#Left 4 Dead - 2

1959 messages · Page 2 of 2 (latest)

timber dock
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^

nova helm
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wonder why color grading isn't a thing in the local one

thorn timber
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who knows

placid umbra
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Here's a couple IRL examples

rough meteor
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hurry bro! your work is so handsome

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send a link of the stuff that is released pls

sleek cove
nova helm
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i'm also avoiding rushing in the hope that future Remix updates introduce features that are present in L4D for say

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as I understand it there's no way to create custom shaders for Remix, which is definitely needed for some effects such as L4D's outline glows

nova helm
topaz yarrow
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in Substance designer or Painter

warped dock
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I was thinking about this bit not perfectly connected cheaply placed bricks with some waterproof paint

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On top of it

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Im now on the road

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Im gonna share og textures here

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There is not much information on the albedo about spaces between bricks

nova helm
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hmm...

warped dock
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Thats odd

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Try to Mark it as doublesided material

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Or mesh

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If I remember correctly

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Or something about geometry culling thing

nova helm
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double sided marking doesn't work oddly enough - just gets forced back to default value

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i'll look into it more later

nova helm
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would there be any way of re-implementing L4D's film grain?

placid umbra
# warped dock I need to think about it

Yeah after sending the examples I realized what you have ingame is a slightly more weathered wall that probably isn't even painted like the ones I sent pics of, that and ingame it looks like some cheap work someone would do for a basement so it the mortar between the bricks shouldn't look as clean as my example

nova helm
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here's how that particular material looks when set up in Remix

nova helm
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@timber dock is it possible to read the $HeatAmount vmt value to use for scaling the emission intensity on the minigun/mounted gun heat glow during gameplay?

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not too sure how i'd do that one myself

timber dock
# nova helm <@204650202072743936> is it possible to read the $HeatAmount vmt value to use fo...

I think I've implemented a way to set the emissive intensity per drawcall and there are also ways to check for certain material vars .. should be possible to get the value for it as well. Not a straightforward thing to implement if you are not a coder tho.

Wouldn't take me long to implement that. Can you gimme the map name where I can easily test that on? And maybe a vid of how it should look like?

nova helm
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but i'd recommend using TUMTARA since it has both mounted guns placed and easily accessible

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i've also been using it for easy captures and edits of a lot of materials

nova helm
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reshade overlay is bugged so i can't access it and tweak settings directly so atm the grain is a bit too strong

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oh right video compression

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yipee

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let me redo that

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aaand filesize limit lol

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this shows it better

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also roughly emulates the og film grain behavior by losing intensity around bright lights and being most prominent in dark areas

nova helm
nova helm
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most of the textures in the first level are now PBR-ified - most of what's left are textures that don't have normal maps or envmap masks - which i'm recreating using bits of other textures that are also used on them, or PSDs (take this brick wall/window combo - the texture itself has also been increased to 2048x2048

thorn timber
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nice work

nova helm
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quick displacement test while I'm at it lol

autumn flint
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i know rtx is thrown around as a buzzword a lot but man. it really does so much for these games

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the simpler level design works in its favour

autumn flint
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it looks like a blender render

unique sail
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is the game supposed to look like this?

timber dock
warped dock
nova helm
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looks like your DLSS quality is also quite low there

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@timber dock i think i already asked you this, but do you have any idea as to how i can avoid the skybox intersecting geometry like this? L4D or source has some way of doing it, i think by forcing world geometry or props to render over the skybox in all cases, which i'm not too sure is doable in remix - also can't just delete the mesh since it's used for the buildings that are 'outside' at the start

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also, any idea how i can stop fog from lights leaking through walls and stuff? i've tried using markers as blockers, but doesn't seem to work

warped dock
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ive tried a bit doing bill model

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i mean material

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i totally dont understand how to deal with it XD

timber dock
warped dock
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I love this door

nova helm
nova helm
nova helm
# warped dock

i also have the psds for bill so i can work more on his materials later

nova helm
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experimenting with some buildings being lit up

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was trying to emulate like a tv being on or something but it turned out too green lol

sleek cove
elder narwhal
nova helm
warped dock
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looking good

nova helm
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absolutely

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just need to do this with the rest of the doors now

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i can also increase or decrease the displacement at will - so if it feels too shallow for example it's an easy tweak

warped dock
nova helm
nova helm
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an important question: should I keep the fog in interiors or axe it?

