#Return to Castle Wolfenstein (RTCW)
1 messages · Page 6 of 1
pretty much all hashes are stable
Except props like chairs and trees, so we need 3-4 exports per map I'd wager to get them all
I'll do some tests
If you can spawn in new props above the walls, you could have properly aligned textures as a facade above any problem areas
This is what I was going to do for Anox, but the entire game 😅
Plus I did not see the flags @sly timber and some alarm box that I checked was missing..
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.
If you throw them at the enemy yes
Also if you knife them, that's what I trid. They break
Do they retain their hash until deletion?
So from my studies, I've noticed that the chairs have 3 states.The one where you originally haven't sitting around the one where you pick him up and the one we are after you throw
It has about three ashes
If the hashes are predictable then that's fine, just copy the replacement prims over and call it a day.
So wait what's happening with the flags
I can still see them myself
I did not see flags in the capture
That's weird
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.
Alright
How long is the competition going?
I believe it said until july eighteenth
@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 ?
we will need to do gpu skinning, their hashes are too unstable
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
googling it did not yield useful results
I belive xor might know but im not too sure
that being said i think if and when we get gpu skinning all we will need to do is replace them, we wont need to change the animation because its a good ammount fluid mocap
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?
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
Not at my pc but you need the bone matrices and instead of setting the WORLD transform, you can set up to 256 bone transforms with the indexed world transform (just look at the definition of the world transform and you’ll see what I mean)
The. You need to enable indexed vertex blending via a Renderstate and you need to define the blend weight via a renderstate
Thanks, that is a good starting point 🙏
Will that change the hashing for anything other than the enemies or other animated elements? i.e. would any change that would stabilize the hashing of these elements necessitate recapturing the rest of the scene too?
the games hashes around the world are already stable if thats what you mean
I think it will only change the hashes of enemies, The enemies are drawn with their own DrawCalls, and Remix computes a has per DrawCall. And since the world is rendered in separate Drawcalls, no hashes should change. The order of the Darawcalls does not matter, only the contents
Also, I'm trying to finalize this. Configurable torches fires, if we decide to use the ingame ones
not, yet done, but I want to do it
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
speaking of flashlight, mine has weirdly stopped working
nvm i fixed it
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?
well
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
while village2 may have alot of unique textures, they are well tiled textures
and village 2 has alot of different elements to its mapping we can untilize
outdoors
indoors
dense areas
watered areas
etc
so if we are trying to get a good demo down for a competition, this is the one we should use
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
thats the plan,,, but not a plan for the competition
mostly because there are alot alot of variations to that specific texture (again all being misaligned or using different wrap arounds)
or doorways, windows etc
I mean, you only need one brick mesh, placed all around
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
but i still think village 2 is a better demonstration for rtx in the competition
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.
its an issue with the origional game
Here is what I did for morrowind as an example. Same mesh for the 4 corners
the devs used low res textures and they just slapped them on without thinking about it (i a sense)
yeah
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
ill prolly get to it if it comes down to it being escape one with friends help
Hmm, is the baked lighting in the texture, or the vertex color? I added an option to disable baked lighting correction on vertex colors recently, you could try turning that off.
rtx.vertexColorIsBakedLighting for that, I think the UI is in the parameter tuning tab as Vertex Color Is Baked Lighting.
hi mark
in thoes images i belive the color mismatching was just from the sphere fallback light
i dont know abt 91signs issue tho
guess I'm not sure what I was summoned for then.
I dont know either, sorry
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
Ah so thats why my demons keep attacking me when I summon them
In the sample images to show a texture issue, what jumped out at me first was the color mismatch, and I thought that perhaps the vertex color issue you'd worked on for Morrowind (and the possibly related issue I'd raised based on what I'd seen in JO) might be relevant to the issue the RtCW team was having with these textures not matching up.
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.
we would have to make the decal work for all different seams
Hi, ping me in 2 weeks pls
will do
another thing my friend is working on
sure. we'll have to see what i can do to actually help, but i'd be willing 🙂
alrighty
(O forgot to say but obviously not finished)
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.
