#Return to Castle Wolfenstein (RTCW)

7679 messages · Page 8 of 8 (latest)

full estuary
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idTech4 does some tricks to animate textures, I’ll try to backport it with gemini’s help. This will also stabilize the hashes 😉

naive basin
full estuary
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gemini may be cooking 🤞

crude pollen
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Gm yall

grand shoal
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bread

crude pollen
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Yes?

grand shoal
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Just stating the obvious.

crude pollen
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Same here but uh still cant even log in so

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I'm unsure why

crude pollen
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BRUH

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OMG

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SO APPARENTLY GOOGLE SIGNED MY PIONEER LICENSE WITH SOME RANDOM PASSWORD

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SO I JUST RESET IT

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AND NOW IT WORKS

crude pollen
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What does one mean? 🤔

severe sapphire
crude pollen
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gosh dang I accidently screenshotted the borders

crude pollen
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Peakers

crude pollen
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Next github version needs to fix the camera being f'ed up

naive basin
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?

crude pollen
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For some reason

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With ray tracing on

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You just cant look around

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at all

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camera is not at all where the playermodel is

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well you can look around but like the camera is stuck in a position

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all you can do is rotate

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Plus it's out of bounds

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Only way I could fix it was turning off the raytracing

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So far I have most of the lights completed

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About maybe half and a quarter (3/4ths or maybe about 7/10ths)

carmine creek
crude pollen
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What

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Nonono

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Not RTX remix

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The actual thing that makes RTCW RTX possible

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@carmine creek

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Saintmaths compatability mod

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Not RTX Remix

naive basin
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I meannn

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Same situation

full estuary
full estuary
full estuary
grand shoal
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Burrito waits patiently in the distance

full estuary
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while saint is bulking up his idTech muscles 😜

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Getting there..

naive basin
grand shoal
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Uhm

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Fakk

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:D

naive basin
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Ah

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Thats right

full estuary
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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

crude pollen
full estuary
# crude pollen Nope

Well we did not have that camera thing before, let me know if you find out why it happens.

full estuary
full zinc
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yeah likee

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my texture work that i did used the default lights and it looked amazing. not many areas actually needed new lights added

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(this is not meant as gloating, i'm just defending the default lights lol)

severe sapphire
full estuary
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I do need to port the Cylinder auto-lights from heretic to RTCW too

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Also Sparkles' texture work with instaMat made me try my hand at it too steamhappy

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You could say it was an inspiration ✨

full zinc
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😊

#

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working on textures can be really fun

crude pollen
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I don't know how to actually get better textures or find hd versions of the textures soo

carmine creek
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make them yourself, you already downloaded instamat and got it working ... soooooooo :)

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remix textures have to be PBR anyway and the original textures and even fanmade hd versions won't be PBR

dusty hamlet
# crude pollen I don't know how to actually get better textures or find hd versions of the text...

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).

We’re on a journey to advance and democratize artificial intelligence through open source and open science.

full estuary
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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 😂

naive basin
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Tommy Angelo

full zinc
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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

naive basin
severe sapphire
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/jk

full zinc
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😭

naive basin
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I think

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Ai stinky!!!!!!!!! /hj

full zinc
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o no

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then I really stink 😖

naive basin
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I think pure gen ai is iffy (like sora) bur otherwise it's not allat bad

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Asking ai to solve whatever horrid sickness has its grasp on us

full zinc
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sorry

full estuary
full zinc
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no you just like good PBR and while AI PBR is passable... it's rarely good

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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

carmine creek
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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.

full zinc
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ya

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for me tbh the biggest thing is that the PBR always just aligns with the albedo though

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it just looks off

carmine creek
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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.

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The most important maps in PBR are the normal and roughness, and they won't really conform to the albedo necessarily.

naive basin
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Uhm

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The most important pbr is emissives

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!!!!!

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Big emissives lover

full zinc
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actually guys it's the displacement 🔥

carmine creek
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Jokes on you, just copy over the albedo 😛

naive basin
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Jokes on you the albedo is mixed with the emissive mask in a single texture

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Minecrsft layer style

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/j

full zinc
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okay okay

carmine creek
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Ue2 style? Emissive is literally just the diffuse but the alpha acts as a mask?

full zinc
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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

naive basin
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I don't quite know

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Anything

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Ever

naive basin
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For every texture

full zinc
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wow youtube's compression is so shit

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that looks really good though (from what i can see of it 😭)

carmine creek
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This entire thing was created because someone else said you couldn't animate properly in the vertex shader during a playtest.

