#Painkiller

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light palm
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whats your vision? sounds interesting ๐Ÿ™‚

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looks very flat with no direct lights and no fog and stuff like the origina

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just ambient skylight

noble beacon
# light palm whats your vision? sounds interesting ๐Ÿ™‚

It's not something you must do right away, so take it as a mere suggestion for now. That script of yours, it's only good for the initial playtest, so we'll need to perform a full levels overhaul later down the line. Take a look at the screenshots and think what do you see

light palm
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it's good to get the lights kind of in there, and get the levels sort of playable

noble beacon
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It's only dark because it needs manual care

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But even so it looks better

light palm
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one of the challenges is that the game was originally lit non-physically

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which remix is not built to emulate

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ie. on atrium there is a strong light shining into the church, but that strong light doesnt exist just outside it lol

light palm
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and then in the next room the strong light is directly above, instead of angled like in the room before

noble beacon
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We could just edit the maps themselves or simply add abstract light sources like the white windows in Cathedral

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it doesn't look bad by any means

light palm
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we could use the rect lights with tight angle to have localised "quasi directional" light

noble beacon
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First vid is the current fake light, the second is how it should be (assuming that red lights are the only light sources)

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Many areas in the first vid look unnaturally lit and then suddenly dark

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It will never happen if we're making it right

light palm
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i tried attaching lights to the swinging torches last night but unfortunately as soon as the physics get activated on them the mesh hashes are no longer stable

noble beacon
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But what I failed to do is to add separate green lights to these green fires

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They have the same hash as the red lights

light palm
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Add this to your mod.usda

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and remove the non custom lights one from the mod usda

noble beacon
light palm
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so you attached lights to the particle effects using remix toolkit? i confuse

noble beacon
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Yes, I made the fires emissive in the Toolkit

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And lifted all the flags

light palm
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ahh true

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theres a setting that has to be turned on for emissive particles to really light stuff up

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quality setting

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its unordered rays in something something

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also i think if you want changes made via toolkit to alpha stuff like particles and flames, you need to turn off the alpha settings in remix that interpret alpha stuff

noble beacon
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But not the Green fires

light palm
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yes

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it is vertex colors

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you can check this by changing the vertex color weigh setting in remix in game

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they use the same material

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so a different method has to be used to have them actually look different via remix toolkit

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ie. replacement geom or something

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for example for the weapon lights, i edited the scripts so that the particle effects also spawned a unique mesh which had a stable hash that i could get remix to tie a light to

noble beacon
light palm
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perhaps

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because the particle effects which are not weapon related are not necessarily scripted in the same way the weapons are

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i think its possible

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but would have to make sure

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the good thing is, setting it up with the scripts would make all places where that specific effect is used have the light as well

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there is a lot of fun to be had making these levels look awesome!

noble beacon
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We could just add some dummy meshes via level editor to tie lights to

light palm
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we can't attach meshes via remix toolkit to the flames though because they don't have hashes do they? i cant remember

light palm
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thats to get particles to emit light

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turn that on

light palm
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these settings kind of override changes you mgiht make to alpha textures in toolkit:

noble beacon
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To open the level in 3D Editor and put it back

light palm
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if you turn this to zero you see all the particle effects lose their unique colors

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also someone told me that for alpha particles and decals n stuff, something about changing blend mode to "greater" is the go
if disabling the legacy alpha

noble beacon
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So, yeah

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If you need a stable hash, you can just slab some shit in Maya or smth

light palm
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yummmmmy

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luvs me some stable hashes

noble beacon
light palm
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i used 3dsmax for the skyboxes but i feel maya is going to be better

noble beacon
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It is from a series of guides on creating a PK level

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Probably should ask David if these guides are still relevant

light palm
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@noble beacon are you using painkiller which has a maps1.pak as well as a maps.pak?

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sorry maps2.pak

vale gust
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should've thought that Maps2 will take priority

light palm
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i suspect maps2 has an Atrium, Prison, Train Station, Abandoned Factory, Military Base overwriting my changes

austere zealot
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my swamp looks like this ๐Ÿ˜† tried restarting, but same every time

vale gust
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yes

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you are correct

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it has all of those

light palm
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yeah swamp is not completed, same for us

vale gust
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just pack a 0 bytes Maps2.pak in your update

noble beacon
vale gust
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also a 0 bytes Maps1.pak if there is a rare specimen who updated from 1.0 to 1.64

light palm
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playable but not, like, polished up, same for many other levels

light palm
light palm
noble beacon
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I'd expect Remix to shit it's pants

light palm
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i changed his material to be translucent ๐Ÿ˜œ

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Is that bad? ๐Ÿ˜ฎ

noble beacon
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And Remix magically made him look so

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lol

light palm
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the glossy ground i also did

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but unfortunately the same material is also used for the island in the middle and not just the swamp water

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so everything got shiny

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it's just to put in a replacement mesh, ez pz

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yeah try deleting your maps2 @noble beacon and see if atrium is still broken

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"Maps2.pak"

noble beacon
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I think it's more than realistic scenario

noble beacon
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Will check all levels just to be sure

light palm
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its only 4 levels in maps2

noble beacon
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Yeah

light palm
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apart from multiplayer levels

noble beacon
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Wait

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Gotta check Prison

light palm
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true

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maybe i fucked that one up myself

noble beacon
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It has a different issue. There is skylight at least