Just the configuration GUI added, that I showed in the previous video. Flashlight is now offset, to sit on the left shoulder
Let's.
Go
activate with: toggle r_showimgui / Alt+C / F8
Also, if anything weird gets sent through texts. My streets just access books headsaying. The wrong things do to new update.
Speech to text
Gotta love android
:hehe:
Yeah , once i'm home , I'll try the new build
As long as the texts do not commit any verbal abuse we good.
Lol
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
If you dislike Alt+C or F8 for some reason, you can disable them in wolf_config.ini: [Settings] -> imgui_allow_shortcut_keys = 0
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 
TODO list (and bugs to be fixed):
- go from FS to windowed and Load cutscene -> crash. Use \spdevmap cutscene
- go from FS to windowed and Load game -> hangs 20s before game starts rendering. Quit game and Restart after video settings change
- 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
- customize dynamic lights: allow moving them from original position, and changing their color
- GPU Skinning (Skeletal Meshes) don't know the exact terminology -> basically getting NPC exportable/editable in Remix Toolkit
I'm thinking on working on 5 with high prio, and 4 when 5 makes me tear my hair out 😆

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..
^ edited my previous message
I made an export of escape1 right from Prison Cell, and did not see any Flags in Remix Toolkit
uno momento
Try it again or delete WolfSP.dxvk-cache 
alright well
after looking into it, it seems the props follow the old vistree
trying to noclip around breaks it
Yes, this is what I've observed too. Also for example if norway, go up in the sky and cross between the two zones at the beggining: trees from the old zone gets despawned
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
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.
seems reasonable enough
also i am curious on #5 on the list, do you think itll fix these guys too? theoretically if it workss
or are these a different problem alltogether
i mean its not nessisary but if we want a high quality model for the competition yeah'
otherwise no we dont really need them fixed lol
TODO and BUGS list:
- go from FS to windowed and Load cutscene -> crash. Use \spdevmap cutscene
- go from FS to windowed and Load game -> hangs 20s before game starts rendering. Quit game and Restart after video settings change
- 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
- customize dynamic lights: allow moving them from original position, and changing their color
- GPU Skinning (Skeletal Meshes) don't know the exact terminology -> basically getting NPC exportable/editable in Remix Toolkit
- Spinning fan and spinning textures in general do not work -> debug into Remix to figure out
- oscilloscope Box in xlabs not rendering properly -> fix above, then maybe implement 3 texture Rendering
- twosided-transparent-textures like spiderwebs and ceiling fan, one of the sides do not work properly
- Capture Swinging skeleton cages
- Metalic mesh Walkway in UberSoldat Bossbattle does not render - ughh
The rebirth of the rtcw chat
it never died we just moved to a dif server 
but now we have a goal so we needa discuss it here
Sorry, “immigrated”
Well either way, looks like ya got a long to do list ahead of you guys
I’m Sure it’s gonna be great when it’s done
Seeing people work makes me feel good too (anoints my soul, in my language, but that sounds sketchy in english)
Eh, we won't fix em all, ain't nobody got time fo' that. Having lists is beneficial for the psyche tho' 
I learned that from work: won't fix this, won't fix that.. nobody need that other one.. done!
quite literally lol
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"
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
neat
i guess speaking of muzzle flash i do want to try out embergen rq on the flamethrower and torches for escape one today
dont quite know how well be able to use it tho because the particles look 3 dimensional
I've seen tadpole's work for cod2, it would be great
it wasnt usefull lol
the tutorial i mean not the app
made my own fire for the flamethrower
oh
uh
@sly timber ping me if/when you need help for textures. that's about the extent of my abilities. wish i could do more 😦
Textures is fine, whenever you feel like it you could do some of the escape1 textures, maybe the outside walls
Do you own wolfenstein?
yes
Alright
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
you have the latest rtx.conf by chance?