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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

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Now if only remix had a module based post processing pipeline.

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I'd contribute so many things, but I don't wanna shoehorn my code into the codebase and figure out the programming side. :/

naive basin
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Js throw it in itll work

carmine creek
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"PR rejected with given reason: tf is this dawg?" kekw

naive basin
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Trust me the completely unrelated file that isn't connected in any way will work

grand shoal
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Have a list where you can setup a bunch of pp effects

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Then pick and choose what you like

naive basin
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Heh

grand shoal
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Adjust as needed

naive basin
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Pp

grand shoal
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Heh

carmine creek
grand shoal
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Lmao

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Good idea

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Actually

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Remix doesn't have ao and it pisses me off

carmine creek
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And then screen space reflections next

grand shoal
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Ao is 100% physically inaccurate but it helps so much with visibility and depth perception

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It needs to be in

carmine creek
# grand shoal Remix doesn't have ao and it pisses me off

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.

grand shoal
carmine creek
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The PT naturally creates AO by itself, you might want more contrast probably

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Oh no I'm getting stupid ideas again. Ideas Mark won't like to even humor xD

grand shoal
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The magic is in fact ambient occlusion

carmine creek
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And magic isn't real

grand shoal
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Which is why I like ao

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;D

tribal trail
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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.

full estuary
full estuary
# full estuary Texture animations. They are actually a little bugged, maybe because of matrix i...

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.

naive basin
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Nod nod

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Will test when hone

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Home

full estuary
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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)

grand shoal
full zinc
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does deformation work yet?

grand shoal
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Nope

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Not a bit

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This is simply the the car's mesh following the origin

grand shoal
full zinc
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hey u do know you're in the RTCW channel right

grand shoal
severe sapphire
dusty hamlet
# crude pollen Danke!

for sure, feel free to hmu if you end up using that and have any questions on how to tweak things

crude pollen
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Yo guys would I do normal - opengl or normal - directx

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using pbrfusion

full estuary
tribal trail
crude pollen
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tried to ingest it as directx but it froze at 66.67%

crude pollen
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Got 2 textures done YIPEEE

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working on 3rd

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Ngl when I finish the mod I might call it RTCW 1k because I'm upscaling by 1k

naive basin
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a

crude pollen
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It keeps freezing at this point

full estuary
crude pollen
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Uh what

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I'm not talking about ingestion

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It's upscaling..?

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Using PBRFusion4

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And it's still frozen at 17 since last night

stark magnet
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Who working for Heavy Metal Mod RTX?:)

grand shoal
full estuary
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Gemini my GOAT! The clanker finally did it, fixed the light leaking in a couple lines of code. I have become a glorified typist 🥲

naive basin
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it helped me hook remix api and log stuff for wolfenstein the new order :tacosoupontop:

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still having some minor issues but otherwise yay

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no geometry data yet...

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im a complete dunce still

frosty pebble
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how are yall interacting with gemini? antigravity or a different ide

full estuary
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🔥 progress is progress. And The new Order is.. a very tall order 😜

frosty pebble
naive basin
full estuary
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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.

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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

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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)

naive basin
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Honestly im js telling it what I knew abt common opengl stuff I've learned throughout all of wolfenstein rtx projects

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With that it was able to identify mvp

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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

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Especially not with how modern opengl it is

full estuary
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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)

naive basin
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Yeah

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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

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In any case js bug the ai and it'll work

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You js gotta know what the engine does !!!!!¡!!!!

full estuary
# naive basin no geometry data yet...

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

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Cause I think these are difficulut to guess just from the VBO structure in ogl

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I mean you would have the offsets, stride and datatypes, but not know if they are vertexes or normals or uvs

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(I think..)

naive basin
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posting this here cuz why not

severe sapphire
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And like, more modern OpenGL

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Also would love to see this game Remixed

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I played through it not that long ago

naive basin
full zinc
naive basin
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hai sparkles

severe sapphire
full zinc
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i don't have the source code for FO4 or Skyrim for example

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you just need to do extensive reverse engineering

full zinc
severe sapphire
naive basin
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js getting lucky

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+knowledge of everything we learned abt idtech

full estuary
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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
grand shoal
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😢

full estuary
# grand shoal 😢

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

full zinc
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it's not id tech 3, and it'd be a nightmare. but i'd loveee to see RAGE with Remix

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megatextures would almost certainly break

fickle heart
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damn jk fixed as well

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so based

full estuary
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I’m scared of newer engines 😅. I think wolf 2009 is as far into the future as I will go 😜

fickle heart
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It's time for stalker

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specifically OLR3 mod 😈

full estuary
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Maybe for JK I can also add dynamic lights, i wonder if projectiles have an actual light attached

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Nope I don’t think I’m motivated to touch stalker 🚪

dusty hamlet
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what about Alice or is that game too much of a pain in the ass to fix more?

grand shoal
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I think it works already

full estuary
# dusty hamlet what about Alice or is that game too much of a pain in the ass to fix more?