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maps2.pak levels did not have it

light palm
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looks like prison does have the lights, its just that the windows on the roof are not set to translucent, so the skylight isnt coming in

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further into the level you can see the lights which were added

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use pcflymode

noble beacon
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xdd

light palm
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yep pretty dark lol

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fixing now

noble beacon
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The most translucent material

light palm
noble beacon
light palm
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we like ideas in here ๐Ÿ™‚

noble beacon
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What if we just clone that material, so that it would have a different hash. Then we attach the original one to the Red lights, and the new one to the Green

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Is this possible?

vale gust
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we would like a method that doesn't increases games size by another 10 GB

light palm
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lights can only be attached to meshes, not materials afaik

vale gust
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you know, can't I just tell where in memory the meshes are located to remix

light palm
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at least proper lights

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when something has an unstable hash there might be ways to get it stable by changing how remix hashes stuff

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i tested everything i thought to test though and couldnt get things stable

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you can change these using rtx.conf
[09:46:52.307] info: Geometry generation hash rule:
[09:46:52.307] info: positions
[09:46:52.307] info: indices
[09:46:52.307] info: texcoords
[09:46:52.307] info: geometrydescriptor
[09:46:52.307] info: vertexlayout
[09:46:52.307] info: vertexshader
[09:46:52.307] info: Geometry asset hash rule:
[09:46:52.307] info: positions
[09:46:52.307] info: indices
[09:46:52.307] info: geometrydescriptor

noble beacon
light palm
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this is what it uses to generate hashes

noble beacon
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A moment

noble beacon
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Lemme check real quick

light palm
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i think prison looks quite nice with pathtraced shadows

noble beacon
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Sorry dope

noble beacon
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You can clearly see the difference between the indoor levels that rely on scripted lights and outdoor levels

noble beacon
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prison included, how beautifully sun pours in

noble beacon
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Can we like clone them, so that we would have a new entity available in PainEditor
Like, original [entity_name] and [entity_name_copy] with a different name

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And how can we alter these entities besides vertex color? Can we apply a different texture to them?

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Our problem is that Remix hashes green and red lights as the same mesh, therefore we can't attach different emission color to them. It's either green or red for both of them

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So we need Remix to hash them as different meshes

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Make them different things on Engine level

light palm
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you can see where the vertex colors are set in the .ini

noble beacon
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I 100% understand what Swiecznik means

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I don't know how non slavic dudes comprehend this stuff

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If you open PainEditor every thing is in Polish

light palm
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hehe yeah its a bit tricky for me

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kamyk is like "pebble" or something though right

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sneig is like snow=?

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i speak a scandinavian language and theres a tiny bit of crossover but not much

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this is the green flame from atrium, because they all use the same smoke.tga, remix gives them the same material hash

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if we want a separate material hash its just to duplicate flame.tga and change one pixel and then specify that new .tga in the ini file

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and it will get a new material hash from remix

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but that wouldnt help us a whole lot for adding lights, for that its probably to edit the scripting to also spawn a mesh in addition to the billboards

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like i did for the weapons

noble beacon
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Snow in Proto-Indo-European language actually sounds almost the same

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Snieg

noble beacon
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It's mainly a Proto-Slavic word

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Germanic peoples use a different root for pebbles/stones

light palm
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mostly from the context the word was used in in the files

noble beacon
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Fun stuff

light palm
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hmmm not really

noble beacon
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Russenorsk (Norwegian pronunciation: [หˆrส‰ฬ‚sหษ™หŒnษ”ส‚k]; Russian: ั€ัƒััะตะฝะพฬั€ัะบ, [rสŠsสฒษชหˆnorsk]; English: Russo-Norwegian) is an extinct dual-source "restricted pidgin" language formerly used in the Arctic, which combined elements of Russian and Norwegian. Russenorsk originated from Russian traders from Kola (north-western Russia) and Norwegian fisher...

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Pidgins are grammatically simple languages with limited vocabulary for specific purposes

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Trading, first of all

vale gust
vale gust
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you know, there should be a better method than to just search things by hash that can also collide with other stuff

light palm
noble beacon
light palm
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yeah its a .CItem script

noble beacon
vale gust
# light palm ๐Ÿ˜‰

doesn't look too good, the base of the particle remains the same size, yet the ground's light intensity changes too much while it should've remained constant

noble beacon
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These little thingies emit just as much light as the fire

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which is the cause of this flickering I believe

robust hollow
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you can probably just ignore them in the remix overlay

noble beacon
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You can only spawn new stuff to fix your issues

noble beacon
light palm
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if you want to try you could extract your Levels.pak to Levels folder, then delete your Levels.pak,
Then go to \Data\Levels\C1L2_Atrium_Complex and delete the CParticleFX folder, then extract this into the \Data\Levels\C1L2_Atrium_Complex\CItem folder

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all the fire will show green light for now cos im not finished

light palm
light palm
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again, THIS IS NOT FINAL EFFECT im just showing that I get it working.