Yeah one second
You'll also want to use this build
thanks
@sly timber okay after 2 hours of relearning instamat, i got this
color is a bit off, but is it otherwise acceptable?
if you say no i will not take offense lol. i'm just learning again
Very nice, just needs some roughness and normal maps
that's the fun part. it has them already 😛
the lighting is just so bad that it looks flat
it's just skybox lighting, and not with a proper HDRI
Ah, shows what a difference it makes!
this looks Hella good
Speaking of, @sudden steppe am i still allowed to use your basement bricks you made for the comp?
Sure, go ahead 
Alright, thank you 
bodies (animated) and heads are distinct entities:
At least the bodies have the concept of bones, which means I only need to translate them for DX9 usage
wow
This is pretty common. The heads or faces are often separate meshes, to separate facial animation / blending from the skeletal animation the rest of th body uses.
I am curious tho saint does that mean the heads have no bones/cant be turned into gpu skeletons?
If they're using blend shapes or some other cpu or shader driven animation system, Remix cant do mesh replacements on them.
Can Remix do texture replacements on animated faces, so we can at least use normal mapping to add the appearance of detail? I think the deformations make the meshes unstable, but I could envision a solution where we could work backwards and do a bulk replace operation. Basically, ID every face mesh that uses a given texture, and replace that texture with a set of PBR textures.
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.
im pretty sure to my knowledge saint is currently working on having them working with gpu skinning #1229858482530943037 message #5 ofc i cant say for certain thats whats goin down rn but
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.
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
I don't remeber how the hashes looked in JediOutcast tho
An yea I'm trying to figure out how the meshes are handled in the engine and implement gpu skinning
Doesn't it break when they speak tho in the above
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?
(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.)
Yeah, because when they blink it's just an overlay texture, the heads themselves break when whistling and speaking
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
High poly body low poly heads
The hardest model replacements will definitely be the npcs
Because where gonna need someone to make lifelike proportional clothing, body, etc
Per https://wolfenstein.fandom.com/wiki/Id_Tech_3, the stock idTech3 engine was pure per-vertex animation, with licensees adding skeletal animation where needed. Some of the tools at https://jkhub.org/files/category/75-utilities/?sortby=file_downloads&sortdirection=desc (e.g. ModView or Noesis) might be helpful to see how these models are animated
Thanks, I’ll look over those
I’m investigating whether I can implement gpu skinning on the bodies. They do have the concept of ‘bones’ in the code so I hope I can identify which transforms can be moved from cpu to gpu 🤞
How exactly where they handled in the opengl version if you know at all, is it similar to dx9 with skinning?
Any texture the game passes to the GPU can be replaced, although if the textures are generated dynamically there may be an infinite number of possible textures.
I think the situation here is 1-2 textures being used for each face, but the mesh being sent to the GPU is being generated dynamically through per-pixel animation.
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.
per-vertex, I assume? that's probably blend shapes or something like it, and yeah, Remix can't replace those meshes.
wait is this rtcw we are talking about or jedi nights 😅
Both--same underlying engine. So I'm trying to apply what I've been learning about how the engine works in JO to brainstorm solutions for the issues here.
Sorry, I meant to type " per-vertex." Unless the developers for RtCW implemented something different after they licensed the engine, my understanding is the facial animation uses keyframes with individual vertex information, rather than a skeletal animation system.
yep. Remix has no way to reliably identify and track meshes that have changing vertex data
this will likely have to be the case for us too if its per vertex animation for the head then- unfortunate 😓
yep. Not ideal, but there's no straightforward way to apply per-vertex animation from one face onto another face, even if we could track that face across frames reliably
@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
True
3 people isn't enough to do the whole game at the required quality level
I think village 2 but outsiders have said escape1, i kinda dont want to do escape1 tho
but ive just been working on escape1
escape1 is too dark to have a lot of potential for the outside areas, and the inside areas are all same-y
we need a lot of variety in whatever level we choose imo
see thats what i was thinking
thats why village2
outside areas, inside areas that arent too similar
alright then
can you maybe send me a save for that level?
