#Call Of Duty 1

1904 messages · Page 2 of 2 (latest)

solar raven
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i have fixed most of mission 2 and 3, marking decals textures correctly and stuff

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even experimented with adding lights to gernades, muzzle flashes from weapons and the sky

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very nice lighting effects with little to no actual mods

trim mirage
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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

solar raven
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trying r_lockpvs 1 now...

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now my weapon disappears sometimes

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wtf

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i tried these as well

trim mirage
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@rancid crescent I see you added color to the grenades explosion, how'd you do that? Pretty cool!

solar raven
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rtx.conf edits maybe? I want to add colours to the muzzle flash as well

trim mirage
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Yeah I threw a grenade and there was an orange glow on the wall when it exploded

solar raven
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nice!

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Okay maybe it was emissive property? You saw me add a light to a explosion texture

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Will have to see

trim mirage
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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

solar raven
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What light posts? Can you take a screenshot of them?

trim mirage
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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

solar raven
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are you for real???

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captain Price moustache is a grouped texture

white falcon
solar raven
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the mission after chateau is VERY cpu heavy

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im getting like

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24 fps

solar raven
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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

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And culls everything behind your field of view

rancid crescent
rancid crescent
solar raven
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But no visual benefit with it either on or off

rancid crescent
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Does it affect your hashes when you turn it on and off?

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Might be part of a clue

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I think it's that plus something else myself

sacred birch
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if i use r_lockpvs 1 in campaign some parts of the map doesn't load

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do i have to do anything else?

rancid crescent
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That's what it does though. It's locks culling for our current view. It's a good trick but useless

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Shows that's the hash instability is based on culling as well as it's stable once your lock the culling

solar raven
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Let me try it now

rancid crescent
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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

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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

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can we swap shaders for all xmodels to use what our stable hash uses? maybe

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my stable 1 hash 😛

solar raven
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The m1a1 carbine has stable hash (when it's available as a pickup)

solar raven
rancid crescent
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lol oh yea

solar raven
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lockpvs breaks campaign missions

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So not using that lol

rancid crescent
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thats just to visualize whats culling

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thats interesting, if you turn off draw world xmodels remain and they become rock solid stable r_drawworld "0"

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until they move (if they move) but we know why that is

solar raven
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Are you specifically testing mp maps only?

rancid crescent
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yep

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right so you can spawn a model with a map.gsc and if its stable you got yourself an anchor for the whole map

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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

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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

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you can do this for single player as well

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so if we can get a server to host our maps we should be able to shoot each other 🙂

severe lantern
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@solar raven when you have some time, I'd like you to test CPU load on a new build

solar raven
severe lantern
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Sure, no problem

solar raven
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Seems like r_nocull 1 was causing a lot of CPU load

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Disabling that lowered it quite a lot

severe lantern
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strange. I'll keep an eye out for that when browsing the dissasembly

solar raven
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It's like large open maps that do it

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Not every map, I've seen my FPS plummet down to 24 lol

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And the CPU was loaded

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No activity on the GPU side, definitely some issues

severe lantern
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This should have the zipfile at the bottom

solar raven
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Yeah I saw it, but I still can't test it lol

severe lantern
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oh I see, lemme try to figure it out

solar raven
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@severe lantern is it possible to get stable hashes this time around 👀

severe lantern
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nope, did not have progress there

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I don't know how to get stable hashes with ingame variables, so I was thinking to modify the exe

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I have an implementation in mind that I'm doing in wolfenstein, and then maybe I can adapt that to CoD, with function highjacking

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(I already have an implementation in wolf, but it involves drawing all geometry and I want to optimise that)

solar raven
severe lantern
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yea, probably, but I don't know how to use that..

solar raven
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happy to report that the new qindieGL update has less hit on the CPU

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from the powcamp mission atleast where i was having issues

severe lantern
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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?

solar raven
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it didn't happen now

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no more fps drops

solar raven
trim mirage
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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

solar raven
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Hold on are you available? I can try to stream to show you

trim mirage
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Not yet but I did mark the vehicle texture that was individual

solar raven
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stable on my side but it's a hacky workaround

solar raven
rancid crescent
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woo my prop script placment anchor technique (tm) works!

rancid crescent
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its stable as well, i placed a bit sky dome on it and it never went away 🙂

untold solstice
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oh cool u got this game working

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👍

light sky
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what's the chance to change weapons and animations?

