#Return to Castle Wolfenstein (RTCW)
7679 messages · Page 8 of 8 (latest)

gemini may be cooking 🤞
Gm yall
bread
Yes?
Just stating the obvious.
BRUH
OMG
SO APPARENTLY GOOGLE SIGNED MY PIONEER LICENSE WITH SOME RANDOM PASSWORD
SO I JUST RESET IT
AND NOW IT WORKS
What does one mean? 🤔
just a joke I was making, lol
gosh dang I accidently screenshotted the borders
Peakers
Next github version needs to fix the camera being f'ed up
?
For some reason
With ray tracing on
You just cant look around
at all
camera is not at all where the playermodel is
well you can look around but like the camera is stuck in a position
all you can do is rotate
Plus it's out of bounds
Only way I could fix it was turning off the raytracing
So far I have most of the lights completed
About maybe half and a quarter (3/4ths or maybe about 7/10ths)
this will only happen if you do the following
a) do you have a way to reliably reproduce it on a clean install
b) raise a github issue with exact steps
c) patience, it's unlikely it'll be a high priority issue since it's isolated to just one game
What
Nonono
Not RTX remix
The actual thing that makes RTCW RTX possible
@carmine creek
Saintmaths compatability mod
Not RTX Remix
The default lights were bad or something? Why did you start with the lights?
You may have the Free Camera active.. can you check that in Dev Settings?
Texture animations. They are actually a little bugged, maybe because of matrix initialisation, but this works as I was hoping.
Woahg
Burrito waits patiently in the distance
What are you waiting fof
Fakk has a bit more animating textures from what I’ve seen, for example a fleshy moving floor somewhere. Also this implementation will help to stabilise the mesh, and ofc to fix the effect
Nope
Yeah ngl they were really lacking in my opinion.
Well we did not have that camera thing before, let me know if you find out why it happens.
No shit. Problem is, once you have proper PBR (and I'm not talking about AI slop) the light is going to behave differently, so you're going to have to redo the lighting.
yeah likee
my texture work that i did used the default lights and it looked amazing. not many areas actually needed new lights added
(this is not meant as gloating, i'm just defending the default lights lol)
At some point I realized that without PBR textures, no amount of light tuning was going to make RTCW look less like ass. Fortunately with Heretic, I discovered the bliss of true PBR ✨ and my faith in Remix was renewed 😜
I do need to port the Cylinder auto-lights from heretic to RTCW too
Also Sparkles' texture work with instaMat made me try my hand at it too 
You could say it was an inspiration ✨
I don't know how to actually get better textures or find hd versions of the textures soo
make them yourself, you already downloaded instamat and got it working ... soooooooo :)
remix textures have to be PBR anyway and the original textures and even fanmade hd versions won't be PBR
If you do wanna torture yourself and rely on upscaling the original textures and improving them by sloppin em up with AI like I do, I use Topaz Gigapixel (specifically their "redefine realistic" generative model) and then run those textures through PBRfusion4 ( https://huggingface.co/NightRaven109/PBRFusion4-RTXREMIX-Portable/tree/main ) using this workflow ( I don't use the upscaler built into BPRfusion's workflow as I find it lacking compared to gigapixel when working with such low res textures).
AI has been pretty good at generating diffuse textures, and I was pleasantly surprised by the results. My experiments with gemini/nano-banana with a simple prompt (upscale-and-enhance) has been giving me good diffuse. I think for me the frustrating part was not being able to get good Normal maps, my perfectionism would flare when looking at an angle at those textures 😂
Tommy Angelo
I think we're at the point where AI upscaling isn't bad, it's just that it lacks something compared to the handmade PBR. look at the pictures of my texture work. it has a lot of variation, there are spots that are much shinier than others but only in small areas, and it's not apparent on the actual diffuse texture. is all from the PBR
AI PBR is good now, but it can only do what is on the diffuse texture. it's guessing based on that, and as a result it can't have significant variation in the PBR compared to the diffuse
Be better to see your work in game

/jk
😭
I think pure gen ai is iffy (like sora) bur otherwise it's not allat bad
Asking ai to solve whatever horrid sickness has its grasp on us
we really hope you feel better soon
sorry
True, I’m aware it’s mostly my perfectionism at play here, probably the uncanny valley of AI texgen. While at the same time I haven’t had that impression with instaMat or free PBR textures. Am I secretly a PBR snob 🤔 ?
