#Return to Castle Wolfenstein (RTCW)

1 messages · Page 6 of 1

carmine creek
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Are there any stable anchors in RTCW? Please ping any responses because I'm basically AWOL

sly timber
full estuary
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I'll do some tests

wintry hearth
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If you can spawn in new props above the walls, you could have properly aligned textures as a facade above any problem areas

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This is what I was going to do for Anox, but the entire game 😅

full estuary
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Plus I did not see the flags @sly timber and some alarm box that I checked was missing..

carmine creek
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Are chairs destructible? I know there's some destruction. If there's a definitive anchor that is never culled you can just do whole map replacements and go super high fidelity. It's what I did with UT99 and the results are marvelous. Any dynamic objects excluded ofc.

sly timber
full estuary
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Also if you knife them, that's what I trid. They break

carmine creek
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Do they retain their hash until deletion?

sly timber
sly timber
carmine creek
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If the hashes are predictable then that's fine, just copy the replacement prims over and call it a day.

sly timber
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I can still see them myself

full estuary
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I did not see flags in the capture

sly timber
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That's weird

carmine creek
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Give me ~2 weeks until my PC is back up and then I might have enough time to help out. At the moment everything's a mess and I'm super stressed with the move, renovation, handling the job and all that.

sly timber
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Alright

carmine creek
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How long is the competition going?

sly timber
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I believe it said until july eighteenth

full estuary
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@sly timber what about enemies? Any way to do replacement as they are now? Do I need to study-up and turn them into those gpu skinned-meshes ?

sly timber
full estuary
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Who could point me to some documentation about that? Would xoxor know? I have no idea what gpu skinning is, so I need to start from 0

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googling it did not yield useful results

sly timber
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I belive xor might know but im not too sure

full estuary
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Hey @novel token I need some hints. I want to use GPU skinning for the enemies in RTCW, the problem is I don't know what that is or where to find some docs. Is that the Skeleton/Meshes feature from DX9, or something else?

sly timber
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also with the foliage being unstable, i think we can just use the base as the stable hash to attach the foliage and ignore the old textures

novel token
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The. You need to enable indexed vertex blending via a Renderstate and you need to define the blend weight via a renderstate

full estuary
open canopy
sly timber
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the games hashes around the world are already stable if thats what you mean

full estuary
sly timber
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will there be the ability to move the torch around?

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looks hella cool tho

full estuary
sly timber
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yeah, thats really the only downside with the dynamic lights is misplacement and minor discoloration other than that if we can get thoes out of the way i think itll be a good thing to show off in th contest, dynamic lights

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nvm i fixed it

open canopy
# sly timber yeah, thats really the only downside with the dynamic lights is misplacement and...

I think if you have the dynamic lights from hearths/torches/candles worked out, escape1 could be a really good showcase for the contest. Nothing says "Wolfenstein" quite like an escape from a dungeon full of Nazis, and the flickering lights playing off the wood floors and stone walls would be a great showcase for the RTX lighting improvements. Plus, texture misalignments aside, wouldn't escape1 have fewer unique elements and more repeated elements than village2?

sly timber
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escape 1 while it is cool in its sense of showcasing it but its genuinely got too many texture issues where the devs where lazy/hoped someone wouldnt notic. while the fact that there are fewer elements that are unique, thoes elements are scattered accross the map in different lengths which cause issues with tiling

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while village2 may have alot of unique textures, they are well tiled textures

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and village 2 has alot of different elements to its mapping we can untilize

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outdoors

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indoors

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dense areas

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watered areas

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etc

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so if we are trying to get a good demo down for a competition, this is the one we should use

sudden steppe
# sly timber

Are the mesh hashes stable?
If so, you guys could mesh replace the corners with actual brick meshes, or attach brick pillars to stable meshes

sly timber
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mostly because there are alot alot of variations to that specific texture (again all being misaligned or using different wrap arounds)

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or doorways, windows etc

sudden steppe
sly timber
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i mean, i suppose if we can get a mesh done in its varients then it would be doable but i dont know anyone who isnt an nvidia employee who could do that

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but i still think village 2 is a better demonstration for rtx in the competition

open canopy
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Those color mismatches--are they an issue with the textures, or with how Remix is processing them? As I've been working on Jedi Outcase I've noticed the renderer making replacment textures too dark or too bright as it tries to strip out any baked lighting. I asked @jolly swallow if there might be a way to bypass, but apparently the issue is too deeply entrenched in the way the renderer works.

sly timber
sudden steppe
sly timber
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the devs used low res textures and they just slapped them on without thinking about it (i a sense)

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yeah

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but then we would need to make seperate models for

upper castle walls that use that brick texture
windows
the archway
doors
the basement for their individual use of the texture

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ill prolly get to it if it comes down to it being escape one with friends help

jolly swallow
sly timber
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hi mark

sly timber
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i dont know abt 91signs issue tho

jolly swallow
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guess I'm not sure what I was summoned for then.

sly timber
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I dont know either, sorry

jolly swallow
# open canopy sorry!

no worries! just remember that I have 0 context when you summon me, and it's kinda hard to read the past conversation and know what you're specifically asking

sudden steppe
open canopy
sly timber
open canopy
# sly timber The textures not matching up in the end is just the map itself

Would some kind of edge texture decal possibly help? I'm wondering if the solution might be to create a decal texture that would wrap around that edge and cover up the wonky seaam, and could feather into the rock texture on the adjoining faces. I read a good tutorial on this a few days ago, but can't find it anymore. So long as the block height is consistent, I could see this possibly requiring less new work than having to make a replacement for each individual door frame.

sly timber
sly timber
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will do

sly timber
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another thing my friend is working on

full zinc
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sure. we'll have to see what i can do to actually help, but i'd be willing 🙂

sly timber
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alrighty

sly timber
sly timber
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(O forgot to say but obviously not finished)

open canopy
# sly timber

Those drips look great. For the competition, the candles might be a great place to use some subsurface scattering. I got the feeling from the contest rules that they're looking for mods that show off some of the latest features they've added to the renderer, so this might be good place to show off that feature.

full estuary
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Just the configuration GUI added, that I showed in the previous video. Flashlight is now offset, to sit on the left shoulder

sly timber
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Let's.
Go

full estuary
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activate with: toggle r_showimgui / Alt+C / F8

sly timber
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Also, if anything weird gets sent through texts. My streets just access books headsaying. The wrong things do to new update.