aye aye
i can repurpose the textures i've made already for most levels
thank ya
ofc 
self link here eventual to-do list, buy jack
im also gonna get my friend to remodel the starting car
OG texture looked pretty messy too, so i was trying to emulate that
gotcha
yeah that looks better
roof completed
need to make the bricks a tiny bit brighter i think
i'll stop updating here for every little advancement lol
nah you should totally do that (if you want) its cool as hell to see
one on the right is done now
pretty damn happy considering i just started on this last night lol
Fire
Also jack acquired
So if we need to edit the underlying maps we can
To suit our needs
As well as the noc head issue
awesome
Still can't belive it costs money to get idtech hammer editor (that actually functions)
yeah 😦
also shit idk how to approach this texture:
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
someone else would have to make that mesh though
I'll be on it tmrw likely
so i'll do the brick replacement for now
huh new PBRify did better than expected
not gonna use this, was just curious lol
That is p cool
the closest i could get
but it's not good
Kim turning into stone after working on 13 different brick models
I think it looks good enough for the given texture
Altho i wonder why the top texture isn't replaced too, is it a different texture?
yeah, different one
unfortunately there are a lot of textures like this in this map. it leads to very harsh edges between the different textures
What's the seams look like
We can fix thoes corners with some models n the bottom one looks pretty good seam wize
so it's actually not a different one, it's just the same one but with a different hash
that makes this easier lol
Thats what I figured
My idea for hiding thoes corners (assuming it's a house( is wooden beaming maybe
new one
it's much closer to the original texture
just need to make it a little bit cooler to match
there
It looks so natural
is that a good thing?
Rather be natural and unnatural lol
But fr it looks very close to the original without taking too much away from it overall
If only remix supported the parallax effect that spider man miles morales, I'd use that effect on the windows
how's the ground?
whoops had it too glossy by mistake
I was abt to say lol it looked a little shiny but yeah it looks good, I like the brustle in the cracks
No clue
CNN looks better actually. less noise issues
Wait i wonder, do you have the lightmap setting on or off?
nvm it's much worse close up
where's that?
System
it won't let me into that menu
Wdym
it just goes back to the game, or the main menu lol
it flashes for a sec then does that
Weird
why though?
Lightmaps are what we are using for all the models, they have a different hash than vertex lighting
Vertex light is controlled in the autoexec.cfg, it should be called "vertexlight 1" or similar, you'll want to switch that to zero
I'll have to send the conf in the morning if it's not there either
Likely,,, im sorry I forgot to think about that
But at least you dont have to make new ones from scratch
okay well thankfully it wasn't that hard
all fixed now
look at the walls
they're so nice
not 100% sure how to go about doing these
okay. gonna stop there tonight
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)
that'll help a looot
there's also a flashlight, do you know how to activate?
in console type:
\bind v "toggle r_rmx_flashlight"
v is your preffered key
Sorry about that, maybe we needed a sync to talk about these things ? 😅
Also, not sure about the policy with those static lights
I think they appear in the capture/export
And to get all of them active one would have to play the whole level
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
I really like how this is turning up. Good job Kim!
it'd be good to catch up yeah 🙂
thank you for the info
this is how it looks when you kick btw lol
we're gonna need to replace a few different meshes
pathways like this look very bad because it's just reusing the main floor tile pattern, and it's misaligned
and this just reuses brick wall patterns from a building
stairs are also problematic
this will look so good once everything is updated
😍
the difference lol
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
will need to watch more videos on it
how do we want to share mod files?
Uhm
I suppose you could send both the package mod and mod project usd? Is that possible with the toolkit?
should be
i'll do that after i get up
about to slep
eep*
the files are only like 150mb
next step, remember how to make an hdri
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 😄
Also I wanted to say that I'll be away starting tomorrow until next Wednesday, I may be less active on Discord too
new remix bug i think, i dont have any ignored texture
noted
That first one with the tower is r_novis
Maybe we cover it up in toolkit with a fake mesh? Duplicate the visible tower face maybe..