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oh and delete atrium lights from your mod.usda

noble beacon
light palm
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heres one

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drag and drop the pak file on top of it

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its smart to make a new folder first called Levels for example thjen put this exe and the levels pak in there

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then drag and drop on top

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the lights in the 7z file are totally screwed, flickering really slow. gimme a sec to fix

noble beacon
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"CItem the best.7z" incoming

light palm
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lol yep

light palm
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oops script error

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hang on

vale gust
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are you scamming us

light palm
noble beacon
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"CItem the best.7z" incoming

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x2

vale gust
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and you will see it is just CItem better but renamed

noble beacon
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The worst fucking CItem.7z ever

noble beacon
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do you like what you see

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do you wanna be testing this

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๐Ÿ‘ฝ

vale gust
noble beacon
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i'll get there

vale gust
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I used to have every version of Painkiller: Hell & Damnation, so it initially went to like 200 GB before I moved it to external storage

noble beacon
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Painkiller: Gรณwno & Bober

light palm
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not finished but good start

noble beacon
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Not specified how actually good it is

vale gust
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since it supposedly only gets better

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it means this one is the worst one

noble beacon
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Okay I'm willing to take that risk

noble beacon
light palm
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thats the way ๐Ÿ‘

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we could quite easily replace all the lamps with ones that swing and move

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would probably make more sense for me to attach a cylinderlight isntead of a sphere light as well cos the fire is more long than round

noble beacon
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Wow it's really nice

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So much better without these @./C1L2_Atrium_Complex_Lights.usda@

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The red light is too warm I'd say

light palm
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yeah i just used one i had laying around so i didnt have to go and bind it in remix toolkit

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ill do it properly as i go along

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If you want to play around, this converts the CParticleFX stuff for atrium into CItem stuff, put in Atrium CParticleFX folder and run
'''

noble beacon
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What do you think of these shadows? They might look kinda jarring in close spaces like this

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Perfectly fine in more open areas though

light palm
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yeah thats why the cylinder lights would be better

vale gust
# light palm

yo, what's this, Python, you for sure wanna kill all the fps remaining

noble beacon
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Fpskiller

light palm
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relax ay

noble beacon
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Kill the fraaames
Lags will reeeign

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Official Mech soundtrack

noble beacon
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You westerners can't comprehend thingsthinksmart

light palm
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ahh u sneaky bastards ๐Ÿ˜›

light palm
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cyl lights

austere zealot
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Has anyone checked Factory? Its a disco club outside ๐Ÿ˜†

noble beacon
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You do need to delete Maps2.pak from Data to make it lit

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Not sure about disco though

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Didn't you enable these by any chance?

noble beacon
austere zealot
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I only disabled culling

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I will check again

noble beacon
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Assuming that you have 1920x1080 display

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Might take a few frames

austere zealot
light palm
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make sure anti-culling meshes is turned on

noble beacon
light palm
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ahh i see that at the end of the video you have anticulling objects turned off

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turn that on unless you have the culling disabled engine.dll

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which hasnt been released officially yet

noble beacon
light palm
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ahh cool ๐Ÿ™‚

noble beacon
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anticulling objects are not needed

noble beacon
light palm
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i think i got a few fps by using the custom fixed function d3dev.dll and not using shadermodel = 0 in dxvk.conf (which spits out tons of errors)

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ill probably implement it in next release

noble beacon
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Can't say I notice any improvement ๐Ÿ˜„

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  1. Default D3Dev
  2. Custom D3Dev (1st run)
  3. Custom D3Dev (2nd run)
light palm
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eeey! it's not worse ๐Ÿ˜„

vale gust
light palm
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fuxed function ?

vale gust
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well, what bug did you fix then

noble beacon
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I'll try to count 1% FPS via Rivatuner

light palm
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it looks like the results are within margin of error

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thanks for testing @noble beacon !

vale gust
noble beacon
light palm
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in painkiller's case it could be more specifically stated as forcing the HWTnL path

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as the skybox still uses vertex shaders when using the HWTnL path (afaik)

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GenericTnL rather

noble beacon
light palm
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yep

vale gust
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there is a parameter -hwclass where you can specify TNL

light palm
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oh

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lol

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how do you find out all available parameters

vale gust
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ghidra

light palm
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what section?

vale gust
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search for string, put minimum length to 2 and search for "-*"

light palm
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alright cheers

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that would have saved me many hours lol

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but hey i learned stuff along the way ๐Ÿ™‚

vale gust
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it is +hwclass, not -hwclass sorry

vale gust
light palm
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i think its used to change which video options are available in the menus or something

vale gust
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anyway, are you sure of TNL? Because some shaders are made to look worse on that one.

light palm
vale gust
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painkiller has specific shaders depending on which hwclass you play

light palm
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yep thats why forcing tnl path is beneficial for remix, because it disables many shaders

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which remix struggles with

vale gust
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example

light palm
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for example, running without forcing tnl path results in a garbled mess in remix

light palm
# vale gust

i was looking at these trying to figure out what was going on, I didn't spend much time on it however

vale gust
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I think that TNL will not be able to render blood on corpses

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since nv20 uses a 2 layers palskin

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and tnl uses fixedntu

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can somebody test that

light palm
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can test it without remix, however if remix struggles with the shaders that are non fixedntu then it doesn't mean a great deal for this use case unless remix is developed to handle these types of cases, which is unreasonable to expect afaik

vale gust
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I would suggest something else

light palm
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whats that

vale gust
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instead of fixing the function

light palm
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always open to suggestions!

vale gust
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why not make an exe that has "+hwclass tnl" and one without

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you know, freedom of choice

light palm
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because without hwclass tnl the game is a garbled mess in remix, so the usefulness is limited of that path at the moment

vale gust
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or have an option in the menu to chose the hwclass