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Speech to text

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Gotta love android

full estuary
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:hehe:

sly timber
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Yeah , once i'm home , I'll try the new build

full estuary
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As long as the texts do not commit any verbal abuse we good.

sly timber
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Lol

full estuary
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Game input is blocked while the window is active, so you cannot use toggle to close it. Use Alt+C or F8 or click on Close

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If you dislike Alt+C or F8 for some reason, you can disable them in wolf_config.ini: [Settings] -> imgui_allow_shortcut_keys = 0

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There is a weird issue when going from FS to Windowed or the otherway around, Loading the game takes about 20-30s to start rendering. Just quit game if you change video settings. \vid_restart in console does something similar eugh

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TODO list (and bugs to be fixed):

  1. go from FS to windowed and Load cutscene -> crash. Use \spdevmap cutscene
  2. go from FS to windowed and Load game -> hangs 20s before game starts rendering. Quit game and Restart after video settings change
  3. not all entities are part of export (flags, chais, cell doors, alrm boxes) -> they load when PC is in the same room. Test with r_drawworld 0 and \noclip
  4. customize dynamic lights: allow moving them from original position, and changing their color
  5. GPU Skinning (Skeletal Meshes) don't know the exact terminology -> basically getting NPC exportable/editable in Remix Toolkit
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I'm thinking on working on 5 with high prio, and 4 when 5 makes me tear my hair out 😆

sly timber
full estuary
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But I guess we need point number 3. handled somehow, so that we have as few exports as possible? Or, what do you think? Can you do some exports and confirm. I've only exported escape1 and tried replacing some textures..

sly timber
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3 captures for the remaster? I got the whole map in 2

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for escape one that is

full estuary
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^ edited my previous message

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I made an export of escape1 right from Prison Cell, and did not see any Flags in Remix Toolkit

sly timber
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uno momento

full estuary
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Try it again or delete WolfSP.dxvk-cache kekw

sly timber
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alright well

full estuary
sly timber
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i would say we could just stop tehm from culling but with as many animated ones as there is i think it would cause a performance drop

full estuary
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Ok, so I will not bother too much with it. If I find an easy solution to stop culling them: I'll create a cvar to enable/disable entity culling.

sly timber
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seems reasonable enough

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or are these a different problem alltogether

full estuary
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Do we need those fixed?

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Or we need them captured , replaced..

sly timber
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i mean its not nessisary but if we want a high quality model for the competition yeah'

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otherwise no we dont really need them fixed lol

full estuary
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TODO and BUGS list:

  1. go from FS to windowed and Load cutscene -> crash. Use \spdevmap cutscene
  2. go from FS to windowed and Load game -> hangs 20s before game starts rendering. Quit game and Restart after video settings change
  3. not all entities are part of export (flags, chais, cell doors, alrm boxes) -> they load when PC is in the same room. Test with r_drawworld 0 and \noclip
  4. customize dynamic lights: allow moving them from original position, and changing their color
  5. GPU Skinning (Skeletal Meshes) don't know the exact terminology -> basically getting NPC exportable/editable in Remix Toolkit
  6. Spinning fan and spinning textures in general do not work -> debug into Remix to figure out
  7. oscilloscope Box in xlabs not rendering properly -> fix above, then maybe implement 3 texture Rendering
  8. twosided-transparent-textures like spiderwebs and ceiling fan, one of the sides do not work properly
  9. Capture Swinging skeleton cages
  10. Metalic mesh Walkway in UberSoldat Bossbattle does not render - ughh
mighty lotus
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The rebirth of the rtcw chat

sly timber
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but now we have a goal so we needa discuss it here

mighty lotus
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Well either way, looks like ya got a long to do list ahead of you guys

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I’m Sure it’s gonna be great when it’s done

full estuary
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Eh, we won't fix em all, ain't nobody got time fo' that. Having lists is beneficial for the psyche tho' kekw

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I learned that from work: won't fix this, won't fix that.. nobody need that other one.. done!

sly timber
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quite literally lol

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from my work ive learned "if its not noticable or understandable to thoes who dont know, they will continue to not know until they are told there is a problem"

full estuary
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I almost forgot. Dynamic lights, and that includes weapon muzzleflash is NOW a Remix Light (it was DX9 Light). SO it might behave a tad differently, or maybe not. I had to activate Preset D to make the escape1 torture room electricity flashes not cause that checkerboard artifact with Transformer

sly timber
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neat

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i guess speaking of muzzle flash i do want to try out embergen rq on the flamethrower and torches for escape one today

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dont quite know how well be able to use it tho because the particles look 3 dimensional

full estuary
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I've seen tadpole's work for cod2, it would be great

sly timber
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i might as well ask him abt it

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though

sly timber
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it wasnt usefull lol

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the tutorial i mean not the app

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made my own fire for the flamethrower

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oh

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uh

sly timber
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blender

full zinc
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@sly timber ping me if/when you need help for textures. that's about the extent of my abilities. wish i could do more 😦

sly timber
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Do you own wolfenstein?

full zinc
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yes

sly timber
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Alright

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Also I hope to aim for mostly non ai textures in this project (but iont care abt Ai assisted textures in the matter) if that's okay and doable

full zinc
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yeah, i was planning on only using CC0 textures and modifying them myself

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no AI

sly timber
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Alright

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Thank you for your help too, it is much appreciated froggonodding

full zinc
sly timber
sly timber
full zinc
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thanks

full zinc
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@sly timber okay after 2 hours of relearning instamat, i got this

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color is a bit off, but is it otherwise acceptable?

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if you say no i will not take offense lol. i'm just learning again

full zinc
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got them matched a lot better now

full zinc
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i'll work on making it more faithful tomorrow

tribal trail
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Very nice, just needs some roughness and normal maps

full zinc
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the lighting is just so bad that it looks flat

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it's just skybox lighting, and not with a proper HDRI

tribal trail
sly timber
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Speaking of, @sudden steppe am i still allowed to use your basement bricks you made for the comp?

sly timber
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Alright, thank you yippeeyey

full estuary
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serious bodies (animated) and heads are distinct entities:

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At least the bodies have the concept of bones, which means I only need to translate them for DX9 usage

jolly swallow
sly timber
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I am curious tho saint does that mean the heads have no bones/cant be turned into gpu skeletons?

jolly swallow
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If they're using blend shapes or some other cpu or shader driven animation system, Remix cant do mesh replacements on them.

open canopy
open canopy
# sly timber wow

It could be worse. I think I've seen characters in idTech3 games made out of at least 6 separately skinned pieces (face, head, hands, upper body, lower body, and accessories). It looks like this is grouping face/head/accessories into one entity, and upper body/lower body/hands into a second entity, rather than handling them all independently.

sly timber
open canopy
# sly timber im pretty sure to my knowledge saint is currently working on having them working...