no you just like good PBR and while AI PBR is passable... it's rarely good
it would look out of place in modern games because all of the detail is extracted from the albedo/diffuse, it never contrasts against it
It's also the inconsistencies you get with AI, you'll notice that everything won't quite mesh together next to each other. Something you won't run into if you make these textures yourself and create all of them with the same style.
ya
for me tbh the biggest thing is that the PBR always just aligns with the albedo though
it just looks off
Yeah albedo is one of the lesser important textures and can be quite primitive (like solid colors levels of simple) actually and still look good if everything else is authored properly.
The most important maps in PBR are the normal and roughness, and they won't really conform to the albedo necessarily.
actually guys it's the displacement 🔥
Jokes on you, just copy over the albedo 😛
Jokes on you the albedo is mixed with the emissive mask in a single texture
Minecrsft layer style
/j
okay okay
Ue2 style? Emissive is literally just the diffuse but the alpha acts as a mask?
i want to put my roughness, metallic maps, and normal maps in flipbooks and animate the walls of rooms to make them look trippy af
Yeah
Or smthn
One sec, way ahead of you
Make it where every 25x25 pixels moves a different direction as an animated texture
For every texture
wow youtube's compression is so shit
that looks really good though (from what i can see of it 😭)
This entire thing was created because someone else said you couldn't animate properly in the vertex shader during a playtest.
Ns2 had a bunch of joke commands like swalk_mode which rotated your viewmodel around based on your velocity. Just keeping the tradition alive xD
Now if only remix had a module based post processing pipeline.
I'd contribute so many things, but I don't wanna shoehorn my code into the codebase and figure out the programming side. :/
Js throw it in itll work
"PR rejected with given reason: tf is this dawg?" 
Trust me the completely unrelated file that isn't connected in any way will work
I'm actually hoping to setup something like that.
Have a list where you can setup a bunch of pp effects
Then pick and choose what you like
Heh
Adjust as needed
Pp
Heh
First thing I'll add is Ambient occlusion just to mess with people 
And then screen space reflections next
Ao is 100% physically inaccurate but it helps so much with visibility and depth perception
It needs to be in
It doesn't need it because light behaves in a physical accurate way which naturally creates darker areas and grounds objects where appropriate. AO was meant to approximate and is completely disconnected from the lighting system solely working with depth and normal information.
Yes, but pt still flattens out areas that are lit directly. A layer of AO on top would help bring back some depth
The PT naturally creates AO by itself, you might want more contrast probably
Oh no I'm getting stupid ideas again. Ideas Mark won't like to even humor xD
Not when directly lit. Let's say the sun directly shines on a wall and a floor. The edge won't magically become darker
The magic is in fact ambient occlusion
And magic isn't real
Yeah, not every project needs to go for 'photorealism' (except for my SHAR mod, which is totally photoreal) . And AO/cell shading/fresnel post effects could help readability in a lot of games. Also using PBRs to create materials that don't exist in real life is a lot of fun (force fields/ghosts/holograms ect.). On another note aren't a lot of textures from this game based on pictures, possibly from old CDs? I don't know if people have tried reverse image searching the old textures to find the original ones.
Haven't tried reverse image searching at all. How does it work? Would I find the CD and it should have a higher res image, or will I just stumble on a higher res image on the wide web?
Hey @naive basin I think this change looks good enough, are you interested in having a go at it if you have time?
I've tested so far the fan in intro mission, burning embers on torches on escape1 map start, and oscilloscope machinery in xlabs. Needs to have r_vertexLight 0 to have the scrolling effect going. Also not every animation is a scrolling effect, torch fire I think it's vertex based and well, my implementation can only change UVs.
Note: to make oscilloscope machines work, I tagged the metal casing as decal (moving back made the green waveform texture pop-out and cover the front of the machine, I also marked this one as decal and it worked, not sure which is the best approach)
does deformation work yet?
hey u do know you're in the RTCW channel right
I do now! :D
Danke!