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ok then

light palm
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in this specific remix use case at least

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ill send you a screenshot or 2 to demonstrate, just a sec

noble beacon
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Shaders are complex

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You can't do nothing about them

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Because they're cryptic

light palm
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it would be nice if more of the more advanced shaders and effects worked in remix, i haven't thoroughly tested however. If we had more granular control over which shaders exactly used which things, we might be able to find a few cases where we get improved visuals without sending remix uninterpretable stuff

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i have my doubts though, because handling them would likely need heuristics pre-implemented in the remix runtime

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it might be easier to implement those heuristics into the remix runtime github

noble beacon
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Well, it works ๐Ÿ™‚

light palm
light palm
vale gust
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yeah it definitely works

light palm
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Nice!

vale gust
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and yes, the corpses unfortunately no longer have blood on them when you gib them

light palm
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yea we need a shader that does that without using vertex or pixel shaders really

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for it to work in remix

vale gust
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actually I will look for things that are affected

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their emissive texture is completely gone

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this is bad because some enemies are distinguished by their emissive texture

noble beacon
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It is easily fixable though

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Just need to make emission maps and apply it in the Toolkit

vale gust
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some depth test problems with alpha textures

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fog not working properly

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how it is supposed to look

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everything is in overbright mode

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and that's about it, freezing seems to work properly

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ah yes, also water looks like shit

noble beacon
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Fog, overbright and water is fine. All of this is handled by the Remix

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Let me check depth test

vale gust
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there should be a ripple effect on this portal

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but there isn't any it is just plain

noble beacon
vale gust
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upper floor

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where the chests are

noble beacon
vale gust
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I like how you can see the Orphanage's interior from there

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I also am getting a lot less FPS with TnL

noble beacon
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Ugh, I've alt+tabbed and now it's present in normal mode, but only transparent in pcflymode

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What does pcflymode do?

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Besides the obvious

vale gust
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well, I don't know it is supposed to affect that

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it teleports the player to coordinates 0 400 0

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and you enter free camera mode

noble beacon
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It's weird

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Also the coins are white bruh

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somethings wrong in the usda

vale gust
noble beacon
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meaning mod is shit completely unplayab;e

light palm
vale gust
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are you sure they are supposed to glow like that

vale gust
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I can't even see the texture

noble beacon
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YES

vale gust
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they look like lightbulbs

noble beacon
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For the better

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My lightbulbvs

light palm
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open coins usda and increase emissive value by x99999

noble beacon
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Also overexxagarate rocks Parallax occlusuion

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So that there would be mountains

vale gust
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now do coinlight_lowintensity

noble beacon
vale gust
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how is it testing if you don't do both

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sounds more like propaganda testing

noble beacon
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Yes

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Preaching testing

light palm
noble beacon
noble beacon
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It's an old CNN model, I'm yet to try the new Transformer one

vale gust
noble beacon
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The thing is it didn't work in Painkiller before for some reason

vale gust
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I think Frame Gen is supposed to make it smoother, not glitchy

noble beacon
vale gust
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so is this because of the driver update, should I not update

noble beacon
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The driver update fixed old model's FrameGen in Painkiller

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I reverted to the old model and FrameGen is no longer working o_O

noble beacon
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Otherwise it's either flickering or crashing the game

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it's very random

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Perhaps I should make an issue on Github

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@austere zealot Is FrameGen working on your machine?

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If it is restart and check again ๐Ÿ™‚

vale gust
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is this RTX Remix open source?

noble beacon
austere zealot
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did you manage to fix it?

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oh I see the new drivers. Will try

noble beacon
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Then I realized it's just completely random

austere zealot
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Maybe its for the better ๐Ÿ˜† . This kind of shooter needs as much responsiveness as possible (raw frames)

noble beacon
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It shouldn't be just left broken

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Also it has quite a potential of breaking the system badly

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Don't know if you read the bug I got recently

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That made me physically turn off the PC lol

austere zealot
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It works, double the frames

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but everything is flickering so hard, like a movie roll

austere zealot
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unplayable in other words

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also, do you have a v sync bug?

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When I launch the game, mouse has a latency to it

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unless I disable and then enable v sync

noble beacon
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I thought this latency was caused by the Vsync itself

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I play without it

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Kinda annoying that it forces itself on every launch though

austere zealot
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btw castle has some transparent ground ๐Ÿ˜†

noble beacon
light palm
# austere zealot

i was investigating this a few days ago, these meshes use a large mask texture
I guess either it doesn't render when PK is in genericTnL mode, or remix doesn't like the texture/material

vale gust
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not even the flashlight works

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this is really a poor man's setting

noble beacon
wet shuttle
#

based polaks

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they went on to make Fortnite didn't they?

dusk jasper
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Yes, PCF is one of studios making Fortnite

noble beacon
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Adrian Chmielarz's team are in The Astrounauts, working on Witchfire

noble beacon
dusk jasper
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Ofc there is exceptions, like Croteam, but that's the thing, its exceptions, not a rule

noble beacon
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Valve also

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To some degree

dusk jasper
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Yes, they're also exceptions

austere zealot
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Hello, is babel working for anyone?

noble beacon
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Odd thing

wet shuttle
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perfect game for rtx

noble beacon
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Very compatible with Remix and has culling that can be turned off completely