It sounded like that might only be a solution for the bodies, if games don't use skeletal animation for heads/faces. That's why I was suggesting an alternate solution for those. It wouldn't let us do enhanced geometry in-game for heads and faces (which would be a shame if we ever wanted to get fancy with things like hair cards), but would still offer a pathway to enhanced textures and normal maps for the faces to get more apparent detail.

full estuary
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In the above case, the faces had stable hashes. THe eyes blinked for a second but that was an extra triangle that did not affect the hash

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I don't remeber how the hashes looked in JediOutcast tho

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An yea I'm trying to figure out how the meshes are handled in the engine and implement gpu skinning

sly timber
full estuary
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I was notarget. They did not speak at me. We'd have to check the intro cutscene I guess. Do you know if speaking breakes the hash?

open canopy
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(And I'm not just trying to lurk to get info for my JediOutcast mod--I'm trying to decide whether to table that until after the contest and try to help here instead, because I think this is more likely to be contest-ready by July.)

sly timber
full estuary
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Ah, I see. Well the torso and legs have 'bones' so that might help us. I wonder if I could do something about heads too, since they are a different type of mesh; they do something else to warp the vertices there

sly timber
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High poly body low poly heads

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The hardest model replacements will definitely be the npcs

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Because where gonna need someone to make lifelike proportional clothing, body, etc

open canopy
full estuary
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Thanks, I’ll look over those

full estuary
sly timber
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How exactly where they handled in the opengl version if you know at all, is it similar to dx9 with skinning?

jolly swallow
open canopy
jolly swallow
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A technique I believe the HL2 team is using - replace the face / head using conventional game modding, and make the body very simple. That way you can preserve the original game's perf (make the head expensive and the body cheap) and then replace the cheap body with Remix. It just needs to have 1 triangle affected by each bone to make sure the engine sends all the bones down.

jolly swallow
sly timber
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wait is this rtcw we are talking about or jedi nights 😅

open canopy
open canopy
jolly swallow
sly timber
jolly swallow
full zinc
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@sly timber if we're gonna be in the competition, imo we should focus on a demo for one level. we should figure out which level has the most potential with Remix and focus on that one

sly timber
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True

full zinc
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3 people isn't enough to do the whole game at the required quality level

sly timber
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I think village 2 but outsiders have said escape1, i kinda dont want to do escape1 tho

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but ive just been working on escape1

full zinc
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escape1 is too dark to have a lot of potential for the outside areas, and the inside areas are all same-y

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we need a lot of variety in whatever level we choose imo

sly timber
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see thats what i was thinking

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thats why village2

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outside areas, inside areas that arent too similar

full zinc
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yeah, exactly

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that one sounds good to me

sly timber
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alright then

full zinc
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can you maybe send me a save for that level?

sly timber
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aye aye

full zinc
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i can repurpose the textures i've made already for most levels

sly timber
full zinc
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thank ya

sly timber
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ofc froggonodding

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self link here eventual to-do list, buy jack

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im also gonna get my friend to remodel the starting car

sly timber
full zinc
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OG texture looked pretty messy too, so i was trying to emulate that

sly timber
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gotcha

full zinc
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althoughhh i made the bricks too small

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matches a lot better

sly timber
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yeah that looks better

full zinc
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roof completed

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need to make the bricks a tiny bit brighter i think

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i'll stop updating here for every little advancement lol

sly timber
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nah you should totally do that (if you want) its cool as hell to see

full zinc
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one on the right is done now

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pretty damn happy considering i just started on this last night lol

sly timber
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Fire

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Also jack acquired

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So if we need to edit the underlying maps we can

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To suit our needs

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As well as the noc head issue

full zinc
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awesome

sly timber
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Still can't belive it costs money to get idtech hammer editor (that actually functions)

full zinc
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yeah 😦

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also shit idk how to approach this texture:

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i'm thinking it should be replaced with just a bare wall, and we attach a new mesh to it for the part that's supposed to be sticking out

sly timber
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Seems like the logical solution

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An easy to make model too

full zinc
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someone else would have to make that mesh though

sly timber
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I'll be on it tmrw likely

full zinc
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so i'll do the brick replacement for now

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huh new PBRify did better than expected

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not gonna use this, was just curious lol

sly timber
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That is p cool

full zinc
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the closest i could get

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but it's not good

sly timber
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Kim turning into stone after working on 13 different brick models

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I think it looks good enough for the given texture

sly timber
# full zinc

Altho i wonder why the top texture isn't replaced too, is it a different texture?

full zinc
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yeah, different one

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unfortunately there are a lot of textures like this in this map. it leads to very harsh edges between the different textures

sly timber
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Ahh

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Yeahh

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Gosh darn devs not thinking of us moders

full zinc
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lol

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aha i found a perfect procedural pattern to use

sly timber
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What's the seams look like

full zinc
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hang on

sly timber
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We can fix thoes corners with some models n the bottom one looks pretty good seam wize

full zinc
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that makes this easier lol

sly timber
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My idea for hiding thoes corners (assuming it's a house( is wooden beaming maybe

full zinc
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it's much closer to the original texture

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just need to make it a little bit cooler to match

sly timber
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It looks so natural

full zinc
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is that a good thing?

sly timber
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Rather be natural and unnatural lol

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But fr it looks very close to the original without taking too much away from it overall

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If only remix supported the parallax effect that spider man miles morales, I'd use that effect on the windows

full zinc
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whoops had it too glossy by mistake

sly timber
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I was abt to say lol it looked a little shiny but yeah it looks good, I like the brustle in the cracks

full zinc
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it looks SO BAD without RR

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how TF did we ever live without this

sly timber
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No clue

full zinc
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CNN looks better actually. less noise issues

sly timber
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Wait i wonder, do you have the lightmap setting on or off?

full zinc
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nvm it's much worse close up

sly timber
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System

full zinc
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it won't let me into that menu

sly timber
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Wdym

full zinc
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it just goes back to the game, or the main menu lol

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it flashes for a sec then does that

sly timber
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Weird

full zinc
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why though?