You are so kind :)
for sure, feel free to hmu if you end up using that and have any questions on how to tweak things
Remix toolkit supports both, you just need to pay attention and select the right type in the ingestion tab. I usually go for opengl
damn, I was looking forward to drifting around Nazi catacombs.
tried to ingest it as directx but it froze at 66.67%
Got 2 textures done YIPEEE
working on 3rd
Ngl when I finish the mod I might call it RTCW 1k because I'm upscaling by 1k
a
It freezes when using External Process in the Ingestion tab. Select Current Process, I did not have Current Process freeze so far.
Uh what
I'm not talking about ingestion
It's upscaling..?
Using PBRFusion4
And it's still frozen at 17 since last night
Who working for Heavy Metal Mod RTX?:)
It's kinda broken rn
Gemini my GOAT! The clanker finally did it, fixed the light leaking in a couple lines of code. I have become a glorified typist 🥲
gemini is the goat
it helped me hook remix api and log stuff for wolfenstein the new order :tacosoupontop:
still having some minor issues but otherwise yay
no geometry data yet...
im a complete dunce still
how are yall interacting with gemini? antigravity or a different ide
🔥 progress is progress. And The new Order is.. a very tall order 😜
tool usage was always buggy with cursor and windsurf for me months ago
even the ai told me that lmeow, it sounded like you
I'm just chatting and setting them straight, then ask why is X because I thought that Y. We reach a compromise and I implement it. Sometimes it gives me complete functions, like today, but I still have to adjust them.
I don't have a proper coding plan, cause I don't want to pay, I just have the google pro plan or w/e it's called
It knows alot of shit about projects with open source/modding tools. Knew thinks about renderer structures in HaloCE Gothic2. On Friday we bisected Remix, and we solved a vertex explosion, just by looking at the commit patch (well it first gave me a solution that disabled the commit, but I corrected it and gave me a refined fix)
Honestly im js telling it what I knew abt common opengl stuff I've learned throughout all of wolfenstein rtx projects
With that it was able to identify mvp
I still need a proper remix api hook idk how to properly go about that and I don't think there'd any documentation on opengl to remixapi directly
Especially not with how modern opengl it is
Yep, telling it in as many details I know about the stuff I want to work on, and it becomes helpful.
If I talk about generic things: I want to build a remix mod for X, we're just chatting about how great my plan is and remix being the goat)
Yeah
I will again, state that im gonna bug you saintmath not for direct support on tno but if you have any ideas, cuz im basically js logging shi atp
In any case js bug the ai and it'll work
You js gotta know what the engine does !!!!!¡!!!!
So for geometry, grab a shader decompilation, and tell it: based on the usage patterns, let’s find the vertex buffer offsets, strides and formats for vertices, normals and uvs
Cause I think these are difficulut to guess just from the VBO structure in ogl
I mean you would have the offsets, stride and datatypes, but not know if they are vertexes or normals or uvs
(I think..)
posting this here cuz why not
this helped a bunch
its a start
How the fuck
The game is OpenGL
And like, more modern OpenGL
Also would love to see this game Remixed
I played through it not that long ago
pure fuckary
remix api gives 0 shits about the game's api
hai sparkles
but don't you need the source code for Remix API? which Wolfenstein New Order has no where publicly
not necessarily no
i don't have the source code for FO4 or Skyrim for example
you just need to do extensive reverse engineering
✨ hewwos
everyone doing this impressive stuff meanwhile I can't even get HW Skinning working in Portal 2

Release is out https://github.com/whisperglen/RTCW-SP/releases
Needs also the pak from: https://github.com/whisperglen/RTCW-files/releases (be mindful not to overwrite your wolf_customise.ini if you made any light overrides)
RELEASE NOTES:
MAJOR CAVEAT: need to grab the pak file from https://github.com/whisperglen/RTCW-files/releases v0.3 or later, otherwise shader parsing is broken ( !Thank the closing brace '}' on a comment line inside common.shader for this )
- BSP is now broken into chunks using AABBs (finds clear gaps in geometry and breaks it down), and now whenever a polygon is marked as visible, the whole chunk it is a part of, will be scheduled to be drawn. We should no longer have big drawcalls with the whole map geometry in one drawcall.
Enable with r_aabb_culling 1, and set r_novis 0 (only use novis when doing a capture) - Default lights can be remix cylinder lights e.g. you can have Coronas turned into remix spheres on escape1, or have them turned into cylinders on village2.