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port something from like cod ww2

solar raven
untold solstice
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bo2 mp40

light sky
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that's on the regular right

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meant with rtx remix

rancid crescent
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currently using a coal pile 😛 its next to the flag

untold solstice
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and it would be very game logic dependent too

solar raven
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@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

untold solstice
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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

untold solstice
rancid crescent
light sky
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for some reason I thought it was easy to add animations to stuff

untold solstice
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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

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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)

solar raven
solar raven
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Great, I suppose you are aware of the issues we are facing as well?

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I'd get down on making a mod, with custom hand made PBR materials etc. and assets but I really can't replace models

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Due to unstable hashes. It's as if they change each frame on skinned meshes more often

untold solstice
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i didn't even know u guys got cod1 working until 1hr ago

untold solstice
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2014 damn time flies

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i later fixed that flickering issue

solar raven
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Is this still up?

untold solstice
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no lol

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i havent done cod1 stuff in yrs now

solar raven
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Imagine running YouTube on a mesh while having remix

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That would be amazing

untold solstice
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since it already replaces / translates the entire render backend u could just put in chromium (CEF) and render to texture

solar raven
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Remix API can do that I think

untold solstice
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"back in the day" 2014 xd

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i used awesomium

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but its old and deprecated etc

untold solstice
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but they had same issue but

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this is a bit different no? because u use a gl wrapper

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won't that make things even more unstable 😛

solar raven
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Trust me it's very unstable

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But it works just enough that you can play the whole game

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But you can't make a mod with replacement models yet

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The viewmodel, character models and just about anything with animation changes hash for that mesh each frame

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Moving the camera around changes hash too

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And add portal system on top

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💀

untold solstice
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i havent really dug deep into how remix calculates these hashes or determines them but do wolfenstein:et / quake3 derived games have same issue?

solar raven
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Yep

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Idtech3 has such issues

untold solstice
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tbh if the gl wrapper is relatively stable and doesnt do anything and just maps to dx, then that isnt such a problem

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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

solar raven
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I've read about the engine

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It does each task in VM, like each stuff has it's own managing system

untold solstice
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from the portalling engine in cod2 what i remember, i think there's like sort of mesh per leaf node

untold solstice
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codsp/mp_s.exe -> cgame -> CG_DrawXXX -> RB_BeginFrame -> ... loop draw all calls

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i think its because its using this unique portal engine and doesn't generate meshes statically

rancid crescent
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lol meshlets 😛

untold solstice
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not meshlets in the sense of mesh shaders (new tech) but kinda the same

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because they divided the world up due to the portals into smaller meshes so "meshlets"

solar raven
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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

untold solstice
solar raven
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We can start with sorting the culling problems at least

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Mainly with the hideous frustum culling I noticed

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Everything behind the camera unloads

untold solstice
solar raven
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I can hook the game up in disassembler and see what functions handles the culling I think

untold solstice
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get the mac build

solar raven
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Since R_nocull barely works for anything that's out of view

untold solstice
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should have more debug info

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sadly the lnxded (linux) doesnt have a cgame only game because its a server gg

untold solstice
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@solar ravengl 👍 i can't test anything i don't have a rtx gpu 😛

lusty sluice
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just rewrite your GTX to an RTX 😛

untold solstice
# lusty sluice just rewrite your GTX to an RTX 😛

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

lusty sluice
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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

untold solstice
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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 😂

lusty sluice
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if you do pursue this i'm definitely interested

untold solstice
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would be cool and prob would do this if it was 10 yrs ago