sly timber
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Lightmaps are what we are using for all the models, they have a different hash than vertex lighting

full zinc
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mm

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i was using your game config from a few months ago

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wanna send the current one?

sly timber
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Vertex light is controlled in the autoexec.cfg, it should be called "vertexlight 1" or similar, you'll want to switch that to zero

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I'll have to send the conf in the morning if it's not there either

full zinc
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it is set to 1

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😦 this means i have to redo all of the texture assignments doesn't it

sly timber
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Likely,,, im sorry I forgot to think about that

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But at least you dont have to make new ones from scratch

full zinc
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okay well thankfully it wasn't that hard

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all fixed now

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look at the walls

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they're so nice

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not 100% sure how to go about doing these

full zinc
full zinc
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okay. gonna stop there tonight

full zinc
full estuary
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Just realized that with latest update, the default value for Radius of Static Lights makes it too small to poke thru those streetlamps. If you want it back just use the Alt+C menu and modify the Radius and hit Save to Map. But before that, make sure to Save to Global the original values, otherwise bug (they become the new default until game restart)

full zinc
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that'll help a looot

full estuary
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there's also a flashlight, do you know how to activate?

full zinc
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i don't lol

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that'd have also helped a lot

full estuary
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in console type:

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\bind v "toggle r_rmx_flashlight"

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v is your preffered key

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Sorry about that, maybe we needed a sync to talk about these things ? 😅

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Also, not sure about the policy with those static lights

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I think they appear in the capture/export

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And to get all of them active one would have to play the whole level

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I'm thinking we do a proper export with all static light activated, and that can be used to adjust position/color/radiance in toolkit. And the rest of the exports are done with Lights off (that Alt+C menu turns them on/off) - but Bailey has the final word here

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I really like how this is turning up. Good job Kim!

full zinc
full zinc
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this is how it looks when you kick btw lol

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we're gonna need to replace a few different meshes

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pathways like this look very bad because it's just reusing the main floor tile pattern, and it's misaligned

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and this just reuses brick wall patterns from a building

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stairs are also problematic

full zinc
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this will look so good once everything is updated

full estuary
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😍

full zinc
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the difference lol

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i've now done most of the textures possible without learning the layering stuff. that's been a pain in the ass and i can't figure it out

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will need to watch more videos on it

full zinc
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how do we want to share mod files?

sly timber
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Uhm

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I suppose you could send both the package mod and mod project usd? Is that possible with the toolkit?

full zinc
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should be

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i'll do that after i get up

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about to slep

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eep*

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the files are only like 150mb

sly timber
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Alright

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Have a good sleep kim

sly timber
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next step, remember how to make an hdri

full estuary
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Not sure how helpful this is, typing this in console \set r_logFile 1 will create a file gl_00.log which contains all the 'shader' names - this name usually maps to a texture name. I mostly used this for stabilizing hashes and renderer bugs, but I disabled all the data dumps in the latest release so it looks cleaner --also made lightmaps the active rendering mode -so we're officially switched 😄

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Also I wanted to say that I'll be away starting tomorrow until next Wednesday, I may be less active on Discord too

sly timber
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new remix bug i think, i dont have any ignored texture

full estuary
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That first one with the tower is r_novis

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Maybe we cover it up in toolkit with a fake mesh? Duplicate the visible tower face maybe..

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I'll go check the second..

sly timber
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i could always just model the rest of the building that shows for the tower, should be an easy fix

full estuary
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We have something similar just at the end of escape1, if you look thru the windows, on that last corridor. Not the whole castle is modeled

sly timber
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ah

full estuary
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Maybe you have a texture set to ignore that I don't?

full zinc
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i had the same thing

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lots of missing geometry

full estuary
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Yea I have an old rtx.conf -testing with the new one rn

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Gah I still don't see that

sly timber
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weird

full estuary
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post your wolfconf and autoexec ?

sly timber
full estuary
full zinc
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during gameplay it was fine

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unique bailey issue i guess

full estuary
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Aha, so we know that doors, signposts, chairs, breakables are culled if the player is not in proximity

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If it's other geometry than that maybe I need to look into it.. ?

full zinc
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there is a lot of geometry that was being culled when i did my captures, not just those objects. entire walls and buildings were missing in captures

full estuary
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shii, please check in console and make sure r_novis and r_nocull are both 1

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when you have time ofc

full zinc
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yeah that'll be about 12 hours from now. sorry 😦

full estuary
#

np. I believe you said u're going to sleep, pleasant dreams

full zinc
#

if i ever get to bed, yeah. i keep getting distracted

#

lol

full estuary
#

😂

full zinc
#

it's totally not 9 AM rn

sly timber
#

now the long and grueling process of using outdated software to extrack things for J.A.C.K

full estuary
#

7zip worked for me to extract and repack paks

#

I needed a pak extractor only for quake2 I think

sly timber
#

wasnt 7zip recently compromised

full estuary
#

I'm not in the loop..

full zinc
#

use nanazip. it's a fork that's much better in just about every way

sly timber
full zinc
#

yep

#

you can get it on github though if you want

sly timber
#

easy enough

full zinc
#

it also supports ZTSD which is a much much better compression algorithm. it gets smaller file sizes and is also usually faster

sly timber
full estuary
#

Grr

sly timber
#

i love outdated software!!! i love manually adding textures (now i remember why i stopped making jack maps)

#

bit better but its not all directories

#

if only it had native rtcw support, it has q3 support but

#

im not going to bother with this for the tower for now, just going to use blender

sly timber
#

My specific to do list this week


Model side of building
Model miniature stones to replace the oddly jagged steps
Make 3d windows
Import my friends car model when he finishes it

#

Obviously not positive o can get them all done this week but I know I can get 1 and 2 done fairly quickly

#

for the windows I want to add simple depth to them, IE just basically adding a transparent window with drapes behind them

sly timber
#

to get that parallax effect (this isnt my plan its just the idea, a sketch if you would)

#

the red would be the drapes

full estuary
#

sounds good. I'm getting curious how it's going to look ingame

sly timber
#

progress

sly timber
#

Also research, Mercedes benz 770 model k

#

You know the deal with it

sly timber
sly timber
#

will add textures for it in the remix menu

normal wharf
#

bb i need your help pls

#

in general

sly timber
#

uhhh well

#

did you buy the steam version

normal wharf
#

yeah

sly timber
sly timber
#

so

normal wharf
#

am i right that this is all remix files?

sly timber
#

no

#

thats just the trex

#

this is the full thing

normal wharf
#

it works... but not quite yet

#

oh wait a second i forgot to create that file

sly timber
normal wharf
#

wolf conf where is it

sly timber
#

In main

normal wharf
#

am i blind

sly timber
normal wharf
sly timber
#

I mean we are getting closer at least...

