#Portal 2
1 messages · Page 2 of 1
Yeah it’s like only the first 2 chapters, and even for them all you need to add is color
And a little bit of a detail look
Wouldn’t take much
Later in the game them that it’d get even harder because it would be more than just some coloring but even then portal 2 textures still hold up to some newer games so even then it wouldn’t take much to remake
Getting it stable would be like the only hard part
It’s xoxor’s project though so if he wanted to do a full remaster he’d be the one to beat me to it
And anyone else who wants a mod
I still think the textures should be the main focus. What really needs to be done is enhancing the lighting in a way that makes it noticeable while fitting the art style
I see that if isn't done right, people won't be able to tell the difference making adding RT not worth it for most
Pretty much everyone would beat me to it
I feel like there's a lot of scenes that can be enhanced with RT like when you're going through the dark with Wheatley or the fire from the Turret line
This Turret line
With RT that fire lighting can be more prominent and cast real time shadows as things go in
Yeah I get that, I believe textures is the only thing that really should be focused on in the start of a remaster (exception is stability) and lighting, shouldn’t be overly difficult, lighting is major battle with half life 2 cause like 30% of the base game lights don’t show up
I would take up remastering Portal 2, but without an RTX card, the only thing I could do is direct which isn't really helpful compared to modeling and using the toolkit
What happened to that 4080 SUPER deal you saw
Couldn't really afford it in the end and decided to just stick with my current setup
I feel like getting help for a Portal 2 remaster would be easy, it's one of those games loved by many and it could do something similar with Half Life 2 RTX where people can apply to help
The question is, what has more content, Half Life 2 or Portal 2?
Good question
The real question is what has more bugs
Or technical issues
Like Ravenholm and on is bugged
No lights work and it’s too unstable in some spots to add lights
Its not really bugged its just unstable
I think the big difference is Half Life 2 had to be stripped down like Portal to get working
Sometimes base game lights don’t appear in the default area in stable spots
Again thatz not really a bug, that's light culling
No I fixed that
There different
They just don’t exist at all
There’s no way to capture them and no way to even get them to turn on

It seems like @naive edge is fixing most of the technical bugs in Portal 2, so I'd say Portal 2 will have less
My work around was add ALOT of emission, which does work, but I’m not a big fan on how it looks
Nova prospects stability is low in some spots and high in others
And the lights don’t work in any of them
And the flash light doesn’t work there either
Which makes even less sense
And the sun doesn’t work and the sky is grey
Which is even weirder
Now that I think about it, if no one wants to take up remastering Portal 2 in the future, I'll be happy to take it up. (Even without a RTX card)
Nah I got it
Not tryna steal it from you
But like, ima need a project in a bit
At this point, I’m using half life 2 just to get experience with remix
And I’ll change the suit when the official mod comes out
Noice
Not trying to flood the thread so moving back to portal 2, I’m no artist but if I’m correct it shouldn’t be to difficult to make things look more abandoned
It’d mostly just be coloring
There would be other complicated things like making a roughness/height maps but even then that’s not to hard to make in blender
I'd personally probably just have the original textures enhanced and the assets redone with pbr, if something is noticeably low poly then the meshes for that can be redone
Like in this scene, a lot of the original meshes are good as are, but some of the rebel is noticeably low poly
And some of the leaves but it's far less noticeably, so it would only need a touch up
I get what your saying
That’s why I wasn’t stressing textures on portal 2 because they already look really good and wouldn’t take much to improve
I do think with these type of large projects, a team is the way but that's just me
Yeah I mean it’s ideal
But the way it looks like 2 ppl max would even want to work with me personally and even then ima still try to get my friend on it cause he can use blender better than I can, on top of that I broke my back a while back so my motor skills are ass and his are really good
And a lot of the textures are the same so I do it once and it’s pretty much done a decent area of the game, I think chapters 3-6 have the same textures mostly
Ngl portal is one of the easier projects once it’s working
If anybody would want to work this out with me I wouldn’t be apposed to someone wanting to work with me but idk how many people really would work with me, also wouldn’t want too many people working on it, because like the half life 2 RTX mod being called “community made” even though it’s being made by a studio, I would want mine to be what I view as community made
Or atleast what I view as community made
My plan (simplified) would be:
- Upload a trailer and application to spread the word and get people on a team
- Remaster levels one by one carefully (people can get picky about remasters)
- See if it can get uploaded to Steam as a mod like Prelude RTX
It wouldn’t be to big of a deal, I’d just make sure that it’s no longer called community made if more than 15 ppl are working on jt
I only want 15 people max
And like I said I wouldn’t want many to work with me cause I’m aware I’m not easy to work with
Btw it's called community made because it's not made by valve and is vollenteer based, not bcuz it's a made by a studio
Ik that
I wouldn't know if I'm easy to work with, I did all my projects by myself except for the Alpha and Beta testing
Just if it’s called a studio is it really community made, more that 90% of it is most likely been made by the team and only like 10% was randoms contribution
Its community made mod... if it's not made by the orogional devs of the game
The community is making a mod for the game

