#Portal 2

1 messages · Page 2 of 1

buoyant venture
#

I think Portal RTX is too clean for the abandoned Vibe Portal 2 goes for at the beginning

#

Later in the game, it would work

#

But there's also old aperture

red panther
#

And a little bit of a detail look

#

Wouldn’t take much

red panther
# buoyant venture Later in the game, it would work

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

buoyant venture
#

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

red panther
#

Pretty much everyone would beat me to it

buoyant venture
#

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

red panther
buoyant venture
#

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

red panther
#

What happened to that 4080 SUPER deal you saw

buoyant venture
#

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?

red panther
#

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

safe elk
#

Its not really bugged its just unstable

buoyant venture
#

I think the big difference is Half Life 2 had to be stripped down like Portal to get working

red panther
safe elk
red panther
#

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

safe elk
buoyant venture
#

It seems like @naive edge is fixing most of the technical bugs in Portal 2, so I'd say Portal 2 will have less

red panther
#

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

buoyant venture
#

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)

red panther
#

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

buoyant venture
red panther
#

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

buoyant venture
#

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

red panther
#

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

buoyant venture
#

I do think with these type of large projects, a team is the way but that's just me

red panther
#

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

buoyant venture
#

My plan (simplified) would be:

  1. Upload a trailer and application to spread the word and get people on a team
  2. Remaster levels one by one carefully (people can get picky about remasters)
  3. See if it can get uploaded to Steam as a mod like Prelude RTX
red panther
#

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

red panther
#

And like I said I wouldn’t want many to work with me cause I’m aware I’m not easy to work with

safe elk
red panther
#

Ik that

buoyant venture
red panther
safe elk
#

The community is making a mod for the game

kind lance
red panther
buoyant venture
buoyant venture
red panther
#

I was being voted to be banned from the server one time cause of how poorly I communicate

kind lance
red panther
#

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

buoyant venture
naive edge
#

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

red panther
buoyant venture
red panther
#

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

naive edge
#

It might come eventually tho

red panther
#

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

red panther
#

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

safe elk
buoyant venture
#

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

red panther
#

Huh

#

I am not that smart bro

#

Wdym by “optiscaler”

red panther
#

No offense to them but

safe elk
red panther
#

That shit looks like ass

safe elk
#

Its so peak

red panther
red panther
#

See the damage on mine

naive edge
#

Wrong thread

red panther
#

You right

buoyant venture
safe elk
#

Yeah

kind lance
drifting temple
#

Couldn't be me

buoyant venture
#

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)

kind lance
buoyant venture
#

I would want to ask if I can use the Portal RTX assets as a base for the first few levels for continuity

buoyant venture
#

I just realized, if I put it on the Steam page, I can write the requirements!

red panther
#

You gotta leave RX 7600 or lower cause then you can’t play it

safe elk
#

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

kind lance
#

it exists because Xoxor is hackerman

#

Base portal 2 does not at all work with Remix

safe elk
#

no ik that

#

but it is now possible

#

right?

#

I saw a short clip of Portal 2's opening crash sequence in remix

buoyant venture
kind lance
#

But yes

#

TLDR yes

buoyant venture
red panther
buoyant venture
red panther
#

Portal doesn’t have a large amount of assets

#

It’s a very solitary vibe

buoyant venture
#

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

red panther
safe elk
safe elk
#

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

red panther
safe elk
#

I know

#

i was agreeing with you

red panther
#

If the game is repeating the same thing in a small area=little assets

safe elk
#

yes.

red panther
safe elk
#

same tbh

kind lance
#

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

buoyant venture
#

Really excited for when this is ready to go

red panther
red panther
buoyant venture
#

I'll probably put up a team request (I'm honestly surprised that channel is barley used)

red panther
#

I’m surprised too

buoyant venture
#

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

red panther
#

Not a bad idea

#

How would you structure?