#

Is there something called rtx.conf near the base exe?

normal wharf
#

no

#

no rtx conf in game folder at all

sly timber
normal wharf
sly timber
#

Hm

normal wharf
#

still this shit pops up

sly timber
#

I can't really tell what the issue is here it's oddly peculiar

normal wharf
#

(

sly timber
#

Alright

#

Saint might know when they are free but they'll be out all week :/ so ill ping you when he's back

sly timber
#

Ofc

carmine creek
sly timber
carmine creek
full estuary
#

@normal wharf [RemixApi] RemixApi initialization failed: 8 <-- I'm willing to bet this is the crash with RemixAPI and Remix 1.0.0 release

#

Plese take latest Remix from github actions

#

rtx-remix-for-x86-games-bb4f003-821-release

normal wharf
#

i just have a question how to download files from artifacts😅

#

oh i find the way how to download

normal wharf
#

@sly timber

sly timber
#

hooray

full zinc
#

@sly timber

Sooo what i need you to model at some point when possible:

  • doorways
  • stonework on building corners
  • fix this somehow: #1229858482530943037 message
  • the stair meshes
  • pathway meshes: #1229858482530943037 message

it sucks but i can't really progress until any of that is done. i was going to use displacement for the stonework, but because of the way displacement looks on corners, it'd have looked pretty terrible and weird

#

i might take a crack at the pathway because it's fairly simple. would be something easy to start with

sly timber
#

if you can handle the pathway my plan is to make stone models for the stairs and a top stone for the tops of the "rails"

#

the tops of the stone walls i guess

#

as for doorways ill see what i can do

full zinc
#

sounds good. ty

full estuary
#

Maybe I'm nitpicking, but my brain just kept fixating on this floor ever since I saw this. I'm thinking it would be real easy to stumble on those raised corners; maybe lower them just a bit, the ideea is if people walk on them they will wear down, and they wouldn't have sharp corner/edges, they would be rounded/dulled. What do you think?

full zinc
#

i didn't finetune it much

sudden steppe
carmine creek
#

👆 it's a good idea to author your textures at roughly equal size be it 1x1m, 2x2m, 4x4m etc. Also not a bad idea to create a debug UV size grid with markings when you're applying textures to original geometry that way you can see the relationship in actual texel scale compared to your desired scale.

full zinc
full zinc
#

reduced displacement strength

#

i'll be working on this floor texture tonight

sudden steppe
# full zinc better?

Hmm yeah. Very good. Still think an extra 2x could go a long way but it looks really good already

full zinc
#

even more? wow

i've definitely seen brick flooring that size IRL though

sudden steppe
#

You might want to break the repetition by using more variety between the bricks, you can see some long lines stretching all the way already

#

The thing that makes bricks strong is layering them in odds and evens

#

Having "accidents" in the middle when smaller bricks gets used to fill the gaps and break uniformity is what gives brick walls their charming characteristics in textures Peepo_NodYes

#

Walls/floors...

sudden steppe
full zinc
full zinc
#

it'd be awesome to finally have this though

#

that's about the best i can do

#

ooo i did it

#

@sly timber you have a memory leak issue by chance?

sly timber
#

To my knowledge no but I haven't been in rtcw itself since I last posted the vid here lol

#

I've been inside the toolkit and blender tryna do the windows n stones

#

You ever get that feeling where something looks fine but you just dont like it

full zinc
#

yup

sly timber
#

Yeah

full zinc
#

floor texture looks a lot better now

#

stressed about trying to do these corner designs. idk if it'll even look okay because of the way displacement works on corners

sly timber
#

They'll likely be replaced by models sooner or later, i wouldn't sweat the bricks, but maybe for now just make it into a solid non cornered wall

#

From the looks of it it looks like brick with a peeling plaster/plaster esc cover

full zinc
#

if you mean the middle of it, it's the same as the bricks on the left

#

i need to try to simulate plaster on them

sly timber
#

Prolmy going to be hard isn't it

full zinc
#

yes 😦

#

the material has a plaster option, but it looked very bad due to the tiling on the wall

#

and RTCW just keeps crashing when alt tabbed which makes it very hard to finetune the materials

#

always after a memory leak

sly timber
#

Weird, have you tried cleaning installing?

#

I'll check if I get any when im on pc tmrw too

full zinc
#

this was a clean install 😦

sly timber
#

Saint is out tho so well have to figure out the root cause ourselves

#

Iirc the last time there was a memory leak it was switching on rtx and off again

full zinc
#

mm

#

it could just be from alt tabbing. bridge might not like it

full zinc
#

current attempt

sly timber
#

Not bad actually

#

Are you able to make the plaster effect slightly more tan then the bricks itself?

#

Only slightly

full zinc
#

i can. that's where the problems usually come in though. it creates a very noticeable pattern with the tiling

sly timber
#

Ahh

#

Then probably shouldn't bother with that for now

full zinc
sly timber
#

Looks good

full zinc
#

was able to introduce a little more color variation

#

doesn't look much different there but it does from other angles lol

sly timber
#

I will forever be always morbidly curious on the original devs direction for this village, because they go for both a materialized "modern" (for its time) structure but play it out to have simplistic maybe even rustic building materials

full zinc
#

in-game

sly timber
full zinc
#

roughness needs to be increased a bit

#

but yaa

#

i like it

full zinc
#

it was very shiny from sharper angles before. doesn't make sense for worn plaster

#

but yeah this looks a lot better than before i think

sly timber
#

A much improved overall texture

full zinc
#

also fixed up this texture a bit

#

gonna work on the wood flooring now

sly timber
#

Good luck to your hands after tryna figure out what wood type the intention was

sly timber
#

Nice

full zinc
#

i did reduce the height variance though. looked a bit weird

#

that fire is ridiculous though lmao

sly timber
#

What you mean the dynamic lights system

full zinc
#

yeah. i did tweak it, but reducing it too much led to insane strobing

sly timber
#

Yeah its a wip thing

#

Hopefully soon we can adjust color and position but obviously that's not high on the list priority rn

full zinc
#

it's nice to have it at all

sly timber
#

Yeah

full zinc
#

NRC was off in your config

#

turning that on fixed the strobing issue

sly timber
#

Oh

#

Huh

full zinc
#

it was set to importance sampled, which is horrible

#

ReSTIR GI actually looks best here

sly timber
#

Looks like another thing to make a model for, the vase of the fireplace, unless you think a texture would be the better idea

full zinc
#

100% new mesh

sly timber
#

And this is what I mean for what I said earlier abt the original devs, it seems to be an older style fireplace, but with a more modern build structure with the base of the pit

#

And the multiple stone differences

full zinc
#

yeah...