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but now nah

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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

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which is already extra info because it's rays cast inside the shader

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iirc

solar raven
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what gpu do you have

untold solstice
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1070

solar raven
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i really wish nvidia drivers were good on linux as they are on windows, you could probably run RTX Remix with AMD radeon gpus

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using RADv drivers

lusty sluice
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there is the other version of ray query? that Q2 RTX supports for 10 series GPUs

can't recall the proper name

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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

untold solstice
untold solstice
solar raven
lusty sluice
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Remix has partial support for it already

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we did get further with it, but Remix relies on the other one too much in hardcoded places

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Mark confirmed this

solar raven
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perfect

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searching for where it handles geometry though

solar raven
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im just happy to see there are debug symbols available

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probably close enough

untold solstice
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and go up a few funcs

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or if u just want to disable culling only models

solar raven
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technically i want culling to be removed behind the camera

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so that it stops unloading objects when facing away

untold solstice
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ye so if u just disable any culling

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e.g add a ret in the main culling func

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it'll work

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so if u click the func name R_CullModels then press x (xref)

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and find where its being called from

solar raven
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oddly enough there's one xref

untold solstice
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it should be a more higher up func

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i think it might build a list first and then when walking the (d)pvs it will check

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so potentially just nopping any XXX_Add funcs could work

untold solstice
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but maybe just hooking that one func and returning false/empty could work 😛

solar raven
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i was thinking more of a patch file

solar raven
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I got lost when actually working on the SP executable. Will try next time

trim mirage
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Did the bundled textures issue ever get figured out yet?

solar raven
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@trim mirage

untold solstice
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i think env_combine might be just shader parameter not texture combining

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also which texture combine specifically?

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if its lightmaps

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cod2 has a cvar/dvar r_lightmapMerge

solar raven
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tablelamp texture combines with soldier uniform

untold solstice
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hmm idk then

solar raven
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or a grass texture combining with Captain Price moustache

untold solstice
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ye thats odd idk why it would do that

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maybe dynamic lights idk

trim mirage
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Yeah like some of the lamps are bundles with other things and I want to add lights to the lamps and wall lamps

severe lantern
solar raven
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decided to work on some environment textures

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game is good enough to start making real assets

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@untold solstice i think i found r_CullModels 👀

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this is from codSP.exe

trim mirage
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Lamp textures are now seperate!

solar raven
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how

severe lantern
trim mirage
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seta r_optimizeTextures "0"

severe lantern
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seta r_optimizeTextures "0" in config file

solar raven
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Thanks

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i'll figure out culling in meanwhile

trim mirage
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Time to go back to mission 2 and add light to those lamps near spawn

untold solstice
solar raven
untold solstice
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i think they're amazing

solar raven
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😦

solar raven
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pinged you as well

solar raven
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uhh

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wdym

untold solstice
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go ingame in cod1

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(mp)

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and type v

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then 3

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then 6

solar raven
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i haven't tried the MP version of cod1

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with remix

untold solstice
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nvm then ill spoil the joke

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because its a quickmessage

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and everyone who has like insane amount of hrs on cod1

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knows these shortcuts and what they make ur character say

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v36 = "Took you long enough!"

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v31 = "Yes sir!"

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v32 = "No sir!"

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v37 = "Are you crazy? / Bist du verruckt?"

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the rest i dont remember from head

solar raven
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damn i got baited, good one though

untold solstice
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v34 = "Sorry!" iirc

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@solar raven

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😄

solar raven
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so i just do this?

untold solstice
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no

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a call is 5 bytes

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so u gotta nop 5 bytes

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enable instruction bytes visible in ida

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i think under Menu -> Options

solar raven
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ah okay

untold solstice
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also ymmv idk what that func does with the stack

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it seems to add esp, 8

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for cleanup

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so it might crash 😛

solar raven
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one can try atleast

