#Return to Castle Wolfenstein (RTCW)

1 messages Β· Page 7 of 1

full estuary
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Maybe it's the order of drawcalls, somehow. There are 3 other NPCs in the adjacent rooms and they might get culled

manic tinsel
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could surfaces and animations be lod'ed separately, causing a mismatch?

full estuary
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In R_CalcBones they have a hight bone precision #define and when disabled (low precison) ther are 2 ways to calculate the bones

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That was somewhere on t he list to try, to activate hight precision bones

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But fuck it for tonight, my brain is toasted

manic tinsel
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aight, gnight

full estuary
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I would need help with converting that xyz value from bone space to model space as DX9 required

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Once I figure out this corruption

manic tinsel
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what is R_ComputeLOD used for?

full estuary
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That's for other types of entities, I think those do not have bones, but actual object space values for each frame of animation, and they get lerped between animation frames

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ye, those are the heads, where I intend to stop animation see that cvar there that I inserted

manic tinsel
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does this guy not have other npcs nearby, which is why he doesnt get corrupted?

full estuary
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Yea, he was alone now and got fixed πŸ˜†

manic tinsel
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huh

full estuary
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The do have a bone caching strategy in R_CalcBOnes, but I tried to disable that too..

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So next I'd try that HIGH PRECISION bones, and just having separate memory space for each bone matrix I calculate (maybe Remix does some lazy copying)

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Or memory corruption, I would not be surprised.. even in my dirty code 😒

manic tinsel
full estuary
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On each loop that tempVert gets incremented with result of 'offset * boneTransform * weight' and becomes the final model space vertex value

full estuary
full estuary
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Now to tackle the multiple bone issue I was talking with nking about.. and then merge the legs and the torso πŸ˜“

manic tinsel
full estuary
# manic tinsel what ended up being the issue?

I was not locking and unlocking the Index buffer properly because of crappy api I wrote πŸ˜… And at work I always stress people to have explicit apis with no side effects πŸ˜‚

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So I guess it was using old data from previous drawcalls

full estuary
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I still think I'm having issues with how the bone matrixes are built. Sending bone local vertex coords to DX, when it expects model local.. I'm guessing the bone matrix needs to contain that offsetTransform (bind pose -> bone space transform) or it's inverse.. @manic tinsel Any idea?

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I mean from what I've read, whatever I'm sending to DX is not what it expects.. so it should not reder properly

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Uff, I need to dive-in that Bone calculation code..

full estuary
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The way I understand it rn is: Vmodel * offsetTranform * boneCombineTransform is the formula, and DX wants Vmodel for Vertex coords, and offsetTransform * boneCombineTransform for the bone matrix. But I'm setting Vmodel * offsetTransform (the bone space Vertex coords) as Vertex coords and boneCombinedTransform as bone matrix. So the math would check out, but I have doubts Remix can use that matrix

sudden steppe
sly timber
full estuary
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The flag on a pole in the escape yard can be static. I haven’t discovered the type of animation for the other objects mentioned. Try Alt+C MeshAnim (needs imgui_debug_controls = 1 in .ini file or console r_nomeshanim 1)

full estuary
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@sly timber I've got two builds here, the first I got working the other day, with ONE bone influencer (and using bone-local vertex coordinates -because it worked):
https://github.com/whisperglen/RTCW-SP/actions/runs/15508263600

Later one, with multiple bone influencers (usually 2) with vertex coordinates forming a bind-pose (uses animation frame 0 as bind-pose, the blender MDS importer defaults to frame 0 for a bind-pose so I guess that's ok?):
~~https://github.com/whisperglen/RTCW-SP/actions/runs/15518443937~~ see new ver. below

From my POV, second build should be the proper one, however it does not look quite right. The first build obviously, but multiple bones made the skin less edgy in original game, but that does not happen with my implementation (ofc it's those bone local vertex coords.. argh..)

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Torso, hands and legs are all separate objects. I could maybe join torso and hands because they use the same texture, but legs have a different texture..

sly timber
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first looks mostly fine albeit the shoulders on the people are goofy

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but that can be fixed with remix ofc

full estuary
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hmm, lemme go check the doctor again..

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for RTX off i'll put in a cvar, and a toggle in Alt-C menu for quick fix

sly timber
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also whats the command to disable head animation?

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to stabilize it

full estuary
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r_nomeshanim 1

sly timber
full estuary
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Yea, I see the instability, I wonder what it is..

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Let it finish first Edit: it's done

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Torso and hands, or legs and hands seem to be merged with this build. Also added GPU Skinning to Alt-C (r_gpuskinning)

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value 0 CPU skinning, value 1 is 2nd build above, value 2 is an average of the vertex values <- maybe this is improved version 2

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Can you also compare GPU Skinning CPU (val 0) vs val 2? Is it much different?

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I will try to figure out what the instability is, in the meantime

sly timber
full estuary
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Ah, but for shits and giggles opengl ver could be fixed with the wrapper, I just need to find that sortSurfaces function in ghidra

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Never bothered. Besides I tried exporting and only the outside walls are visible: inside-out. Got fearful I broke the wrapper again, and went back to dx9 version πŸ˜‚

sly timber
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right lol

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honestly the opengl version isnt needed, except to show progress

full estuary
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Good find

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But I need to do some house cleaning rn.. maybe the reason for mesh instability comes to me while I work

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goddam, the first build has very stable hashes 🀯

sly timber
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i also just realized but the corpses shirt color has stayed the same throughout builds lol

full estuary
sly timber
manic tinsel
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i.e. if the both versions are mathematically equivalent, what assumptions about its function does remix make that doesnt work with the local matrix version?

manic tinsel
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according to this doc, DX expects model space to world space baked into the bone matrix

manic tinsel
sly timber
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Hitching a ride and wtf wolfenstein irl

full estuary
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So with the 2nd build I shared to bailey I compute a boneTrasform for the first frame of animation, let's call this bT0. Then I take boneLocal VertexCoords, multiply with bT0 -> Vmodel for DirectX. Then I take the inverse-bT0 * boneCombineTranform * modelToWorldTranform and this is the bone matrix I pass to DirectX

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Re "what does remix use the bone matrix for?" I should have said that if I do not use Vmodel coordinates, I won't be able to pass more than one bone influencer for a vertex. I haven't figured out how Remix uses the data, maybe this is the time to ask Mark if I have the right setup.

manic tinsel
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or do you cache the vmodel coords for every vertex?

full estuary
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I think the bones are defined in the same order. I don't cache the vmodel coords. I thought about it, but I need to properly identify the mesh/entity instance -and the last assumption I made about entity ids turned out to be wrong on 2 accounts πŸ˜‚

