#Call Of Duty 1
1904 messages · Page 2 of 2 (latest)
even experimented with adding lights to gernades, muzzle flashes from weapons and the sky
very nice lighting effects with little to no actual mods
Theres a lightpost that isn't marked which I marked on my config, when I go to checkmark add light it isn't lighting up, but muzzle flash and stuff show light so I am going to go and delete my hash id and see if that fixes it
trying r_lockpvs 1 now...
now my weapon disappears sometimes
wtf
i tried these as well

@rancid crescent I see you added color to the grenades explosion, how'd you do that? Pretty cool!
rtx.conf edits maybe? I want to add colours to the muzzle flash as well
Yeah I threw a grenade and there was an orange glow on the wall when it exploded
nice!
Okay maybe it was emissive property? You saw me add a light to a explosion texture
Will have to see
I did try changing the emissive intensity to 20, here's the result, I'm testing my config right now as checkmarking add light to texture on those light posts doesn't add light with tadpoles config
What light posts? Can you take a screenshot of them?
The one in spawn of mission 2, the same one I was fascinated by, I uploaded a few days ago, and its just to the right of my camera
Christmas candy moustache?
Some of the next missions have wide open areas, I even disabled r_nocull to get some extra fps but I think the games renders the whole map
And culls everything behind your field of view
Yea you can add light option that bounces between yellow and white. It's a thing from portal but I can't remember what it was right now
R_nocull does something for you? I can't see a difference
It does have an effect when I have it on (gets very laggy in dense areas)
But no visual benefit with it either on or off
Does it affect your hashes when you turn it on and off?
Might be part of a clue
I think it's that plus something else myself
if i use r_lockpvs 1 in campaign some parts of the map doesn't load
do i have to do anything else?
That's what it does though. It's locks culling for our current view. It's a good trick but useless
Shows that's the hash instability is based on culling as well as it's stable once your lock the culling
I did not check it at that time
Let me try it now
right faffing around with commands i got 1 rock solid hash on an xmodel. its a bunker and you can see i've attached a massive picture frame to it. annoyingly you can see i have 6 of them in the map and all 6 are instances. I was hoping they might share the same hash and i could use it as my anchor. i'll keep digging
seta r_cullBmodels "0"
seta r_cullXmodels "0"
seta r_lodscale "0"
seta r_lodViewDist "-1"
seta r_lodbias "-1"
seta r_nocurves "1"
seta r_novis "1"
seta r_nomipmaps "1"
these got me here
can we swap shaders for all xmodels to use what our stable hash uses? maybe
my stable 1 hash 😛
The m1a1 carbine has stable hash (when it's available as a pickup)
Kilroy was here
lol oh yea
thats just to visualize whats culling
thats interesting, if you turn off draw world xmodels remain and they become rock solid stable r_drawworld "0"
until they move (if they move) but we know why that is
Are you specifically testing mp maps only?
yep
right so you can spawn a model with a map.gsc and if its stable you got yourself an anchor for the whole map
means you need to set up an rtx mod and edit the gsc for each map to support your anchor mesh. I'm guessing i can just export a ball with a custom material and have as many anchors as i need to work with
copy this from the maps files, add these lines, pick any xmodel you like and go into your modified map and you got a stable (spinning in this case) anchor
you can do this for single player as well
so if we can get a server to host our maps we should be able to shoot each other 🙂
tomorrow i make a bunch of anchor meshes to stick our replacments on using codemans blender tools
https://github.com/CoDEmanX/blender-cod
hell yea
@solar raven when you have some time, I'd like you to test CPU load on a new build
I'm available but there's no electricity on my side. Will try at my earliest
Sure, no problem
Seems like r_nocull 1 was causing a lot of CPU load
Disabling that lowered it quite a lot
strange. I'll keep an eye out for that when browsing the dissasembly
It's like large open maps that do it
Not every map, I've seen my FPS plummet down to 24 lol
And the CPU was loaded
No activity on the GPU side, definitely some issues
Page 404
QindieGL: OpenGL->Direct3D9 wrapper, with additions for RTX-Remix - ManualBuild · whisperglen/QindieGL@d389380
This should have the zipfile at the bottom
Yeah I saw it, but I still can't test it lol
oh I see, lemme try to figure it out
@severe lantern is it possible to get stable hashes this time around 👀
nope, did not have progress there
I don't know how to get stable hashes with ingame variables, so I was thinking to modify the exe
I have an implementation in mind that I'm doing in wolfenstein, and then maybe I can adapt that to CoD, with function highjacking
(I already have an implementation in wolf, but it involves drawing all geometry and I want to optimise that)
This game does use portals, like RTCW
yea, probably, but I don't know how to use that..
happy to report that the new qindieGL update has less hit on the CPU
from the powcamp mission atleast where i was having issues
If you play other maps, where you observed high cpu load, let me know if it's better. i.e. is this an acceptable level of performance, so that the game can be played?
its using 20-25% of my cpu, that's acceptable since before the update, my cpu would ramp up and cause major FPS drops
it didn't happen now
no more fps drops
this is weird
What did you guys mark the vehicle texture as? Because it flickers white at times especially when it was in the shed and as you can see, part of it is transparent
There's a car texture I tagged as decal texture but beneath it is a cubemap texture that works inside remix
Hold on are you available? I can try to stream to show you
Not yet but I did mark the vehicle texture that was individual
stable on my side but it's a hacky workaround
this here is just crazy
woo my prop script placment anchor technique (tm) works!
what's the chance to change weapons and animations?
port something from like cod ww2
Download : https://drive.google.com/file/d/10SolCIpjfHGFr4mmcGJ54IMq0kNlwlAc/view?usp=drive_link
I know that reload animation is wrong
but Call of Duty WW2 doesn't know what is wrong
Required:
Sleeves : https://gamebanana.com/mods/216848
MW2019 Particles : https://gamebanana.com/mods/383007
Inspect Plugin : https://gamebanana.com/mods/394144
...
do you guys know what this is?