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.
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Those are the things that need attention

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It’s on the backlog, somewhere.. 😅

normal wharf
normal wharf
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alright that was a missing conf

onyx leaf
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I had the same issue, how exactly did you fix it?

severe sapphire
normal wharf
normal wharf
naive basin
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awww yeah

normal wharf
onyx leaf
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Thank you! I'm not at home either right now but I'm very excited to try

full estuary
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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.

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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

normal wharf
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done with first asset tho

fickle heart
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shieeet

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so nice

normal wharf
naive basin
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hell yeah

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atp ion even need to make a mod i can js focus on 2009//./

normal wharf
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and experimenting with the textures

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might be a bit too much with normal intensity

naive basin
# normal wharf

Question: would you want to be put on like, the official mod? Your work is amazing as fuck

normal wharf
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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

naive basin
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Could even put you on the steam one if and when that releases in a few hundred years (with your permission)

normal wharf
naive basin
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Yeye

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Take your time tho dw

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No plans on releasing the steam one anytime soon lol

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Your work really is amazing tho good job

normal wharf
naive basin
normal wharf
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aight

naive basin
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Did you do those viewmodels too?

normal wharf
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whats viewmodels?

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the guns?

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i replaced them with models from sketchfab

naive basin
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Ah ye nod

full estuary
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The hash would change tho, and some objects get instanced

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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

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So let me know where you have issues

naive basin
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Hi saint

full estuary
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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

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👋

normal wharf
full estuary
normal wharf
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like this boxes are still not instanced

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but i can see the hash updates when enabling and disabling that command

full estuary
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Ok I will have a look later on

normal wharf
naive basin
normal wharf
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holy, just got free money in dm

naive basin
normal wharf
naive basin
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Steal this person's free money

full estuary
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Free money is verboten in this channel

carmine creek
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I need the usertag or userid

naive basin
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Oh yeah forgor it's not js

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A viewable message

normal wharf
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i blocked him already

naive basin
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Wait they aren't here anymore

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Or at all

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Sob

carmine creek
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yeah I couldn't find them in the member list, hence why I asked for the id

naive basin
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too tired to tell anything, mb

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Gonna go back to sleep now

normal wharf
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hes not in this server dw

full estuary
# normal wharf sadly that didnt help for the objects i changed(

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.

normal wharf
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will try to replace that model

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but wait r_aabb_culling 1 was already enabled by default, so i replaced all meshes with it enabled

full estuary
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Huh. Ok then. Maybe bug. I will have some time in the evening and I can check the actual 3D coordinates of the object

normal wharf
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at the end the same box but no replacements there

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thanks for looking into this tho🙏

full estuary
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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?

normal wharf
full zinc
# normal wharf

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?

full estuary
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village2 is the level name

full zinc
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❤️

naive basin
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Village2 the goat

full zinc
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I've never actually played rtcw lol

naive basin
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We like rtcw and play it back sometimes

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Not as much as 2009

normal wharf
naive basin
normal wharf
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alright

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will keep the work then

naive basin
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We should import the wolfenstein 2009 weapon models into rtcw

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/j

normal wharf
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arent they low poly?

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2009 game still

full zinc
naive basin
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Mp40+all upgrades tho

full estuary
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I think there are models on sketchfab too for the guns and pistols

full zinc
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including game assets from another game in a mod is kinda risky legally

naive basin
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This

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^

normal wharf
# naive basin

thats pretty good actually. havent rlly played the game so was just referencing the year

naive basin
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Right yeah

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Its definitely one of those things you look at for the sake of looking at but never package it as a mod

full zinc
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ya

naive basin
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Bcuz its unknown weather or not you'll get smited or not for doing that

full zinc
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@severe sapphire can we get @normal wharf an invite for the rtcw stuff

naive basin
full zinc
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I didn't have time to do textures anymore so I'm glad someone else is lol

naive basin
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we are also glad because it means we can focus on other things too

naive basin
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mind altering the cat

full zinc
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I genuinely enjoy making textures for this game. just... never enough time