buoyant venture
red panther
#

Structure

buoyant venture
# red panther 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

sleek bay
#

I miss when this thread was just xoxor posting updates

#

Ah now I feel bad, have your fun. Ignore me

red panther
buoyant venture
#

Maybe I'll put up the team request later today, I already have a studio so that's no problem

red panther
eager vector
#

Since FSR FG works with DLSS as an upscaller, well it could really benefit 2000 - 3000 users

buoyant venture
eager vector
#

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 😭

buoyant venture
naive edge
#

Visualizing the node/leaf the player is in to better find the index for manual vis overrides Bedge
(Using the remixapi to draw the emissive line meshes)

buoyant venture
drifting temple
#

Aren't we all?

drifting temple
naive edge
drifting temple
#

Like in general

naive edge
#

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

rough ginkgo
drifting temple
#

I wonder what the performance is like during the glados wakeup scene

safe elk
#

Actually I'm now more curious abt the moon scene, @naive edge iont care abt any videos or nothing but how's that functioning?

naive edge
#

Untested

kind lance
#

Bro has to be trolling us surely

#

not trolling? monkaOMEGA monkaOMEGA

buoyant venture
#

Left 4 Dead RTX or it's not true

kind lance
#

Hold on lads. Bro is citing dark magic as possible. Don't fall for it, we must hold our ground while he cooks

safe elk
#

I thought he meant as in the source friendly culling not making source shader games possible ngentot

thin geode
drifting temple
buoyant venture
naive edge
#

I'd be able to fix the weapon lag and some other stuff on this game now 😜

analog copper
#

ossy sucks

analog copper
#

also sorry for asking since u prolly posted it

#

but what in general made this work

#

especially with dx9.c

naive edge
long tangle
naive edge
#

The return of map markers 🤭

buoyant venture
west bolt
#

Is this legit? How far is this progressing?

naive edge
west bolt
naive edge
#

Next to none. My job is getting this game to even work with remix (which already took at least 100 or so hours)

west bolt
#

What did you do to get it this far?

naive edge
#

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.)

west bolt
#

And all of this can be done without source code?

blissful fulcrum
drifting temple
#

Marking.... The map

naive edge
#

This way, you can freely place lights and add new meshes to the scene

blissful fulcrum
#

Ahhh is this because the hashes still aren't stable?

drifting temple
#

Never have been

naive edge
#

Static mesh hashes are stable

blissful fulcrum
#

Portal RTX has stable .bsp with culling iirc or are you just talking about backface culling?

safe elk
#

Adding in the cubes gives unique hash to spawn lights with

naive edge
#

It does? Not sure how they pulled that off. I'm talking about pvs (node/leaf) culling

safe elk
#

Speaking of that, how exactly did you get pvs culling without too much light bleed?

naive edge
#

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

safe elk
blissful fulcrum
naive edge
naive edge
safe elk
naive edge
#

There is a cvar to render it last or somewhere inbetween

#

I think its like the 60th surface on some maps

blissful fulcrum
naive edge
#

Good point. I'll keep that in mind but will takle that last ig

safe elk
#

Mmmmm p2 worshop scared

#

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

naive edge
drifting temple
naive edge
drifting temple
#

The goop decals

naive edge
#

uh

sleek bay
#

hey you went to his lair and didnt die

frail lily
naive edge
frail lily
kind lance
#

Wow she's looking awesome

buoyant venture
drifting temple
#

Also is alpha not working in reflections?

#

Her hair looks black around where the transparency should be

frail lily
# naive edge fixed (it was showing the normal map before)

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

safe elk
drifting temple
#

So this is what video game graphics will look like in 2013

kind lance
safe elk
drifting temple
kind lance
drifting temple
buoyant venture
severe thicket
analog copper
drifting temple
#

Understandable

naive edge
buoyant venture
naive edge
buoyant venture
#

I like how Wheatly is projecting shadows because he's being lit from the inside and his eye is not the light source

analog copper
#

generally

#

cause i know the p2 maps get fucking massive

safe elk
naive edge
kind lance
naive edge
kind lance
#

well I've never seen a bigger load of bullshit in my life HUH there's no way

#

well I'll test it I suppose

red panther
ornate heath
kind lance
#

RR is absolutely on

#

I'll sell my firstborn if it isn't

thin geode
#

what happens if you never have kids?

naive edge
ornate heath
kind lance
#

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

kind lance
naive edge
kind lance
buoyant venture
kind lance
safe elk
naive edge
#

it's alive

ornate heath
safe elk
buoyant venture
naive edge
#

whatever you think is justified Bedge

buoyant venture
naive edge
#

still have to fix a few minor things and create a vpk to override base game assets

safe elk
#

But is it what I think it is? Is it time to wake up from my eternal slumber?

