it for whatever reason
I feel that
my biggest opponent is heat
I have 3 PCs all with 40 series RTX cards running, as well as a 3D printer
it gets hella hot
probably hot enough to be lethal some days
your biggest opponent is the electricity bill lol
also time management
4090 rarely exceeds 280w in my experience. esp if undervolted
It has a higher tdp but that's not the realistic power draw
mines a 4070 ti incase you're curious
really want to upgrade but uh
lol
No offense to nvidia though, I think the price is deserved
yeah i feel that. might have to sell mine soon unfortunately
i don't
lmao I have to argue with many people about why PC is better than console and the most heard arguement against PC is that its expensive, and at the same time, I think its worth every penny
my GPU costed the price of all other parts combined, and I don't regret it at all
as someone pointed out to me, theres no such thing as a "bad" Graphics card between the RTX series, they all do what they were meant or built to do, its more that some cards do more or do better for a better price than others
the problem is prices have shot up pretty drastically for Nvidia GPUs in particular
yes they have advantages, that's why they still sell, but compared to even like 6 years ago it's pretty nuts
they could and should be lower imo
Thats also an interesting though though
Nvidia is very expensive, but so is Apple, yet I praise Nvidia and.. really hate Apple
Nvidia has good product
I don't think apple deserves the popularity it gets for doing very little between models, meanwhile Nvidia always has me invested to hear whats new when they have a new series of cards out
Nvidia also does crazy rnd
Also colorizing black and white photos is so much fun
still doing that btw lol
the human skin carries so many tones it takes a bit
plus light diffusion where light bounces off surroundings
Alright that took a while
finally done that bit though
I present to you, Andrew Tribolini (Gonzales Jim) Colorized
There I made a slight change to the eyes to make them a tad bit more blue
its very easy to go overboard and over do it with color, so I don't think I can make them more blue than that, the iris unfourtately is much darker in this photograph than it is in other photos of him
Alright I found that edit too be way too blue given the lighting as well, so I blended the two half way, very subtle change but I think this is perfect now
If you adjust the exposure too the photo looks a little better too, they definitely played with exposure to shoot black and white
PERFECTION
Theres no way
As I said prior I just kinda had a SCP playlist playing in the background as I work
and as I'm working on Gonzales Jim, this part happens
WE HAVE TO GO BACK!! WE HAVE TO GO BACK AND FACE THE EVIL!!
Subscribe Today! ► http://bit.ly/Markiplier
Play SCP Containment Breach ► http://scpcbgame.com/
Follow my Instagram ► http://instagram.com/markipliergram
Follow me on Twitter ► https://twitter.com/markiplier
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Horror Ou...
timestamped
9:32
that was funny
i think mark likes jim
gonna sound weird but his voice is so soothing i sometimes get drowsy watching him lol
That took a while
but here it is
Original:
Remastered/Diffuse:
Albedo Filter:
cannnot WAIT for the full remastered model 😭
the classd.b3d is used for every human except for guards and NTF right?
Technically its already done, just needs cleanup and animations
and textures of course, but thats what I'm working on now
pretty much
not 008 zombie, and not clerk_d1
035 too, except 035 has its own model
I want to cleanup the model so it works more efficiently in game, obviously I won't get nearly as close to the polygon count as the original, but I want to have the least I can as its one of the few models that have to be replaced on the engine's side rather than through the RTX remix pipeline
So any complexity added adds stress to the game's old engine in other words
granted, theres a lot of optomization to be done with the OG vanilla assets that help in that way too
035's vanilla model has a polygon count of almost 4,000
actually. if I remember correctly I think thats the vertices count
and its only because theres 4 duplicates of the mask's mesh in the same place
no wonder it lagged every time he was loaded in
what do you think would be the limit for blitz3d lol?
before it shits itself
i think that each zone is about 1M vertices (thats what i see in Unity when importing them all), but thats also with merging the duplicate vertices and removing the collisionmesh crap
they do a lot of culling on meshes & logic as well, i gotta say i was impressed. i did some digging through the code since its decently readable compared to other coding languages, and they put in a lot of effort to optimize where they could
not sure why they didn't decide to pick an engine that was more stable but the old engine gives the game even more charm i guess lol
Right now, with the high poly version of the mesh. no cleanup 30k polygons per character model, and it works on my end so
granted, and again. that I want to lower a lot
because while it might run on my PC, might not run on everyone's
yeah true but i doubt its very playable on most machines either way as of now
Exactly