There's always the art side of things. I have multiple people who've never touched Remix who are contributing assets to my project
I worked on half life 2 myself and that’s it, people have told me relentless in the server that I’m hard to work with when I ask for help because of my low ability to communicate and comprehend
True, tho I'm terrible at art, lol
I think I'm pretty bad at communication
I was being voted to be banned from the server one time cause of how poorly I communicate
I've never done 3D art of any kind (modeling or otherwise) until this year. Idk how much you've seen of my personal asset work but the only thing preventing you is not starting things up
I don’t want nobody to think that I’m an ass hole I don’t try to be annoying on purpose
It’s Better I do it myself so I don’t piss anyone off
That’s why the only people on my team would be my friend with blender to do a little art work
It’d appreciate help and occasionally provide updates in this thread occasionally but otherwise I’d try to do it myself
If anyone wanted to do it other than me they’d beat me to it without a shadow of a doubt
The only thing that give me any chance of passing someone is all my free time is in remix
I mean, I'd have to wait for @naive edge to release their build
True
Everyone can remix the game to their liking. The more remix mods, the better. People can mix and match or simply choose what they prefer their game to look like
Yeah, I mean I’m shit at remix and pretty much anything that isn’t n Skyrim, Elden Ring or pc building, I need his release too, he’s doing a great job at it ngl, it’s better than anything I could possibly do, I tried to use the reverse engineering channel to make my dream project but I’m way to dumb to understand allat
I'm surprised that didn't really happen with Portal RTX considering the complaints it got other than that one flawol mod
Any of us making a mod really will never see the light of day now that I think about it, only a small few will ever even know about it
That took a dark turn
Well it was the first one and is complete. There is little incentive + everyone is able to use remix to remaster the titles they want so why "waste" your time on something that's almost perfect when you could spend it on your own project.
It might come eventually tho
Anyway Xoxor you mod looks amazing man can’t wait to see it, I’ll be watching you’re thread 24/7, when hl2 RTX drops cause I don’t rlly got anything to switch to except for morrowind
I’m still changing the bland ass suit from half life 2 rtx
Idgaf that people think I’m irrational for thinking mine looks better even though there’s clearly has things over mine, but it’s too clean for what it should be, and that’s why people don’t want to use all of portal RTX, it’s too clean

Gonna be honest, if I remastered Portal 2, I'd want a script that can utilize optiscaler to switch to FSR 3.1 for non NVIDIA users. Might be simpler than implementing FSR into Remix
I love it
That shit looks like ass
Its so peak
Like said here about issue with clean I have that issue with the suit
Wrong thread
You right
It's a DLSS to FSR replacement tool that I use for my mods
Yeah
Side note, ||According to nukestorm FSR should be pretty trivial to implement natively, just needs someone with the basic programming know-how.||
Couldn't be me
🫠
Does NVIDIA have plans on remastering Portal 2? (If not, I think I would want to give it a try with the goal of putting it on Steam)
I highly doubt it. It's a huge commitment and you'd probably want a more diverse selection rather than do a sequel
In that case, I shall try my best to make the sequel
I would want to ask if I can use the Portal RTX assets as a base for the first few levels for continuity
You gotta leave RX 7600 or lower cause then you can’t play it
Wait... This is possible?!
There were issues with this due to how the rendering pipeline worked, too many effects that would have to be disabled iirc
no
it exists because Xoxor is hackerman
Base portal 2 does not at all work with Remix
no ik that
but it is now possible
right?
I saw a short clip of Portal 2's opening crash sequence in remix
If it performs good on my GPU, then I'll put RTX 3050 or RX 7600 as the minimum but I recommended the minimum for Portal RTX be a RX 7700XT since that performs similar to the minimum RTX 3060
Keep in mind that Portal RTX path tracing quality was increased tremendously, so RX 7600, depending on how much the RTX quality increased by you would determine how well it runs
Depends on the game as well, some Remix games are more intensive because of their larger maps or larger amounts of assets
Portal 2 is more larger in some areas and has much more assets such as foliage and debris
Portal RTX performs well on my GPU till the end where there's more going on
It also takes a big toll on my VRAM which is probably why the RTX 3060 is recommended which has 12GBs
A lot of the areas in portal 2 throught the game aren’t very well visible, so culling could cover a lot of it
base portal 2 no, modified portal 2 yes
Yeah, lots of the exact same asset everywhere
the entire game basically takes place in just 2 location type
office, and test chambers
make just a few office assets, thats all the non test chamber rooms
then create a few test chamber pieces
Yes I’ve played the game, the same asset every where is just a clone of one asset, the game dosent have many assets, culling covers only one level at a time, and the levels are small, so yes, the game has few assets
If the game is repeating the same thing in a small area=little assets
yes.
I’m not great with words
same tbh
Well keep in mind performance scaling isn't anything to do with number of unique assets (with a game like this). Rather the number and size of bounding boxes across all rendered objects will be the big one. I can already imagine some of the larger rooms in Portal 2 having noticeably lower performance if the environments aren't split up into many different meshes vs one big mesh
Really excited for when this is ready to go
As yes that is true, it isn’t impossible to convert into one big mesh, as that would require more than just the tool kit
Yeah me too, I need another project to work on cause mines near end
I'll probably put up a team request (I'm honestly surprised that channel is barley used)
I’m surprised too
I wonder, would it be better to put a team request before hand and once the build for his drops to then start working on it?
That way there's already a team
Structure the team or the plan?
Structure
Hmmm, I'l try to answer the best I can:
First priority would be getting artist and developers who can use the toolkit, I think those are the two most important roles, but I would keep the team request to this server so the project could hopefully stay a bit quiet till it's ready for a reveal
Work won't be able to be done right away since we gotta wait on this build so preparation would be good idea, such as creating enhanced models and textures and maybe even taking a look at the original game to determine what needs huge improvements and what needs small touch-ups
Once the build does drop, the question then will be "how can we enhance the original lighting and atmosphere using RT?" A good example of this would be to put Volumetric lighting and God Rays in those areas near the surface, a lot of Portal 2 concept art puts an emphasis on these things but it doesn't really convey in the final game. I also think it would be important to look at the original concept art to see what they wanted to convey and how the source engine might have limited that vision at the time
Once the first few areas are done, I would want to put up a trailer showcasing the surface areas and then at that point put up a wider request for help for people outside the server
I'm a big fan of beta testing because if gives people a chance to give criticism which would then allow the team to improve upon those areas that received criticism so I would want to do a closed beta test
Optimization is also a big thing that should be considered because not everyone has a high end GPU and Portal RTX received a lot of mixed reviews for not running the best on lower end
Also must convey that you don't need a RTX GPU to play this because that was also a reason Portal RTX got a lot of mixed reviews, so should definitely show off it running on different GPUs
The end goal would obviously to put this on Steam so everyone knows about it and can enjoy it
I like your plan
I miss when this thread was just xoxor posting updates
Ah now I feel bad, have your fun. Ignore me
Don’t worry to hard about it
Maybe I'll put up the team request later today, I already have a studio so that's no problem
Bet, I’ll join, need smth to do once half life drops, which should be soon
Did it
I mean... considering DLSS FG isn't available on 3000- cards...
Nvidia should add FSR3 + FG support natively in the first place
Since FSR FG works with DLSS as an upscaller, well it could really benefit 2000 - 3000 users
Well if Optiscaler manages to get Vulkan FG properly working, then the script could just be changed to include certain NVIDIA architectures
I tried to re-install a newer version of optiscaller in portal rtx...
But somehow i got an obscure error
idk if it was a "bleeding edge nvapi" error, or an optiscaller error itself
or if the tutorial i followed (it was in the FSR3 channel) changed alltogether and thus did the stuff badly
at this point i only have my install on PortalRTX that's stuck in time 😭
On Linux? There's an issue where newer versions won't work on Linux
I reported the issue already
Visualizing the node/leaf the player is in to better find the index for manual vis overrides 
(Using the remixapi to draw the emissive line meshes)
I'm really curious what the GLaDOS wake up will look like
Aren't we all?
Any notable performance differences?
for what exactly?
Like in general
Uhm well I'm not rendering the entire world anymore .. so yea.
That now requires a bit of manual work to fix light bleed or culled emissive surfaces
Spawn room of final4 went from 13 fps to 60ish or so
with all the engine changes you're making, is it theoretically possible to port these to other source games? (such as games based on SDK 2013). having remix-friendly culling would be amazing
sure
I wonder what the performance is like during the glados wakeup scene
Actually I'm now more curious abt the moon scene, @naive edge iont care abt any videos or nothing but how's that functioning?
Untested
Oh fuck off. There's no way... Right