#

Or yesn't

naive edge
#

soon ™

safe elk
kind lance
#

wouldn't it be silly if we just got a bunch of artists to grind out portal 2 RTX as a faster project

tropic lava
#

real

drifting temple
#

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)

safe elk
#

What is racer rtx

drifting temple
safe elk
drifting temple
worthy pendant
# naive edge

ayyy you got portals working, heck yeah, cant wait to see more of this game become playable

rocky viper
#

Time to get minecraft java edition working 😎

drifting temple
#

opengl

worthy pendant
#

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

frail lily
#

Rare pic of xoxor4d according to this server

buoyant venture
kind lance
drifting temple
#

True

#

Theyu haven't been able to finish one game on their own

kind lance
buoyant venture
buoyant venture
drifting temple
kind lance
kind lance
#

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

drifting temple
#

I wanna play portal 2

kind lance
#

That's a loaded question if I've ever heard one

buoyant venture
red panther
red panther
#

VERY

kind lance
# last raft is it?

The Remix API involves a deeper process of plugging into a given game. I'll see if I can find the documentation for you

last raft
kind lance
buoyant venture
red panther
drifting temple
#

Typical Russian discord experience

red panther
#

There would be Voka slander in there too

kind lance
#

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

drifting temple
#

As long as xoxor is offline, anything goes

drifting temple
#

Whenever it drops

red panther
#

Ohhh

#

Thought you meant base portal 2

drifting temple
#

yes

#

anyways

#

Now we have to figure out how to run remix with this

red panther
red panther
drifting temple
#

no

red panther
#

I’m lost like usual, but I think I get what your saying now finally

buoyant venture
drifting temple
#

Well

#

Better get to work

buoyant venture
#

Problem is, that's very likely not using DirectX

red panther
#

No api wrapper I’m guessing

drifting temple
#

Probably isn't

#

On android

#

nahh

red panther
#

I was thinking

drifting temple
#

Wonder if the hl1 raytracing mod by sultim is compat with portal 1

buoyant venture
#

That way it's the PC version

red panther
#

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?

drifting temple
#

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

red panther
drifting temple
#

This is not the nvidia shield version

drifting temple
#

Speaking of, I've yet to figure out how to emulate windows on android

#

I know people have been playing cyberpunk on it

buoyant venture
heady laurel
drifting temple
#

I just never search for android games

#

My phone has no games except for portal

buoyant venture
heady laurel
#

the Tegra 4 chip did many things

buoyant venture
#

They also ported Doom 3 to android for it

red panther
#

Okay you can send android files to windows 10

drifting temple
buoyant venture
drifting temple
#

mmhm

red panther
#

Then Port it back

drifting temple
#

I dread installing hl2

heady laurel
#

works fine lol

#

nothing to worry about

drifting temple
#

well I gotta hunt for a obb now

heady laurel
buoyant venture
red panther
#

Idk

#

You can find out

#

I don’t got an android

buoyant venture
red panther
#

Just putting it out there

drifting temple
heady laurel
drifting temple
#

nahhhh

red panther
heady laurel
red panther
#

Well

#

Mostly

red panther
#

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

red panther
#

At the strength remix provides

heady laurel
#

on a phone

red panther
#

That’s why idk how amazingly it’d work

red panther
heady laurel
#

unless you could leverage those RT cores on newer snapdragon 8 gen 2 or 3 chipsets, still impossible

thin geode
#

sometimes i wonder how project channels turn into #general-remix 😛

heady laurel
#

we caught the lurker

#

🫵

thin geode
#

always lurking 😛

drifting temple
#

So the channel turns into general while they're offline

drifting temple
#

Not barely anymore

heady laurel
#

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

drifting temple
#

asi injection 🔥

#

Like how it's always done

drifting temple
#

yep. that's a russian server right there

worthy pendant
buoyant venture
#

So they can take advantage of hardware RT

heady laurel
#

fucking hell

#

WHAT??!