#

that's why i'm just trying to recreate whatever they did instead of working on actual historical stuff

#

it's a mess lol

sly timber
#

Yeah lol it is

#

Id probably assume the devs weren't in deep connection to the housing style and probably just had a huge ammount if references and took some liberties

full zinc
#

finished the ceiling pattern

#

original

#

had to do some cursed shit to make this one work

#

the original material couldn't do long tiles, so i had to use a transform node to make it look like it was. then made it seamless

then had to rotate and crop it afterward with xnconvert to get the required 2:1 aspect ratio

#

then the game and toolkit both crashed at the same time

sly timber
# full zinc

When i saw this i thought of that one ncis "enhance" scene

full zinc
#

CSI lol

sly timber
#

Oh was it csj

#

Csi

full zinc
#

wtf is this supposed to be

#

it looks almost like it has planks in it

sly timber
#

Id say

#

It looks like maybe stripped bark almost but that doesn't feel right

#

Maybe it's half rotted wood

full zinc
#

it's for the fireplace mantel

#

to me it looks like oak with a varnish, but... kinda destroyed

sly timber
#

I mean

#

Maybe it's varnish but it has like an ash sorta prolonged exposure thing going on

#

Would sorta explain the grey

full zinc
#

i'll put some dirt and dust on it

sly timber
full zinc
#

it's also on the rafters on the ceiling

#

it looks oddly light. it's nothing with the map itself. i think it's just the bright emissive right under it causing issues

#

it's reused for doorframes too

sly timber
#

Hm that's going to be a problem

#

Ato there's gonna be alot of things that'll need simple mesh replacement

#

Atp

full zinc
#

reused for this too

#

it seems to be attached to a lot of shit

sly timber
#

Yikes

#

😅 unfortunate

#

Its the same thing with escape2 and a concrete like stone texture they use in both their doorways and in their torches and cages

#

Texture limitations be damned

full zinc
#

i'm uploading the current textures for you

sly timber
#

Alright I'll check them out ik the morning

#

2 am... I may be cooked tmrw at work lol

full zinc
sly timber
#

Its too muggy to sleep tho

full zinc
#

sleep sucks

sly timber
#

Sleep sucks but being tired is worse

full zinc
#

yeah can't argue there

#

original for comparison

#

gonna make them a bit smaller and also increase mortar height though

#

a bit more realistic

#

normal map strength is the only issue now

#

i think that's good

#

ended up fixing it up more but i already closed everything (15th crash tonight)

sudden steppe
carmine creek
#

Glad to see Kim is finally finding their creative side again.

#

Maybe I'll get the bedroom walls done today 🤣

pine bronze
sly timber
pine bronze
#

huh, not bad

full zinc
full estuary
#

I have an idea what might cause a memory leak. I’ll do some changes and a build in git, I’ll let you know when its ready

full zinc
#

damn

#

so the memory leak to clarify only happens while alt tabbed. it will stop leaking memory when you go back to the game. it crashes when it maxes out available RAM

full estuary
#

Hmm, in that case my idea could be wrong

full zinc
full estuary
#

Oh no

#

Well forget it then

#

It was worth the shot. When I get back to my PC

full zinc
#

it doesn't happen every time, either

full zinc
#

well shit

#

multiple problems

#

wall corners scale the texture differently than the main wall

#

all of the meshes in one scene are a unified mesh. this makes light placements incredibly difficult

#

(and mesh replacements)

full zinc
full estuary
full zinc
#

it's so bad

#

for every single light placement, i'll have to go and try to duplicate each light for each copy of the mesh by hand

with normal games you can just do it on one of them and it'll apply to all of them. but not here

#

and for poor Bailey, each mesh replacement will require manually replacing each mesh in that large file and trying to align it perfectly

#

unless she can figure out how to fix this in the map editor, that's what we'll be dealing with

#

new rust texture on these bars

full estuary
#

That looks really good

full estuary
#

Hopufully I can figure out some way to make it better

full zinc
#

it'd be amazing if that could be bypassed

#

oh nooo ugh this is annoying

the fire textures aren't a flipbook. they're separate individual textures

#

well. looks like there are only 3 in total anyway

#

4

#

embergen will allow me to update these. but with only 4 idk how to actually make it look natural

#

maybe we could somehow stop the game from animating it at all, and replace the one fire texture that's left with a flipbook in Remix

#

i'll work on something else for now

full zinc
full estuary
#

The animated fire/torches I think we can stop animating maybe from engine or even from scripts. It could be that the animation is a property in the idtech-shaderfile

full zinc
#

note for future me:
the trees seem to be European Beech

sly timber
#

People wish us gl (good luck) from a friend streamer of mines server on the competition, one says "they dont need gl they've already dealt with that renderer too much"

full zinc
#

that's nice 🙂

#

but yeah uh... @full estuary is a miracle for this project lol

#

i remember we got stable-ish visuals with the OGL wrappers after a LOT of tweaking (and tadpole's help too) but this is so much better

sly timber
#

For sure

full estuary
#

Thanks.Things that my brain helps me do I will do 😄 The intention was to have fun and find something reasonably challenging to do. Happy to be here 😃

#

It was a good decision to start working on RTCW

sly timber
sly timber
#

Ive had it up to here with jack :eyye: im not stopping tho

#

as its kinda working ISh

#

forgor how much i hated this app when i did sourcemods lol

#

fucking

#

may have figured out the issue

#

dumbest shit ever

#

if it works

sly timber
#

fuck this bullshit

#

it seems to "only" be textures like clip and models missing

#

and the sky

#

@full zinc moving the topic back here

#

blah blah blah

#

thanks firefox for doing this for anything but actualy malicious softare

full zinc
#

yeah

#

hm why 1.5.0 though?

sly timber
#

trying both

full zinc
#

make sure you grab the gamepacks too

#

if this works, hopefully you can get a refund for the other thing

sly timber
#

fr

#

now i have to figure out texture imports

full zinc
#

that's with the RTCW gamepack?

sly timber
#

yeah

full zinc
#

there's some documentation there at least

#

might be helpful

sly timber
#

it finds some but just like jack,,, misses everything else

full zinc
#

😦

#

at least this one isn't $15

sly timber
#

yeah

full zinc
#

maybe some magic in there. idk

full zinc
sly timber
#

lemme check

full zinc
#

i do'nt know for sure what they meant

sly timber
#

even then theyre both in c

full zinc
#

are there any errors in the log?