Bro has to be trolling us surely

not trolling?


Left 4 Dead RTX or it's not true
Hold on lads. Bro is citing dark magic as possible. Don't fall for it, we must hold our ground while he cooks
I thought he meant as in the source friendly culling not making source shader games possible 
#general-remix message
now port all this to source 2
That's actually cool but it kind of looks like some early version of Left 4 Dead we never got to see, lol
I'd be able to fix the weapon lag and some other stuff on this game now 😜
Noice
ossy sucks
lfd2?
also sorry for asking since u prolly posted it
but what in general made this work
especially with dx9.c
manually setting the camera transforms + manually setting vertex formats and disabling the vertex shaders for specific model types so that d3d falls back to fixed function rendering
sick

Elaborate.
The return of map markers 🤭
The orange lighting on the cracks is amazing to me for some reason
indeed
Is this legit? How far is this progressing?
Yea! It's in a pretty good state right now but needs some more polish and qol features
How much of the assets have been replaced?
Next to none. My job is getting this game to even work with remix (which already took at least 100 or so hours)
What did you do to get it this far?
Manually setting the camera transform, disabling the vertex shader and setting the vertex format for specific model types so they are rendered using the fixed function pipeline and a LOT of other fixes (handling culling etc.)
And all of this can be done without source code?
What do the map markers help you with?
Marking.... The map
The one remixing the game can freely spawn these (per map). These can be used as anker meshes since each one has a unique texture
This way, you can freely place lights and add new meshes to the scene
Ahhh is this because the hashes still aren't stable?
Never have been
Even if hashes were stable (exluding bsp as that will never be stable with culling in place), how would you add scene lights otherwise? If you attach lights to props, they will propagate to all maps using that prop
Static mesh hashes are stable
Portal RTX has stable .bsp with culling iirc or are you just talking about backface culling?
There is still the issue where alot of the meshes have similar hashes, meaning if you add a light to one mesh, another will happen to have the same light
Adding in the cubes gives unique hash to spawn lights with
It does? Not sure how they pulled that off. I'm talking about pvs (node/leaf) culling
Speaking of that, how exactly did you get pvs culling without too much light bleed?
Slightly modified the R_RecursiveWorldNode function. Everything else can be fixed by manually setting nodes to be visible if the player is in a specific area
I think I'll also disable the sides and bottom of the skybox (its broken anyway) and just keep the top active (since that is all you ever gonna see anyway
So even if a wall gets culled .. there wont be any light that enters
the skybox issue was never fixed?
Last I checked they have leaf culling they just modified it to be really relaxed. My PC doesn't work anymore though so I can't actually check
They've probably disabled batch rendering then
Negative. There is also the issue that the skybox is not being rendered first by the game .. so when its actually being rendered, there is already world geo at the center of the skybox. So if remix is then setting up its camera to rasterize the sky, it will have map geo in its way
Interesting flip considering I've always seen skyboxes rendered first, I think (total guess here on why) they render skybox last because the majority of the game the sky isn't all that important to render compared to the world geometry, again that's a total guess but it's my hunch
There is a cvar to render it last or somewhere inbetween
I think its like the 60th surface on some maps
I think you may be able to see the sides of the skybox on intro1 and finale3 not to mention custom/Workshop maps if your supporting those
Good point. I'll keep that in mind but will takle that last ig
Got monitors to work! (raytraced render targets)
what about the decals
decals?
The goop decals
hey you went to his lair and didnt die
Chell high on the Spice
fixed (it was showing the normal map before)
I don't even know how to respond, I will vote for you though
Wow she's looking awesome
Good to know that model can be modified
idk why but she looks so realistic in that reflection
Also is alpha not working in reflections?
Her hair looks black around where the transparency should be
Now that I've looked at it more closely, why isn't the reflection breaking along with the glass? Is it all a lie?
Edit: ok I got it, I thought there were gaps where there aren't, some beveling should do the trick once we get to remastering the assets
Lowkey strap a bar at the bottom right in photoshop with "portal 2 rtx" and that looks like a moddb page logo
So this is what video game graphics will look like in 2013
use blender nodes to make a high geo density hair mesh for chell