u can already but porting is a pain
bo2 mp40
just trying to create a series of boxes for anchor points to bind my mesh replacements to. but the bloody converter keeps crashing as you've saw
currently using a coal pile 😛 its next to the flag
does rtx even do animations yet
and it would be very game logic dependent too
@rancid crescent do you reckon we can add more foliage using the grass you made earlier, really want to see that with the anchor mod
it's probably better to use the mod tools to port the gun like i did and then change the texture or mesh with remix after, it would also act as a fallback
and this is from over a decade ago 😐
i need to create anchors first but my mod tools are crashing when converting
so animation on og game
for some reason I thought it was easy to add animations to stuff
also i came across this msg when reading about the progress on cod1 just recently, this is one of my github repos 😛 and it's for the very first patch of cod1 (cod1.1) so it'll crash on steam or 1.5 etc
i don't really do anything with it anymore, some other ppl who are still active with cod1.1 do so yeah beware (also those guys seem to have a private binary vs the code i opensourced so ymmv)
Do you have experience with cod 1 rendering shenanigans by chance?
yes
Great, I suppose you are aware of the issues we are facing as well?
I'd get down on making a mod, with custom hand made PBR materials etc. and assets but I really can't replace models
Due to unstable hashes. It's as if they change each frame on skinned meshes more often
nope
i didn't even know u guys got cod1 working until 1hr ago
2014 damn time flies
i later fixed that flickering issue
well i think with remix it would be easier actually
since it already replaces / translates the entire render backend u could just put in chromium (CEF) and render to texture
Remix API can do that I think
well idk if u followed cod2 progress
but they had same issue but
this is a bit different no? because u use a gl wrapper
won't that make things even more unstable 😛
Trust me it's very unstable
But it works just enough that you can play the whole game
But you can't make a mod with replacement models yet
The viewmodel, character models and just about anything with animation changes hash for that mesh each frame
Moving the camera around changes hash too
And add portal system on top
💀
i havent really dug deep into how remix calculates these hashes or determines them but do wolfenstein:et / quake3 derived games have same issue?
tbh if the gl wrapper is relatively stable and doesnt do anything and just maps to dx, then that isnt such a problem
im just vaguely remembering how q3/cod1 draws things and wouldnt the big problem be that it kind of just sends off "meshlets" to the API
I've read about the engine
It does each task in VM, like each stuff has it's own managing system
from the portalling engine in cod2 what i remember, i think there's like sort of mesh per leaf node
ye but thats upper level
codsp/mp_s.exe -> cgame -> CG_DrawXXX -> RB_BeginFrame -> ... loop draw all calls
i think its because its using this unique portal engine and doesn't generate meshes statically
lol meshlets 😛
not meshlets in the sense of mesh shaders (new tech) but kinda the same
because they divided the world up due to the portals into smaller meshes so "meshlets"
We have the hardware power now to render almost everything in a single map, but adding path tracing on top is a huge performance hit
yes but not in the obsolete way that they render primitives 😛
We can start with sorting the culling problems at least
Mainly with the hideous frustum culling I noticed
Everything behind the camera unloads
because the way most newer games solve this is by using different drawing techniques and using different hw culling e.g Hi-Z buffers and stuff
I can hook the game up in disassembler and see what functions handles the culling I think
u can mostly map it 1:1 to q3:arena or wolf:et source
also if u need more debug info http://debugging.games
get the mac build
Since R_nocull barely works for anything that's out of view
should have more debug info
sadly the lnxded (linux) doesnt have a cgame only game because its a server gg
@solar ravengl 👍 i can't test anything i don't have a rtx gpu 😛
just rewrite your GTX to an RTX 😛
I was just searching this
well.. i wonder if using traditional methods e.g non-hw voxelization raytrace/raymarching with lower samples/rays or even emulating that one thing that's missing/not supported VK_KHR_ray_query or just stubbing it with fake data i could maybe get my GTX card to run RTX remix 😛 maybe on somewhat reasonable framerates too because the polycount is low on this game
we tried using older drivers that still has VK_KHR_ray_query to no avail, but stubbing it may work
performance would be horrible on anything less than like a 1080 ti, and even that you'd be running maybe 360p internal res lol
quake 2 RTX does run ok on lower res and i've played cod1 for most of my life in 1024x768 anyways so good enough for me 😂
if you do pursue this i'm definitely interested
would be cool and prob would do this if it was 10 yrs ago
but now nah
i mean whats the worst that failing VK_KHR_ray_query can do, just return a non-hit aka black/no light or shadow info
which is already extra info because it's rays cast inside the shader
iirc
what gpu do you have
1070
i really wish nvidia drivers were good on linux as they are on windows, you could probably run RTX Remix with AMD radeon gpus
using RADv drivers
there is the other version of ray query? that Q2 RTX supports for 10 series GPUs
can't recall the proper name
but Remix has partial support for it. really, modifying Remix to use that in all places would probably work better than trying to spoof it
ye true its the only reason q2 rtx works at all, its before it was standardized i think in the transition phase
well now that u say that maybe mesa already does this if u enable some obscure config option
but that is for DXR, VulkanRT works differently no?
don't think so
Remix has partial support for it already
we did get further with it, but Remix relies on the other one too much in hardcoded places
Mark confirmed this
do a xref
and go up a few funcs
or if u just want to disable culling only models
technically i want culling to be removed behind the camera
so that it stops unloading objects when facing away
ye so if u just disable any culling
e.g add a ret in the main culling func
it'll work
so if u click the func name R_CullModels then press x (xref)
and find where its being called from
oddly enough there's one xref
it should be a more higher up func
i think it might build a list first and then when walking the (d)pvs it will check
so potentially just nopping any XXX_Add funcs could work
sadge
but maybe just hooking that one func and returning false/empty could work 😛
i was thinking more of a patch file
I got lost when actually working on the SP executable. Will try next time
Did the bundled textures issue ever get figured out yet?