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Currently I recalculate the T-pose tranform on each frame

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The next hop is for Bailey to be able to do a Skeleton replacement in Remix Toolkit, make sure whatever I have now actually is useable

full estuary
manic tinsel
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if the order happens to be different bT0 might give you the wrong Vmodel, but otherwise sounds like it should work

full estuary
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That’s the latest bug, I use Identity for bone transforms to render the T-pose always, and at some point I get different coords

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I have to debug, after breakfast πŸ₯‘

full estuary
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I think we're good now. THere was just one more field I needed to reset for frame-0 when calculating the transforms for that T-pose

manic tinsel
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awesome

full estuary
sly timber
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Amazing work between the 2 of you
-# NERDS

full estuary
# sly timber Whoopee

Can you check a Remix export? See if it look alright, or if something can be attached to the skeleton?

sly timber
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I also need to figure out how to properly remap a model to a remix skeleton

full estuary
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Yep. Search from:Mark skinning or bones he does talk somewhere about using original skelly from game asset then editing usda and assigning bones by hand -but I think for DarkMessia it just worked

sly timber
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aw fuck updating it reset all the data lol

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making a capture now

full estuary
sly timber
sly timber
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did you build a previous one or smthn

full estuary
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I created the commit, but I did not push it to git, was still on local PC

sly timber
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oh lol

full estuary
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Ok tested that build, it works for me worksonmymachine

sly timber
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works for me too

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i will definetally be testing further... after

carmine creek
full estuary
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SO after Bailey added some custom stuff, accidentaly ovewrote it sad_cat

carmine creek
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I think jsons just easier to automate/use externally. For example I made some tools in unreal that gives me compatible json code of anything I configure in there ( i.e. anchors and the movement/rotation of said anchors for things like moving clouds or trains)

sly timber
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tried fiddling with the agx tonemapper

carmine creek
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which is which, the right one looks quite crunched

sly timber
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agx is the right one, im truna get the right look garf_shrug

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iw ant it a bit more moody i guess? i dunno

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prolly making it look hella wrong tho πŸ˜“

carmine creek
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I should push for LUT support again lol

full zinc
sly timber
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E man made the brick textures, altho they do have fully fledged heightmaps so maybe that's the issuem

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I personally think it looks fine tbh

full zinc
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well like here for example. i halved the strength of the normal map and it reduced the very contrasty appearance

full zinc
sly timber
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Yeah

full zinc
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also wtf how has it been so long since i did textures

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sigh

full estuary
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Yes come back to us Kim, show us pretty pictures that bring joy to our hearts :goofy: πŸ˜ƒ

full zinc
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yay skeletons

sly timber
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Eventually I want to also make a graph for how our edits of culling work

sly timber
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@carmine creek im really sorry for the ping, but is there any update on the mp40?

fresh moat
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any gameplay footage of this at its current state?

carmine creek
sly timber
sly timber
sly timber
carmine creek
# sly timber Yipee

apologies for not getting back to you sooner, I'll throw you a model tomorrow. Totally blanked on updating you between all the setting up furniture and all that πŸ˜…

sly timber
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alright

full estuary
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Maybe something that can be done now, is to create a new shader (new texture) and mark one of those boxes to have it's shader replaced

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I haven't tried to split geometry based on the boxes, fearing an fps drop.. What you see onscreen is one drawcall; maybe split only for special shaders (I'm looking at you lamps and light posts) and reintroducing a form of culling πŸ€”

sly timber
sly timber
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or well ig that resets geometry hash i think

full estuary
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I did a run on escape1 with novis disabled, and I get light leaking after every corner. It's not in your face, but it's visible. So big geometry: walls buildings, we may have to draw them most of the time, and maybe we cannot split them. But lamps, lampost we can hide maybe.. have a radius around player that is nocull.. will have to implement and test 🀞

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I was mostly thinking about two locations Kim mentioned where the HQ textures do not match: some stone stairs and a walkpath close to village2 end. Maybe these two are good candidates to be split off from rest of geometry. I'll try to do it these next few days, see if it's possible.

sly timber
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alright, good luck

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im still fuckin around with agx tonemapping

sly timber
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#github-updates message new fire particles maybe without obscenely hard workarounds

full zinc
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@sly timber do you think we could get a really basic version of the mod released? people do seem interested in RTCW overall

sly timber
carmine creek
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need to unwrap the model still and then do the texture

sly timber
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ok

sly timber
full estuary
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There are skies for dark and dig (in addition to tram and norway). And in wolfconfig.ini I changed the remix settings to apply fog for for tram, norway, dark; There needs to be a global light for fog to be visible so I changed the radiance a bit, not identical to original as I don't have the patience.. but close enough as a placeholder. Feel free to PR changes. Keep in mind wolfconfig needs to be merged manually.. pick and choose

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And I made the flashlight brighter in config for my poor eyes :hehe:

carmine creek
carmine creek
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gotcha, for now I think gone is easier because the buttplate is the most unintuitive thing to model for me. If you change your mind we can still update the model later.

full estuary
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-Quick we need some plier looking thingamajigs for the mad doctor's table!
-But Sir, all the blacskmiths are busy banging on the ubersoldiers armor!
-Who's free then?
-Well the carpenters are waiting for the snowy pine bark shipment..
-Go on! and make sure they use that rust looking wood varnish, nobody's gonna notice! facepalm

open canopy
sly timber
full estuary
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I'll have you know that my 15in CRT blurred an image of 1024x768 pretty noticeably.. I mean visibly.. clearly.. hmm πŸ€”

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sorry I seem to be in a joking mood 😝

full estuary
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I did consider tracking down that CRT after seeing some DF videos.. but I have a strange memory when I first played RTCW in 2002 on my first GPU, and I switched form Lightmaps to VertexLight and I did not manage to see a difference.. although in my defence I was probably in a brightly lit area in game.. those were different times..

full estuary
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I managed to assign a unique texture to those meshes. However the stairs come bundled with the pavement. One would have to manually specify a smaller bounding box that contains only the stairs..

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Well, it's something..

sly timber
sly timber
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Whichll basically overlay the stairs

sly timber
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lets see how 1.1.0 breaks wolfenstein

carmine creek
full estuary
sly timber
fickle heart
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indeed

full zinc
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well

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looks like someone entered RTCW anyway using CC0 assets and some AI. doesn't look bad at all

full zinc
sly timber
full estuary
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They say this: "At first I struggled because I didn't know that all the games original materials had an alpha legacy state I think for the baked lighting." Is this something we need to also pay attention to, or it's a RedHerring? They still use vertex light in the mod, and in that mode there is a color attached to each vertex that gets blended with the diffuse texture. Maybe you've seen Mark discuss with e-man (or goku) working on Morrowind mod (Vertex color is lightmap or some such). Not sure if the same happens when lightmaps are active.