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looks like this w/o fog

fast dock
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Axe it

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Looks better without indoor rog

nova helm
placid umbra
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I think it looks good with fog, especially that scene considering there is an active fire next to it and it could almost pass for a smog created by the fire. But for the whole level I'd say nah, if only we had more control of it. I know Xoxor was able to pull some magic like that for the "first" level where you come out the elevator to the room on fire and he triggers the volumetrics to fill the room with a smokey haze

timber dock
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Yeah the compatibility mod supports that out of the box by tweaking the map settings file

elder narwhal
warped dock
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indoor fog is og and fills emptines of the maps but without fog there is more depth to the maps

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i dont know about either ways

nova helm
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i think what @placid umbra said about the volumetrics is the ideal balance here - imo there SHOULD be smog around that fire that partially leads into the tunnel on the right but it shouldn't go all the way back

nova helm
nova helm
# nova helm
poll_question_text

fog or no fog?

victor_answer_votes

8

total_votes

14

victor_answer_id

2

victor_answer_text

no fog

victor_answer_emoji_name

☀️

elder narwhal
nova helm
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I'm kind of doing that on my own fine lol

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I doubt I'll need testers, at least for a while

nova helm
sleek cove
nova helm
nova helm
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@timber dock did you ever have any luck with figuring out the volumetric slider stuff for lights? or is that an issue specific to Remix/the toolkit?

nova helm
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with the builtin light editor for the rtx mod, i recall you mentioning you had issues with adding a volumetric slider for the lights?

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i've been circumventing this so far by using markers with added lights in the toolkit..but i'm realising that making a unique marker for every single light in a map just to be able to replicate the original look as close as possible just isn't scalable for the entire game compared to..dropping it in through the built in light editor you made

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thankfully it's not too big of a deal for non-volumetric lights, but there's defo spots i'd like to try to drop volumetrics in through the builtin editor without requiring markers if yk what I mean

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in regards to that, i think i have a way to automate extract every single light from a .vmf into the xml using Blender w/ Python, so i could technically port every map light like that, but i'd need to actually try and write the script for it lol (and figure out how to properly handle unit conversion between blender and Remix for the light settings)

timber dock
nova helm
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i can do that for sure lol

timber dock
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I'd only use the light spawner of the comp. mod for lights that are dynamic in a sense. Eg if you need to turn them on/off on a certain event or if they are animated

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the volumetric slider issue is a runtime / bridge issue. The issue on GH is still open so I dont think thats fixed yet

nova helm
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ah, gotcha - fair enough

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i've been trying to figure out if i can use the built in light editor to attach a light to the helicopter spotlight at the start of No Mercy...just need to figure out how i'd fake the volumetric effect since it won't look good in motion

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hmmm

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would it possible to have markers have the same toggle behavior as lights?

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like to have the ability to turn on/appear from sound or choreo events?

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in c8m2_subway for example when turning on power in the generator room, so that can be used for the volumetrics that are meant to appear

timber dock
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that would be possible yea. Can you create a very simple GH "issue" (suggestion) for that?

nova helm
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sure thing

warped dock
timber dock
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looks like the compatibility mod does not assign the "infected shader" for that model. Do you know the model name and path to it?
This is what it looks for:

if (ctx.info.shader_name == "Infected" && (ctx.info.material_name.contains("/l4d2/") || ctx.info.material_name.contains("/l4d1/cim_ceda")))
nova helm
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you'll find it in the update pak.dir:
materials\models\infected\common\l4d1/cim_fallen_survivor_l4d1.vmt

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i attempted to fix it myself not too long ago but didn't get too far - given that i intend to remove l4d2/unique tls content i ended up deciding not to bother fixing it

timber dock
sleek cove
timber dock
warped dock
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oh my damn

nova helm
nova helm
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don't see it breaking anything else

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nvm, some of the fallen survivor variations are still bad

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this one's fine

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i'd have to look into what makes them show up as white

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btw, there's a bug where using nb_delete_all on survivor bots that have their flashlights on makes said flashlights persist

timber dock
warped dock
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you know when they die they just cant think of turning of the flashlights?