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and I can't believe how long ago we did this already lol

full estuary
full zinc
#

Kitty

naive basin
#

bro is so relaxed

full zinc
full estuary
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Yep Calliope is her name, pretty scaredy cat, but when everything is quiet, not a care in the world! 😆

full zinc
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vs my cat. crazy all the time

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lol

naive basin
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we want a cat

grand shoal
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fat fuck

full zinc
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😆

full zinc
carmine creek
#

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.

stark shore
grand shoal
stark shore
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Some of the best shooting mechanics out there. The MP40 sounds are engrained in my DNA now

carmine creek
severe sapphire
grand shoal
#

Can't believe I found it.

naive basin
carmine creek
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-# god I hope you don't start creating mods for motorslice if that's what you're already thinking of mina

grand shoal
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I'm gonna play it

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Also I'm a game developer now

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Joined an indie team the other day

naive basin
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is this related media

grand shoal
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I still gotta pull the project

grand shoal
carmine creek
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why do I have this feeling that it might be an NSFW game

grand shoal
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It isn't

naive basin
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it is

grand shoal
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Surprising, I know

stark shore
grand shoal
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But it has mod support and I've seen some shit

carmine creek
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now I'm scared to even ask what project it is

grand shoal
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My robot

grand shoal
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The game

naive basin
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no, its fucking

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return to castle wolfenstein

carmine creek
#

RTCW

stark shore
grand shoal
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Ah

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All these same engine games smh

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Rune is ue2, I think

carmine creek
grand shoal
stark shore
grand shoal
carmine creek
# grand shoal So same engine

yes, correct, Rune runs on the void engine used for dishonored 2 which is based on idtech5, which is bascially just unreal 1.

grand shoal
#

See I knew it

grand shoal
#

When I see an old game, I automatically assume idtech with slight changes

naive basin
stark shore
grand shoal
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Time to game develope

naive basin
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rem is the goat

grand shoal
#

I don't get it.

carmine creek
carmine creek
# naive basin rem is the goat

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.

naive basin
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lol

grand shoal
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Ugly fuicking thing

naive basin
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we dont really have time to play deadlock anymore but we love rem sm

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js a lil goober

grand shoal
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Even Ivy's old design is better than this cockroach

naive basin
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bro wym

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bedtime crow called REM

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its all perfect

carmine creek
grand shoal
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Trust me

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The ai implimentation is fucking gaaaaarbage

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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

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So it's unimmersive

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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.

carmine creek
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"why is this indie game I bought causing my gpu to draw 500 watts"

grand shoal
grand shoal
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It used to use gpt 3 but I told him to change the model or I'll bite his ankles

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He changed the model

tribal trail
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Not sure what the AI chatbot stuff has got to do with RTCW but woo progress! lesGO lesGO lesGO

normal wharf
onyx leaf
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that is definitely my biggest issue with it so far

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i also had this issue with deus ex but it was much worse, kinda completely stopped me from playing it

normal wharf
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also, is the hand model replaceable? if so i will try to replace it later on

severe sapphire
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Moddb when?

normal wharf
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i hope for the steam release in the futuretux_dawg

severe sapphire
normal wharf
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i didnt rlly know what was going on there srry, thought all development was stopped, but yeah lets do this now

severe sapphire
stark shore
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Do you need publishers leave for that?

severe sapphire
stark shore
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Idk who publishes it

severe sapphire
# stark shore 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

stark shore
severe sapphire
stark shore
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So it is hosted on Steam

severe sapphire
stark shore
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Sick

severe sapphire
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So it’s the closest example

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That’s why Quake 2 RTX doesn’t ship the actual game
Only the engine modifications

stark shore
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I wonder if we can distribute .asi patches for Painkiller instead of the actual binaries

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It will never be open sourced because of third party tech like Havok

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also the source is probably lost bruh

severe sapphire
stark shore
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On it

stark shore
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Also do you need verification of any kind to host a mod on Steam privately

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Like do they check whether or not you're hosting a GTA5

severe sapphire
severe sapphire
stark shore
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that would be a question for Steam
Is this the kind of question better not be asked

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like "But Sir what about the homework"

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Can you asksteamhappy

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Interested in this because sharing a mod as large as this is fucked up. It just hits the cloud download quota at some point

severe sapphire
stark shore
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A bunch of .asi patches for a bunch of original game binaries

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mainly engine rendering changes

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and a whole lot of assets ofc