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🤷‍♂️

untold solstice
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if its not cdecl/stdcall but usercall that add esp is caller cleanup and u gotta nop that too

trim mirage
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@solar raven How did you fix the burnt wood? It is marked as decal but isn't rendered properly

solar raven
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i marked it as decal but it never looked good

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idk how to fix that

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lowkey just glows, might be a placebo effect

trim mirage
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Probably acting like a water texture because its animated

solar raven
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i have seen animated textures work if you tag as sky texture

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so strange

trim mirage
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Okay, and the water for me is still

solar raven
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you will see it work

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but this solution is arbitrary

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HOLY FUCK what did i just do

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lmfao

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it's like the game is telling me stop 😭

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there was another call func so i just nopped that

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😔

untold solstice
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instead of nopping u might have to nop the specific if check inside it that doesnt add it to the list maybe

solar raven
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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

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I will look for other functions instead and experiment

trim mirage
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Anyone else have this weird flickering on the lights?

solar raven
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technically this shouldn't be muddy but oh well 😆 looks amazing

severe lantern
solar raven
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new grass texture, works well with displacement to mimic grass blades

trim mirage
trim mirage
trim mirage
solar raven
trim mirage
solar raven
trim mirage
trim mirage
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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

solar raven
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Might be able to solve the issue

trim mirage
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I wish it could be mission dependent but I was messing around with the values to see if I can simulate night time lighting

solar raven
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You did a good job, night moonlight is mostly faint and dark

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But enough to see your own shadow in full moon

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👀

trim mirage
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😁

rancid crescent
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For each map spawn an object with gsc scripting and attach a sky. I do it in my cod2 mod

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I've set it up so you can swap lighting by switching the anchor mesh to the sky with a hot key.

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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

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Theres no way you really wanna use low poly 2003 meshes with pbr materials, gonna look like Minecraft with a shader pack

solar raven
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Because I know sometime ago you guys did that

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It looked pretty cool

rancid crescent
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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

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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

solar raven
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What are the mod tools, could you maybe write a tutorial on how to set up anchors for replacements?

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Since these anchors that we add in ourselves have stable hashes and can be used to place props

rancid crescent
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The mod tools can be found on moddb as well as on the original disc in the "extra" folder

solar raven
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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

rancid crescent
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You don't wanna be messing with that. Keep it all on anchors and hide the old stuff

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Hell attach a capture of the old map onto an anchor

solar raven
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Just throw in the original BSP

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Fully loaded

rancid crescent
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I'm capturing USD and editing the whole thing in max. Done it loads of times already

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Carentan_blah blah.usd

solar raven
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Hide everything from the original map and just load the whole map back through remix

rancid crescent
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Yep

solar raven
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Sounds feasible

rancid crescent
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Clean, simple to model and edit

solar raven
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Now I wanna do this

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You gave me hope at working on something

rancid crescent
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Be we need unique anchor meshes

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And the converter just crashes

solar raven
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ah damn

rancid crescent
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I've been at it all weekend, other people aren't having such rubbish luck

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Do you have the disc version?

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Pop the disc in and install cod tools from the extra folder on disc 1

solar raven
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I have the disc version

solar raven
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I should let you know when I transfer the cod tools over

rancid crescent
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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

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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!

solar raven
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Now it's personal

rancid crescent
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Cod2 tools work like a dream

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If I can work out what to change in the hex file thing to get xmodel6 converted to xmodel5 we can use that

solar raven
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Damn it's been that long?!

solar raven
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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?

trim mirage
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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

solar raven
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And the default light color added through remix stays the same color

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Unless light color could be calculated/inherited from the average pixel colors of the texture

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without the need for us to edit

trim mirage
solar raven
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Yes

solar raven
trim mirage
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So freakin dope!😍

rancid crescent
solar raven
white falcon
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Nice tin can.

untold solstice
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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

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but even with just a IBL cubemap reflection this would've looked amazing too 😛

solar raven
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there's one annoying cubemap texture underneath the path traced reflection

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i can't get rid of it

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messes with the actual reflection

severe lantern
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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

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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)

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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

solar raven
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Ohhhh

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Updates

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I'm going to try when I'm on PC, currently I'm not

solar raven
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looks a lot better now

severe lantern
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weapon is still not stable when reloading.. but better than the noisy mess before

severe lantern
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more good news peepoHappy

solar raven
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nice reflections

severe lantern
solar raven
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i don't know

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just noticed it now

severe lantern
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could that be the sun flare?

solar raven
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there's a cvar for it?

severe lantern
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i've seen stuff like that in heavy metal..