@trim mirage
i think env_combine might be just shader parameter not texture combining
also which texture combine specifically?
if its lightmaps
cod2 has a cvar/dvar r_lightmapMerge
anything
tablelamp texture combines with soldier uniform
hmm idk then
or a grass texture combining with Captain Price moustache
Yeah like some of the lamps are bundles with other things and I want to add lights to the lamps and wall lamps
try seta r_optimizeTextures "0"
decided to work on some environment textures
game is good enough to start making real assets
@untold solstice i think i found r_CullModels 👀
this is from codSP.exe
Lamp textures are now seperate!
how
seta r_optimizeTextures "0"
seta r_optimizeTextures "0" in config file
Time to go back to mission 2 and add light to those lamps near spawn
cant u just use https://polyhaven.com
CC0 textures are for the weak but i do admit they look nice
weak?
i think they're amazing
v36
why not single player?
i haven't tried the MP version of cod1
with remix
nvm then ill spoil the joke
because its a quickmessage
and everyone who has like insane amount of hrs on cod1
knows these shortcuts and what they make ur character say
v36 = "Took you long enough!"
v31 = "Yes sir!"
v32 = "No sir!"
v37 = "Are you crazy? / Bist du verruckt?"
the rest i dont remember from head
damn i got baited, good one though
so i just do this?
no
a call is 5 bytes
so u gotta nop 5 bytes
enable instruction bytes visible in ida
i think under Menu -> Options
ah okay
also ymmv idk what that func does with the stack
it seems to add esp, 8
for cleanup
so it might crash 😛
if its not cdecl/stdcall but usercall that add esp is caller cleanup and u gotta nop that too
@solar raven How did you fix the burnt wood? It is marked as decal but isn't rendered properly
i marked it as decal but it never looked good
idk how to fix that
lowkey just glows, might be a placebo effect
Probably acting like a water texture because its animated
tag it as sky 💀
i have seen animated textures work if you tag as sky texture
so strange
Okay, and the water for me is still
tag it's two textures as sky
you will see it work
but this solution is arbitrary
HOLY FUCK what did i just do
lmfao
it's like the game is telling me stop 😭
there was another call func so i just nopped that
😔
instead of nopping u might have to nop the specific if check inside it that doesnt add it to the list maybe
it's late at night, I might have just made everything get culled or ignore their draw call with this nop
So I'm gonna have to try tomorrow
I will look for other functions instead and experiment
Anyone else have this weird flickering on the lights?
which mission?
technically this shouldn't be muddy but oh well 😆 looks amazing
Could those be flares? Check r_flares and cg_coronas . Are they 0 ?
Here's an interesting thing, the animations aren't choppy in multiplayer
Chateau
I'll have to edit in the cg_coronas but the flare was 0
they are smooth in single player for me
What in tarnation did you change?
i have no idea but they are smooth
I really like the dirt!
Adjusted the fallback light radiance a bit so now you can have fallback light during nighttime missions, probably will have to lower sky brightness
Values are: 1.6 2.7 5.9
We can add different fallback lights for each mission, I just have to work on it 👀
Might be able to solve the issue
I wish it could be mission dependent but I was messing around with the values to see if I can simulate night time lighting
You did a good job, night moonlight is mostly faint and dark
But enough to see your own shadow in full moon
👀
😁
For each map spawn an object with gsc scripting and attach a sky. I do it in my cod2 mod
I've set it up so you can swap lighting by switching the anchor mesh to the sky with a hot key.
You can attach distant lights and everything to that anchor mesh
https://youtu.be/7mohaNhOKVk?si=M6fLSXr39UmKSuGU
thank you to Kamilkampfwagen for helping with this sky system, you can pick any sky you like with a push of a button. Got some issue with the fog were it doesn't update until I move the camera.
You can even do mesh replacement. You don't need stable hashes you need a few choice stable objects to anchor your new stuff to
Theres no way you really wanna use low poly 2003 meshes with pbr materials, gonna look like Minecraft with a shader pack
How about a skydome with rotating HDRi texture
Because I know sometime ago you guys did that
It looked pretty cool
Yea it works, kinda. You can't mark it as sky, when you do it disappears and the old sky is rendered
I'm kinda stuck though. I need to export an xmodel with the mod tools to use as my anchor but my converter keeps crashing
I thought it was because I was using steam version so installed off the disc and that one also crashes. It won't even run the supplied models
What are the mod tools, could you maybe write a tutorial on how to set up anchors for replacements?
Since these anchors that we add in ourselves have stable hashes and can be used to place props
Yep, you just edit your map.gsc file with a spawning model like this
#1230255464789311658 message
The mod tools can be found on moddb as well as on the original disc in the "extra" folder
I want to place the culling models back in using this method if I can't Reverse Engineer the damn function. Still pretty mad about this though
You don't wanna be messing with that. Keep it all on anchors and hide the old stuff
Hell attach a capture of the old map onto an anchor
I'm capturing USD and editing the whole thing in max. Done it loads of times already
Carentan_blah blah.usd
Hide everything from the original map and just load the whole map back through remix
Yep
Sounds feasible
Clean, simple to model and edit
ah damn
I've been at it all weekend, other people aren't having such rubbish luck
Do you have the disc version?
Pop the disc in and install cod tools from the extra folder on disc 1
I have the disc version
Alright
I should let you know when I transfer the cod tools over
Run "converter.exe". After running go to (game directory)tools/game/xmodels and if you got something in there it works for you. If it's empty welcome to hell
3 days and it's all I've thought about. it's midnight Monday morning and I'm ranting about it online. Bloody converter.exe!
Cod2 tools work like a dream
If I can work out what to change in the hex file thing to get xmodel6 converted to xmodel5 we can use that
Damn it's been that long?!
first order of business would be to add trees and add more foliage using anchors, no alpha blended textures for leaves would be good or is it too heavy?