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Did you notice a difference when switching from vertexLight to Lightmaps?

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I do seem to perceive a difference between Heretic 2 and Wolf, in the sense that materials in Wolf are darker somehow (in Heretic I set all vertex color to white because it was easier).. but I would not be surprised if this could all be in my head..

paper egret
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I thought everyone had to post workflows and show progress? How can there be a surprise entry

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I only mention it because I had to record like 40 minutes making of videos πŸ˜‹

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Pure waffling on eugh

sly timber
full estuary
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Most of the textures are marked as "Ignore alpha channel" in the mod

sly timber
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@full estuary i was wondering (for later down the line not right now) if there was a point eventually in which we could add a bind to freeze the game (for specific captures, adjustments in cutscenes specificall) not really an important thing, more of a "is it possible" thing

full estuary
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But, let's say the chance is small

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ANd even if they change it will be on a map, on a single type of mesh and that customisation can be remade on a duplicate capture

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The question is, the way the geometry is rendered today.. is this something you can work with? @sly timber

sly timber
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so what your saying is is that we would need to reassign everything on the new hash or that the hashes would be unstable again

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because i can and will reassign everything

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itll be alot easier than trying to manually change settings in cutscenes before the next scene happens, then reloading the cutscene to make sure its where i like or looks good

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but if the hashes change alot more than just once likely not

full estuary
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Unless you want me to do an overhaul of the renderer, based on these AABBs that I added recently -then everything changes

sly timber
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that's manageable then

full estuary
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I think so too

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BTW I'm putting heretic 2 back on the waiting list. Do you want me to finalize this new feature where a completely new texture is assigned to some meshes, for easy replacement in Toolkit?

sly timber
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go for it, altho why was h2 put on the waiting list if i may ask?

full estuary
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I put a lot of work in it and am basically tired

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Switching projects helps with the .. how to call it.. when you feel sick/nauseous of doing something

sly timber
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right

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like when you get tired of grinding out one video game so you move to a diff one

full estuary
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yea

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Although, I promised myself I would do some cleaning/sorting sh*t in the house, we have a messy house, I have some adhd symptoms :p

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So slowly does it

sly timber
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right o

full estuary
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Oh, I got distracted with dinner and forgot.. I made some changes today, I added Flashlight binding to Cotrols Menu, I removed some configuration items that might break textures hashes (if changed by users) and added a Pixelize Texture filter (TLDR: Controls / System / Options Menus were slightly changed)

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It needs the main repo build from here:

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Only use the .pak file from the first repo, or backup your wolf_customise.ini

full estuary
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Oh, and I want to add a feature to drop new lights in game, and them edit them just like coronas

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I’m not gonna add lights via Toolkit in Heretic πŸ•―οΈ πŸ˜…

thorn kelp
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How do you do this?

sudden steppe
# thorn kelp How do you do this?

In the authored texture files, unfortunately. Remix can't scale UVs as a material argument atm. There is a github issue about it, but the runtime codebase will need some major refactoring before adding to support that.

thorn kelp
sudden steppe
# thorn kelp Nice! And that works well?

Should work well, though it can only modify meshes that were already captured. So, you'll need to capture all your map or target meshes somehow and apply the script.
Keep in mind it was off-toolkit replacement and I've never tested how the toolkit behaves with that replacement format. Lemme know if it breaks Peepo_ThumbsUp

thorn kelp
sudden steppe
thorn kelp
sudden steppe
thorn kelp
sudden steppe
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the folder generated by the script with all the processed meshes + the layer also generted by the script, + mod.usda

sudden steppe
# thorn kelp

Eveything seems to be in place. Did you edit tht script to tell what will be the scaling factor for each material hash you want?

thorn kelp
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Yes i did

thorn kelp
full estuary
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Edit the files manually and replace 'D:/RTX-Remix-Mods/turbine2' with a '.' and see if game loads them

sly timber
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got 1.1.0 to work somehow

full estuary
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What did you change? I guess I have to try 1.1.0 at some point sad_cat

sly timber
full estuary
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Hehe a day in the life of a programmer. Or so the story goes..πŸ˜‚

sly timber
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Ok so game plan; I think im gonna try to utilize the particle system for escape1 electrical room

full estuary
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Oh no i already felt guilty using the electricy lever. Now it's going to launch pretty particles.. which I'm going to want to watch again and again? 😱

sly timber
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because i dont want it to be constant, just when the lever is flicked

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but i dont think theres a way to do that

sly timber
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looks alright, would probably look better with proper tuning

full estuary
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It looks good, nice job

sly timber
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add realrtcw support

sly timber
severe sapphire
sly timber
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I plan on changing the trees to use cco models because i cannot model trees for the life of me

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I also made the sun less abysmal i think

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more of a morning day now

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@full estuary also skinned mesh works somehow if you install remix first and then the binarys so i prolly fucked it up somewhere to get thoes results

sly timber
full zinc
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treeit i think is a good one

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really really easy to use

sly timber
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also 4$ so well see

full zinc
sly timber
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alright

full zinc
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it's actually free on their website

carmine creek
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oh kim already posted it

carmine creek
sly timber
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Alright alright im installing it πŸ˜… im on it

sly timber
sly timber
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temporarily put here but oh my god am i glad to not have to see this eyesore no more

sly timber
full estuary
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Post a pic when you get the tree(s) imported

halcyon forge
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ngl since it was brought up whats up with realrtcw like i know what it is and play on it but why not add support for it is it just not able to be remixed. or is there some unspoken grudge i dont know about here or something kinda just curious as to the reason why not to.