Find it in Alt-C menu - r_gpu_uv_transform 1 makes animated textures show in remix: you do need to mark all the textures assigned to a particular mesh as decals e.g. for an oscilloscope, mark the face(button&dials) as decal, and mark the green sine-wave as well, same for torch embers
- r_environmentMapping 0 will disable shiny reflections from messing up the mesh hash. You can leave it on if you don't intend to replace the mesh, but you do need to hide the reflection map texture in any case
- r_turbulentTextures 0 is in a similar camp, would change the mesh hash, and possibly interfere with animation, I would just set it to 0 and be done with it
- mipmaps now work with remix so you may want to set r_nomipmaps to 0, so that you can take captures of no-PT rendering
- menu cursor was offset and it was prone to miss-clicking options, I made an adjustment to it
😢
If you paid attention, I also fixed JediKnight/JA and Quake3, soo 🤔 which idtech3 game comes next..? but I am taking my time, I need a break
it's not id tech 3, and it'd be a nightmare. but i'd loveee to see RAGE with Remix
megatextures would almost certainly break
I’m scared of newer engines 😅. I think wolf 2009 is as far into the future as I will go 😜
Maybe for JK I can also add dynamic lights, i wonder if projectiles have an actual light attached
Nope I don’t think I’m motivated to touch stalker 🚪
what about Alice or is that game too much of a pain in the ass to fix more?
I think it works already
So Alice HD has the renderer.lib in the game assets (debug symbols for RE: not the addresses but just their names, which is good enough ig). This means that the renderer can be recreated with either open Mohaa code, or certain functions can be rewritten and recompiled with the lib:
- The sky needs to be fixed
- and the portal handling
- maybe geometry normals can be added
- the scrolling texture fixes I recently made could be added.
- Also it has a memory corruption bug -ugh- with novis 1.
Those are the things that need attention
It’s on the backlog, somewhere.. 😅
can someone help me with this bug that no geo displays
using this release and latest remix 1.4.2
alright that was a missing conf
I had the same issue, how exactly did you fix it?
Just search for rtx.conf from deleted user in this thread and drop it to rtcw directory
Wanna try to create a mod for something new yeah
awww yeah
wasnt at home back then, heres the conf
Thank you! I'm not at home either right now but I'm very excited to try
Just a note: the problem is easily solved by activating Sky auto detection.
Also probably we need to create a new rtx.conf since alot of settings changed with newer remix versions. It’s best to start clean.
We can also think if we want Low Texture settings (what Mark recommends).
To get the full resolution textures run in console:
r_logFile 1
then look for a file gl_00.txt where all textures names are logged. Then uncompress the .pak files and pickup the original textures from there.
One more thing to be aware of, when doing a remix capture, use r_novis 1. Also if you want objects like chairs, documents, whiteboards, etc you need to do a capture from the same room as the objects
i enabled that thing and it fixed that issue yeah, just didnt want to mark all the decals manually
done with first asset tho

damnnnnn
hell yeah
atp ion even need to make a mod i can js focus on 2009//./
done with 3 more things
and experimenting with the textures
might be a bit too much with normal intensity
Question: would you want to be put on like, the official mod? Your work is amazing as fuck
would be nice if so😄 , i will just upload the mod on moddb when its ready ig
also, annoying thing that i found with this compat mod is almost all similar objects are not instanced, so i need to replace each object manually over and over again
Could even put you on the steam one if and when that releases in a few hundred years (with your permission)
There's a fix for that soon
^
that would be sick, will see in the future
Yeye
Take your time tho dw
No plans on releasing the steam one anytime soon lol
Your work really is amazing tho good job
do you know if the hashes of already changed objects will be different with the new update tho?
Unknown but likely considering most things have an aabb
aight
Did you do those viewmodels too?