buoyant venture
#

I have a snapdragon 8 gen 2 so I've done a lot of research on it, lol

heady laurel
#

odd behavior

buoyant venture
heady laurel
#

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

buoyant venture
heady laurel
buoyant venture
heady laurel
#

This is not the right place to discuss though, I would like to see how it works in other channel

drifting temple
#

no

heady laurel
#

no u

drifting temple
heady laurel
#

Told you

#

It's easy to run and playable (to some extent)

drifting temple
#

It's very playable

heady laurel
#

Not a big fan of controls

#

Use a controller if you have it

drifting temple
#

Other than the fact that touch controls are fucking garbage and never should've been invented

drifting temple
#

I'll just wait until I play hl2rtx

heady laurel
ornate heath
#

He stopped using that method

#

Actually ported source to android

ornate heath
buoyant venture
buoyant venture
drifting temple
#

Probably

ornate heath
#

#offtopic tho

drifting temple
#

I don't think they're gonna do it

west bolt
naive edge
west bolt
naive edge
#

That be .. everything yea

kind lance
buoyant venture
drifting temple
naive edge
red panther
drifting temple
naive edge
#

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

drifting temple
#

I see

ornate heath
thin geode
#

it probably doesn't have motion vectors

drifting temple
#

Yeah videos don't have mvs

#

They ghost a lot in raster taa/dlss/fsr games as well

naive edge
#

how to fix light bleed 💡

  • use r_lockPvs 1
  • cmd xo_debug_toggle_node_vis
  • [Area](Leafs to force)
safe elk
thin geode
#

you're doing that for every part of the level?

naive edge
thin geode
#

sounds very tedious

naive edge
naive edge
safe elk
buoyant venture
#

Wait, i miss read

naive edge
#

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.

worthy pendant
# buoyant venture Yeah, freedreno has Mesa based drivers with RT support

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

worthy pendant
buoyant venture
worthy pendant
#

neat

#

I didnt think snapdragon chips were that capable, guess qualcom just needs to actually spend time on drivers

eager vector
#

And

#

You made my day.

#

✌️

red panther
red panther
eager vector
#

Ray traced older games, accessible and powerful hardware

red panther
#

It's a balence I'd say

eager vector
red panther
#

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

kind lance
red panther
#

It’s not going great

kind lance
#

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

red panther
#

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

kind lance
#

It's your first model. Chump change compared to how my early days went

red panther
#

Thanks for the support man

naive edge
#

Aaaaah I have finally got fullscreen color transitions / damage etc. to work .. and the crosshair is now visible as well hm

old abyss
rough ginkgo
old abyss
rough ginkgo
#

yes I understand that part, but when exporting, would it just be baked into my roughness/normals/albedo?

old abyss
rough ginkgo
#

sweet, thanks for the advice

worthy pendant
buoyant venture
#

It plays fine on my phone

rough ginkgo
#

im using a custom discord client on windows and i dont have any issues playing back the videos

#

they're normal h264 as well

rough ginkgo
worthy pendant
# buoyant venture I'm having the same issue on my Mac, might just be a Discord PC problem

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

worthy pendant
rough ginkgo
#

oh wait i cant read

#

HEVC

worthy pendant
rough ginkgo
worthy pendant
#

yeah that vid is H265, windows doesnt have native support for it

macs do though, so thats surprising

rough ginkgo
#

that's the 1st thing i do on a windows system

worthy pendant
#

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

kind lance
worthy pendant
old abyss
# rough ginkgo does this look correct? I havent messed with AO maps that much

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 Peepo_ThumbsUp

#

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

buoyant venture
worthy pendant
#

wait no, for a moment I thought it was the same person, nvm

old abyss
# rough ginkgo <:exiled:1278034655177740289>

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

rough ginkgo
#

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 😭

kind lance
#

procedural texturing is the meta

rough ginkgo
#

yeah this is absolutely peak

#

i can think of so many uses with this

old abyss
# rough ginkgo total gamechanger, i should've been using generators this whole time instead of ...