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le me search

solar raven
severe lantern
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lots of r_sun glare/flare/blind but no good option to just disable it

solar raven
solar raven
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there are no instances 💀

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so if anyone wants to replace the same light in all rooms, they have to manually place them, one by one

rancid crescent
solar raven
rancid crescent
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yea thats how nvidia have recommend we do things in the past as well. gives you loads of options

rancid crescent
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mine never finishes converting even the default files

solar raven
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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

rancid crescent
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oh hang on i got you

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double click that

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it'll run the old xmodel_export meshes and convert it to xmodels (if it likes you, mine hates me)

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and if it works this folder will have something in it

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unlike_mine.meme

solar raven
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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)

rancid crescent
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oh activision could shut down your mod with that just a heads up. cant be modifying the dll files

solar raven
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game .exe modification is a no go?

rancid crescent
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yep

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this guy plans to release something 😛

solar raven
#

but I could also just write instructions on how to do it yourself

#

Won't that be allowed?

rancid crescent
#

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 🙂

solar raven
#

I mean that's a nice work around but wouldn't loading the entire map be too resource intensive?

rancid crescent
#

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

solar raven
#

I've come to the conclusion that r_nocull 1 (in this game) is super fucking heavy. Damn GPU just sucked 400 watts instantly

solar raven
#

This depends if I can edit the map.gsc files in the first place

rancid crescent
#

oh that you 100% can do

#

i'm doing it now

#

its just plain text script

solar raven
#

tadpole be clutching those photo scanned meshes in his mod 😛

Ngl they go hard! 🔥

rancid crescent
#

this is my first anchor mesh, i just cant make custom meshes right now

#

should be called "rhinevalleyanchor001" though so its unique

solar raven
#

With the New QindieGL from SaintMath3us, this might just become playable

rancid crescent
#

i am very excited, he's a proper big brain

lusty sluice
#

biggest brain

rancid crescent
#

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

rancid crescent
#

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 🙂

solar raven
#

please god, no r_nocull 1

#

it does nothing

rancid crescent
#

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 🙂

solar raven
#

it's a 6am here

#

😭

rancid crescent
#

1am here

solar raven
#

while keeping anti culling lights on

solar raven
severe lantern
#

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

rancid crescent
#

what if you made your anchor mesh spin and stuck a big ball on that mesh in toolkit? you get a rotating sky!

rancid crescent
#

only issue is when i mark the sky as an actual sky it disapears behind the old one 😦

untold solstice
#

if u want the original exe of the latest retail cd 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

severe lantern
untold solstice
severe lantern
#

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

untold solstice
#

the sp and mp version do differ tho so and its not rlly relevant that much

severe lantern
untold solstice
#

uo has 1.41b and 1.51b iirc

severe lantern
#

but it's a good point, I need to do more testing

rancid crescent
#

scattered my anchors just under the map and added a single crate to one. Woo!

rancid crescent
solar raven
#

@rancid crescent (for when you are available) how do I modify or import game models like buildings, props etc into blender for remodeling

rancid crescent
trim mirage
thick ravine
#

Can anyone give me an explanation for how the sky is set up in this shot?

severe lantern
#

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

rancid crescent
#

it still flickers on CNN but not as bad

severe lantern
rancid crescent
#

you're doing amazing work

thick ravine
#

Does it go away with RR off completely?

rancid crescent
#

hmm, i'll get a video

severe lantern
thick ravine
severe lantern
#

Only with transformer. CNN is ok

thick ravine
#

are you seeing flickering like tadpole, or black splotches like Happy?