Once we start using remix app, will we be able to change the lighting brightness for each texture that has add light option enabled so that way each light isn’t universally bright? Hope this makes sense
I really don't think it's supposed to work that way, usually you place lights within remix and not tag textures as add to light in the game
And the default light color added through remix stays the same color
Unless light color could be calculated/inherited from the average pixel colors of the texture
without the need for us to edit
So a workaround to changing brightness to all the lights is to untag the add lights so we can implement our own brightness level to certain lights in remix app?
Yes
they're not compatible
So freakin dope!😍
Damn, cheers mate
shiny
Nice tin can.
unironically with a pbr shader without rtx this would've looked just as good
it's because this old ass game doesn't have any cool shaders (a lot of old ARB assembly shaders tho) that's why the RTX looks like such an upgrade which it is
but even with just a IBL cubemap reflection this would've looked amazing too 😛
there's one annoying cubemap texture underneath the path traced reflection
i can't get rid of it
messes with the actual reflection
there is a setting in QindieGL ini to disable cubemap support: GL_ARB_texture_cube_map. The game does see it being set to disabled, but I don't have a save with that car to test if it works. Maybe you can try it?
Also I'm releasing that version with the proof of concept for stabilising the hashes. They are not stable, but they are better. When you have time I would like you to test it and see it it works. https://github.com/whisperglen/QindieGL/actions/runs/13676239220
Grab the QindieGL.zip, and copy the .ini file too as it contains the file offsets to override the sortSurfaces function. [game.CoDSP] is new in .ini, make sure you exe is called CoDSP.exe
ProjectionFix = 1 keep this to 1 since this is handled better (restore z_near to 4: in wolf this made gun scopes not completely drawn -not sure if there's an effect here)
Set TerminateProcess = 1, if CoDSP.exe remains running even after exiting the game (check TaskManager I've had even 3 of them running 🤦 ), this tries to kill it
yes! 🥳
weapon is still not stable when reloading.. but better than the noisy mess before
oh yeah this fixed it
more good news 
is this new with my fix?
could that be the sun flare?
there's a cvar for it?
pistol has stable hash, but only when no animations
lots of r_sun glare/flare/blind but no good option to just disable it
okay, im also seeing no weird RESTIR GI artifacts where it placed colored light blobs on fast moving objects
there are no instances 💀
so if anyone wants to replace the same light in all rooms, they have to manually place them, one by one
wow loads more stable in united offensive, awesome stuff!
I still want to try your anchor modding method, cuz I can't stand the horrible culling issues
yea thats how nvidia have recommend we do things in the past as well. gives you loads of options
have you managed to give that convert.exe a run?
mine never finishes converting even the default files
I have just pasted the tools folder in my root directory...still need to try. Documentations didn't even give a clue for what I want to do
oh hang on i got you
double click that
it'll run the old xmodel_export meshes and convert it to xmodels (if it likes you, mine hates me)
and if it works this folder will have something in it
unlike_mine.meme
Not on my PC since I'm heading to bed. But this method is where I want to fully start developing the mod, If we couldn't figure out how to block the camera frustum culling through assembly code (disassembler)
oh activision could shut down your mod with that just a heads up. cant be modifying the dll files
game .exe modification is a no go?
but I could also just write instructions on how to do it yourself
Won't that be allowed?
this is the line
New Game Materials shall not contain modifications to any COM, EXE or DLL files or to any other executable Product files.
so you cant modify the dll but i guess you could tell others how? you dont need to though honestly. just get xmodels exporting and we're done
custom map.gsc files with loads of custom anchor meshes under the maps. add your mod to a server and play with others online 🙂
I mean that's a nice work around but wouldn't loading the entire map be too resource intensive?
as usd in remix? no thats super fast aint it. you can load millions of polygons with remix as well
i have more polys in 1 grass piles than the tanks in CoD united offensive
I've come to the conclusion that r_nocull 1 (in this game) is super fucking heavy. Damn GPU just sucked 400 watts instantly
Oh that's neat!
This depends if I can edit the map.gsc files in the first place
tadpole be clutching those photo scanned meshes in his mod 😛
Ngl they go hard! 🔥
this is my first anchor mesh, i just cant make custom meshes right now
should be called "rhinevalleyanchor001" though so its unique
With the New QindieGL from SaintMath3us, this might just become playable
i am very excited, he's a proper big brain
biggest brain
finally worked it out, gotta be in a pk3 file. The maximum you can have per map is 23. should be more than enough
these are rock solid hashes, just gotta move them around and slightly under the map
right so to do this at home.
1.put this rtx.pk3 file into Steam\steamapps\common\Call of Duty\Main for call of duty 1 or Steam\steamapps\common\Call of Duty\uo for united offensive
2.open the pk3 (it's a zip file, 7zip works) and extract out maps/mp/mp_mapname.gsc to your desktop
3.open that file in notepad++ copy everything from line 1 to like 145
4.find your favorite levels .gsc file (you can extract the base game files to a folder with 7zip, its easy)
5.find the lines
main() {
select them both and paste those 145 lines we copied in step 3
6.save this file
7.move this file into rtx.pk3 under maps (maps/mp for a multiplayer map)
8.right click on your exe (CoDMP.exe for cod1 multiplayer, CoDSP.exe for cod1 single player, CoDUOMP.exe for united offensive multiplayer, CoDUOSP.exe for united offensive singleplayer) and make a shortcut.
9.right click on the shortcut and go to properties, then add +set fs_game rtx to the end of the target like in the screenshot above. notice the space after the ".exe" and launch the mod.