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

ArtStation

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...
kind lance
#

that is 15K tris????

old abyss
# rough ginkgo

Seems like your AO mask is inverted. Try toggling "Invert"

old abyss
kind lance
rough ginkgo
#

yeah now all of the gunk is inside, nice

#

oops meant to reply

old abyss
kind lance
#

my ass is modeling in all these tiny details into the geometry

old abyss
old abyss
#

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 Peepo_Cool
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 Peepo_Sadge

red panther
rough ginkgo
#

wip but i was able to make a mask out of the clean albedo to show the metal under the paint layer

old abyss
#

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

rough ginkgo
#

ah yeah i was about to ask, that fixed it lol

rough ginkgo
#

looking much better now

safe elk
#

Wow

rough ginkgo
#

last part is the normals

rough ginkgo
#

😎 the 3D distance generator is really useful for controlling normal strength

old abyss
worthy pendant
safe elk
#

@naive edge with the new pom update, would the wall light poms work?

drifting temple
#

No

worthy pendant
#

what does the new pom update do?
just better pom than what we had before?

drifting temple
#

Essentially, yes.

rough ginkgo
#

looks so much better than using normal maps

#

oops

#

i had normals on in both screenshots

#

here is the proper pics

old abyss
rough ginkgo
#

yeah this looks much better than generating normals from a albedo

old abyss
worthy pendant
#

neat

kind lance
#

MFW bro is learning some magic shit while I'm a total texturing pleb

old abyss
# rough ginkgo

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

rough ginkgo
#

I'm using the stock source model, any way to fix that during baking?

old abyss
rough ginkgo
#

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

old abyss
rough ginkgo
#

yea subdividing might be the way to go

#

source is notorious for having unstable hashes for any kind of model with bones

kind lance
#

doesn't require stable hashes

old abyss
kind lance
rough ginkgo
#

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

old abyss
red panther
rough ginkgo
#

ill see if i can make it a little bigger

rough ginkgo
#

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

rough ginkgo
#

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

kind lance
#

can you show what the maps look like

rough ginkgo
#

ok yea it might just be remix's denoiser

rough ginkgo
#

looks like its missing a lot of detail from the heightmap

#

wonder if its possible to bake it into a normal map

kind lance
#

in remix

rough ginkgo
#

toolkit or runtime

kind lance
#

toolkit

rough ginkgo
#

the default

#

changing it doesnt really seem to do anything

kind lance
#

hmm

#

can you upload your heightmap here directly or screenshot it

rough ginkgo
#

what it looks like inside substance

#

and the exported map

#

yeah uhh something isnt right

old abyss
#

hmmm you shouldn't need POM for that model

rough ginkgo
#

yeah, im just trying to get all of the details seen in substance to show in remix

old abyss
rough ginkgo
#

do i need to configure my export options to bake the heightmaps onto the exported normal map?

#

or is that already done

old abyss
rough ginkgo
#

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

old abyss
#

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

rough ginkgo
#

do you have custom export options for remix on substance? I'm currently using this:

kind lance
#

I'd recommend making your own to be safe, dunno what their defaults are but with instamat I customized mine

red panther
old abyss
rough ginkgo
#

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

old abyss
# rough ginkgo

yeah tbh I have no idea why they're like this but well, just ignore it Peepo_Kek

rough ginkgo
#

yeah it seems to happen out of bounds of the UV

#

oh yeah much better

old abyss
# rough ginkgo yeah it seems to happen out of bounds of the UV

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.