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[or if it is able to be remixed do yall just not wanna do it sort of thing]

sly timber
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Idk saintmaths tidbit but I think we've gotten so far into rtcw there's no turning back now

halcyon forge
sly timber
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Everything is subject to change

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So id say nothing

full estuary
sly timber
sly timber
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gonna test realrtcw again

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with the wrapper n allat

full estuary
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Curious how that goes. I don’t think I tested realrtcw

sly timber
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right i forgot, its a 64 bit game

full estuary
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Ah yea, I think I can compile 64bit version of the wrapper

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But not this evening

sly timber
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fair fair

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i think earlier versions of the game (moddb) have 32 bit

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lemme check that out

full estuary
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Ah yea

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If it uses sdl

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Tturn off rtss

sly timber
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how do i turn off rtss :tamco:

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or wait is that rivatuning?

frosty pebble
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yea

full estuary
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Set it to None

sly timber
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I dont have that

full estuary
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Ok then I don’t know πŸ˜›

sly timber
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eh ill js wait then, rather than try to get a headache for 32 bit

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for now i think i may START working on the car MAYBE

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i gotta get it to work with the blender importer first

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been sitting on my ass too long gaming, need to do smthn with this since none of my other projects can currently be really worked on anyway Poking_Out_Tongue_Face time to be productive

full estuary
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Yep that’s the spirit!

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I managed to create some basic layered materials for heretic the other week in instamat πŸŽ‰

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No graphs so far πŸ˜›

sly timber
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basically for future reference i want to work on this vehicle (as it seems itd be the most esiest to work with with the best possible looking outcome

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obviously im no blender wizard so

full estuary
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How will you do it? Start from scratch, or import some reference and modify that?

sly timber
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well i was gonna import the origional model as a reference but

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its weirdly inverted

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no matter, checker texture to the rescure

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/solid

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so my design flow is like lego tbh, im gonna build each part

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then put it together

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i think the best start will be headlights

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im also obviously gonna look at real world car referenced

carmine creek
sly timber
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ty tho much appreciated

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my belnder skills ammount to "ooh look i can split a sphere up to look like this"

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the problem is i wanna make the inside sphere hollow

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@carmine creek is there any shortcuts in edit mode for that or will i have to do something specific

carmine creek
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quick google search says go into edit mode and then select every face (probably ctrl + a) and then under the mesh menu in the top left, normals -> flip

sly timber
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ty

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heres a mockup of my headlight idea

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so #lifelike

sly timber
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I do wanna say the exception for the mostly custom ish materials rule will be xlabs tiles cuz you cant reinvent the wheel

sly timber
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@full estuary are you able to compile a 64 bit wrapper?

full estuary
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Yes I compiled it the other day, but I was afraid to test it πŸ˜‚ i.e. afraid it may crash in unexpected ways. Let’s see this weekend.

full estuary
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uff, realrtcw.x64 starts in DX9 mode, but remix crashes..

sly timber
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damn

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any good guess as to why?

full estuary
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nah, I need to get a debug runtime and start with the debugger

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ahh, rtss my beloved

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it's a x64 process so I need to put the game exe on 'ignore' and not nvremixbridge as before

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but mouse does not work in alt-x menu, sdl my beloved.. (in_mouse 2 cvar fixed it in JediKnight or JediAcademy.. maybe.. if the console was out?.. don't remember properly)

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also the screen was gray for some reason

sly timber
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like

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currently usable

full estuary
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yea the game ran for me

full estuary
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hope I don't have any viruses tho.. πŸ˜‚

sly timber
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launching the game in safe mode gives this

full estuary
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Send the qindie log

sly timber
full estuary
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Did you put the ini in the same dir? It does not find the settings

sly timber
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Oh no I didnt, I put it in main

sly timber
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after work i went home

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wasnt able to get it to hook at all

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loading maps where rasturized but it does act like its in dx9 mode

full estuary
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I also copied all the dlls from .trex folder to the game.exe folder and it hooked then. I did not have enough time after to mess with it

full estuary
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ok, I enabled camera detection,mode 2 inside qindie.ini, and then enbaled sky detection in remix

sly timber
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Well thats something

carmine creek
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stealth tech in WW2? It's more likely than you think!

sly timber
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I love issues after issues, as my game now refuses to launch and instead eats up all my memory

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it keeps eating more

full estuary
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for me there are no keyboard inputs to the game.. ESC does not work either. But Alt-X works

sly timber
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dont try changing resolutions

full estuary
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Ok, so note to self, when/if we want a new remix renderer in realrtcw, we may need to get rid of SDL input

sly timber
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what exactly is sdl input?

full estuary
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SDL is like a helper library for games that takes care of initialising OpenGL (I think also DirectX) and has function for getting keyboard and mouse input

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It is supposed to help port games to linux

sly timber
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ah

full estuary
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And I am thinking that when the SDL2.dll is loaded by the game, whatever Remix does to capture keyboard and mouse for Alt-X menu, may need to be done for SDL and not to the main game executable..

#

big assumption on my part tho

sly timber
#

Yeah

#

any good assumption on why the memory is gettting brutalized? sdl for that too?

full estuary
#

iortcw and ioquake3 they also usesdl
No ideea about memory usage.. when the game started it really had moments when it seemed to hang..

#

I almost killed it after launch..

sly timber
#

it still just wont open for me

#

at all

full estuary
#

but the dx9 version works right?

sly timber
#

yeah

full estuary
#

after you kill the realrtcw.exe process, can you look into remix logs.. what do they say?

sly timber
#

remix-dxvk.log?

full estuary
#

I started in a window, just to be clear

#

And I see 640x480 resolution.. not sure that has an impact (maybe in fullscreen)

#

Otherwise I do not see issues in dxvk.log..

#

seems remix starts

#

Ah, you have it from Steam, the realrtcw exe, I got it from github.. maybe it matters..?

sly timber
#

that was started in windowed too, i can try the non steam version

full estuary
#

also I'm using: rtx-remix-for-x86-games-8b19262-1004-release.zip

#

ok, SO needs me, gtg

sly timber
#

cxya!

full estuary
#

Fun fact: since the game does not see keyboard input, I clicked the x button on the window to close RealRTCW.x64.. and I've had two running processes since sunday.. luckily they caused no cpu load..

sly timber
full estuary
#

Yea very

sly timber
#

Does the window close and it still runs or does it js not close

full estuary
#

window closes and the process still runs

sly timber
#

Wow

#

Certified bluesweat moment as I check my pc and wudduya know

#

Also curious saint did ya see the unity stuff

full estuary
#

Had a quick look, but I don't think I know the games mentioned there, only Stanley's Parable rang a bell for me 😸

#

pretty cool tho CR working his magic πŸŽ‰

sly timber
#

Yuh

sly timber
#

I swear this foddian rage game looks awfully similar texture wise

full estuary
#

It does

sly timber
#

It also has an entire level dedicated to "return to castle spiderstein" which isnt even rtcw, rather its based off of wolfenstein 3d and its making me rip my hair out (not literally)

full estuary
#

It seems it’s right there in the uncanny valley, I’d avoid playing for the exact same reason

#

πŸ˜…πŸ˜‚

sage reef
#

i have the same problem where i capture a scene and not all objects appear in the capture
where i can find that console thingy you are talking about

sage reef
#

its a different game

#

why

full estuary
#

Normally the games hides all objects that are not visible on screen

#

People working on HL2 RTX said they take a lot of captures for each room / area

#

Also game will hide all objects behind you, you need to find a way to turn off frustum culling, which is game specific. Most times, that is done with game hacking

sage reef
#

aw

#

well the problem is that the object was in front of me but it doesnt appear lol

full estuary
#

that is unexpected

#

do you have stable hashes?

sage reef
full estuary
#

I'm guessing you may need to install the fixes the people there made for the game

sage reef
#

okayπŸ‘

naive basin
#

@full estuary this is my new account btw (not that I can do much rn anyways cuz of lack of pc)

full estuary
# naive basin <@321353860507631619> this is my new account btw (not that I can do much rn anyw...