Abt 9,000,000,000 triangles
That's...stupid
so is your mom but you don't hear me saying that do you


want to use it
ossy sucks
Understandable
So much potential 👀

I like how Wheatly is projecting shadows because he's being lit from the inside and his eye is not the light source
how good does it run?
generally

cause i know the p2 maps get fucking massive
he did add a pvs system so I doubt its to much loss anymore
🤭
Mind sharing the properties on that light source? Looks way more clean than I'm used to with Remix
Uhm I'm not really sure. The light was added using the add light to texture tag
We live in a society

rtx.effectLightRadius = 1
rtx.effectLightIntensity = 2.5
rtx.effectLightPlasmaBall = False
well I've never seen a bigger load of bullshit in my life
there's no way
well I'll test it I suppose
I can visually see it man
What graphics settings are you on?
Ultra? Is RR on?
what happens if you never have kids?
rr and auto .. most likely quality
4 bounces right?
lol it's in the graphics settings button at the top xoxor
it's not in the dev overlay
that said the number of bounces here really shouldn't matter, it's basically a direct shadow
can not find the graphics settings button
in the remix runtime 
I've been in a relationship for years lol
Peak
it's alive
Whats alive
Is this what I think it is?
How much does alive cost?
whatever you think is justified 
fine, you can have my soul
still have to fix a few minor things and create a vpk to override base game assets
soon ™

wouldn't it be silly if we just got a bunch of artists to grind out portal 2 RTX as a faster project
real
Yeah it's called Nvidia lightspeed studios
Let's try to force nv to do the portal 2 remixing
It's not like lightspeed is doing anything useful these days anyways
(racer rtx is dead)
What is racer rtx
Blahblahblah.gif


ayyy you got portals working, heck yeah, cant wait to see more of this game become playable
Time to get minecraft java edition working 😎
1.16 and older use ogl 2.0, dunno if you could force anything fixed function wise that old though, iirc 2.0 is when ogl ditched fixed function pipelines
Rare pic of xoxor4d according to this server
Maybe older versions, definitely not the current one
I doubt they'd want to go through that effort again lol
They did the mobile ports for HL2 and Portal (I played both
)
And Switch ports for Portal 1 and 2
No competition? Yay
THERE'S A MOBILE PORT OF PORTAL AND HL??????
On Android for Nvidia Shield devices, yeah. Last I remember there was a hardware spoofing thing some people used to get it running on other phones. Dunno how that's progressed since then
crazy
I wanna play
Half-Life 2 ran at a cool 20fps in the demanding fights at the end of the game. That Tegra chip was fighting for its life
I wanna play portal 2
how do you use the remix api?
That's a loaded question if I've ever heard one
Well the Source engine also has an android build so that's the most popular way
Couldn’t say where to start
is it?
VERY
The Remix API involves a deeper process of plugging into a given game. I'll see if I can find the documentation for you
thanks
im out of the loop
Contribute to NVIDIAGameWorks/dxvk-remix development by creating an account on GitHub.
thanks ❤️

Bro didn’t do nun fr
Typical Russian discord experience
There would be Voka slander in there too
I'm there's a lot of convo topics that somehow show up here but we really should be at least having them in opened threads. This channel is more filled with random shit than it is with Portal 2 if I had to guess
get back to me when anyone is able to play portal 2
As long as xoxor is offline, anything goes
What time
Whenever it drops
Huh, so you mean regular vanilla portal 2
That’d be crazy
no
I’m lost like usual, but I think I get what your saying now finally
I've thought about this, Android supports Vulkan RT
Problem is, that's very likely not using DirectX
No api wrapper I’m guessing
I was thinking
Wonder if the hl1 raytracing mod by sultim is compat with portal 1
There is the Quake 2 RTX method where you run it through something like termux with the freedreno RT drivers
That way it's the PC version
If I got a lighting port to usb, and transferred my portal 2/half life 2 RTX to my phone, could I technically launch from exe?, my phone would probably crash, but would it work if it’s in a folder in iOS steam files?
Ok I've found out that the version of portal I installed on my phone isn't the one that @kind lance was talking about
Some russian guy literally ported source to run on android
Could try to someone how put the game in a flash drive and move it to pc
This is not the nvidia shield version
yes but that comes with emulation overhead
Speaking of, I've yet to figure out how to emulate windows on android
I know people have been playing cyberpunk on it
I only know of Winlator which is a Wine translation, and just natively installing Windows ARM
crazy that out of all people, you did not know that
I've seen it in the playstore but of course it'll only run on NVIDIA Shield
the Tegra 4 chip did many things
They also ported Doom 3 to android for it
Okay you can send android files to windows 10
Nah the one I installed is a native port of the sourcec engine
I know, I mentioned it earlier
mmhm
So from there you can probably try to give RTX that way
Then Port it back
I dread installing hl2
dw i ran it on my huawei phone back then
works fine lol
nothing to worry about
i wanna show you the aftermath though of that phone
Does DXVK even work on Android?
I'd probably rather try termux since I think it has more Vulkan RT extensions
Just putting it out there
nvm i can't find it
Half life 3 confirmed? Well, not quite. In the meantime, you can enjoy half life on Android wear. Thanks to the SDLash app, which emulates the GoldSource engine, it runs on your smartwatch. Keep in mind that this is only a proof of concept and is far from the ideal gaming situation.
Text Tutorial: https://www.bennettnotes.com/play-half-life-on-...
nahhhh
Okay
yeah but that was a decade ago
It does on the newer snap dragon chips
So I’ll give it a hard maybe
Oh they support dx 9 idk about dxvk
You can use Vulcan to run dxvk, so technically you can do it
So yes, dxvk is supported ish on android, and android uses OpenGL, so you “could” wrap it, I don’t think the phone is powerful enough for path tracing
At the strength remix provides
there is no physical hardware to do that
on a phone
That’s why idk how amazingly it’d work
On an android phone or be exact
unless you could leverage those RT cores on newer snapdragon 8 gen 2 or 3 chipsets, still impossible
sometimes i wonder how project channels turn into #general-remix 😛
always lurking 😛
I mean it’s portal
It happens when only one person in the world is able to play a game
So the channel turns into general while they're offline
barely
Not barely anymore
its quite janky and not a straight forward setup to work with atm
how do you propose the game edits needed to run it on everyone's system once the game is made playable
yep. that's a russian server right there
Tbh the hl2 rtx team could make portal 2 their next project once hl2 releases
Yeah, freedreno has Mesa based drivers with RT support
So they can take advantage of hardware RT
quake 2 rtx on chroot ubuntu termux. Mobile red magic 8, diablo mode. termux x11 : 1280x720.
Files
github.com/nydal91/Q2RTX/releases
fixed resolution scale 50%
I have a snapdragon 8 gen 2 so I've done a lot of research on it, lol
odd behavior
835 ftw
Yeah, I saw on the github some code had to be written for it to even work on Snapdragon
quake 2 rtx uses way less RT related operations than lets say Remix
Remix would not even let you see 20 fps here on a mobile phone
I could probably turn it all the way down like I did for Steam Deck on Windows, it just would look terrible, lol
not that it would look horrible, it would be a feat of its own to make it work
I think it would be a feat for ARM devices in general
This is not the right place to discuss though, I would like to see how it works in other channel
no
That works
It's very playable
Other than the fact that touch controls are fucking garbage and never should've been invented
Just gave it to my friend for a few days 💀
I'll just wait until I play hl2rtx
You mean permanently borrowed
I moderate that server
He stopped using that method
Actually ported source to android
And thats on a bit outdated device
I mean, it's only 1 year behind, they're currently on gen 3 I believe
Valve needs to port them again to Android, they have the builds still I'm sure
Probably
#offtopic tho
I don't think they're gonna do it
Why reverse engineer the games code?
To make the game work with remix
For certin parts that don't work??
That be .. everything yea