rough ginkgo
rough ginkgo
#

and nothing is filling that area

#

ok well the artifacts definitely show, at least with the OGL normal

old abyss
#

going to bed now. cya Bedge

rough ginkgo
#

ty for help today prayge

kind lance
#

mfw downloading substance so I can steal help from others

rough ginkgo
#

i started learning substance in january this year, its such a great tool

kind lance
#

I started using instamat bc it's free but that's probably a throw

old abyss
rough ginkgo
#

wtf

#

i have been paying adobe this whole time

safe elk
#

Paint 3d

kind lance
#

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

safe elk
#

Or better yet ms paint

rough ginkgo
#

the new eye under more ideal lighting conditions

kind lance
#

I'm in love with it

rough ginkgo
#

the hard part is gonna be making a new cracked effect for the dirty skin

buoyant venture
#

What I miss

heady laurel
drifting temple
frail lily
heady laurel
#

I've seen this happen when you do smart UV project in blender on your models, it isn't nice.

long tangle
rough ginkgo
obtuse locust
#

could be a smooth shading artifact

rough ginkgo
#

hm? i didn't touch this model in any other software, its straight from portal 2

heady laurel
#

Vertex normals are flat, and faced oriented

#

They need to be shaded smooth for that to not appear

rough ginkgo
#

how would I acheive that in substance?

heady laurel
#

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

rough ginkgo
#

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

kind lance
#

However it was ported

rough ginkgo
#

i kind've doubt it? gmod just mounts portal 2's content

kind lance
naive edge
kind lance
#

Everyone give him money or else

naive edge
safe elk
kind lance
#

Bad catbonk

safe elk
naive edge
frail lily
#

"Optimized"

lyric summit
#

More like uint max

frail lily
#

@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.

naive edge
#

Mhh that’s weird. Can you use the mat_info console cmd and paste the output here?

frail lily
naive edge
frail lily
#

Maybe I'm just not worthy

naive edge
#

does replacing the config in portal2/portal2/cfg help?

frail lily
#

No

buoyant venture
frail lily
#

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?

naive edge
#

should look like this

kind lance
#

what if Xoxor has been sharing doctored screenshots this whole time

frail lily
#

let me try the ancient remedy of rebooting my system

heady laurel
#

i tried guys...

rough ginkgo
#

would having mat_fullbright on be causing this? its almost the same issue in gmod

rough ginkgo
#

i saw it in the launch script for p2 rtx

safe elk
heady laurel
frail lily
# naive edge should look like this

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

safe elk
#

My card wont work on this

buoyant venture
naive edge
buoyant venture
naive edge
#

are there different exe versions for certain regions maybe?

safe elk
#

I tried on a new browser but it still keeps telling me my payment option cant be proccessed

frail lily
naive edge
kind lance
#

Can't you check if there are different versions by looking at the ID on steamdb

naive edge
frail lily
kind lance
frail lily
#

I'm moving it to C, just because

frail lily
#

I didn't have the game installed, and I launched with the mod for the first time, I bet that's the issue

naive edge
#

mhh unlikely but maybe

frail lily
naive edge
#

ig I have to create a build with lots and lots of debugging output so that I can see whats being called etc

frail lily
#

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)

rough ginkgo
#

open the console with the tilda key

#

~

#

its just stuck trying to get to the main menu

frail lily
#

tilde is only available on freedom keyboards, but it doesn't matter

frail lily
#

great actress too, loved her in snowpiercer

naive edge
#

try loading into the main menu - open any sub menu like options and open the console.
Then type map sp_a1_intro1

rough ginkgo
#

pure emission 🤤

#

my wheatley replacement from gmod perfectly imports to p2 rtx

naive edge
#

is sv_cheats still 1 when you are in the map?

frail lily
#

if I try to enable cheats and then load the level I get dropped

naive edge
#

uh

rough ginkgo
#

reboot the game and then launch a map with the console

frail lily
#

I can't

#

the console won't open in the menu

rough ginkgo
#

try adding -console to the bat file?

frail lily
#

only when I enter the game

naive edge
#

it wont for me as well .. you have to open the options menu

#

then you can open it

#

for some reason

frail lily
#

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

naive edge
#

what happens if you add +map sp_a1_intro1 to the end of the batch file?

buoyant venture
#

Now I'm curious if it would work on mine

rough ginkgo
#

the hype is real

#

i cannot wait to start remastering assets evil_gang

#

@naive edge at least in the 2nd intro map, when two portals are present, this weird culling issue happens?