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And amazing visuals on top of that

vale gust
#

emissive texture still missing

austere zealot
noble beacon
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Or three

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Or some

noble beacon
#

A moment

noble beacon
#

A little skill issue here, cuz I have no idea why is it white

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bruh

vale gust
#

their eyes are also not glowing

noble beacon
light palm
# noble beacon

nice man! i found that you can get the emissive mask textures from the textures.pak and bring them into remix toolkit ๐Ÿ‘

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new release in about an hour

light palm
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check the emissive mask texture i used on the cemetery endboss

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also the metallic and roughness mask textures

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hand-customised those ones

noble beacon
light palm
#

for example the loony park emissive texture is this

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the color param on emission is only used if you dont use an emissivve mask texture

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ie. if u have a texture there the color param is ignored

noble beacon
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If we had to make the textures ourselves

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To be able to change the emission color in real time in the Toolkit

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Or is there a way to do so?

light palm
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not that i am aware of

noble beacon
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1:50AM

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I wonder how does one end up in Australiadope

light palm
light palm
#

Full-fat version takes a while to upload

#

I want to do a "Brutal" version with obscene amounts of blood and gore

noble beacon
#

I've woken up just to tell that this is fucking unacceptable

#

I'll hack into your ModDB account and inject the rightful 9999 intensity coinlight.usda

#

Zzzzzzz

#

๐Ÿ’ญ๐Ÿ’ค๐Ÿ›Œ๐Ÿ˜ด

light palm
#

hehehe

noble beacon
vale gust
#

I can finally see the texture

#

now do the same for the silver ones

noble beacon
#

It's over

noble beacon
#

@light palm The coins are actually thicker then they appear, making them levitate above the ground and cast this circle of light

#

Needs configuring the replaced asset a bit

#

Also the ROCKS are BACK

#

10/10 MOD

#

Huge kudos for that one

#

Old Cemetery lighting/New Cemetery lighting

#

I love placing the Painkiller's beam in random places to see how it would change the scenery

#

Now this is art

noble beacon
#

Lighting in Atrium is much more subtle and pleasant
Before:

vale gust
#

no After I see

noble beacon
#

Could use a couple more lanterns in some places

vale gust
#

the light from the outside should've lighten it up through indirect illumination

noble beacon
#

Thankfully every thing is emissive so it's never dark during fights ๐Ÿ˜„

noble beacon
#

Perhaps needs some tweaking in rtx.conf

robust hollow
#

if you rely too heavily on emissives it can cause issues

noble beacon
#

Changing bounces count does not do

noble beacon
#

Just need to make the sky emit more light

#

Look from the outside

#

But these newly placed fires become non important in that case

#

So here's what I propose
Just make the sky in Atrium look a little grim and overcast, and simply place more lights in dark areas

#

So that Adams's work on dynamic lights wouldn't be for nothing

light palm
light palm
light palm
noble beacon
noble beacon
# light palm re/enabling RTXDI did this afaik

Yeah, also this thing makes quite a noticeable difference overall. For example it makes shadows from the lanterns in Atrium halls more coherent, especially when observing from some distance

#

Will send side by side comparison if needed

noble beacon
noble beacon
noble beacon
#

Huge improvement in shading quality across pretty much all scenes

#

Take a note, when testing and toggling RTXDI On/Off you need to "sweep" the old image away first

#

just shake the camera

noble beacon
#

I'm gonna binge this shit, so excuse me in advance if i disappear ๐Ÿ˜„

wet shuttle
#

see you in a month ๐Ÿ˜ˆ

noble beacon
#

Playable now?

vale gust
#

why do they glow like that, do they have lava leaking out of them

#

and that's one hell of a dark level

#

weren't you supposed to be busy with Kingdom Come Deliverance 2

noble beacon
noble beacon
#

Everything else is missing in that vid

noble beacon
austere zealot
austere zealot
#

finally managed to finish babel. There's a BIG freeze towards the end of the level as well ๐Ÿ˜ถโ€๐ŸŒซ๏ธ

noble beacon
#

I remember it being flawed in the original game

#

Random Lua script crashes and whatnot

noble beacon
#

There is fucking SSR reflections in Kingdom Come Deliverance 2 on max settings, and the very first minutes of cutscenes and gameplay sequence is around water

#

Just why

#

It's been almost 5 years since RT capable consoles' release

austere zealot
#

just finished Hell. Lucifer looks so good. And the ghosts too!

light palm
vale gust
#

why is it so different

#

shouldn't it just be upscaled

#

it seems like the AI made some artistic changes

noble beacon
#

When the model is imagining new details

light palm
#

tecnhically upscaling without imagining more detail somehow is just blurring the image or duplicating pixels

#

you can't just "enhance", the detail isn't there

#

like in the movies

robust hollow
#

there is diffusion (and general upscaling) that doesn't change the source a bunch

#

#1216200397497045002 and #1263287747905327236 do this. very faithful

robust hollow
#

it worked now. had to resize it by 50% first

light palm
#

not bad

#

it would be nice to have a model which removes shadows from what is supposed to be albedo textures

#

kind of like agisoft delighter

robust hollow
#

very very difficult to do

#

both me and nightraven have tried

light palm
#

need a ton of training data

#

yeah i can't think of a simple way to automate it

#

seeing delighter relies on manual tagging of shadow areas

#

and requires the texture to be on a 3d mesh

robust hollow
#

we've tried SR models, diffusion, style transfer, and night tried a bunch more separately from that