I'll go check the second..
i could always just model the rest of the building that shows for the tower, should be an easy fix
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
ah
Yea I have an old rtx.conf -testing with the new one rn
Gah I still don't see that
weird
post your wolfconf and autoexec ?
Missing geometry as in stuff that normally should be visible to a player? i.e. which is not using noclip to fly around?
no, in captures. my bad
during gameplay it was fine
unique bailey issue i guess
Aha, so we know that doors, signposts, chairs, breakables are culled if the player is not in proximity
If it's other geometry than that maybe I need to look into it.. ?
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
shii, please check in console and make sure r_novis and r_nocull are both 1
when you have time ofc
yeah that'll be about 12 hours from now. sorry 😦
np. I believe you said u're going to sleep, pleasant dreams
😂
it's totally not 9 AM rn
now the long and grueling process of using outdated software to extrack things for J.A.C.K
7zip worked for me to extract and repack paks
I needed a pak extractor only for quake2 I think
wasnt 7zip recently compromised
I'm not in the loop..
7 zip has all kinds of exploits that are constantly being patched
use nanazip. it's a fork that's much better in just about every way
this?
easy enough
it also supports ZTSD which is a much much better compression algorithm. it gets smaller file sizes and is also usually faster
shit
Grr
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
https://youtu.be/my71LfTdBtY for now we got this video
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
to get that parallax effect (this isnt my plan its just the idea, a sketch if you would)
the red would be the drapes
sounds good. I'm getting curious how it's going to look ingame
progress
also for the sake of saving headaches, https://ambientcg.com/view?id=WoodFloor043
will add textures for it in the remix menu
yeah
ok
also this specific model will be for buildings without insides because its bulky
so
drag and drop the rtx remix files first, then the exe latest build from https://github.com/whisperglen/RTCW-SP
am i right that this is all remix files?
no
thats just the trex
this is the full thing
Reset your wolf.conf
wolf conf where is it
In main
Then try putting this in main
😭
I mean we are getting closer at least...
Is there something called rtx.conf near the base exe?
Then can you add this next to the exe
Hm
still this shit pops up
I can't really tell what the issue is here it's oddly peculiar
Alright
Saint might know when they are free but they'll be out all week :/ so ill ping you when he's back
ok ty for help
Ofc
Keep track of where assets are sourced from, even if CC0. 😉
thats what im doing 

@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
i just have a question how to download files from artifacts😅
oh i find the way how to download
hooray
@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
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
sounds good. ty
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?
it's just the displacement value being too high
i didn't finetune it much
Instead, make the texture tile twice as much, so you get more realistic scale to human size and lower displacement depth
two stoned birds, you know the saying
👆 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.
damn, that's what was off about it
i recreated the pattern properly but forgot about the size lmao
better?
reduced displacement strength
i'll be working on this floor texture tonight
Hmm yeah. Very good. Still think an extra 2x could go a long way but it looks really good already
even more? wow
i've definitely seen brick flooring that size IRL though
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 
Walls/floors...
Just eyeballing it rn. The current iteration already looks stunning
i agree. unfortunately that's a limitation of the procedural texture i'm using. trying to bypass it without actually editing the entire very complex graph for it isn't going too well
This (https://github.com/mmikk/hextile-demo) was originally posted by Mark on the Discord server. Implementing this feature would help break up clear tiling patterns, as shown in their demo: This w...
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?
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
yup
Yeah
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
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
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
Prolmy going to be hard isn't it
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
Weird, have you tried cleaning installing?
I'll check if I get any when im on pc tmrw too
this was a clean install 😦
Ig we should probably give you the steam version we have it might be better in a way anyways (plus for easy installs) but it is weird
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
Not bad actually
Are you able to make the plaster effect slightly more tan then the bricks itself?
Only slightly
i can. that's where the problems usually come in though. it creates a very noticeable pattern with the tiling
Looks good
was able to introduce a little more color variation
doesn't look much different there but it does from other angles lol
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
in-game
Oo now that looks nice
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
A much improved overall texture
Good luck to your hands after tryna figure out what wood type the intention was
first try!