#

uhhh

buoyant venture
# rough ginkgo

Ah, the new sky test chamber, finest engineering of Aperture Science

thin geode
#

just think of this as Chell's dream while she's asleep for all that time

frail lily
ornate heath
#

COME ON

#

where is the wake up scene

rough ginkgo
#

oh yea

#

one sec

frail lily
#

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

rough ginkgo
#

wakeup definitely needs a little TLC

naive edge
rough ginkgo
#

no, but turning it off in that level doesnt change anything

naive edge
rough ginkgo
#

i can always place lights in the toolkit anyway since you added those anchors

naive edge
rough ginkgo
#

do i need to reboot the whole game or just the level?

naive edge
#

just replace it and use a console cmd

#

sec

rough ginkgo
#

i think i saw it in the readme

naive edge
rough ginkgo
#

yep that worked

naive edge
#

oh okay then the remix api is working 👍

safe elk
#

wrow

rough ginkgo
#

welp time to re-record the whole sequence

naive edge
#

I can swear that I tagged glados's eye as world ui

rough ginkgo
#

maybe also make glados's eye emissive

frail lily
#

glados is passive-emissive

rough ginkgo
#

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

naive edge
#

the eye is a separate texture and prob. only visible if she is active

naive edge
rough ginkgo
#

hmm i still cant find it when she's active

naive edge
#

that part

buoyant venture
#

I wonder how multi-player behaves

rough ginkgo
# naive edge

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

naive edge
#

You are right .. I think that mesh is missing or rendered incorrectly

rough ginkgo
#

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

naive edge
#

yea ik I had it working and being emissive at some point

rough ginkgo
#

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

naive edge
#

I disabled some stuff on wakeup (mainly portal gun effects) .. maybe thats the reason

rough ginkgo
#

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

kind lance
#

Emissive map time

rough ginkgo
#

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

kind lance
#

Is the eyeball a separate mesh

rough ginkgo
#

if it was i couldnt select it

naive edge
#

yea I think I've disabled it by accident

rough ginkgo
#

ok guys i fixed it /s

#

just paint that part yellow lmao

naive edge
#

sec I'll fix it and send you a new build

rough ginkgo
#

all good 😆

heady laurel
#

also why are we just painting it solid yellow for emissive and not a radial gradient

rough ginkgo
#

i was being sarcastic

#

that isnt the actual fix

kind lance
#

Let CR cook. They did with Wheatley

naive edge
rough ginkgo
#

remix hash or source?

naive edge
#

source

rough ginkgo
#

apparently there are two

buoyant venture
rough ginkgo
#

all of this rtx remix is making my room 10c hotter and im not even joking

buoyant venture
#

Bad for the electric bill

rough ginkgo
#

too bad my winter is still 32c outside

#

🥹

#

curse this climate

buoyant venture
#

It's 85 degrees where I am

heady laurel
buoyant venture
#

Time to overclock my GPU for extra heat

echo dirge
#

I see that more and more people are playing with it, is there something that needs to be downloaded?

echo dirge
echo dirge
#

😁 👍 ty

frail lily
echo dirge
heady laurel
#

Technically left4dead 2 might work.

#

I don't know if portal 2 and l4d2 share the same engine (source build)

buoyant venture
#

They're both on their own branches

rough ginkgo
#

still need to get placement right in glados's chamber so it matches the vanilla game

rough ginkgo
#

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 hehe

eager vector
#

What a great time to be alive

red panther
#

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

buoyant venture
#

Can confrim, works on AMD

safe elk
#

😭

buoyant venture
#

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

heady laurel
buoyant venture
#

I'm suspecting it's driver related because it doesn't happen on Linux

heady laurel
#

Yes but rdna2 isn't really good enough for remix at all. And rdna3 reaches only rtx 20 series of RT performance

buoyant venture
#

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

heady laurel
#

Using optiscaler?