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all CC0

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Obviously Remix stuff

severe sapphire
full zinc
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so your work would be contributing to that if you agree

full zinc
normal wharf
naive basin
naive basin
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And a partial edit of a model our friends made for us

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We are not a good modler shrug

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^

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We can do some minor modeling if you want us to but nothing like the chapel stuff

full zinc
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our styles are a bit different, so i understand if some of these need to be replaced to make it match

naive basin
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Our friends lamp was the coolest model too bad its not usable anymore

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Neither they nor I have this anymore

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🥹

grand shoal
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ughhhhhhhhhh

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I'm gonna

naive basin
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Gonna what

stark shore
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He's doing it

grand shoal
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gonna do a fakk 2

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See if it works any better

naive basin
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Ok

normal wharf
normal wharf
naive basin
normal wharf
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it will happen.. eventually..

naive basin
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Yeee

full zinc
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my cat

naive basin
grand shoal
stark shore
normal wharf
naive basin
normal wharf
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i saw some progress on wolfenstein 2009 too, but seems like that game is hella unstable still?

naive basin
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Well that's something saints doing, we're going to to some fixes and pbr conversion but assuming yeah there are still some issues

normal wharf
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aight

flat garden
flat garden
flat garden
naive basin
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we dont do much with rtcw anymore besides like

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project managing we guess

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we js did initial tryna get a wrapper to work

full estuary
# normal wharf i wonder if the light popping could be fixed?

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

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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.

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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.

full estuary
# flat garden ahh on the game side, nice I was doing it on the remix / usd side

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)
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See: smaller per surface AABBs, then a merged big AABB for a more 'complete' object:

full estuary
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(Both pics contain the merged big AABB 😅 I don’t have a separate view only for original small ones)

normal wharf
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emission is rlly wonky in remix

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everything need an actual light source

full estuary
normal wharf
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the solution is to just place all lights manually or wha?

full estuary
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For those maps that do not have them, ya place them manually, maybe with the Drop Light feature from that menu

normal wharf
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mm okay okay

full estuary
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Also good news, crates seems to be instanced ok now, bad news shit's broken now 😭

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Gonna need more time to finish that..

normal wharf
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yaay

normal wharf
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because theres rlly a fuck ton of them

full estuary
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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.

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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

normal wharf
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understandable

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will wait for any news

normal wharf
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done with some more textures

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shadows inside locker🤤

stark shore
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I love these alarms

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What is your workflow if I may?

normal wharf
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im modeling in blender and then doing textures in substance painter

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for the terrain textures i upscale them with topaz gigapixel and then creating other maps in materialize

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as you can see the upscale is not the best cuz im upscaling them from 256x🥶

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idk what to do bout it, dont have any experience in creating terrain textures

stark shore
normal wharf
stark shore
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We also got some artists doing the absolute gods' work for Painkiller

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so if you ever wanted to contribute to the ambitious ongoing project feel free to ringsteamhappy

normal wharf
stark shore
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excuse me for the wrong channel though, you can't have enough skilled gentlemen and scholars😄

severe sapphire
normal wharf
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magic✨

naive basin
tribal trail
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Those new assets look amazing. I've been kinda lazy and need to spend the time to learn a good blender/substance workflow.

normal wharf
stark shore
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You bring it over to Blender via REST API and ingest back

normal wharf
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no i mean how do you create the textures itself

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like do you upscale or create them from scratch

normal wharf
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alright thanks, thats more than enough info, will look more deeply in instaMAT

full estuary
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@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.

normal wharf
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hell yeah

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thanks so much

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will test soon

full estuary
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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

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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?

grand shoal
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praise be

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yes

full estuary
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I take upon this charge, and humbly ask the Reversing Gods to bless my naive soul 🛐

severe sapphire
full estuary
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And kapiboss's rtx.conf

severe sapphire
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It’s just the main game files we can’t distribute

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@normal wharf if you’re wondering about the mod repo, I’m working on it
Just fixing the Steam files to be GPL compliant

normal wharf
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same for this shelve, its not instanced anywhere

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and they all have different hashes(

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this thing also

full estuary
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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.

severe sapphire
normal wharf
full estuary
naive basin
full zinc
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🐐

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saintmath is awesome

fickle heart
full zinc
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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

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i'll prob complete village2

severe sapphire
severe sapphire
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QindleGL?

full estuary
full estuary
# severe sapphire More drawcalls?

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.

full estuary
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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

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And I mean had, before the fix to strip lightmaps, since lightmaps are also unique textures and dreak down the geometry even more

full estuary
severe sapphire