Try r_aabb_culling 1 in console
The hash would change tho, and some objects get instanced
Not all objects, because I am not checking if objects are rotated. If most objects are not instanced I will try to see if I can fix the rotation too but things are tricky: un baking transition and rotation is hard
So let me know where you have issues
Hi saint
Also I will probably do another fix, I’ve retested village2 and get fps drops, but if I strip the lightmaps, there will be less drawcalls and fps recovers -> this will change the mesh hash too
👋
sadly that didnt help for the objects i changed(
Which objects are those?
like this boxes are still not instanced
but i can see the hash updates when enabling and disabling that command
Ok I will have a look later on
same boxes with enabled and disabled command

<@&1028597389143048232>

Steal this person's free money
Free money is verboten in this channel
I need the usertag or userid
i blocked him already
Wait they aren't here anymore
Or at all
Sob
yeah I couldn't find them in the member list, hence why I asked for the id
hes not in this server dw
Just to give more context: many objects are brushes i.e. they have absolute coordinates, just like a wall, they exist in one place and one place only. What r_aabb_cull 1 does, is realise that it is not a wall, but something smaller, find out it's center, and translates the object all the way to origin, then tells DX9 to instance it. However it doesn't always work (to match all similar objects on a map) because of floating point precision 😢 I will take a look and have a definitive answer later on.
BUUT, after you change r_aabb_cull 1, you need to do another capture, since the hash changes completely, and you should try to replace the object again in the toolkit.
will try to replace that model
but wait r_aabb_culling 1 was already enabled by default, so i replaced all meshes with it enabled
Huh. Ok then. Maybe bug. I will have some time in the evening and I can check the actual 3D coordinates of the object
yeah i was replacing objects with it enabled for sure
at the end the same box but no replacements there
thanks for looking into this tho🙏
In the first room, did you replace each of the four boxes manually, i.e. did you do 4 replacements? Or did you replace one box and all 4 of them got the new mesh?
i replaced the model im looking at and then moved duplicates to other boxes
just so you know, I had already made a bunch of textures for a later level that'll be included, so it'd be a waste of time to work on that one. I can't remember the level name. do you @naive basin?
Village2
village2 is the level name
❤️
Village2 the goat
I've never actually played rtcw lol
ah so you already made most of the textures for the castle?
Village 2 not escape
I originally started with the castle but it looked pretty bad, so I scrapped it
I think there are models on sketchfab too for the guns and pistols
including game assets from another game in a mod is kinda risky legally
thats pretty good actually. havent rlly played the game so was just referencing the year
Right yeah
Its definitely one of those things you look at for the sake of looking at but never package it as a mod
ya
Bcuz its unknown weather or not you'll get smited or not for doing that
@severe sapphire can we get @normal wharf an invite for the rtcw stuff
I didn't have time to do textures anymore so I'm glad someone else is lol
we are also glad because it means we can focus on other things too
mind altering the cat
I genuinely enjoy making textures for this game. just... never enough time
and I can't believe how long ago we did this already lol
Kitty
bro is so relaxed
Yep Calliope is her name, pretty scaredy cat, but when everything is quiet, not a care in the world! 😆
we want a cat
😆
yus we hope u can get one
story of my life
spent the last 2 months working on a boatload of assets for my game and my spouses game... and 3 entire maps, 2 of which are already released.
RTCW is a great game. It still plays great and it's not nostalgia talking
ok now make assets for a remix game and leave everytghing
Some of the best shooting mechanics out there. The MP40 sounds are engrained in my DNA now
instructions unclear: playing a game instead. Mina the hollower comes out in 2 days, I'm tempted.
I asked him the other day if he wanted access, lol
Does he want it now?
sexy rat
Can't believe I found it.
-# god I hope you don't start creating mods for motorslice if that's what you're already thinking of mina
Motorslice actually looks nice
I'm gonna play it
Also I'm a game developer now
Joined an indie team the other day
is this related media
I still gotta pull the project
No lmao
why do I have this feeling that it might be an NSFW game
It isn't
it is
Surprising, I know
Medal of Honor Allied Assault is similar in this manner. Like, you shoot in this game and it feels just right
But it has mod support and I've seen some shit
now I'm scared to even ask what project it is
My robot
Is that rune?
The game
RTCW
I watched my father play through this level and was absolutely shitting my pants
Rune ran on Unreal 1, RTCW is idtech3
So same engine
Bait or mental retardation
-# bait
yes, correct, Rune runs on the void engine used for dishonored 2 which is based on idtech5, which is bascially just unreal 1.