#

afaik none really worked out

light palm
#

i know

#

train a model to take photoscans and put them into delighter and tag them and then build a dataset of lit and delit textures

#

ez

robust hollow
#

we already have a massive dataset of that

light palm
#

ahh no way

#

still no go eh

robust hollow
#

nope ๐Ÿ˜ฆ

light palm
#

might be a fun uni project

#

try to crack that nut

#

i'd be learning from scratch tho

robust hollow
#

we wrote a script for InstaMAT that takes high quality textures and then bakes them with lighting, so we have a huge high quality dataset

light palm
#

ahhh thats smart

robust hollow
#

it'd probably need a custom architecture of some kind and a ton of training

#

that's my upscaling model

#

night's outperforms it quite a bit, but does also take far longer to run

light palm
#

been using this one

odd thicket
#

Will be making a showcase video on how it runs on AMD hardware

light palm
#

The upscaling tools?

odd thicket
light palm
#

ahh awesome! would love to see it ๐Ÿ™‚

noble beacon
#

It will run like total garbage on an RX 7600 bruh

odd thicket
#

Most intense Remix game so far was Need for Speed which got like 30-40fps

light palm
#

Eeeeevil

light palm
odd thicket
odd thicket
#

@light palm does Painkiller ship with the 0.6.1 runtime? Because thatโ€™s the version that fixes AMD volumetrics and I would love to show off that

light palm
#

The one on moddb uses rather recent artifacts

odd thicket
light palm
#

ooooh nice

#

hows it look?

#

the volumetrics are mostly turned right down, almost not noticeable, because it doesn't work well on all levels

odd thicket
#

amazing, I can also do either FSR performance or ultra performance, Performance gets me like 40s while Ultra Performance gets me 60

light palm
#

but on the first level its nice to crank the volumetrics for more moody look and feel

#

hey thats really quite good

odd thicket
#

High settings causes stuttering on my GPU, so i'm doing medium with volumtrics on

light palm
#

you know how to tweak the volumetrics settings?

odd thicket
light palm
#

something like this gets pretty dense

#

color multiscattering 0 is important, looks bad otherwise

odd thicket
#

Thanks green_fire

#

This was me testing earlier

#

VRAM usage is pretty good

light palm
#

way better performance than i expected

#

does that card have 12gb ram_

odd thicket
#

Also if I uncap the framerate at ultra performance, itโ€™s more in the 70fps territory

#

Tho then I start getting screen tearing, lol

light palm
#

totally playable

noble beacon
odd thicket
noble beacon
#

Might get quite a handful of frames

robust hollow
#

RTXDI would be a huge benefit at that resolution, but it depends on the project and how many light sources there are

odd thicket
robust hollow
#

i'm ultra bored

#

so i was considering testing that 680m mini PC with remix to see how bad it'll be

odd thicket
noble beacon
#

Wait this sint off topic

light palm
#

the most important thing has been done

#

barrel leakage is no longer inverted

noble beacon
#

finally
Painkiller Remixed v1.0.0

#

available for $4.99 subscription on Patreon

pallid saffron
#

is it out in 1.0?

light palm
#

0.1

light palm
#

some lighting updates

odd thicket
indigo oar
light palm
#

i installed the latest driver and couldnt load pk anymore

#

rolled back to 572.16

light palm
austere zealot
light palm
#

you had same problem?

austere zealot
#

yes, but Im too lazy for a rolllllback right now

#

DO NOT UPDATE, I REPEAT, MISSION ABORT

noble beacon
#

Could it be because of DLSS Transformer model injection? There's this change in 572.42:

[DLSS4] Resolved a compatibility issue caused by version mismatches between current and updated dynamic library files (Requires selecting Custom (Advanced) -> Perform clean installation during the driver installation process)

#

Just an assumption, never tested it

light palm
#

no idea really, hope the runtime bug gets fixed at some point

robust hollow
#

572.42?

#

that one has been completely stable for me

austere zealot
robust hollow
#

4090

#

i know it's stable on a 3090 as well

#

for the new driver, they say that you need to check "clean install" on the custom setup section

#

that fixes stability issues

#

that will unfortunately wipe your driver settings though

light palm
austere zealot
light palm
#

yea

austere zealot
#

not clean, dirty

light palm
#

i did the clean

robust hollow
#

i'll grab a copy of the game and test

light palm
#

it's always been a bit tricky to get it working somewhat consistently, we had to use the development build debug optimised version of bridge along with the development build release version of dxvk, and click an ignore button every game load and level load

#

but with the new driver it just says cant initialise dx9 and remix crashes every time (i think the dx9 error is from painkiller)

austere zealot
#

ehh, still does not launch after cleaning the drivers ๐Ÿ˜ฉ

#

@robust hollow its all on you now, you are the last hope

light palm
#

i suspect that there is a shader compilation step occuring, because after a driver update even to a working driver, it crashes the first few attempts. but after that it seems ok

#

i guess once the shader cache is generated it loads more easily

#

but with the newer driver it just always crashed, tried probably close to 100 times

austere zealot
#

I got it working. Installed dirty studio driver and then restarted

light palm
#

latest version of studio driver or 572.16

austere zealot
#

I think latest, because I just clicked to switch and install whatever was offered