severe lantern
#

The flickering is with CNN, splotches with Transf

thick ravine
#

so flickering blotchiness... bleh

severe lantern
#

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

solar raven
#

No DLSS causes no flickering fuzzy outline on trees

thick ravine
# severe lantern

can you send a shot of what that looks like using the DLSS-RR Diffuse Albedo debug view?

severe lantern
untold solstice
solar raven
#

The sky is not visible in the game, without using remix

thick ravine
#

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)

thick ravine
#

gimme a minute to launch an app and get a screenshot

#

the Max Value at the bottom of that section

severe lantern
thick ravine
#

oh, use the DLSS-RR Diffuse Albedo view, not the Diffuse Albedo view please

severe lantern
#

Also, Happy is right, with Upscaler: None there is no shimmering around trees

thick ravine
#

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

untold solstice
#

either translation or vulkan ANGLE etc

solar raven
#

Angle is openGL es 2.0 to dx9

thick ravine
untold solstice
#

but cod1 uses fixed function iirc so yeah es not gonna work 😛

solar raven
#

A lot of mobile games use es 2.0

#

But we can't tinker with those yet

sacred birch
sacred birch
#

oh i see that i came somehow late lol

thick ravine
# sacred birch Because he's using Transformer RR model instead of CNN

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

solar raven
#

the sky is never visible with just the wrapper

#

So it looks something like this

#

Perhaps you can try on your side?

thick ravine
#

So where does the sky in your videos come from?

severe lantern
# thick ravine 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

rancid crescent
#

I can't attach a replacement mesh to an anchor and mark the mesh as sky either. It just disappears when I do

severe lantern
#

com_maxfps 1 .. so maybe there is a good sky frame and several bad ones? investigation ongoing

solar raven
#

something going on even in the clean frame

severe lantern
#

Yea, I'll try to do some PIX captures

rancid crescent
#

faffing around in united offensive

solar raven
rancid crescent
#

new plowed ground texture. just processed this scan from one i took last year 🙂 not bad for an hours work

rancid crescent
#

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

lusty sluice
#

there was an issue i opened to introduce hex tiling

#

give that a like i guess

#

those are some nice stones though

solar raven
rancid crescent
#

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.

untold solstice
#

but it's artist authored e.g DrawOrder1, DrawOrder2 (might be DrawOrderDecal, DrawOrderSky)

trim mirage
solar raven
#

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

severe lantern
# thick ravine So where does the sky in your videos come from?

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.

thick ravine
severe lantern
solar raven
#

Nice

solar raven
#

How'd you get around that

#

😮

severe lantern
#

It was using a projection matrix with an infinite zfar plane

solar raven
severe lantern
#

I overrode that to a zfar of 10000

#

YES!!

solar raven
severe lantern
#

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

solar raven
#

Sometimes the tree's switch between alpha textures to have more transparency all of a sudden

severe lantern
#

I have no idea what's up with that

#

Also the grass tufts close by

solar raven
#

Something I'm willing to replace entirely with new trees

#

Get rid of the old transparent textures

severe lantern
#

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

severe lantern
#

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

solar raven
#

Alright

severe lantern
#

NOTE: ProjectionFix needs to be 1 now, for my fix to work

solar raven
#

Well let's try this new update out!

severe lantern
#

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 🥳

solar raven
#

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?

severe lantern
#

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 ?

solar raven
#

awesome

severe lantern
#

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 😃

solar raven
#

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

severe lantern
#

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..

solar raven
severe lantern
solar raven
#

should i make weapons shiny now that weapon hashes are somewhat stable?