Sorry about that, I think I saw one of your messages. Hope you get it repaired 🀞 Personally I'm busy atm studying a bit.
Also I've been messing trying to generate skyboxes for H2 with gemini: on one side I like it because it's creative, I can give it some art style and it transforms it, on the other side 4k split among 6 textures is too blurry.
Pretty happy nonetheless (I mean I'm having fun, and that was the plan πŸ˜„ )

How are things for you this new year?

naive basin
full estuary
naive basin
#

Nice !

#

Hello yeah tho

full estuary
#

Posting this for "tomorrow" me, a discussion between Mark & Binq about the performance issues of merging multiple meshes in a drawcalls (that thing we needed to do for RTCW to get stable hashes).
Although this should be easy to compare: use r_novis & r_nocul 1 and check FPS and pathtrace quality, then set r_novis & r_nocull 0, and compare with previous. I don't see a diff (even in Heretic2 where I have the same thing + some PBR), so I worry I'm missing something and I need to use the GPU debugger and do some low level inspection.
#1313627595815911448 message

naive basin
#

Ooh

naive basin
#

Kim is was wondering if you could send these again, I dont have them on my new discord and pc

full zinc
#

sure

naive basin
#

@full estuary I was curious, if and when we get more materials done, more of a finished product, are we thinking abt making it paid on steam? Im asking cuz of the new rule

full estuary
# naive basin <@321353860507631619> I was curious, if and when we get more materials done, mor...

Hey, just read the rule (I was a tad confused at first πŸ˜… ). So two things that are on my mind regarding monetization:

  1. In case the platforms we distribute on ask for money for distribution/storage we'll have to figure stuff out: either pay out of pocket if reasonable, or accept scraps to make payments on that platform only. However I don't think we have or will have such a situation..? (let's take this to DMs)
  2. I remember when BlackMesa first came out as a free mod on moddb, I played it and was so impressed I searched for a way to donate money to those guys. There wasn't one and eventually I bought it on steam. So if anything, we may setup a donation avenue (buy me a koffee / patreon, with perks) where people can donate, but the content should be freely distributed i.e. no paywall. Are we allowed to advertise patreon or kofee on steam page?
#

What are your thoughts/opinions?

carmine creek
naive basin
full estuary
#

And this also depends on how much effort you’ll be putting in. Tbh I fist only thought about my approach to doing heretic2: I said to myself lets do the first map, then oooh next two maps reuse textures.. maybe I will do the palace too.. etc so I don’t have a good plan on how much effort I’ll be putting in

#

If I find a way to streamline things I may continue.. but I never promised myself I’ll do the whole H2 game πŸ˜…

naive basin
#

I plan on definitely finishing a good majority of it depending on how much more remix updates, as well as getting help for it

#

Weather that be hiring professionals etc

full estuary
#

Honestly I don’t have a problem with you getting paid for working on assets, since it’s serious work

#

I don’t know how much I’ll be able to help on pbr because I’m still a noob. H2 is my playground. But we’ll see

naive basin
#

Right

#

Cant wait too to see what hapoens with h2

full estuary
#

Theres a nature/forest area, mayan structures, canyon, castle πŸ˜… And for character textures maybe AI helps me 😜

full zinc
naive basin
#

Would still be appreciated

carmine creek
full estuary
carmine creek
#

ah so carmack did learn πŸ˜…

full estuary
#

There is a command I've used r_logfile iirc where it dumps the full names of the textures used by the brushes drawn on screen. And with r_novis, it dumps brushes from the whole map

carmine creek
#

neat, should be fairly easy to dump all the data and then running a quick script over it

full estuary
#

.

naive basin
#

Actually saint, thanks for the reminder that I gotta look into the tower again

full estuary
naive basin
#

Crs tool basically does the same as the original, hiding anything behind it

full estuary
#

IS this to draw the player character?

naive basin
#

No

#

This is to draw the invisible brushes that where used for stuff like player_clip and monster_clip

full estuary
#

doe snot ring a bell

#

what are they supposed to do these player_clip and Monter_clip?

naive basin
#

Basically these things

#

Invisible walls

full estuary
#

ha

naive basin
#

Although this is a valve title

full estuary
#

could this be an AI thing? i.e. to prevent monters from migrating across areas?

#

player clip should block player from certain areas.. but I don't think we have those in rtcw..

naive basin
#

Yes, although the specific one im looking for hides the objects behind it, specifically the tower area

full estuary
#

Ah I get it

#

Honestly I always imagined this was hidden by the BSP PVS

#

but I will look if there is an actual invisible blocker

#

It sghould be visible in the mapping tool..

naive basin
#

I thought so too but its a hidden brush (at least it was when I opened it in that one modding tool)

full estuary
#

Trenchbroom?

severe sapphire
#

RTCW is back?

naive basin
full estuary
#

Yea, I'm wrapping-up my first 3 maps for heretic2 and I plan to start working here again

naive basin
#

Im back in rtcw rotation

#

Mostly cuz, no new news with unity rtx and also the tower

#

The tower will haunt my dreams

full estuary
#

It would be cool to have those view blockers.. I will search

naive basin
#

Definitely alot of areas that would benefit cough cough escape 1

#

πŸ˜„

#

OOH

#

ALSO

#

The plane scene

#

Cuz you can kinnnda js see the entire dam behind it

full zinc
# naive basin

😬 those textures don't look so good just repeating like that on the whole wall

naive basin
#

What does burrito call if

#

Octo something

full zinc
#

we can use decals to break up the pattern some

full zinc
naive basin
#

Ooh

#

Hm what abt like

#

A reverse plaster type decal tho

naive basin
full zinc
full estuary
naive basin
full zinc
#

it's been 2 years 😒

#

maybe i should attempt it

full estuary
#

yea it's about time we took matters into our own hands 😝

naive basin
#

It would be cool to have

#

Beneficial tol

full zinc
#

i'm not really familiar enough with the codebase to do it myself unfortunately

full zinc
naive basin
#

hi cr

frosty pebble
#

haiiii

naive basin
#

uhm uhm uhm uhm pretty please if you ever have time

#

anyways time to setup jack again :distain:

carmine creek
full estuary
#

Makes sense

naive basin
#

Im having issues finding the bsp to map converter i used to decomp the original maps