#

now switched back again to game driver and still doesn't work

#

ah it shows 572.16

vale gust
#

PCFSystem::InitVideo

#

actually, I will tell you guys exactly what triggers that error

#

give me a couple of minutes until I install everything

vale gust
#

The stack is like this:
PCFSystem::InitVideo
GraphicsDevice::Init
GraphicsDevice::SetRes
Inside of D3Dev.dll
100068d0 (RTX error happens here)
Yes, I know the stack is upside-down, I am not going to fix it

vale gust
#

honestly, I have no idea what to say more, sometimes the error appears while in 100068d0, other times while in 100053f0, doesn't seem to be consistent.

robust hollow
light palm
#

@noble beacon I haven't done much textures on C6L3 and beyond

noble beacon
light palm
#

or C2L5 and beyond

light palm
#

definitely minimise the toolkit and leave it minimised while its processing though

#

and maybe not too many at once

noble beacon
#

VRAM goes 999%

#

Is there a specific way I should package the textures to make it easy for you to use?

light palm
#

nah not really

#

just go nuts

#

some objects dont need roughness map or height map though, can "reset" those to empty in the toolkit to save on space

#

i find that the main challenge is that usually the roughness maps are miscalibrated, everything has approximately the same roughness

#

to get a real good result gotta modify them manually in gimp or something then re-ingest

#

time consuming though, better to just get a bunch of pbrify and worry about that later imo

#

some materials have a mixture of metal and not metal, for those gotta manually make a metallic mask, but again easier to worry about that later

noble beacon
#

Besides rocks

light palm
#

basically some things like smooth surfaces dont need em

#

like glass or things that are pretty flat

#

just the normal map is good enough for those

noble beacon
#

So, C2L5 and beyond that is?

light palm
#

the default height map value of 0.05 is usually too much as well
often i turn it down a bit

#

yeah

#

i did some on c5l1 and c5l2
and i did some on c6l1 and c6l2

noble beacon
#

Okay, I'll look into it

#

It's really fun though

#

Feels like playing with magic

light palm
#

hehe yeah its cool

#

i like how pbrify keeps the original texture art style

#

i have not done many enemies either

#

in those levels i havent touched

#

could be fun to do some of the bosses

#

or emissive enemies

noble beacon
#

Have you tried PBRFusion? I've had an idea to retexture all the stuff using it in case it's better

light palm
#

yeah its very similar to pbrify, but takes more time and work

#

i have been having a blast with this one hang on

#

it's possible to integrate rtx remix ingestion etc in that but i didnt do that yet

#

get good results though

noble beacon
light palm
noble beacon
#

It feels different to the touch if you know what I mean

light palm
#

yeah gotta twiddle the knobs to get it right

#

these are just quickies

noble beacon
# light palm

Weird question, do you imagine what would it feel like to touch some materials in videogames IRL? I do that all the time
Like, I know exactly how bad it would feel to glide over the first material with my fingernails

#

And quite fine over the second

light palm
#

yeah like the texture

#

blackboard in c6l1 ๐Ÿ˜ฌ

noble beacon
# light palm or C2L5 and beyond

Also, when you say the number of the level, you are referring to it as it is in the game's map or in the files?
i.e. Cemetery is C1L4 in the files

#

Not sure if other levels are correct

light palm
#

cobble looks alright to me

vale gust
#

does it work on the latest nvidia driver now

light palm
noble beacon
#

Did you make any manual changes to the height map here?

light palm
#

nah its a material from polyhaven

noble beacon
light palm
#

yep

robust hollow
noble beacon
#

PBRified Castle as a standalone mod

#

Some geometry just won't get captured making some walls transparent

#

besides that, I think it's nice overall

light palm
#

i figured out the missing castle textures are because of shadermodel 0

#

so you can disable that in the dxvk.conf and take a capture of castle it should have the missing bits

#

actually that didnt work

#

the mesh is actually there with sm0 disabled and white textures turned on

#

setting it as terrain texture to get the mesh to show up

#

once we have the mesh we can just attach a retextured version to the ground or whatever

#

got it

#

just doing the capture with shadermodel 0 turned off and white textures enabled seems to do the trick

#

that way you get the texture bindings as well and can disable alpha on them

#

way easier

#

ill fix it up

light palm
#

actually the easiest way to do it is just replace the texture on the ground with some other texture that doesnt use alpha

#

it just fixes it

#

ie. just select this ground and replace the material with something else


#

maybe even dont have to replace the texture just disable alpha

#

for best quality though should definitely just replace the whole ground with a copy that has better UV mapping so the texture doesnt appear low resolution

#

im gon do it

#

blender my sweety

noble beacon
light palm
#

ja

#

theres a nice plugin available

vale gust
#

you guys will use all 3d programs except Maya

noble beacon
light palm
#

gimme a free open source version of maya with a plugin for remix interop and im all over that

noble beacon
#

and it sounds gay

light palm
#

curb the casual homophobia guys

noble beacon
#

Gaykiller

light palm
#

my blender has locked up for 5 minutes so far cos i tried to open a directory with 1000 images in it

#

and its trying to regenerate all of the thumbs i guess

#

never doing that again ๐Ÿ˜„

noble beacon
#

๐ŸšพIs a genius of an emoji

light palm
#

water closet?