Because it's funny
Grayscale but hey .. it works 😂
step by step, it's becoming another master piece
Can you add more chromatic abomination pls
That was a leftover of a per map .conf loading test
like the game auto loads mapname.conf if it exists and applies all the contained remix vars on map load
I see
That ghosting though
it probably doesn't have motion vectors
Yeah videos don't have mvs
They ghost a lot in raster taa/dlss/fsr games as well
how to fix light bleed 💡
- use
r_lockPvs 1 - cmd
xo_debug_toggle_node_vis [Area](Leafs to force)
manually setting pvs visibility lines?
you're doing that for every part of the level?
Well most maps dont have skylight so you don't really notice the culling. But yea, if emissive surfaces get culled or there is sunlight bleeding into certain areas .. it has do be done manually
sounds very tedious
I'm setting the visframe for the leafs and nodes leading to that leaf to the newest visframecounter (when vis was calculated)
Takes less time for one map then it takes to remaster 1 texture 😜
oooohh so when the leaf gets calculated the surrounding leafs that you manually set calculate at the same time, instead of a basic line point view?
Debatable 
Wait, i miss read
Game updates vis and sets the visframe of nodes/leafs to the current counter if they could be visible from your pov. Later, a recursive function traverses these nodes and stops when it finds one where the visframe is older.
So to force leafs, I set the visframe of the leaf I want to force to the current counter. But that alone wont make it visible as the recursive function that traverses the bsp might never reach that leaf .. becase its parent nodes are not visible as well.
really they/re just built off mesa? then perhaps thats why valve is looking into ARM for future devices, at least if that info about ARM proton support is anything to go off of, they could just work on their own drivers for a snapdragon X elite chip since I havent known qualcom for being that great with drivers themselves
sweet
Yep, so the RT is very similar as well
neat
I didnt think snapdragon chips were that capable, guess qualcom just needs to actually spend time on drivers
been doing my own PBR work on wheatley, its WIP but I think im making good progress so far
https://cdn.discordapp.com/attachments/1296632990214127667/1297238940394459217/2024-10-19_11-42-36.mp4?ex=671927e8&is=6717d668&hm=0cdad7ee39b0a40cee8d2360c23b9991f09ecaa6f6ed93a8f0b1e8b57b35e049&
https://cdn.discordapp.com/attachments/1296632990214127667/1297237297141518428/2024-10-19_11-36-56.mp4?ex=67192661&is=6717d4e1&hm=1d78f5a1e5e01b1d213df3bc207e67c5ab52160bd6a6b514cd8e3d66c2b8a596&
Man sorry for the ping, sorry to disturb you.
I just want to say that portal 2 must be my fav game ever.
And
You made my day.
✌️
The Genuine reflection on his eye looks amazing
You'll get to play it in full RTX one of these days
People tend to say nowadays are sh!tty days, but i, instead, think that these are amazing days to live
Ray traced older games, accessible and powerful hardware
It's a balence I'd say
Indeed
New ideas are shitty but the remasters are a master piece in my opion, for example Wukong, in my opioion, over hyped, ut the community feels how they feel
You're crushing it. This is the level of art I hope to achieve
Me too
It’s not going great
Looks fairly spot on to me. Motherboards are surprisingly good for early modeling. Lots of basic shapes, it's a matter of nice composition and proper scaling
It’s been 55 hours of work, it’s a good look, but, eh 55 hours isn’t real efficient, thanks for the support though
It's your first model. Chump change compared to how my early days went
Thanks for the support man
Aaaaah I have finally got fullscreen color transitions / damage etc. to work .. and the crosshair is now visible as well 
It is looking really sick. Very nice model and textures.
The dirt looks a bit too random, I'd use a bit of AO / cavity maps to accumulate more on the crevices and holes.
Other then that, it is looking really cool 
I thought it wasnt possible to use AO maps with remix? unless i ingest them as displacement maps?
No I mean, in substance painter, instamat or the software you're using. Use ao or cavity maps to drive the intensity of dirt and grunge layers
yes I understand that part, but when exporting, would it just be baked into my roughness/normals/albedo?
Yup. It is just a driver for your grunge/dirt/dust generators. The grunge, dirt and such will dirty your albedo colors, make high roughness and add bumps in your normal maps
sweet, thanks for the advice
I hate windows, cant play these dang videos on my PC
I'm having the same issue on my Mac, might just be a Discord PC problem
It plays fine on my phone
im using a custom discord client on windows and i dont have any issues playing back the videos
they're normal h264 as well
does this look correct? I havent messed with AO maps that much
discord plays it fine on my mac, but I use discord in the browser, so it might just be an issue with the desktop app
I noticed its an issue with all H265 encoded videos, I just thought since windows makes you pay for that and doesnt support it by default, thats why discord didnt work, but if the mac app is the same way then it might just be a discord issue with H265
weird since its h264
he looks a bit too metallic, I always imagined him being a bit more of a painted white since we do see metallic things in aperture
let me check something
yeah i get that impression too, though in remix the actual reflectivity is much lower
yeah that vid is H265, windows doesnt have native support for it
macs do though, so thats surprising
install VLC?
that's the 1st thing i do on a windows system
maybe they are loosing the licensing since I know these in general H265 has that issue from what I hear, and thats one of the things making AV1 so popular
I could be dumb but this just looks like you're using an AO map. That's not what E-man was recommending. He suggested using the AO map as a mask for your grunge layer
I need to, I keep forgetting to since I dont watch videos directly too often
that would make more sense
nah, an AO map will look something like this when rendered on the mesh. It tells how easy light rays can hit the surface (meaning they don't reach as much inside holes and crevices).
The result of using AO or cavity maps to drive grunge, dust and dirt or other effects will look like 2nd or 3rd pic.
Also, as PortalJumper mentioned, Wheatley is looking very metallic, while a paint layer is usually very dielectric/non-metallic 
btw, if you're using substance painter, you can hit 2 buttons and it will bake all these maps for you
under texture set settings -> Bake mesh maps > on the new window just hit bake with the default settings
I use Discord web too on my Mac (The app wouldn't work)