#

i found a few different threads for this issue but they have different errors mentioned

sly timber
#

no errors in the logs

full zinc
#

😦

sly timber
#

hopefully crs blender mod releases soon

#

all im saying

full zinc
#

i'll try it on my end to see

sly timber
#

alr

full zinc
sly timber
#

and escape1 too

full zinc
#

escape1 is loading perfectly for me, and all textures work

sly timber
#

bruh

full zinc
#

this is with 1.6.7

sly timber
#

i see

full zinc
#

idk why but i can't find the map file for village2

sly timber
#

youll have to decompile it

full zinc
#

ah...

sly timber
full zinc
#

ty

#

i'm using the GOG copy. maybe that's fixing an issue?

sly timber
#

maybe,, im using the steam copy

full zinc
#

village2 works too

sly timber
#

lol

#

why is it not working for me

full zinc
#

my guess is Steam broke something with that copy

full zinc
#

well

#

try to get a refund for JACK and use $5 of that to get the GOG version

sly timber
#

i used steam credit on it so i wont get regular money back from it

full zinc
#

😢

sly timber
#

still refunding tho lol

#

downloading 1.6.7 lets see if it works

#

finally

#

jesus frickin christ

#

now its time to figure ts out

#

from the looks of it @full zinc each model automatically handles their own textures, meaning wed have to make out own models or something similar

#

like this, is a model

full zinc
#

man

#

why is this so cursed

sly timber
#

everything be damned i guess

full zinc
sly timber
#

Crs blender mod is a main way out but its not released yet

#

because with the mod

#

we dont have to worry about mesh compilation

#

we can use blender to seperate them among other things

#

other than that i dont know

full estuary
sly timber
full zinc
sly timber
#

which saves time on injestion as it only injests after export

#

radiant however was useful because i can replace the tower

#

if i can figure out how to compile iot

#

theoretically i could also edit the color and position of the dynamiclights

full zinc
#

well i wish ya luck

sly timber
#

@full estuary Puter

#

sorry for the ping on vacation i js forgot

sly timber
#

blender it is in the end

#

but i got the tower to look good !!!!!!

#

and this is (a really old, non injestable version) of crs blender thing

#

much more easy and itd run remix side

full zinc
#

yeah that looks awesome

sly timber
#

so eyah once they release a full injestable addon ill def do allat

full zinc
#

until then i don't think i can do anything

there are 2 textures that are nightmare material for me and i cannot figure out despite spending hours on. but i think that's all that's left for me to do

#

i'll have to make textures for your new meshes and stuff ofc though

sly timber
#

what youve done so far is wonderful so i appreciate that, and yeah i dont think there's anything either of us will be able to do until then. i dont want to reinstall the toolkit due to lack of room, ofc ill still be modeling but ill have to re import it all once i take a new capture for blender

full zinc
#

which segement/award should we be aiming for winning btw?

sly timber
#

well

#

obviously the 20, but if not def most playable without issue

full zinc
#

RTX skin is gonna be a pain

sly timber
#

so true

full zinc
#

Best Remastered Assets
and idkkkk if my textures qualify as that lmao

#

but we'll see i guess

#

i really hope we win at least one of them

#

need that $$ lol

#

we will need to find someone to make a somewhat professional demo video. that'll make a big difference

sly timber
#

yeah

#

i know skurtty is not avaliable rn so

#

hm

#

i could ask my friend zephyr

#

maybe

sly timber
carmine creek
sly timber
full estuary
#

Seen this crazy light-show at a piano concert. Instantly thought of replicating it in rtcw, maybe on the castle/tower.. and spread out like a fan.. we’d need volumetrics tho

normal wharf
#

is it possible to fix it?

sly timber
normal wharf
sly timber
#

Yw

sly timber
#

#1116089843479498782 message more memory leaks with nvidia i guess

full estuary
#

Hmm.. I'm getting that memory leak myself, just as Kim mentioned while alt-tabbing out of the game. Alt-tabbing back in fixes it, like the bridge is generating new data but not processing it. I might try going back thru the actions builds see where it starts nvm, action build artifacts expire. Well it does not happen with v0.6.0 :itssomething: Note to self: it still happened with commit 7524c89 <-maybe I'll come back to this someday

full zinc
#

idk when i'll have time to work on this again

#

things are cursed in my life right now

sly timber
#

Alright dw about it 😄 we got it from this point while you deal with allat

sly timber
sly timber
#

@full zinc should you or I make the rtcw thread, you made the most textures so

full zinc
#

i'm fine to make it if you want

sly timber
#

Alright

full zinc
#

as we make more progress i'll update the pics in #1377775933993254982

#

btw i didn't see your lamp pics, otherwise i'd have included them right from the start

#

we have any more varied pics?

sly timber
#

Not really any that are noteworthy

full zinc
#

@sly timber #1378391798703063248 message

sly timber
#

ooooo idea

carmine creek
#

wait, the viewmodels are stable? That's amazing

carmine creek
#

is there anyone working on the mp40 already 👉 👈

sly timber
#

Nope, nobody is working on the view models so far

carmine creek
#

Let me see what I can whip up in a few days

sly timber
#

Ok lesGO

carmine creek
#

ah the good old days of saving performance wherever possible

sly timber
#

If its not in vew why expend recourses, gotta love it

carmine creek
#

need to do some research into the MP40 and potential variants / alterations during manufacturing. I'm seeing two different charging handles already on google images

sly timber
#

I belive its the full metal model rather than plastic

carmine creek
#

yeah I'm already assembling a PureRef sheet, in-game model certainly looks like it doesn't use bakelite. Not sure if it's a machined or stamped receiver though