See I knew it
When I see an old game, I automatically assume idtech with slight changes
rip ivy
friendship ended with ivy, replaced with rem
Because Carmack is the allfather
Time to game develope
rem is the goat
I don't get it.
my buddy plays rem and doorman a lot, I usually go with silver
it's funny that there's only the two extremes for rem, one part of the community absolutely loves that little goober to bits and the other half just wants to see that thing hanged and gutted.
lol
Ugly fuicking thing
we dont really have time to play deadlock anymore but we love rem sm
js a lil goober
Even Ivy's old design is better than this cockroach
I looked it up on steam and uhh... it's certainly a "game" with ai
It's really bad
Trust me
The ai implimentation is fucking gaaaaarbage
The ai is implemented to live in a box where it understands nothing about the game or the game world and only responds to direct user input
So it's unimmersive
I made a couple of mods to fix it. The developer liked it. Since I have maxed out speech, I demanded to be given a spot on the project so that I can fix this shit directly and I got it.
"why is this indie game I bought causing my gpu to draw 500 watts"
A pair of mods that GREATLY improve the AI performance of My Robot
Buy the game here: https://store.steampowered.com/app/3597510
Mod download and instructions on the official Discord server: https://discord.com/invite/X7pxCef6QB
Not affiliated or sponsored.
You know exactly why and if you don't want to use 500W (AI inference doesn't use that much power anyways) you can use the online model. Uses gpt 4
It used to use gpt 3 but I told him to change the model or I'll bite his ankles
He changed the model
Not sure what the AI chatbot stuff has got to do with RTCW but woo progress!

i wonder if the light popping could be fixed?
that is definitely my biggest issue with it so far
i also had this issue with deus ex but it was much worse, kinda completely stopped me from playing it
also, is the hand model replaceable? if so i will try to replace it later on
Bro did so much in so little time

Moddb when?
i hope for the steam release in the future
I mean, I asked before if you wanted access to @naive basin’s Steam release

i didnt rlly know what was going on there srry, thought all development was stopped, but yeah lets do this now
What's this about
Steam release
Do you need publishers leave for that?
Bethesda?
Idk who publishes it
The engine is under GPL license
So what we can do is pull a Quake 2 RTX and distribute the main engine parts including Remix and then have an installer pull the remaining files from a local copy of the user’s game
And is it hosted on Steam's servers now? Can you download it via Steam?
You technically could via Steam keys
But the download itself is not public
Only the team has access to it right now
So it is hosted on Steam
Yeah
Sick
Quake 2 RTX?
Quake 2 is also under GPL license
So it’s the closest example
That’s why Quake 2 RTX doesn’t ship the actual game
Only the engine modifications
I wonder if we can distribute .asi patches for Painkiller instead of the actual binaries
It will never be open sourced because of third party tech like Havok
also the source is probably lost bruh

Just decompile it

On it
Do you know if this is more legal than distributing the binaries themselves @severe sapphire
Also do you need verification of any kind to host a mod on Steam privately
Like do they check whether or not you're hosting a GTA5
No idea, that would be a question for Steam (they have a contact for support in Steamworks)
Pretty sure they only check when submitting the build
Though also pretty sure if it gets out there that you’re hosting a full game not yours, they’ll get involved
that would be a question for Steam
Is this the kind of question better not be asked
like "But Sir what about the homework"
Can you ask
Interested in this because sharing a mod as large as this is fucked up. It just hits the cloud download quota at some point
What are you trying distribute exactly?
A bunch of .asi patches for a bunch of original game binaries
mainly engine rendering changes
and a whole lot of assets ofc
all CC0
Obviously Remix stuff
Sure I’ll ask
combines the wrapper with what i did for textures and will have a steam release page eventually
so your work would be contributing to that if you agree
also a-b-a had done some really nice model work
for sure yeah
Not nessisarily stopped we js rotate projects
Only one of the car headlights
And a partial edit of a model our friends made for us
We are not a good modler shrug
^
We can do some minor modeling if you want us to but nothing like the chapel stuff
our styles are a bit different, so i understand if some of these need to be replaced to make it match
Our friends lamp was the coolest model too bad its not usable anymore
Neither they nor I have this anymore
🥹
Gonna what
He's doing it
Ok
thats okay, i can handle modeling + i just like the process of it
The model I'm most excited for if you eventually do. It is the village 2A car.
it will happen.. eventually..
Yeee
my cat
We seriously do appreciate you doing stuff for rtcw too cuz it means we can focus on stuff like psychonauts 2 and wolfenstein 2009
picture for ants
no problem🙂 , hope to see some progress on those
We at least have progress on psychonauts
i saw some progress on wolfenstein 2009 too, but seems like that game is hella unstable still?