magic
strange
wait no, for a moment I thought it was the same person, nvm
thats the real deal. Now slap the mud material from SP library, set roughness to max, add a black mask to the layer, than add a generator -> dust to that black mask and voila. You got accumulated dust on the dark spots
I'll probably need to do that with the clean version of wheatley, i started with the dirty version 1st and i baked all of the extra dirt into the albedo 😭
wow
total gamechanger, i should've been using generators this whole time instead of painting 😭
procedural texturing is the meta
You can do some wild stuff with them. Metal edge wear is also another great one for your project. make the paint layer peel near the edges, exposing the metal behind and such.
I "painted" this guy a while back without touching a single brush, only generators and the path tools from SP 2023
https://www.artstation.com/artwork/rJVlRe
Redesign concept I made for the Space Engineers Gravity Generator block, with a cap limit of 15k polys.
It is based on real world heavy machinery within a hard sci-fi universe, aiming for a "NASA-Punk" style similar to Bethesda's Starfield art direction.
- The full res raw quality renderable model has 14910 triangles and 2 sets of 4k PBR maps. S...
that is 15K tris????
Seems like your AO mask is inverted. Try toggling "Invert"
Yup. It was meant for a technical test, there was a constraint to not go over 15k, so I went 14900+ barely under the mark 
I see a lot of supporting edge loops. Did you do subd for a high poly to bake down onto the 15K?
Nope. I just planned ahead, started cutting corners and suddenly it was under the mark. One big advantaged is I went for a octagonal-ish shape with very little round shapes
if I made this same thing it would be such a wildly different story
then again I don't use trim sheets/decals when I totally should
my ass is modeling in all these tiny details into the geometry
lemme tell a story. I didn't use either 
I'm so mad tbh. I was thinking of a nice usecase putting the block in the game (Space Engineers) as a mod, which does not support dedicated UV map for AO, so I had to use 1:1 texture mapping for AO bakes without overlaps. Later on I gave up on that idea and decided to render in Unreal, Blender Eevee and Remix 
Long story short, I should've used trimsheets and reused as much as I could. Would be able to get away with a single 4k set or even a couple 2k sets 
I love detail in things, and this makes me happy
wip but i was able to make a mask out of the clean albedo to show the metal under the paint layer
Nice! If you put a Metal Edge Wear generator in the mask, it will adapt to edges reallistically and the scratches will look a lot more consistent 
Make sure to change the MEW gen to Linear Dodge (Add) blend mode, so it won't replace your albedo-based mask, and instead, will add to it
ah yeah i was about to ask, that fixed it lol
Wow
Well pointed. For the cherry on top, as I'm going to sleep I'll leave Anchor Points for you to figure out from this video: https://www.youtube.com/watch?v=0V_81uje7d8
Also, the original albedo is kinda blurry for the high res texture you're using now. I'd use a bevel or levels filter to make the peeling effect sharper.
good luck