10.to test your new anchor points you need to find them so open the game with the new shortcut you made and go to texture view and you'll see all these red textures with RH and RI and RA hand drawn on them 🙂
11.move each anchor around the map as you like from within your .gsc file and use it to stick mesh replacement to in toolkit
12.set these
seta r_cullBmodels "0" seta r_cullXmodels "0" seta r_cullsmodels "0" seta r_cullworld "0" seta r_lodscale "0" seta r_lodViewDist "-1" seta r_lodbias "-1" seta r_nocurves "1" seta r_novis "1" seta r_nocull "1" seta r_nomipmaps "1" seta r_noportals "1"
in your config file found either here for united offensive \Steam\steamapps\common\Call of Duty\uo** or here for cod 1 Steam\steamapps\common\Call of Duty\Main**
if we can set up a server to host our mod people can play with us 🙂
might make the anchors unstable, give it a try
yep just confirmed @solar raven you can turn that off. r_nocull "0" is fine
right, bed. then modding time 🙂
1am here
my folder is not empty
If you plan on using steam multiplayer version, do not use my latest dll. Use QindieGl_NoDetours.zip
The normal one might give you a VAC ban.
Honestly I’d be afraid to use MP at all with Steam, I read people were flagged for using opengl32.dll in the past
what if you made your anchor mesh spin and stuck a big ball on that mesh in toolkit? you get a rotating sky!
look at the sky
so
stable
sky changing fun times
only issue is when i mark the sky as an actual sky it disapears behind the old one 😦
the steam version doesn't use vac iirc but it is using steamdrm so the exe is sort of obfuscated
if u want the original exe of the latest retail cd patch
you can always just download the patch 1.5 urself (for as long they are still downloadable online lol) https://www.moddb.com/games/call-of-duty/downloads/call-of-duty-v15-patch
but it's usually a installer which checks your registry for a key that steam doesn't set, so it doesn't detect ur steam install
yep I delt with that, but it had SecuROM and that was a bust
you can manually extract the .exe with some uniextract/wise/unishield extractor if u want and check that the hash/md5sum matches the one from here
Currently I have 1.3 / 1.0 / Demo and I was able to locate the function I wanted to hook by searching for a couple of bytes. I was pleased😜 happy it worked for all 3 versions
But maybe we should check the release notes, see if it makes sense to update
most people (that still play cod lol) on cod1 (not uo) are on either 1.1 (the first patch) or the last (1.5 steam)
the sp and mp version do differ tho so and its not rlly relevant that much
right, I have to start the MP see if the hooking is successful
uo has 1.41b and 1.51b iirc
Hm, I did not think about uo; tell you what, I'm saying a quick prayer, and go back to whatever sh*t I was doing before 
but it's a good point, I need to do more testing
scattered my anchors just under the map and added a single crate to one. Woo!
i've had to upload these in bits because discord hates me
@rancid crescent (for when you are available) how do I modify or import game models like buildings, props etc into blender for remodeling
Just input the capture into blender, expert as fbx and ingest in toolkit when your ready. 🙂
The difference between regular game vs latest nightly build
Can anyone give me an explanation for how the sky is set up in this shot?
That is I believe Happysufigee's work area, so he may answer best. But I will try Transformer in a couple of minutes, and check if I have the same result
set up instructions
#1230255464789311658 message
you dont need to do anything but open the game
it still flickers on CNN but not as bad
Yea, the sky is somewhat borked in DX9 mode, due to the wrapper (QindieGL); it does not draw at all, maybe a z-buffer issue. But it shows up in remix -investigation pending here on my side, but I'm a beginner in 3d apis..
you're doing amazing work
Does it go away with RR off completely?
Yes, Transformer and RR off, I get no artifacts
so do you get artifacts with CNN?
Only with transformer. CNN is ok
are you seeing flickering like tadpole, or black splotches like Happy?
so flickering blotchiness... bleh
It could be the wrapper, but I don't know for sure. Also the flickering in CNN mode, is also amplified by alpha textures on those trees in the back
No DLSS causes no flickering fuzzy outline on trees
can you send a shot of what that looks like using the DLSS-RR Diffuse Albedo debug view?
ps1 graphics
The sky is not visible in the game, without using remix
not pulsing or flickering, just a solid black? what happens if you set the color range to be 0 to 0.01
(I'm trying to check if that black region is 0, or just a very small number)
where do I set that?
gimme a minute to launch an app and get a screenshot
the Max Value at the bottom of that section
oh, use the DLSS-RR Diffuse Albedo view, not the Diffuse Albedo view please
Thanks for posting those debug views. It sounds like the Transformer model is just handling the flickering sky very poorly, so it should be fixed if/when yall can sort out why it's flickering in the first place. I've gone ahead and filed an issue internally so we can try to improve our handling of flickering like this
any news on any official opengl integration?
either translation or vulkan ANGLE etc
Angle is openGL es 2.0 to dx9
I can't talk about anything non-public, and I don't think we've published any updates on that
no problem 👍 thanks
The ANGLE team is developing an open source OpenGL ES implementation on Vulkan. This short presentation will cover its potential to reduce fragmentation on Android.
Slides: https://khr.io/qa
Speaker: Jamie Madill (Google)
Join the Khronos Community - Get help, share your project and discuss computer graphics: https://khr.io/ww
Find the Vulkan...
but cod1 uses fixed function iirc so yeah es not gonna work 😛
Because he's using Transformer RR model instead of CNN
this happened to me as well, but once i change from transformer to CNN model, issue now gone
oh i see that i came somehow late lol
I'm trying to understand how the game / mod is rendering the sky, so I can understand why the transformer is having problems.
It seems that flickering textures generally cause the Transformer model problems, so the flickering that is minor in CNN is very breakingly obvious in the transformer.
possibly limited to sky textures... not sure
Mark, The OpenGL wrapper renders 3d geometry except the sky. So it's just black
the sky is never visible with just the wrapper
So it looks something like this
There is a cod1 demo version publicly available
https://www.moddb.com/games/call-of-duty/downloads/call-of-duty-singleplayer-demo
Perhaps you can try on your side?
So where does the sky in your videos come from?