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XD

nova helm
timber dock
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Something like that yea. Do you know if there is a workshop map with all infected variants (l4d2 + 1)? Would make testing much easier

warped dock
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there is workshop mod for l4d1 menu

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XD

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there is for specials

timber dock
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I guess I'll create my own one then 😛

warped dock
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hmmmm

nova helm
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you can spawn a bunch of infected in the main map, but IDK if there's any way to spawn specific infected

timber dock
fast dock
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Wolfenstein ropes when /j

sleek cove
timber dock
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tongue is working much better as well .. the vertices do not have any normal data unfortunately so it looks a little wrinkled

timber dock
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fallen should be fixed as well. It was using the common infected shader on cim_fallen_survivor_l4d1_pilot.vmt which is incorrect

nova helm
timber dock
timber dock
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@grave finch should continue chatting here. Will look into the dxsdk dep

grave finch
grave finch
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@timber dock merge when? ^w^

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waitng for ur review

timber dock
grave finch
# timber dock sorry was busy with life and portal 2. Will take a look today

Thx for merging, i will do other pull requests with refactoring when i get some free time. i will try to add cmake support it should not have conflicts with premake, i'll do all preparations.
Btw I'll try to replace some parts of code And from l4d2 internal base with omath, i specifically designed modern library for cheats/modding/game development https://github.com/orange-cpp/omath

GitHub

Cross-platform modern general purpose math library written in C++23 that suitable for cheat/game development. - orange-cpp/omath

timber dock
grave finch
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It would be nice to support it

sleek cove
grave finch
warped dock
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i have a programming challenge with remix in a diffrent game if you consider ;D

timber dock
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@grave finch do you happen to know how to detect if the camera is in "detached" state (eg. intro cinematic on hotel or when a jockey sits on top of you)? It's not CAM_IsThirdPerson 🫣

grave finch
grave finch
timber dock
# grave finch howdy, hows it goes?

I reworked my hook that detects the 3rd person body and use the stock game checks to determine if the cam is detached. No clue what the var it checks is called tho

grave finch
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well this how it goes, if it works dont touch it)

trail snow
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I'm going to have to play through your mod @timber dock I have L4D2 but since I don't live with my dad (who has a powerful enough PC for RTX Remix mods) I haven't found time to play

timber dock
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mhh I'd wait for a proper remix mod to be available first

sleek cove
brazen sonnet
sturdy solstice
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The current l4d2 rtx remix isn't a proper mod yet? Does it need to have every texture and model worked on to be considered a proper remix mod (like hl2 RTX)?

placid umbra
grave finch
final bough
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showing some progress check on my rtx mod that i have done for the past week (only includes riverbank map for now), pbr fusion was used here for almost all textures, will change it later with handmaded textures. All original lightsources was added and placed by me, some of the meshes was replaced too and all emissives maps were recreated. What do yall think about pics?

timber dock
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Looking good green_fire

final bough
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new atm model

final bough
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new vending machine model, will add dirt on it soon

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the emission mask took really long time to make🙏 😭

timber dock
final bough
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fully new texture for soda dispenser and added details to vending machine

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looking goodpepeCurious

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and new cash register model too

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for this shelf new texture too

sleek cove
final bough
# sleek cove Looks good, what's your plans with these in the long run?

Tysm, currently im working on two projects alongside its dark messiah rtx with team and this one, im gonna be mainly focused on dark messiah of course for now until release, l4d2 im doing only while i got nothing to do there for fun😅, but ye its really fun to work on this project

final bough
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just remade model and texture for coffee machine

final bough
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new models/rain drop effects on ground/ lights are a little darker in certain scenes and new emissive for exit sign/tweaked tonemapper settings/new textures(credit to King David for nodes)

final bough
signal condor
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First pic looks absolutely insane

final bough
signal condor
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You chose such a good map too, the rain really adds a lot to the whole thing. I am wondering if remix's particle editor can have us replace the raindrop materials with better rain particles

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As it stands it's a coin flip whether you can visibly see it hah

final bough
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This looks so nice

final bough
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@timber dock is there any way to completely disable frustum culling from l4d2? I tried to do it with areas in dev gui menu but its just like doing nothing, i mean lights still appears from the back and terrain meshes are still disappears

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its very noticeable in buildings

timber dock
# final bough <@204650202072743936> is there any way to completely disable frustum culling fro...

Mhh not sure if l4d2 had an option to choose the anti culling method for an area or if that was p2. There might be something in there. Would not recommend that for obvious reasons tho
Adding the current area and increasing the distance should definitely reduce culling tho (you can check with the remix free cam). Don't go overboard with the distance tho. It might cause stuff to disappear completely

final bough
# timber dock Mhh not sure if l4d2 had an option to choose the anti culling method for an area...

i tried to increasing distance setting to 3500 (on 4000 stuff starts to disappear) its not really do something, i mean i can still see that stuff still disappear in the distance and it only affecting area where i set this parameter, so i need to set distance to 3500 everywhere on map and performance impact is huge😭 . i guess i will ignore it for now and just do polishing for map that i already doing

timber dock
# final bough i tried to increasing distance setting to 3500 (on 4000 stuff starts to disappea...