ty for all the help today
Ok that looks really good
@naive edge with the new pom update, would the wall light poms work?
No
what does the new pom update do?
just better pom than what we had before?
Essentially, yes.
once again, life changed, anchor points are amazing
looks so much better than using normal maps
oops
i had normals on in both screenshots
here is the proper pics
totally. Painting and combining heightmap layers is the way to go. Normal layers are usually for when you have textures to use
yeah this looks much better than generating normals from a albedo
allows "protrusion", so POM can also "extrude" the material pixels outwards, not only inwards
neat
MFW bro is learning some magic shit while I'm a total texturing pleb
btw, I believe your model needs some support loops to round these edges, they're quite sharp, so your curvature maps were baked with a very thin edge line for the metal edge wear generator to use. Ideally edge wear should look more like this pic
I'm using the stock source model, any way to fix that during baking?
nah, don't think so, you'd need to open the model in blender and make the adjustments
i might do that in the future once I got a good workflow to import models into source. since wheatley's model is skinned and not static, i cant replace it in remix
if the character model is hash stable, you can via toolkit. Otherwise you'd need to do that at toolkit level. Or, you can use a high poly version to paint on top that uses the same UV maps as the original one (like, subdivice the original model a and clean it up in a higherpoly version)
yea subdividing might be the way to go
source is notorious for having unstable hashes for any kind of model with bones
couldn't you just smooth out a high poly and use that to bake onto the existing mesh as a normal
doesn't require stable hashes
I think that was the idea. Open the original model in blender, subdivide and polish the model without affecting the UVs, export the result to paint in SP
I just realized you were mentioning two different things in that message lol
recreating wheatley's clean eye from scratch, its a little different compared to the original. thoughts?
(left: recreation, right: original)
i might need to re-do the pattern overlay as i cant exactly match the originals grille size
honestly i think it looks pretty good
its nice, though the honeycomb pattern is too small to see in most cutscenes
4k on his vision too, hope he enjoys it
ill see if i can make it a little bigger
good god that took a bit to figure out but this should be better
i hate that photoshop doesnt have integer scaling for patterns
I had to rasterize it and scale it manually
so i exported the maps and it doesnt seem like everything carried over?
there is a lack of roughness/metallics despite the maps existing
the displacement map is there but its very feint
looks a little better with direct illumination
can you show what the maps look like
ok yea it might just be remix's denoiser
sure
looks like its missing a lot of detail from the heightmap
wonder if its possible to bake it into a normal map
what's the displacement value set to?
in remix
toolkit or runtime
toolkit
what it looks like inside substance
and the exported map
yeah uhh something isnt right
hmmm you shouldn't need POM for that model
yeah, im just trying to get all of the details seen in substance to show in remix
gotcha. No you can't use them all. Heightmaps are a replacement for your normals, rather than a complement. Just use the normals texture. If you really want to use displacement, that is another map and setting you need to enable in SP to work with which is not height.
do i need to configure my export options to bake the heightmaps onto the exported normal map?
or is that already done
nope, it should be already there by default. Keep in mind there will be 2 normal texture, one for dx and one for ogl format. Use whatever is more detailed (the same you configured your SP project to use at beginning)
I only get one on export, currently my settings are directx
looking at the normal map, yeah it seems like the heightmap stuff is there
Mine comes wiith these by default. I tend to use ogl so I always pick the ogl texture and ignore the dx
sorry, not "dx". Just "normal" without a name
do you have custom export options for remix on substance? I'm currently using this:
I'd recommend making your own to be safe, dunno what their defaults are but with instamat I customized mine
That’s beautiful man
Nah, I just use these default ones
dear lord you were not joking about the difference with OGL normals
holy shit (ignoring the weird artifacts)
this would probably explain the lack of depth
yeah tbh I have no idea why they're like this but well, just ignore it 
Aaah well pointed. Never work with out of bounds UVs in SP. Brush strokes don't work outside the 0-1 range. Making tileable textures is a bit involved with it.
Also, since it generates baked maps for your mesh, you usually don't want to paint over meshes with overlapping UVs. Stuff like world space position or AO bakes get confused when you have multiple mesh pieces mapping to the same UV region.
For the U2 tire, I broke the thread into 5 repeating pieces and the side stripe in 2. This is what I used to paint, just with some minor borders to paint seamlessly around the edges.
god i love how the emission looks with his eye
the thing is, i wasnt working outside the UV, at least intentionally. i dont see any issues inside substance, but the exported maps have artifacts where nothing is there
and nothing is filling that area
ok well the artifacts definitely show, at least with the OGL normal
Ahh. These artifacts are actually good practice. It is called dilation padding. It makes so the edges of your UV islands won't suffer from color bleeding, especially as mipmap kicks in and the texture res get lower
going to bed now. cya 
ty for help today 
mfw downloading substance so I can steal help from others
i started learning substance in january this year, its such a great tool
I started using instamat bc it's free but that's probably a throw
I got the steam version which is a one time purchase, although you get stuck with that version (mine is 2023). Looking forward to get substance designer
Paint 3d
i quite like the general procedural texturing workflow of instamat, AFAIK it's basically 1:1 with designer. It's the asset texturing that fries me
Or better yet ms paint
the new eye under more ideal lighting conditions
I'm in love with it
the hard part is gonna be making a new cracked effect for the dirty skin
What I miss
Are your UV maps good? This should not happen
I'm pretty sure heightmaps should be used to complement normals. The normal will add fine surface detail, and the hm will work on the large scale depth.
That's not due to UV maps, it's the normal smoothing with a lowpoly model at work, the difference you see it's not in texture but lighting, unless I'm missing what you are pointing out
I've seen this happen when you do smart UV project in blender on your models, it isn't nice.
"Felt cute, might ||get to the part where I kill you|| later."
I didn't modify the UV, that's how it is from the original map
could be a smooth shading artifact
hm? i didn't touch this model in any other software, its straight from portal 2
Vertex normals are flat, and faced oriented
They need to be shaded smooth for that to not appear
how would I acheive that in substance?
I assume it looked fine in substance, did you try smooth shading the model by itself?
in your modelling software
like Maya or blender etc
I still feel like it won't work if you're just using the game models and just updating it's textures
I can't replace the mesh with remix so I assume even if I change it to be smooth shaded in something like blender, it would be undone by importing it into source
also the model has this issue even with enhancements disabled
so i might just have to subdivide it in blender and replace it in engine
It might be an issue in Gmod but not portal 2
However it was ported
i kind've doubt it? gmod just mounts portal 2's content
Not sure then. When you import it into blender is the shading smooth like it is in portal?
Cough Cough - If you want to help compensate my energy bill - and get access to the compatibility mod early - now is your chance (newest post): https://ko-fi.com/xoxor4d 🫣 👻

is this how ill pay (if and when) you try 2009?
Bad 
Tfym bad he said he'd look into it after p2 :kekw: I'm not like bugging him to look into it
😂
More like uint max
@naive edge On a serious note, it runs well but it looks very empty compared to your screenshots, is this to be expected? I see very little geometry, many assets seem to be missing.
Mhh that’s weird. Can you use the mat_info console cmd and paste the output here?
What are your graphic settings? Does it help if you match them with mine?
No, the only difference was effect detail which was set to high, but it didn't seem to make a difference anyway
Maybe I'm just not worthy
No

Also, in the first room, there is immediate culling on this emissive object, as soon as it's not visible the room loses all illumination
And just to make sure I wasn't a moron, is this the correct folder structure?
yep
well you are missing all the objects + the actual window texture .. which is really weird
should look like this
deepfaker, I knew it
let me try the ancient remedy of rebooting my system
i tried guys...
mine looked fine on this level
would having mat_fullbright on be causing this? its almost the same issue in gmod
i saw it in the launch script for p2 rtx
same
nah it won't let me input the CC details
I rebooted the system, my GPU isn't at 4billion% utilization anymore, but in the game nothing has changed, I've also rewritten everything just to make sure
My card wont work on this
I know, I'm the one with the empty wallet
not having it on results in the bed not rendering + the window being somewhat invisible .. but its weird that its culling for him
Hm?
are there different exe versions for certain regions maybe?
I tried on a new browser but it still keeps telling me my payment option cant be proccessed
Could it be the disk it's installed to?
I dont think so no
Can't you check if there are different versions by looking at the ID on steamdb
you are not on some beta branch by any chance? 😄
Nope 😄