#

I dont have q3map2

#

Im it did both q3 map decomp and valve map decomps

#

Wait nvm maybe

naive basin
#

It was the right tool

#

Now

#

Time for the pain that is missing shaders and texture

naive basin
grand shoal
#

What the

naive basin
grand shoal
#

ah

#

thats annoying

#

whats jack

naive basin
#

Hammer for quake3 (and goldsrc)

grand shoal
#

ah

#

thats annoying

naive basin
#

The worst part is

#

It still wont even load all the textures

#

Everything but model data and clip brushes

#

And its paid

grand shoal
#

insane

naive basin
#

Its wtv

#

I dont care enough cuz we don't really need to edit the map, I was js looking for the specific brush I was talking abt earlier yesterday

full zinc
#

was the issue with all meshes (for one particular model) in a level being combined fixed?

naive basin
full estuary
stark shore
#

It is down to -14Β°C so I got the Wolfenstein gloves

naive basin
#

wow

grand shoal
#

gordon freeman gloves

stark shore
#

Honestly every fictional character gets x10 times more cool with these gloves

#

every single non fictional person out there, for that matter

#

Move to Eastern Europe simply to be able to wear Wolfenstein gordon freeman gloves for a reason

naive basin
#

@full estuary i did back up most of the important stuff for rtcw btw on a seperate website

naive basin
#

we still got a few things (different build, steam build) to put there as well as media

#

which well do after work

#

~4 hours from now

full zinc
#

if we can help at all let us know

#

we still care about this project quite a bit

full estuary
naive basin
full estuary
#

No probs, take your time.

full zinc
#

<placeholder>

full zinc
full estuary
#

I've worked a bit on that geometry splitting feature I keep mentioning (creating aabb boxes and breaking meshes down if they have gaps). I managed to get stable hashes today πŸ₯³ πŸ₯ƒand no big dips in performance.
There is still stuff to do, but stable hashes and no FPS drops was an important objective.

Since it's going to need r_novis 0, it now means I have to make sure there are no light leaks.. probably going to create a big enough sphere around player.. and see how that works -this is the next objective 🀞

naive basin
#

Testing every map for light leaks if and when this gets pushed

grand shoal
#

Crazy progress. If only it was ported to...

full estuary
#

Also not sure how relevant, but Xash3D could work with the QindieGL wrapper.. I've tried HL1 with remix, and OF with just the wrapper.
r_novis and r_nocull set to 1, but still get unstable hashes.. would probably need the same fixes I did for Heretic2.. except now there are sources..

full estuary
# grand shoal Crazy progress. If only it was ported to...

Hold your sweet horses mister 😜
Lemme get the list out:

  • Quake3A
  • Jedi Knight 2
  • Jedi Academy
  • MOHAA
  • AMG Alice
    .. hmm was there any thing else.. πŸ€”
    Ah yes maybe:
  • Star Trek Elite Force
  • ~~Heavy Metall FAKK2 ~~

The list got a bit long, and I had to do some heavy cutbacks πŸ˜‚

grand shoal
#

guh

full estuary
#

😜 😘

naive basin
full estuary
naive basin
#

I should test it on the modern wrapper

full estuary
#

AH yea, you actually got it stated

full estuary
naive basin
#

Alright, ill test it when I get home see how far I can get into it

full estuary
#

This is the opforce sdk for xash3d

naive basin
#

Ooooh

full estuary
naive basin
#

Ik an sdk isn't the same as open sourcing the material so how useful is the opposing force sdk

full estuary
#

Basically a game SDK is the engine customisation for a game. Rendering is still done by the engine, the SDK just handles UI, weapons, monsters etc

#

This OF sdk is needed, otherwise the OF gamedata does not work AT ALL with Xash3d -it's the only reason

full estuary
#

Lemme just try to push QindieGL..

full estuary
#

This is it, activate camera detection, and mode is 3, for Xash3D

#

Make sure camera is detected in Remix Debug View. Use -console when starting xash3d from a shortcut. Use r_novis and r_nocull. And I think I set gl_vbo 1 (and maybe gl_vbo_detail/gl_vbo_dlightmode/gl_vbo_overbrightmode)

naive basin
#

right

#

do i need to install anything seperate for xash 3d (i sorta always assumed hl1 was js xash3d by default)

full estuary
#

I think I just

  • copied the valve and valve_hd to a new dir 'HL1-Xash3D'
  • unzipped xash3d release
  • copied gearbox and gearbox_hd to same folder
  • opfor_sdk: you need to manually replace the dlls in the gearbox folder I think
  • create a shortcut and add -console as a parameter
  • for OF use -game gearbox in the shortcut
  • QindieGL.ini -in global settings -set enable_camera_detection = 1 and set camera_detection_mode = 3
    • on second thought, leave enable_camera_detection = 0, to have menu rendering ok, and when ingame Ctrl + O to activate/deactivate camera_detection
  • disable rtss, since remix crashes
  • use r_novis and r_nocull. And I think I set gl_vbo 1 (and maybe gl_vbo_detail 1/gl_vbo_dlightmode 1/gl_vbo_overbrightmode 0)
    Links:
  • OF sdk: https://github.com/whisperglen/fwgs-hlsdk-portable/actions/runs/22107179486
  • Xash3D: https://github.com/FWGS/xash3d-fwgs/releases
  • QindieGL with VBO and camera detection: https://github.com/whisperglen/QindieGL/actions/runs/23008062068
#

Hopefully it works. Unstable geometry hashes for now. Really needs that Heretic2 fix to be able to do stuff with toolkit.

grand shoal
#

Remix crash

full estuary
#

I’ll try to run fakk2 when I get a chance

grand shoal
#

This is what I use

#

Crash when I load into a level

full estuary
#

Normally the dump file can be opened in visualstudio, and if the .pdb files are also present, VS will show you where crash occured.