Nice
i did reduce the height variance though. looked a bit weird
that fire is ridiculous though lmao
What you mean the dynamic lights system
yeah. i did tweak it, but reducing it too much led to insane strobing
Yeah its a wip thing
Hopefully soon we can adjust color and position but obviously that's not high on the list priority rn
it's nice to have it at all
Yeah
it was set to importance sampled, which is horrible
ReSTIR GI actually looks best here
Looks like another thing to make a model for, the vase of the fireplace, unless you think a texture would be the better idea
100% new mesh
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
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
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
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
CSI lol
Id say
It looks like maybe stripped bark almost but that doesn't feel right
Maybe it's half rotted wood
it's for the fireplace mantel
to me it looks like oak with a varnish, but... kinda destroyed
I mean
Maybe it's varnish but it has like an ash sorta prolonged exposure thing going on
Would sorta explain the grey
i'll put some dirt and dust on it

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
Hm that's going to be a problem
Ato there's gonna be alot of things that'll need simple mesh replacement
Atp
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
i'm uploading the current textures for you
aaaaand it's used for the logs in the fireplace
Its too muggy to sleep tho
sleep sucks
Sleep sucks but being tired is worse
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)
Nice! Looking really really good
Well done 
Glad to see Kim is finally finding their creative side again.
Maybe I'll get the bedroom walls done today 🤣
Am i crazy or i remember E-man not having NV_ on his nick before?
Recently was hired
huh, not bad
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
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
Hmm, in that case my idea could be wrong
well that's interesting
lol
to clarify even more, it's the remix bridge that's leaking memory, not the game exe itself
it doesn't happen every time, either
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)
I was wondering if that was goig to bite us in the as*
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
That looks really good
Argh it’s that damn BSP structure, outputting a different set of poligons depending on where you are on the map
Hopufully I can figure out some way to make it better
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
I’ll have a look over these when I get back, either Bailey manages to assign a new texture there, or I manage to hack the .map with a hexeditor and replace the texture
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
note for future me:
the trees seem to be European Beech
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"
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
For sure
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

Ive had it up to here with jack :eyye: im not stopping tho
as its kinda working ISh
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
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
trying both
make sure you grab the gamepacks too
if this works, hopefully you can get a refund for the other thing
that's with the RTCW gamepack?
yeah
GtkRadiant: The open source, cross platform level editor for id Tech games.
there's some documentation there at least
might be helpful
it finds some but just like jack,,, misses everything else
yeah
erm did you do this?
like c:? i belive my wolfenstein install is in c
lemme check
i do'nt know for sure what they meant
even then theyre both in c
are there any errors in the log?
i found a few different threads for this issue but they have different errors mentioned
no errors in the logs
😦
i'll try it on my end to see
alr
which map are you loading?
bruh
this is with 1.6.7
i see
idk why but i can't find the map file for village2
youll have to decompile it
ah...
maybe,, im using the steam copy
village2 works too
my guess is Steam broke something with that copy
i used steam credit on it so i wont get regular money back from it
😢
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
everything be damned i guess
do you see any way out of this?
well
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
What do you intend to separate?
meshes, with blender you can seperate by loose parts
i don't understand why this can't be done currently in blender?
the current usd doesnt capture anything but the mesh data, no textures and scales everything wrong, crs blender mod will be able to import and extort without needing the toolkit
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
well i wish ya luck
not worth it
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
yeah that looks awesome
so eyah once they release a full injestable addon ill def do allat
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
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
which segement/award should we be aiming for winning btw?
RTX skin is gonna be a pain
so true
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
yeah
i know skurtty is not avaliable rn so
hm
i could ask my friend zephyr
maybe
also amen to this
Jack is still better than hammer. Speaking of, does hammer++ or Trenchbroom work with RTCW by chance?
no clue tbh i know hammer++ might but not sure, have to test when i get home
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
is it possible to fix it?