I'm moving it to C, just because
You know what though
I didn't have the game installed, and I launched with the mod for the first time, I bet that's the issue
mhh unlikely but maybe
Let me verify the integrity of the files, I'll take out remix and see if launching at least once vanilla will fix it
ig I have to create a build with lots and lots of debugging output so that I can see whats being called etc
It didn't help, sorry
I don't know if it's of any importance, but both with the first and last install, I had to close the game on the first run because it hangs at the start when I assume it's preloading assets, it's not frozen nor anything, but it just hangs on that stage after completing the progress bar
(I waited for at least 5 mins this time)
open the console with the tilda key
~
its just stuck trying to get to the main menu
tilde is only available on freedom keyboards, but it doesn't matter
great actress too, loved her in snowpiercer
found your / our issue. starting maps via the normal menu results in sv_cheats being set to 0
try loading into the main menu - open any sub menu like options and open the console.
Then type map sp_a1_intro1
It doesn't help T___T
is sv_cheats still 1 when you are in the map?
if I try to enable cheats and then load the level I get dropped
uh
reboot the game and then launch a map with the console
try adding -console to the bat file?
only when I enter the game
it wont for me as well .. you have to open the options menu
then you can open it
for some reason
no, it doesn't work for me
so maybe the exe IS different
I don't get a console until I'm in the actual game
what happens if you add +map sp_a1_intro1 to the end of the batch file?
Now I'm curious if it would work on mine
the hype is real
i cannot wait to start remastering assets 
@naive edge at least in the 2nd intro map, when two portals are present, this weird culling issue happens?
uhhh
Ah, the new sky test chamber, finest engineering of Aperture Science
just think of this as Chell's dream while she's asleep for all that time
yeeeeesssssss
uh
I'm having the same issue as @rough ginkgo , assuming that by weird culling they mean wall flickering on top of the portals on the bottom half
did you disable the fallback light?
no, but turning it off in that level doesnt change anything
weird I know I had it working
i can always place lights in the toolkit anyway since you added those anchors
do i need to reboot the whole game or just the level?
i think i saw it in the readme
yea, xo_mapsettings_update
oh okay then the remix api is working 👍
wrow
welp time to re-record the whole sequence
I can swear that I tagged glados's eye as world ui
maybe also make glados's eye emissive
glados is passive-emissive
doesnt really seem to have much granular selection over the texture map
emissive is probably the right way to go here
also uhh quicksaving crashes the game
the eye is a separate texture and prob. only visible if she is active
lmao right
I wonder how multi-player behaves
i tried moving my mouse all over, the only selectable thing is her whole mesh
weird, maybe the game is bugging out, in the capture i dont even see anything that resembles her eye
You are right .. I think that mesh is missing or rendered incorrectly
if I drop the mesh into substance i can probably find it
seems to be here, but i agree with you, i dont think its being rendered correctly
yea ik I had it working and being emissive at some point
lemme try spawning the model in gmod and see if it has alternative texture skins
the game might not be switching over to it correctly
I disabled some stuff on wakeup (mainly portal gun effects) .. maybe thats the reason
Is that glados?
yeah its her albedo texture
hu
ok so its probably an emissive texture in vanilla p2 + plus some shaders to make her eye glow
so in that case i can just make an emissive map
so gmod didnt give me an option to select an alternative skin, so i assumed the orange was baked into the albedo, but the one i imported from the capture doesnt have it?
what is going on
portal 2 definitely bugging out
Is the eyeball a separate mesh
if it was i couldnt select it
yea I think I've disabled it by accident
sec I'll fix it and send you a new build
all good 😆
or do a face/box fill
also why are we just painting it solid yellow for emissive and not a radial gradient
Let CR cook. They did with Wheatley
do you happen to know the material name of the eye?
source
Probably off and on
all of this rtx remix is making my room 10c hotter and im not even joking
Perfect for Winter
Bad for the electric bill
It's 85 degrees where I am
75 here lol. Remix will keep my room warm

Time to overclock my GPU for extra heat
What are the steps to make the game work with rtx remix? Is there a guide or something?
I see that more and more people are playing with it, is there something that needs to be downloaded?
Its a mod
ofc, I just want to know how to do it too 😅
@echo dirge
😁 👍 ty
Don't reveal my secrets!
left4dead 1 maps inside portal 2 😁
Technically left4dead 2 might work.
I don't know if portal 2 and l4d2 share the same engine (source build)
They do not
They're both on their own branches
added some custom lights thanks to xoxor's marker system
still need to get placement right in glados's chamber so it matches the vanilla game
think i got it pretty close
it's kind've a hack, i placed a spot light way far up in the skybox, but then i noticed bounce light isnt really working that well so i placed a point light with a low intensity where glados is to simulate bounce 
7/10 time to be alive in the world of mods and gaming if you ask me, I’ll try to keep this short cause it is off topic, as no really game world changing games have dropped since 2018, the only games that brought new light to the table was really cyberpunk and gowr method of storytelling
Can confrim, works on AMD
😭
At first everything was blue and I was so confused, but it was just because volumetric lighting was on which doesn't work on RDNA 3
how long has this been an issue with AMD cards
Well RDNA 2 doesn't have this issue, it's just RDNA 3 and it's been a thing ever since the 7000 series launched
I'm suspecting it's driver related because it doesn't happen on Linux
Yes but rdna2 isn't really good enough for remix at all. And rdna3 reaches only rtx 20 series of RT performance
RDNA 3 is actually more 30 series level
I'm on a low end GPU so mine only matches the RTX 3050
Downside is I don't have DLSS only FSR 3.1 so Ultra Performance isn't the best
Using optiscaler?


this is a joke) portal 2 ending song re-render when?