The sky is sent to Dx9 with a depthRange of 1,1 but I think it fails the depth test and is not drawn. I’m guessing remix gets the tris and textures and draws them properly. The game aslso uses a projection matrix with infinite zfar, not sure if relevant. In wolf when drawing Moon over the sky with depthrange 1,1 it fails z-test, it needs greater comparison to draw. I might test this to cod1 when I get some time.
idtech3 has a cvar r_clear which clears color buffer to a pink color to check for gaps in geometry (?). When I set that the sky is pink, hence my assumption that it does not pass z-test
I can't attach a replacement mesh to an anchor and mark the mesh as sky either. It just disappears when I do
com_maxfps 1 .. so maybe there is a good sky frame and several bad ones? investigation ongoing
something going on even in the clean frame
Yea, I'll try to do some PIX captures
faffing around in united offensive
these are sick
new plowed ground texture. just processed this scan from one i took last year 🙂 not bad for an hours work
stones
There's no real way to hide the tiling in this game, it's just one texture for like 300 meters or something
I think I'm just going to put up with it and hide it with lumps of destroyed buildings and rocks and stuff pushed from below the ground
there was an issue i opened to introduce hex tiling
This (https://github.com/mmikk/hextile-demo) was originally posted by Mark on the Discord server. Implementing this feature would help break up clear tiling patterns, as shown in their demo: This w...
give that a like i guess
those are some nice stones though
Texture blending leaves this really bad sharp line between two textures and the blend
I wonder how terrain decals are blended together. It's some form of alpha ain't it (vertex alpha?). I wonder if we can set this up in a mesh replacement and make large tiles less obvious.
they're sorted by (game/engine) material sort parameter and drawn in that order by stacking multiple meshes on top of each other with alpha yes
but it's artist authored e.g DrawOrder1, DrawOrder2 (might be DrawOrderDecal, DrawOrderSky)
Enlighten me on what you mean by tiling? As in it’s all too neat, grid like?
Tiling means repetition of a pattern in game textures in a grid formation, sometimes models project UV on a plane that exceeds the bounding box area (0, 1)
A good way to have a less noticeable and more seamless pattern would be a hex tile approach
I've got an update on this. Disregard my previous reply about z-buffer 😅 I've done a PIX capture and looked at the vertex and index buffers. It seems the game is sending homogenous coordinates for the skybox (XYZW), so these are clipspace coords if I understand correctly. See pic attached, this is the vertex buffer for the roof of the skybox. So remix seems to accept these clipspace coordinates and draws the sky. Now the interesting part, I've activated the screen-space motion vectors debug, and I'm getting motion for the sky triangles across multiple frames. I will go on and do some PIX captures of different frames and check the vertexes and indexes buffers for the skybox for anything fishy there.
That flashing red means those motion vectors are NaN.
We got transformer working
Nice
It was using a projection matrix with an infinite zfar plane
No more flickering on trees as well
Any affect on draw distance using that value
that inf zfar was probably causing the NaNs Mark mentioned
We'll have to check, but I think it can be higher if we want
In wolf I think I have around 5000
Sometimes the tree's switch between alpha textures to have more transparency all of a sudden
Something I'm willing to replace entirely with new trees
Get rid of the old transparent textures
Ok, i'm logging off, but I'll try to push to github soon(tm) to have a build, so that you guys can test if we have other issues with Transformer
cya
git hub was updated with a new build
@solar raven please update the instructions: please scratch the 2 points on the screenshot below, and add: Change GL_ARB_texture_cube_map = 0 in the [Extensions] section
Alright
NOTE: ProjectionFix needs to be 1 now, for my fix to work
Well let's try this new update out!
the Fix has ben fixed 😂
for me the the sky looks better in all the missions now, and of course no more flicker on alpha textures thanks to Transformer 🥳
Yeah it's updated
Probably gonna do it on moddb as well
what do i need to edit? @severe lantern any changes in QindieGL.ini for this new update?
use the .ini from the zipfile, and set GL_ARB_texture_cube_map = 0
it already has ProjectionFix = 1 and ProjectionMaxZFar = 10000 which is new
Is it working on your PC @solar raven ?
Nice. Culling is next, I found last week a function that does not cull geometry, but culls everything else (soldiers, boxes, chairs etc), so it will be a matter of reversing it. It think it's connected with dumping dxf, but I'm not sure.
But first I'll take a break, do something else for a couple of days 😃
one thing im not sure if you have any idea is terrain flat normals, should be smooth normals
like every height variation looks sharp and just bad
Erm, in WOlf I was able to send the normals to DX9, and remix smothed the light on many terrain geometry edges
CoD1 only sends normals for soldiers it seems
Maybe there is some sort of cvar, there is one lod high quality haven't tried it; I think we have high quality geometry..
just a short demo of what the frustum culling is doing to the game, it's only exceptions are playermodels and pickup items, interactable items etc
Yep, I only played 3 or 4 maps with remix, this ^ was super annoying!
Glass weapons FTW! ... Erm, sorry I just got a call from Todd Howard's lawyer, need to go
i really just want to get new weapon models but, for now importing current weapons into blender and then Substance Painter would produce a far greater PBR texture
is there are command to get all weapons? 👀
'give all' worked in wolf
can you try: r_ati_pntriangles "1" r_ati_truform_tess "1" vid_restart
I've enabled GL_ATI_pn_triangles in latest build of QIndie to trick games to send more normals
In wolf OGL it only sent normals for NPC tho' so it may not work..
worth trying
this should be in config.cfg?
no effect
yeah it remains the same unfortunately, would've been nice to see smooth normals
Link to new github update pls?
Check pins, grab latest release
I only see the QindieGL links
Ohh yeah I see that, I thought there was a new update for rtx remix lol
Nah, I fixed the wrapper and now remix Transformer works as expected
@trim mirage were you able to test? Is it working for you?
Oh yeah I just tested it and it’s phenomenal, just one mission regardless should work right? I tested right before I turned off the pc as I’m going to bed, will test more missions when I wake up
I’ll test 2 nighttime ones when I wake up, goodnight guys and I’m loving being “involved” in this development
@thick ravine with the latest wrapper fix we have transformer working in CoD1. What I did was convert the skybox vertex coords from clipspace to world space (scale+translate) and then send them normally through the pipeline. The other fix was adjusting the Projection matrix to have a fixed zFar value, I believe the infinite zFar that the game used was causing the NaNs I saw in the MotionVectors debug above. This infinite zFar issue was actually what caused the game to not render at all when we started, since the wrapper code was running into float INF and NaN when reversing zNear and Zfar from the ProjectionMatrix. Also thanks a lot for the support!