Mark it as decal
ye it work ty
Yw
#1116089843479498782 message more memory leaks with nvidia i guess
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
#1262932017742483456 message
Thank you 🥳
Alright dw about it 😄 we got it from this point while you deal with allat
@full zinc should you or I make the rtcw thread, you made the most textures so
i'm fine to make it if you want
Alright
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?
Not really any that are noteworthy
@sly timber #1378391798703063248 message
ooooo idea
wait, the viewmodels are stable? That's amazing
Yep
is there anyone working on the mp40 already 👉 👈
Nope, nobody is working on the view models so far
Let me see what I can whip up in a few days
Ok 
ah the good old days of saving performance wherever possible
If its not in vew why expend recourses, gotta love it
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
I belive its the full metal model rather than plastic
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
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
that's true, but early war weapons usually were using more complex or expensive manufacturing which they simplify to reduce cost at some point
True
Grabbed a CC-BY MP40 from sketchfab just to see if it works as expected before spending much time on it and I'm happy to report that it does. Now to make my own model and texture proper.
nice
Since the Skinned meshes are giving me a headache, this is (almost) a thing
Hell fuckin yeah
This is gonna be life saving
Yep, and it makes the lighting all the more immersive
Meanwhile Skinned meshes, absolutely zero chill 😂
Oof
Getting there 🐌
Slow and steady wins
Keeping this for later reference: gpu skinning in DarkMessiah #1098843924602306601 message
Also I've released the above changes with light overrides
:fluffy:

yep, that's a pretty good human trap, too
😃
I only fixed the obvious fireplace light, wouldn't have the patience to correct all the torches
I do, but later past the competition

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..
Holy shit conjoined twins
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 😅
thank you for letting me know before i just left lol
also oh my god everything looks so much better whent the lights arent pasty
Also, you may want to increase the radiance value globally, it then gets applied when searching for individual lights too
Nice
Radius too etc
I find it funny that the "smallest" updated is the most hype for me
(I know it probably wasn't a small task(
it was alot, but I am glad you find it useful
It was necessary, and I couldn't postpone it any longer either
the fireplaces out-of-place were really bugging me
The pasty colors of all the lights in general where bugging me
It made everything looked washed
ALSO
A friend of mine said he's manually implemented skeleton animation before so im asking him abt it
Should I ask him anything specific
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! )
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 🤷
Did they actually implement it in code, in DirectX, or they converted models to be used in Blender Maya etc?
^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 😂
It looks like they did it via code?
"the last time i touched those someone was importing animations from a gameloft my little pony game and their horses got spaghettified'
is the code on github? I might have a look
hi
hey @manic tinsel , are you using fixed-function or vertes shaders to render the skinned meshes?
vertex shaders
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
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
Yep
Wolf has 'bones' and weights and does the transforma in software and sends the transformed vertexes to be rendered
What I tried was to put in the untrasformed vertex coords, wight, and build a bone matrix and Draw them
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
But when I put Remix in the loop, it seems some bones misbehave
My current assumption is that I set something incorrectly: either the bone index, or some vertex indices are bad in the DrawCall
yeah, what seems weird is that only some of them break
Cya saint have a good dinner
@manic tinsel Here's something maybe you can figure out, about the Wolf MDS model: https://mino-git.github.io/rtcw-wet-blender-model-tools/publications/MDSFileFormat.html
Look at MDSVertex and MDSWeight
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
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
The resulting model is a bit edgy, it needs the other weights to be proper smooth
it has the location of the vertex in local space of that bone
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?
Yep.. I've multiplied the bone matrix with the object model matrix to get the transform for directx
So I may need to translate that xyz value from bone space, upto parent bone?
is the bone matrix mat4 with the position?
i think you might be applying translation twice for vertices that have multiple matrices affecting them
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)
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
hm
lemme grab a video
this is it, right?
can i see the code where you make them world space?
I'll push to a different branch and show you
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)
For the bone matrix I multiply with whole object model matrix at the end (qdx.world)
Can't get a video rn, but this guy gets fixed by just stepping back
is there some sort of LOD on animations?
doesnt seem like lods are an issue for animations
but its weird that distance to the model affects it