Is it a recent remix build?
And what level were you loading?

grand shoal
#

latest remix. The first level

naive basin
#

Uh huh

crude pollen
#

Yay

naive basin
#

Js dont mention allat on this server its banned

crude pollen
#

Ahem

#

Who say what now huh

naive basin
#

Like we said, the deleted account is our old one so if you have any questions/wanna see initial progress feel free to ask us!

crude pollen
#

uudddhdfdfhdfkfakjaskjasfd

#

why

#

well

#

I cant even eject it so

naive basin
#

Lol

#

Js buy it on steam its like 4$

crude pollen
#

Curse ye WinCDEmu

crude pollen
#

I have NO JOB

naive basin
#

😭 damn sorry

crude pollen
#

The only time I make money is finding dimes or cash or coins on the ground

#

Which is so unlikely

#

because everyone is in poverty

naive basin
#

Shrug

crude pollen
#

This is the right game right πŸ₯Ί

#

I have no clue if it is or not

#

Oh nice DX8

naive basin
#

Dx8...?

crude pollen
#

Direct X 8

naive basin
#

Yes I know

crude pollen
#

Yeah

naive basin
#

Wolfenstein is an opengl title

#

Where do you see dx8

crude pollen
#

Uh

#

Do I HAVE THE RIGHT TITLE???

naive basin
#

No....

crude pollen
#

NOOOOOOOO

#

Completely different Wolfenstein

naive basin
#

It looks like you have the wrong launcher entirely

#

Its the right game js

crude pollen
#

I don't even

naive basin
#

Not the right game

crude pollen
#

Huh

#

There's 2 RTCW's???

naive basin
#

No...

crude pollen
#

What

naive basin
#

I think you found like

#

A hacked client/cracked title

crude pollen
#

oh

full zinc
#

πŸ™ can you at least try to respect the rules pls

crude pollen
full zinc
naive basin
#

Ive only ever known it to support opengl

crude pollen
#

So..

#

Like does this help at all?

#

I feel as if it would help like a hell ton

#

Cause if this version is already ported to DX8..

full zinc
#

it would've earlier on, but it's pretty much stable now and has a lot of extra features through the custom OGL wrapper

naive basin
#

headache that coulda saved a ton of trouble if it was still possible I guess?

crude pollen
#

Ok

#

Well

#

Woah

naive basin
#

I cant really suggest going online for jt because alot of those are bad actors

crude pollen
#

Just a video

#

But

naive basin
#

DELETE THIS

#

Oh video

crude pollen
#

Yeah

naive basin
#

!!!!

crude pollen
#

Just a video

#

It looked maybe

#

2011

naive basin
#

Hm

crude pollen
#

Looks like it was recorded with fraps lol

#

or bandicam

crude pollen
#

Hey fun fact, my name is literally from the 3rd reich.

naive basin
#

Highly recommend you either ask someone for a title or wait for it to be free

crude pollen
#

Anyways

#

K

naive basin
crude pollen
#

Fine I'm buying it

#

RIP to my 17.48 in my wallet

naive basin
#

Bailey Bean Amnesia Ashle Laser

crude pollen
#

6.49 😭

naive basin
#

Rip

#

Worth it

crude pollen
#

Totally shouldn't check dm's

naive basin
#

Huh

#

Js this once sure but our dms are mostly closed less its friends

crude pollen
#

Ah mb

#

Purchasesedsedhuafa'

#

RIP TD Banking

naive basin
#

rivcalm rest in pelce

crude pollen
#

Indeed

#

Cheemse

#

I had this cat meme

#

It was "The last beer bottle in my truck shaking as I run over children"

#

But I lost it

#

:<

naive basin
#

Ah

#

I see

#

Gonna focus on learning more about halo reach for rtx, if you have any questions feel free to ping us

crude pollen
#

It says "given rtx.conf" but I cant find one

#

@naive basin

#

Nyehehehhee

#

Now I will spam ping you /j

naive basin
#

Hm?

naive basin
#

Yes

crude pollen
naive basin
#

What do you mean given rtx.conf

#

Where does it say this

crude pollen
#

"add the given rtx.conf to the same root folder ass your remix files and then change the in game settings to have both gl extension and lightmaps off
"

#

Here

naive basin
#

We think its in mods(2)

#

You also no longer have to type those cheats

crude pollen
#

oh

#

Either way it's still not there

naive basin
#

Hm

#

Then just run the game and tell me if it raytraces

#

With the mod

crude pollen
#

So just like drag and drop mod into the root folder :/

naive basin
#

Yeah

crude pollen
#

ki

#

It think's its jun 17 2025 😭

#

Oh wait

#

thats when the version was made

naive basin
#

Is this still an older version of the game or are you on the steam version now

crude pollen
#

Steam version

naive basin
#

Try deleting default.cfg

crude pollen
#

Uhhh

#

issue...

#

There's... No defualt.cfg

naive basin
#

K

#

Then

crude pollen
#

Should I try launching the game first

#

before just

naive basin
#

Reinstall wolfenstein without remix

crude pollen
#

trying to install the stuff?

naive basin
#

Yeah

naive basin
#

Ok

#

Uh

full zinc
crude pollen
#

IT LAUNCHEDD

#

Aw

naive basin
#

Aw?

crude pollen
#

I cant to weird shit

naive basin
#

Yeahhh

#

Golden rule we have for that is to keep that in other people's dms

crude pollen
#

Guess I'll do dungeon or whatever first

naive basin
#

Instead of public servers

crude pollen
#

so like my game is grey..

#

It wasn't before

severe sapphire
crude pollen
#

I just changed reso to max

severe sapphire
naive basin
crude pollen
#

WHAT IN THE

#

Oh I didn't yet

naive basin
crude pollen
#

It's back to normal

#

BUT I CANT MOVE

#

Heelp meee

#

Oh nvm I did

naive basin
#

Ah

crude pollen
#

Hmm

#

I wonder why I cant move like

#

at al

naive basin
#

Shrug

#

Might just be a rendering bug

#

I cant help rn you'll have to try troubleshooting

#

Whats your gpu before I dip

crude pollen
#

oh uh

#

3060 ti

naive basin
#

Mkay

crude pollen
#

Wai?

naive basin
#

js making sure its the right gpu

crude pollen
#

o k ?

naive basin
#

:p

stark shore
# full zinc

This only means that the game requires your PC to have DirectX 8 features installed