@severe lantern can you tell me about the culling function you found? I could maybe take a look at it. But unfortunately we can't modify the exe itself because publishing a mod could become a problem
Cuz Activision
😔
Show me asm
R_addcellsurfaces has a call to r_cullmodels, nopping the call culled everything
But I guess that's the wrong function
Yea, it's mess, also inlining makes things complicated
I'm looking at source from WOlf and OpenMOHAA for comparison
Culling should be similar across all idtech3 games
Quake III Arena used that engine, yeah?
Maybe a decomp analysis could help

it's checking the value of eax. If it's zero then it does a JZ to that function, but try editing the eax register to see if it affects anything
go ahead. My plan is to check R_AddWorldSurfaces? in my listing
Happy yall figured it out!
Last time I did this, registers got filled with invalid addresses
Resulting in a crash
can you check xrefs to this function?
Since this is the end final function that dictates what surfaces to draw or not, we need to see what where else the r_AddDrawSurf is called
ok, if you need to save allthat, please do, I will proceed delete my comments 🤡
lol, figuring out the rendering pipeline is a headache
But like I said, not today, my brain needs a rest
But maybe we should talk about how you intend to publish the mod? Do you want to go thru steam (we are trying to put RTCW on STeam rn) or will you keep it on ModDB?
The issue is, I don't think we can get stable hashes without hooking the gamecode, or at least I don't know how. But the hooking will be done from my QindieGL, no additional .dll or loader or patcher. Just opengl32.dll from github
Steam is the way
They might want to know if we hook the gamecode and why.. the code is open source though.. so I don't know what that implies
Did you get any antivirus warning so far for QindieGL?
Do yall know if 'infinite zFar' was common in OpenGL? I've never heard of doing that before, and I've got no clue if it'll show up in other games
CoD 1 was the first idtech3 based game that I found it in.
I don't have experience with other opengl games, but I will keep an eye out. I would not have found about this infinite type of matrix unless reading from here http://www.songho.ca/opengl/gl_projectionmatrix.html
It theoretically exists in DX9, if you consider zf very large compared to zn then zf/(zn - zf) -> zf/-zf -> -1 and zn x zf/(zn-zf) -> zn x zf / -zf -> -zn
So I check for -1 in [2][2] and that signals inf Zfar
'Theoretically' is the wrong word, I did not encounter it in the docs, but I have used it in the wrapper and DX9 happily rendered with it, even the sky after I made my first fix. Your hint was what made me think about the second fix with infinite zfar. I'll shut-up now, or I may start rambling 😂
It's definitely useful to know the details of why it isn't working. It may take us a bit to get around to it, but knowing "some old games use this specific hack and Remix doesn't handle it well" makes it a lot easier to actually support this. Which could fix other games
No AntiVirus warnings on my side
I uploaded them at the time so they are here somewhere
Oh rats you'll have to ingest it yourself.
I don't think I have the ingested files anymore either
If you attach an anchor mesh to the gun you can replace the guns btw. You can also attach this scope onto that anchor
Well I just imported the m1a1 carbine into blender for HP baking, some color IDs etc but it seems the models have overlapping vertices
Im looking for ways to make the springfield have an actual physically modelled scope
Too big of an ambition cuz currently even the slightest animation will change the hashes, no technically you can only view it when the weapon has stable hashes again
Replace the gun model with a stable mesh that doesn't deform and ignore the original weapon with remix
I can make the xmodel_export but you'll have to run convert.exe on it and send me back the converted meshes. Then with gsc we can attach it to the gun. it'll be stable in remix
the converter.exe you mean?
where do i need to look for the weapon model
Not sure, you need to use something like load.gsc and parent your new object to the old weapon
this is out of my league tbh 😂
But not Google Gemini!
I'll attach one of my anchor meshes after work and share the script and mesh with ya 🙂
https://www.ima-usa.com/products/u-s-wwii-m1a1-carbine-folding-stock-paratrooper-display-gun
good reference images
New Made Item: This inert display completely non-firing replica is true to the 1941 original. The M1A1 carbine (formally the United States Carbine, Caliber .30, M1A1) is a lightweight, easy to use semi-automatic carbine that became a standard firearm for the U.S. military during World War II, the Korean War and the Vietnam War, and was produced ...
i'm not sure where to put this, I had help in cod2 😛
Stalingrad is one heavy map btw, too heavy that my fps dropped to mid 30s
that is on 720p DLSS performance on a 4090*
might just be my ancient cpu as well
ancient cpu? you have literally one of the best cpu for gaming maybe remix isn't optimized at all for ryzen X3D chips but it's a beast of cpu
speaking of that, can't upgrade mine 11900k because prices are sooo high here 😦 can't afford a new combo mother/ram/cpu
You're confusing me with someone else? I have a 10700 lol
Soonish 9800x3d though, but I fear that cpu might randomly fail on me
oh srry, yeah that 10700 its a bottleneck for a 4090
looking good 🙂
Just textures for now, getting a base on everything
each passing day I feel inclined towards using the entire loaded BSP for maps into remix as replacements
effectively eliminating culling and improve performance via USD models
https://github.com/whisperglen/QindieGL/actions/runs/13864154250 I managed to remove some culling, but now remix is crashing on me 😭 no rest for the wicked
It's supposed to work with version 1.0 exe, don't try if you updated
Going to test it out, but making the old QindieGL wrapper backup just in case something goes wrong
this is amazing!
For the guys that test this version, can you tell me how soon does remix crash for you? For me I load pathfinder-3 and I crash in the middle of burnville, which is the next map
I’ve got a 3060 ti with 8gb vram, i wonder if vram gets full..