#

👀

severe lantern
#

Glass weapons FTW! ... Erm, sorry I just got a call from Todd Howard's lawyer, need to go

solar raven
#

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? 👀

severe lantern
#

'give all' worked in wolf

solar raven
#

also on models

severe lantern
#

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..

solar raven
#

worth trying

solar raven
severe lantern
#

yes, or console

#

config already has them, but they're set to "0"

solar raven
#

yeah it remains the same unfortunately, would've been nice to see smooth normals

trim mirage
#

Link to new github update pls?

severe lantern
trim mirage
#

I only see the QindieGL links

#

Ohh yeah I see that, I thought there was a new update for rtx remix lol

severe lantern
#

Nah, I fixed the wrapper and now remix Transformer works as expected

severe lantern
#

@trim mirage were you able to test? Is it working for you?

trim mirage
#

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

severe lantern
#

Yea, if it's working in one mission it should be OK

#

Thanks

solar raven
#

most missions are night time

#

need to play Stalingrad tomorrow

trim mirage
#

I’ll test 2 nighttime ones when I wake up, goodnight guys and I’m loving being “involved” in this development

severe lantern
#

@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!

solar raven
#

@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

severe lantern
#

Yea, it's mess, also inlining makes things complicated

#

I'm looking at source from WOlf and OpenMOHAA for comparison

solar raven
#

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

severe lantern
#

go ahead. My plan is to check R_AddWorldSurfaces? in my listing

thick ravine
#

Happy yall figured it out!

solar raven
#

Thanks Mark

#

Another success for OpenGL support in Remix

solar raven
#

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

severe lantern
#

ok, if you need to save allthat, please do, I will proceed delete my comments 🤡

solar raven
#

lol, figuring out the rendering pipeline is a headache

severe lantern
#

But like I said, not today, my brain needs a rest

solar raven
#

Yeah sure, rest easy my friend

#

Getting transformer model fixed was enough for now

severe lantern
#

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

severe lantern
#

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?

thick ravine
severe lantern
#

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 😂

thick ravine
#

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

solar raven
solar raven
#

@rancid crescent do you have the files for optics scope?

#

The one made of real lens

rancid crescent
rancid crescent
#

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

solar raven
#

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

rancid crescent
#

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

solar raven
#

where do i need to look for the weapon model

rancid crescent
#

Not sure, you need to use something like load.gsc and parent your new object to the old weapon

solar raven
#

this is out of my league tbh 😂

rancid crescent
#

But not Google Gemini!

#

I'll attach one of my anchor meshes after work and share the script and mesh with ya 🙂

solar raven
#
rancid crescent
#

i'm not sure where to put this, I had help in cod2 😛

solar raven
#

light shafts

#

won't be needing these alpha cutouts

solar raven
#

that is on 720p DLSS performance on a 4090*

might just be my ancient cpu as well

sacred birch
#

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

solar raven
#

Soonish 9800x3d though, but I fear that cpu might randomly fail on me

sacred birch
rancid crescent
#

looking good 🙂

solar raven
#

Rubble texture?

#

Or is it a model

rancid crescent
#

Just textures for now, getting a base on everything

solar raven
#

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

severe lantern
#

It's supposed to work with version 1.0 exe, don't try if you updated

solar raven
#

Going to test it out, but making the old QindieGL wrapper backup just in case something goes wrong

solar raven
severe lantern
#

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..

solar raven
#

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

severe lantern
#

Yes. It could be remix version then or vram

#

You’ve got a 4090 how much vram on that one?

#

16?

lusty sluice
#

24

solar raven
severe lantern
#

I will, I think I only updated RTCW to 1.0.0

trim mirage
severe lantern
solar raven
rancid crescent
severe lantern
#

Restore the ini from the old version too

rancid crescent
severe lantern
#

nocull edition

#

man this game..