#

Wily Coyote?

noble beacon
#

World Conquest

light palm
#

nice work on castle!

vale gust
#

you killed all the cobblestone on the ground

light palm
#

yeah it was an accident

#

i tripped and a knife fell out of my sock

#

a few times

#

and killed the cobblestone

noble beacon
#

Any workflow advice or useful tricks? What I do is bypassing Height and Roughness node groups when I don't need those

light palm
#

workflow advice> have a blast ๐Ÿ˜„

#

do what tickles your fancy hehe

noble beacon
#

Is it possible to highlight legacy materials in the Toolkit viewport?

light palm
#

i think im gonna open the castle scene in usd composer because i think i heard you could do "painting" in that

light palm
#

maybe i can paint in some cobble and alpha blending on the edges or something

#

of the snow going up the walls

#

castle is awesome though

#

so nice with the bright snow to bounce light around

#

and imagine how sick it would look when they implement subsurface scattering in remix

noble beacon
light palm
#

i have merged your changes into the main mod, i should do another release soon

noble beacon
light palm
#

i did a bunch on C5L1

#

man heaps of stuff ay

#

ill release the current state so you can take a look

#

gonna be like 20gb

#

much to david's chagrin ๐Ÿ˜„

vale gust
#

@Binq Adams

#

my Maya exporter has a feature that can make the maps use textures from other map folders

#

that will reduce your 20 GB

noble beacon
light palm
#

we will try to be reasonable and keep it under 1TB

light palm
vale gust
#

I am sorry, I have a 16 GB hard drive from 1990, I cannot install the new update

light palm
#

pretty sure thats a human rights violation

vale gust
#

why don't you upload the textures separately, so we don't have to download it whole when you update

light palm
#

already do

#

check moddb

noble beacon
#

a couple of chapters

#

and painkiller games

vale gust
#

is this intentional

#

we have textures with so much black space

light palm
#

i wonder what it would look like to just generate PBR (roughness, height normals etc ) for the base textures but not upscale

#

yep intentional

vale gust
#

can't you do something about it

light palm
#

nope

#

theyre mask textures

#

could mod the levels to

#

split up the meshes

#

to assign separate textures per mesh

#

lots of work for minimal gain

light palm
#

using a better compression algo on the dds would be easiest

#

like this does not need to be 21mb

noble beacon
#

nexusmods/skyrim/mods๐Ÿ’€

noble beacon
#

When you merge 2 mods, do duplicate materials get filtered out?
So it wouldn't be a bad practice if I sent you an upscaled slab or some piece of wood present in other 99 levels?

light palm
#

as long as we keep them all in that same ingested folder, all good

#

even though there are a lot of textures in there i think its the best way to do it because it avoids duplicating textures to different folders

#

i mean to tidy up the structure at some point

noble beacon
noble beacon
#

PBRfied Palace

#

forge steel while it's hot

light palm
#

oh noice mate noice

#

that looks mighty fine

#

ill get an update out onto moddb in a few hours

grim cargo
light palm
light palm
#

"Lite" version for @vale gust also uploaded

#

I'll integrate Palace ASAP for the next release!

#

I haven't checked it out yet, gonna have a stickybeak ๐Ÿ™‚

#

we need someone with a 5090 Ti Super quad SLI setup to make some cool videos and screenshots for marketing

noble beacon
#

stickybeak

informalโ€ขAustralian
noun
an inquisitive and prying person.

light palm
#

aka you stick your beak into everything

noble beacon
#

๐Ÿ’€

austere zealot
noble beacon
#

I see you did a lot of texture rework on Cemetery, nice!

#

Looks a lot better

#

However whatever you did it's not really good with text

#

How it was

#

Probably should revert materials that contain any sort of text

indigo oar
#

amazing pbr materials

noble beacon
austere zealot
noble beacon
#

nobody loves them coins

light palm
#

Coins the power of 1000 suns

light palm
#

I posted the comfyui JSON above somewhere

noble beacon
#

goood morning kangaroos๐Ÿฆ˜๐Ÿฆ˜๐Ÿฆ˜๐Ÿฆ˜๐Ÿฆ˜

light palm
#

Wat did u do, is that just with skylight or

noble beacon
#

It's only a subtle blueish sky texture emission

#

Can't really see tho

light palm
noble beacon
light palm
#

increase sky brightness mebbe

noble beacon
#

I'm not sure how to make the light bounces more apparent without cranking up light intensity

#

So that it wouldn't look eyesoring outside

light palm
#

did u check the 0.1.3 atrium

#

cranked the sky up, looks alright to me

noble beacon
#

I did

light palm
#

i did something weird in castle i need to fix

noble beacon
#

A moment, i'll draw some screenies

light palm
#

theres a blue tinge and blue behind the skybox

#

like crazy blue

noble beacon
#

#1313627595815911448 message

#

Take a look

light palm
#

yep you were the inspiration :)=

#

i could use actual HDRIs

#

but its hard to find ones that match the original PK skies

noble beacon
#

So you see that inner bailey kinda looses it's warmth and depth with increased intensity

light palm
#

shhhh bailey will hear us

noble beacon
#

Gotta think

#

YOU RANG

light palm
#

hehe

#

yeah, looks kinda realistic tho? what do u reckon

noble beacon
light palm
#

i went outside once

noble beacon
#

Sometimes i get amazed by the graphics IRL

light palm
#

graphics werent great

noble beacon
#

Genuinely