#

should be stamped steel it looks like

sly timber
#

I guess I dont quite know the difference but id assume stamped because the mp40s where bulk produced during that time and machining doesnt make as much sense

carmine creek
#

that's true, but early war weapons usually were using more complex or expensive manufacturing which they simplify to reduce cost at some point

sly timber
#

True

carmine creek
sly timber
#

nice

full estuary
#

Since the Skinned meshes are giving me a headache, this is (almost) a thing

sly timber
#

Hell fuckin yeah

sly timber
full estuary
#

Yep, and it makes the lighting all the more immersive

#

Meanwhile Skinned meshes, absolutely zero chill 😂

sly timber
#

Oof

full estuary
#

Getting there 🐌

sly timber
#

Slow and steady wins

full estuary
#

Keeping this for later reference: gpu skinning in DarkMessiah #1098843924602306601 message

#

Also I've released the above changes with light overrides

sly timber
#

Alr

#

Ill download it when I get out of my cozy bed

#

Shits got me trapped

full estuary
#

:fluffy:

sly timber
full estuary
#

yep, that's a pretty good human trap, too

full estuary
#

😃

#

I only fixed the obvious fireplace light, wouldn't have the patience to correct all the torches

sly timber
#

I do, but later past the competition

full estuary
sly timber
#

can remove that one alltogether

#

because its just there to light the room up

full estuary
#

Oh noo my lovely flickering shadows on the tower steps 💔 jk jk. To turn it off maybe you can set it to pure black. Or maybe just move it over to the torch there yonder..

sly timber
#

could always also push it below the floor

#

do as the devs do !

full estuary
#

:gasp:

#

I get this when coding and am in a funny mood

sly timber
#

Holy shit conjoined twins

full estuary
#

and this eldrich abomination

#

One more thing

#

Hit save after each light changed, only the active light is pushed to the configuration file. Also you can always go back, and scan again for old modded lights

#

Probably what I should have implemented, was to Scan for lights based on their modified position. It always scans based on original position 😅

sly timber
#

also oh my god everything looks so much better whent the lights arent pasty

full estuary
#

Also, you may want to increase the radiance value globally, it then gets applied when searching for individual lights too

sly timber
#

Nice

full estuary
#

Radius too etc

sly timber
#

I find it funny that the "smallest" updated is the most hype for me

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(I know it probably wasn't a small task(

full estuary
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it was alot, but I am glad you find it useful

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It was necessary, and I couldn't postpone it any longer either

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the fireplaces out-of-place were really bugging me

sly timber
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The pasty colors of all the lights in general where bugging me

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It made everything looked washed

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ALSO

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A friend of mine said he's manually implemented skeleton animation before so im asking him abt it

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Should I ask him anything specific

full estuary
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Honestly I have no ideea what goes wrong.. It renders fine in DX9 SoftwareVertexProcessing (because SW supports a gajillion bones, HW supports only 8 EIGHT! )

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Remix also supports 255 bones, but something is crooked somewhere: either how I populate the vertex buffer, or how the bones are configured for DX9 🤷

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Did they actually implement it in code, in DirectX, or they converted models to be used in Blender Maya etc?

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^That twin joining above, the dude patrolling had a twin joining with the dude on the radio when he was in that room, a clingy dude it seems 😂

sly timber
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"the last time i touched those someone was importing animations from a gameloft my little pony game and their horses got spaghettified'

full estuary
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is the code on github? I might have a look

sly timber
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Ill ask

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@manic tinsel hi garf_wave

manic tinsel
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hi

full estuary
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hey @manic tinsel , are you using fixed-function or vertes shaders to render the skinned meshes?

manic tinsel
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vertex shaders

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im not very familiar with dx specifics, but i know the math behind bone transforms/skinning pretty well and could take a look at that if its a part of what is causing trouble

manic tinsel
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from what I understood from baileys explanation, you have an already vertex skinned model that you're trying to convert to a format you could feed to dx9 bone animation / mesh rendering apis

full estuary
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Yep

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Wolf has 'bones' and weights and does the transforma in software and sends the transformed vertexes to be rendered

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What I tried was to put in the untrasformed vertex coords, wight, and build a bone matrix and Draw them

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I verified in SW that my bone matrix works, by tranforming the vertex coords with my matrix, then rendering that. Then I set the bone matrix to DX9 tranform index, and with Software VErtexProcessing (which allows more than 8 bones in DX fixed-function) it also draws ok

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But when I put Remix in the loop, it seems some bones misbehave

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My current assumption is that I set something incorrectly: either the bone index, or some vertex indices are bad in the DrawCall

manic tinsel
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yeah, what seems weird is that only some of them break

full estuary
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yep 😢

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Ok I've been summoned to dinner, see u in abit

sly timber
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Cya saint have a good dinner

full estuary
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Look at MDSVertex and MDSWeight

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MDSWeight contains an xyz value. It gets multiplied with the bone tranform, then with the weight, then the results are added together to form the final vertex value

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What I did not expect is to have a separate xyz value for each weight/bone <- this has me stumped, and I'm using only one bone (the first in that list) in my current implementation

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The resulting model is a bit edgy, it needs the other weights to be proper smooth

manic tinsel
full estuary
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How do I get the vertex value that DirectX expects?

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That V(model) in the image

manic tinsel
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i think the issue is that the bone matrix that dx9 expects is world space and the one that is in bone matrix might be local space?

full estuary
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Yep.. I've multiplied the bone matrix with the object model matrix to get the transform for directx

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So I may need to translate that xyz value from bone space, upto parent bone?

manic tinsel
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is the bone matrix mat4 with the position?

full estuary
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it was 3x3 rotation + vec3 translation

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I combined that to a 4x4

manic tinsel
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i think you might be applying translation twice for vertices that have multiple matrices affecting them

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that would explain why some of them stay normal, they're affected only by one matrix (with its influence being 1.0 and the rest 0)

full estuary
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I'm only using one bone with weight forced to 1.0 for each vertex --becasue I did not understand what to do about the other xyz values in bone space

manic tinsel
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hm

full estuary
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lemme grab a video

manic tinsel
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can i see the code where you make them world space?

full estuary
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I'll push to a different branch and show you

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w->offset is the xyz above which you said are the vertex values in bonespace, forcing weight to 1.0 and building a bone matrix (in case it was not created already)

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For the bone matrix I multiply with whole object model matrix at the end (qdx.world)

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Can't get a video rn, but this guy gets fixed by just stepping back

manic tinsel
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is there some sort of LOD on animations?

full estuary
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yes, but I think I forced no lods

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hmm

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I'll have to debug..

manic tinsel
manic tinsel