Umm, I'm near the end of the game and remix does not crash, if it was a issue then every map should technically have this issue
Yes. It could be remix version then or vram
You’ve got a 4090 how much vram on that one?
16?
24
Try 1.0.0
I will, I think I only updated RTCW to 1.0.0
When you alt x you’ll see towards the top how much vram it’s using under rendering tab
For Happy
similar to bsp culling
Oh balls now i read the message, I used this version on united offensive and it crashes at launch. Even when i switch back. Any idea what to do to undo it?
Restore the ini from the old version too
yay cheers mate 🙂
new build 😩 ~~https://github.com/whisperglen/QindieGL/actions/runs/14091201593~~https://github.com/whisperglen/QindieGL/actions/runs/14104194784 Edit: only static geometry is notculled, SModels (trees, chars, tables) and BModels (doors) are still culled
nocull edition
man this game..
Sadly no stable hashes yet
Sometimes there be weird things like this \/. I wonder if ignoring that texture is sufficient. Please use r_nocull 1 if you decide to test
I bet the performance went to shit with r_nocull being enabled
I found out I was not optimising the drawcalls when 3 textures are assigned to a mesh (terrain) so that improved it a little bit
you guys, r_nocull is not a bad guy, he's just missunderstood
(I have no ideea why r_nocull was dropping fps before 💀 )
But yea my GPU is no longer 100% loaded, and it’s prob CPU bottleneck. I do run on an i7700 which is 4-core
But this may provide the motivation to try loading the BSP into remix? 😁
I have reached the limit of my reverse engineering skills on that front 
Fuck it, just load the whole map through remix asset replacement
Is it updated to GitHub?
Might try today some time later
yes it's on github
I also realized, when I improved hashes, that was a bug, I was not sorting the surfaces/meshes at all, the game was creating smaller buffers for the drawcalls: more CPU load due to more drawcalls, but better hash stability.
I fixed that sorting of surfaces now, which means less Drawcalls since all geometry sharing the same texture it batched together in one big blob (that's how idtech3 improves perf) but hash stability worsened
There's no wining in this game 🥹
There's a tradeoff
@severe lantern do you mind if i show you the game through VC?
im seeing that some surfaces don't render unless you get really close to it
alright, no mic so you'll just have to see the game only
how do we do this?
Discord is updating lol
@severe lantern i can hear you
i have discord open in the background
Also tell me the name of that map so I can load it and test it over here
it hooks: ONLINE: void __cdecl hook_setupfrustrum(void)
lets disable it then and see what happens
one sec
yes, put a ; in front of fp_setupfrustrum_pat
you seeing this?
@solar raven please send the config.cfg when you get a chance
@severe lantern we got a problem
I somehow expected this
I have an idea for another implementation: turning the camera and gathering the objects from behind (since I have 180deg frustum now it may work) 🤞
would it impact performace?
I expect it will impact performance less, than what we have now. Now it's drawing all static meshes on the map (I made an attempt so fix culling for those SModels, but on chateau map, close by trees aren't culled, but some distant trees still disappear and mess up the shadows) 
But, I'm giving up on having stable hashes
So please try to figure out if importing BSP in remix is feasible
this will be done for the full mod
and i hope it works
I just realised I'm on the last mission so that means I can share a full ready-to-use rtx.conf file with you all
Here it is, the complete game has been played with remix and have it's textures tagged appropriately, here a list of things included in this rtx.conf
- I have not removed add lights to texture as it seems impossible to add lights to texture due to hash instability issues, but this should look pretty darn good with path tracing (please use the latest actions build of QindieGL for fixed culling issues)
- Slight tonemapper adjustments
- There is also no distant fallback light to simulate sun, but you can enable it if you want on your own for some missions
If you find any problems feel free to ask
Why does your ui look different?
im using a mod
Maybe it's rendering sky differently
I haven't tested any mods
not even the modern weapons one
okay there seem to be regression
to temp fix it you can
change dlss transformer to cnn and disable motion blur
can just change to transformer preset D in the RR settings
LMAO
where can i do it?
sorry if its too obvious to ask
still does the same on flashing sky bug
Are others also having the same issues?
Can you please share the QindieGL.log file?
Might be related to the zfarplane number
It's set to 10000 right?
Yep, it's like the sky fixes are not active..
Maybe he did not overwrite the .ini file, but the log will clarify that
Ah, if ProjectionFix = 0, then the projection matrix remains infinite, and the transformer checkerboarding rears it's ugly head 🐲
After all of the tweaks im getting this error
nvm fixed by moving steam dll
though this is new, wasnt doing this before all of the edits
can i use my CD version
Any version works
my trick of just sticking the whole maps data onto a stable anchor mesh is working
its not totally stable though so need to work that out
the whole map fucks off 😛
this is what i plan to do for barnyard 😆
Just remembered I can lock PVS and make it stable! Sorted 🙂 nice one kim
You got a command like that in barnyard?
Move camera to specific spot where everything renders with kamils scripts from cod2
R_lockpvs 1
R_drawworld 0
Done
there are no commands at all for barnyard 🤣
it requires modifying the game directly
why do you do this to yourself mate
well i haven't for about a year now, so you're onto something there 😛
i don't think barnyard will ever reasonably be completed, unless nvidia somehow fixes vertex shader support entirely
they still culled, its an issue when i go inside certain rooms.
so i've marked my anchor meshes as anti cull and turned that on. it works perfectly now 🙂
blocking in terrain with gaea 🙂 first time ever using it, its cool
one sides super chunky so i'll fix that up tomorrow
getting the rhine valley into rhine valley 🙂
having trouble with vertex alpha. not sure whats going on here but its not working on my old test assets either
there it is in motion, the sky moves as well as does the sun position
so nice today 🙂
Water looks a bit sharp
sharp water is ice
how now
finally got decent tree's. total faff but its working. now time for some variation
Could you please make a github repo? I would love to join force
@rancid crescent surely it works for both?
If you have a repo, you will always be the first author and others can make contributions through PRs
I'm good ta