Well that's something saints doing, we're going to to some fixes and pbr conversion but assuming yeah there are still some issues
aight
similar issue in many old games. I have been working on a blender mod to detect and convert to instances, what is the approach you are taking for this challenge?
ahh on the game side, nice
I was doing it on the remix / usd side
i changed to an approach of expanding the nearclip of the frustum and moving it behind the camera at the frustum intersect test, more performant than an AABB approach, and maintains compat with games other culling systems
we arent
we dont do much with rtcw anymore besides like
project managing we guess
we js did initial tryna get a wrapper to work
Try to use automatic lights first. Alt+C and adjust Lights Global Config.
My recommendation is to always use Dynamic lights (torches and fireplace flickering), and maybe Coronas if you like them.
Each of them can be customized from Light Override: Scan for close lights and change position and color.
I also added "Drop a Light" in Light Override
Alt-X go to Lights and enable debug visualisation in remix
There is sometimes light pop-in with this solution, but once a light is 'seen' it always remains active. I can probably fix it in engine too, so that it appears on map load.
You can maybe fix your original issue with toolkit placed lights, by changing r_pvs_maxhops to 2 or 3. But this will tank FPS fast.
The problem with toolkit light imho, is that initially one wants to attach them to the object that emits the light (i.e. torch or lamp) but that is a bad idea in itself because that small object will get culled very fast. Instead you want to anchor it to a wall of floor that stays visible for longer. Which is why I tried to implement in engine lights.
In Heretic 2 I just adjusted that Light Global config to a certain value (per map) and left it at that.
If some lights are a bit too much you can also set them to Black and this turns them OFF.
NOTE: If you start doing these edits, keep the "wolf_customise.ini" file safe, don't overwrite it, since that's where the options are saved.
The BSP was a bit annoying because it's crazy good at hiding polygons not visible
- at the map load, I have a complete BSP surfaces pass, where I generate an AABB for each BSP surface, and do an intersection test, and merge the surfs into bigger AABBs
- later, per frame, each time BSP flags a surface as visible, I pull from the AABBs list the merged AABB and add all other surfaces that got merged together in that AABB
- in the end I get 'complete' objects that have stable hashes, even if the BSP will never produce complete objects (you could draw I guess each surface in it's own Drawcall, but that was I think too many drawcalls even for idtech3)
See: smaller per surface AABBs, then a merged big AABB for a more 'complete' object:
(Both pics contain the merged big AABB 😅 I don’t have a separate view only for original small ones)
didnt know bout this menu
also, i think light popping happens cuz most of the light are done with emission
emission is rlly wonky in remix
everything need an actual light source
and seems like village lights outside doesnt work at all?
You're right, those lights do not work, because I rely on a trick to add lights. In some maps developers manually placed coronas/halos around light sources, and I use the coordinates of those coronas for remix lights.
the solution is to just place all lights manually or wha?
For those maps that do not have them, ya place them manually, maybe with the Drop Light feature from that menu
mm okay okay
Also good news, crates seems to be instanced ok now, bad news shit's broken now 😭
Gonna need more time to finish that..
yaay
so for instances to work it requires fix for each kind of object? theres no fix for all non-instanced objects at once?
because theres rlly a fuck ton of them
I saw that lamps had the surface type “triangles” and I instanced the triangles type. There are also “faces” (simple planes) like the crates here, I am fixing them now.
There are also “grids” these are bezier curves like arches, I don’t think I need to fix these.
And that’s all.
I will chat with AI if 90 degree rotation for some items could be fixed, but I’m a bit skeptical.
But it is true that idTech in their wisdom decided to bake those items in the BSP for better FPS, which makes our life harder.. sadge
Damn the models look crisp af!