#

sound, input APIs etc

crude pollen
#

A

crude pollen
#

Still unsure how to fix my RTCW issue

crude pollen
#

FIXED IT

#

For some reason, turning on Raytracing just fucks with the cam

naive basin
#

Ah

crude pollen
#

There should be like a dc group or smth for this project

#

idk

naive basin
#

this channel right here works fine

#

its like

#

4 ppl max

#

us, saint, sparkles, and rune

crude pollen
#

A

#

apple

crude pollen
#

Gahdamn the meant-to-be cobwebs look god awful

naive basin
#

Yeahh

#

Can you send a screenie of your current scene

crude pollen
#

Oh yeah sure

#

lil bit late but

#

here

#

(It's bright because of cam light)

naive basin
#

Ooh you're doing light edits

crude pollen
#

It's not as bright as it seems

#

Yeah

#

For some reason

#

I cant figure out how to use ComfyUI

naive basin
#

F8

crude pollen
#

It's just

naive basin
#

Oh you mean lkke

crude pollen
#

I cant find anything 😭

naive basin
#

The ai stuff

#

Shrug

#

Never really tried myself

crude pollen
#

Fair

#

Lord save my fingers I have placed what feels like a million cylinder lights

naive basin
#

Uhmmmmmm

#

I meannn

#

Shrug

#

We are tired so it's time to sleep

crude pollen
#

Fair

crude pollen
#

I'm only like 43% done the interior 😭 (There's like 70-100 lights left) and about 24% done the exterior (maybe 9-15)

crude pollen
#

First level.

severe sapphire
crude pollen
#

Er

#

Yeah

#

How far is the other one tho?

#

If you know that is

severe sapphire
full zinc
#

we worked on 2 levels

crude pollen
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Uh huh..

full zinc
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neither are complete, but one was pretty far along

crude pollen
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And uh.. How far has the light or the textures & assets gone?

crude pollen
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Oh my!

severe sapphire
full zinc
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this was the mod that @naive basin, me, and saintmath were working on for the competition last year

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idk what's on steam

crude pollen
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Ok maybe you can help.. How in the hell can I use ComfyUI for textures & assets (I think it works with that.)

full zinc
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i don't use comfy, sorry

severe sapphire
full zinc
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lol

crude pollen
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Dang

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So how are you getting the textures?

full zinc
crude pollen
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Woah

full zinc
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this was the original texture i had to work with for that roof lol

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but no if you want it to look good, you pretty much have to make it manually

severe sapphire
# full zinc

Why the heck didn’t I give you access to the Steam channel?

full zinc
#

idek what you're talking about tbh

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😰

crude pollen
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I kinda feel that my project is now useless...

full zinc
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nah

severe sapphire
full zinc
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the project i was part of is long dead

crude pollen
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Ah

full zinc
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w/e you do will def be of value

crude pollen
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k

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I don't know what w/e means

full zinc
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"whatever"

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why doesn't anyone know what that means πŸ€”

crude pollen
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Oh ok

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Well

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To be fair

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w/ usually means "with"

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like "w/y" or "wo/y"

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With you Without you

full estuary
crude pollen
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Perchance

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I'm now installing Instamat

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Because it will clearly be useful

full zinc
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the stuff i made for this project is easily the best work i've done for textures, and i am pretty sad that it never got released properly

crude pollen
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If you want I could reuse them :)

full zinc
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i think they're lost now πŸ™

crude pollen
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Aw

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That's fine

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brooo stupid pollen I'm dying of allergies

full estuary
#

So can you tell me what have you been doing with the lights? @crude pollen

crude pollen
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Basically been putting on cylinder lights at 0.24 0.08 0 over the torches

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and uhh

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about 50 ish intensity

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I'm not entirely sure

full estuary
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Hmm, in the Toolkit?

crude pollen
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I just fiddle with it then copy the settings over to a diff light

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Yeah

severe sapphire
#

Just invite bread to the same project, ez stonks

crude pollen
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How the hell do I "Activate" my abstract id 😭

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H e l ppp

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wait qq can I overlay captures with eachother to show all parts of a map?

full estuary
# crude pollen about 50 ish intensity

Adding lights as your first step in modding the game is a high risk endeavor.
How heartbroken will you be if the next release on github breaks all the lights you have placed?

full estuary
full zinc
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so

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iirc easily the biggest problem with this game rn is instancing? objects are just part of one big mesh for the whole level, instead of properly being instanced across the level

#

did you ever manage to fix that math?

full estuary
#

Gemini suggested a fix and I think I’m doing that next

full zinc
#

awesome

crude pollen
#

k

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Oh yeah I'm having that object mesh thing

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It's kind've annoying

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Because then my whole thing just becomes a bright yellow

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Aswell as for some reason every single torch is grouped together

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which means like 50 lights are parented to one mesh

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If you fix that

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My lights would indeed break

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well actually

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no they would

full estuary
#

Then, lets take the lamps that are baked in the map. I think I can turn them into props, but I have to change their vertices to relative values (they are now baked, brushes, and have absolute coordinates) Gemini says that may not go as smoothly πŸ€·β€β™‚οΈ

crude pollen
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Yeah that probably wont

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ahh I see what instamat means

full estuary
#

Mesh hashes are cursed for BSP engine games. My recommendation is to create textures first and modify lights from the Alt-C menu

crude pollen
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but

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help

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pleeease

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What does it meannn

full zinc
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did you check your email

crude pollen
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Yes

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I have a license

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I just like

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Cant do anything with it

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Like at all

full estuary
#

Sometimes the license server is busted. Lemme do a check

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Oh wait

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Did you download the license file?

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Wasn’t there a locense file you need to dld?

crude pollen
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No

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It sent me an email that the license was created

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and I should then download the software

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nothing the sorts of downloading a license

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still unautherized even after reinstall

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OH

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Hmm I should've gotten an email

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I didnt though

full estuary
#

Server is working for me, instaMAT starts.
I got 3 emails: 2 receipts, and 1 e-mail that the Pioneer license was created.
Maybe it takes some time for the ID creation to be finalised?

#

Watch some tutorial videos in the meantime, learning curve is steep πŸ‘

crude pollen
#

Kk

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Well I'm gonna pick up tomorrow

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It's late where I am

full estuary
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Ok, good to know. I just woke-up

naive basin
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Also gm everyone

carmine creek
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Top of the morning to you

naive basin
full estuary
#

Woohoo!
Notice that geo hashes do not change when r_novis 1 --> r_novis 0 (and FPS improves πŸ₯³ )

There is some light leaking, see pic, going to implement that Sphere NO-cull check, next.
Then I need to see if I can transform some brushes (like lamps, torches) to props, so that they can be replaced easier.

full estuary
naive basin
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Waow...

full estuary
#

Gemini figured out the issue, I just explained the problem..

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Also it gave me a suggestion for animated textures πŸ‘€