#

Sadly no stable hashes yet

solar raven
#

I bet the performance went to shit with r_nocull being enabled

severe lantern
#

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 💀 )

severe lantern
#

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 sad_cat

solar raven
#

Fuck it, just load the whole map through remix asset replacement

solar raven
#

Might try today some time later

severe lantern
#

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 🥹

solar raven
#

@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

severe lantern
#

VC? ah videocall gotchu

#

but i'm free

#

let's do it

solar raven
#

alright, no mic so you'll just have to see the game only

severe lantern
#

how do we do this?

solar raven
#

Discord is updating lol

#

@severe lantern i can hear you

#

i have discord open in the background

severe lantern
#

Also tell me the name of that map so I can load it and test it over here

solar raven
#

trainyard i think

#

there might be more maps

#

so im streaming again

severe lantern
#

it hooks: ONLINE: void __cdecl hook_setupfrustrum(void)

#

lets disable it then and see what happens

#

one sec

solar raven
#

alright let me edit it

#

do i edit something here?

severe lantern
#

yes, put a ; in front of fp_setupfrustrum_pat

solar raven
#

you seeing this?

severe lantern
#

@solar raven please send the config.cfg when you get a chance

solar raven
solar raven
severe lantern
#

I somehow expected this

severe lantern
#

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) 🤞

solar raven
#

would it impact performace?

severe lantern
#

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) sad_cat

#

But, I'm giving up on having stable hashes

#

So please try to figure out if importing BSP in remix is feasible

solar raven
#

and i hope it works

solar raven
#

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

solar raven
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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

regal bridge
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is there something im missing out?

trim mirage
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Why does your ui look different?

regal bridge
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im using a mod

solar raven
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Maybe it's rendering sky differently

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I haven't tested any mods

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not even the modern weapons one

regal bridge
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i have to test cod vanilla again

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There might be some regression

regal bridge
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okay there seem to be regression

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to temp fix it you can
change dlss transformer to cnn and disable motion blur

lusty sluice
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can just change to transformer preset D in the RR settings

regal bridge
regal bridge
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sorry if its too obvious to ask

lusty sluice
regal bridge
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still does the same on flashing sky bug

solar raven
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Are others also having the same issues?

severe lantern
solar raven
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It's set to 10000 right?

severe lantern
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Yep, it's like the sky fixes are not active..

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Maybe he did not overwrite the .ini file, but the log will clarify that

severe lantern
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Ah, if ProjectionFix = 0, then the projection matrix remains infinite, and the transformer checkerboarding rears it's ugly head 🐲

tropic root
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After all of the tweaks im getting this error

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nvm fixed by moving steam dll

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though this is new, wasnt doing this before all of the edits

hallow lintel
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can i use my CD version

regal bridge
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Any version works

rancid crescent
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its not totally stable though so need to work that out

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the whole map fucks off 😛

lusty sluice
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this is what i plan to do for barnyard 😆

rancid crescent
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Just remembered I can lock PVS and make it stable! Sorted 🙂 nice one kim

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You got a command like that in barnyard?

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Move camera to specific spot where everything renders with kamils scripts from cod2
R_lockpvs 1
R_drawworld 0
Done

lusty sluice
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it requires modifying the game directly

rancid crescent
lusty sluice
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well i haven't for about a year now, so you're onto something there 😛

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i don't think barnyard will ever reasonably be completed, unless nvidia somehow fixes vertex shader support entirely

rancid crescent
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they still culled, its an issue when i go inside certain rooms.

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so i've marked my anchor meshes as anti cull and turned that on. it works perfectly now 🙂

rancid crescent
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blocking in terrain with gaea 🙂 first time ever using it, its cool

rancid crescent
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getting the rhine valley into rhine valley 🙂

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having trouble with vertex alpha. not sure whats going on here but its not working on my old test assets either

rancid crescent
solar raven
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Water looks a bit sharp

rancid crescent
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sharp water is ice

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how now

tidal locust
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Could you please make a github repo? I would love to join force

rancid crescent
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I work alone dude. Plus that's united offensive

tidal locust
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@rancid crescent surely it works for both?

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If you have a repo, you will always be the first author and others can make contributions through PRs

rancid crescent
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I'm good ta

solar raven
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I can confirm it works alright on Single Player on the regular cod1

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Just need some way to make the whole map static using game editing

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Culling is so bad in this game 😢