I love these alarms
What is your workflow if I may?
im modeling in blender and then doing textures in substance painter
for the terrain textures i upscale them with topaz gigapixel and then creating other maps in materialize
as you can see the upscale is not the best cuz im upscaling them from 256x🥶
idk what to do bout it, dont have any experience in creating terrain textures
That's great mate, keep up the good work!
hmm found a hd pack https://www.moddb.com/mods/splatterladder-rtcw-hd-pack/downloads/splatterladder-rtcw-hd-pack wonder whats the license of it🤔
We also got some artists doing the absolute gods' work for Painkiller
so if you ever wanted to contribute to the ambitious ongoing project feel free to ring
yeah thats niceee wow
excuse me for the wrong channel though, you can't have enough skilled gentlemen and scholars😄
You work so fast 
magic✨
good stuff, especially love the small boils in the worn down bench
Those new assets look amazing. I've been kinda lazy and need to spend the time to learn a good blender/substance workflow.
btw what do you guys use for the terrain textures in painkiller?
A replacement mesh with a better UV mapping
You bring it over to Blender via REST API and ingest back
no i mean how do you create the textures itself
like do you upscale or create them from scratch
For more up to date/detailed workflow you can ask McGillacutty over in https://discord.com/channels/1028444667789967381/1313627595815911448🙂
alright thanks, thats more than enough info, will look more deeply in instaMAT
@normal wharf finally fixed the issues with the instances with surfaceFace. https://github.com/whisperglen/RTCW-SP/releases
autoexec.cfg now contains r_vertexLight 2, which will remove lightmaps, and reduces drawcalls for better fps.
Since surfaceFace are now instanced, this means hashes changed for planar polygons, in case you replaces any meshes that looked flat (althought I doubt it) better have a quick check if they need replacing again. I think you replaced more complex meshes (surfaceTris), those should be fine.
I realised today I should add a button to "Duplicate Last Light" for lights that need to be added to the ceiling 😅 , so I will do that next
I'll probably see if I can add this instancing to @grand shoal 's FAKK2. I assume it's mainly the instancing and geometry splitting that you want right Uncle?
I take upon this charge, and humbly ask the Reversing Gods to bless my naive soul 🛐
I need to update the installer to only pull game files not included with the engine
Make it only pull *.pk3 from the "Main" folder in RTCW install path.
Those are the only ones needed. Plus the content in the zipfiles in my 2 repos.
And kapiboss's rtx.conf
Well I can just include the zip files and conf in the build
It’s just the main game files we can’t distribute
@normal wharf if you’re wondering about the mod repo, I’m working on it
Just fixing the Steam files to be GPL compliant
seems like some stuff is still not instanced( like this controllers are instanced on the first pic, but on the second theres still default mesh
same for this shelve, its not instanced anywhere
and they all have different hashes(
this thing also
I’ll take a look at them just to make sure it’s not bugged, but you may have to replace them manually.
Initially all similar objects (crates or racks etc) all occurrences from the whole map were one big single mesh. Now each object should be replaceable individually and if they have the same orientation north-south-east-west they also become instanced.
I don’t think I can fix rotation reliably.
Do you guys have culling? I think in Portal 2 with RTX, it’s implemented via Remix API
i understand🙂 , you already helped a lot with this fixes
There is culling now, I re-enabled BSP culling but with an extended PVS system (current room and the adjacent rooms). So there’s more drawcalls.
Honestly I’m trying to wrap things up with rtcw & idtech3 and move to other things; it’s difficult to get a game to look good, and it’s kinda wearing down my motivation.
More drawcalls?
Still just want to say thank you for all you've done for this project, genuinely you are the goat

if i end up in a stable living situation again, i want to make textures for this game again. won't be a ton, just for fun
i'll prob complete village2
Guys, vote yes on Remix grant so we get paid

what's the other two repos? I assume one is RTCW Files but what's the other?
QindleGL?
Oh, I only meant the main one with the exe and the RTCW-files
Carmack implemented batching, so if your brushes used 30 unique textures, they would be rendered with max 30 drawcalls. The props would have one drawcall each (more if it had more textures).
But now that I’m splitting brush geometry to make it repleaceable, that single drawcall gets split.. no way around it.
I’m still getting 60fps on my i7-7700 so it’s not bad. I wonder how steamdeck handles it tho. Esp village2 had some drops right after the first courtyard, when you go onto the narrow streets
And I mean had, before the fix to strip lightmaps, since lightmaps are also unique textures and dreak down the geometry even more
If it’s for fun that would be nice 😻BC I came into this eyes open so it’s not like I was taken by surprise. It’s just that I was thinking: let me put in 6mo-1 year see where that gets me 
got the custom installer to do so
just gotta clean it up some more and I'll update the Steam build