Oh I think I know what your issue is. So first: the per area settings affect the entire culling system. That means that you do not need to adjust other areas to decrease culling further. Everything inside the distance around you gets affected.

The stuff disappearing in the very far distance is not actual culling but game optimization. The map likely had very dense fog? The game is made to not render certain areas because they'll be invisible due to the dense fog anyway

final bough
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but i dont think its really that far

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fog maybe... is this a fog right?

timber dock
# final bough but i dont think its really that far

might be caused by my anti culling implementation or the game might use something black to block off this area until you are close enough? You can do something similar if you spawn a nocull map marker with index .. 0? That has a black surface attached to it via my remix base mod

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You can show that marker in certain areas and hide it when you are close to block the light leakage

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the second picture shows remix view distance setting that I have enabled for a few maps to try to blend in stuff instead of it just popping into existance in one go

final bough
timber dock
final bough
timber dock
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I dont think that I made it configurable

final bough
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aight, i will just fix light leaks for now then

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@timber dock last question if i have no conf for this map, i need to create it and just past it there?

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c1m3_mall = [
{ in_area = 2, nocull_dist = 3500.00 },
{ in_area = 3, nocull_dist = 3500.00 },
{ in_area = 4, nocull_dist = 3500.00 },
{ in_area = 11, nocull_dist = 3500.00 },
{ in_area = 14, nocull_dist = 3500.00 },
{ in_area = 20, nocull_dist = 3500.00 },
]

timber dock
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but yea that looks good

final bough
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well i created conf manually and when im pressing trigger nothing changes

final bough
timber dock
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huh

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what are you putting in the config?

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the area settings?

final bough
timber dock
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nono

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conf files only hold remix variable settings

final bough
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but where should i then?

timber dock
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scroll up a little

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there is a culling section

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there you can live edit culling for areas and export your changes to the clipboard. You then need to paste them into the correct spot into the map_settings.toml file

final bough
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its working now, tysm!

timber dock
final bough
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wtf why dose my gpu is only 45

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and it drops to 25 whaaaat

timber dock
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yup you have to be really careful. Only ever draw as much as you really need and work with light blockers instead of just drawing everything

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or disable rendering of the static world via ingame cvars and attach the entire static geometry to a map marker within remix

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so that remix renders the game world from the get go without it going through the d3d9 pipeline

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that increases performance by like .. 100% in certain scenarios

thorn timber
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can confirm it does 🤓

final bough
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so engine just blocking gpu when rendering too much meshes or what i just really dont understand

sleek cove
timber dock
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well there is the engine side of things .. the engine needs to decide what to draw, then it needs to grab and pack all the data. Then it sends it off with large amounts of draw calls via the d3d api. (This all by itself takes time)

Then the bridge intercepts all that data and funnels it through a tunnel to the 64 bit renderer. Then everything needs to be setup, hashed, checked against meshes of the previous frame to then get rendered by remix

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so if remix already has all the rendering data at any time as replacements, it clears a lot of headroom

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so yea rendering large amounts of meshes results in cpu bottlenecks

final bough
final bough
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man its so complicated, i will just do stable maps for now that have conf files for them

thorn timber
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this is a common source issue, skinned meshes like the ones in your video are cpu skinned so the mesh hash will change every frame

final bough
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but as i can remember they are stable in gm

thorn timber
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its a bit of a mixed bag, hl2rtx, portal rtx, and prelude rtx have engine changes to bring back gpu skinning, but for other games without engine source code, this is a difficult process

final bough
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what about gm rtx your project are they stable here? i just dont remember

thorn timber
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we were able to get most skinned props to be stable, but viewmodels, ragdolls, and NPCs are still unstable

final bough
thorn timber
timber dock
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but that will disable all kinds of animations on the object (like actual animations - not it being moveable)

final bough
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or wha

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or animations you mean something on object

timber dock
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its still going to be interactable

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if its a moving plant, it will be static with no animation for example

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if its an npc, it will render in a T pose and just float through the world

final bough
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what did i do wrong? chair is still unstable

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and i got console opens now and it saying that something is off in map setting file

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i think i forgot to put ] somewhere according to console

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oh f i forgot to put ]} at the end

fast dock
timber dock
fast dock
timber dock
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this one looks fine

final bough
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but i have this error

final bough
timber dock
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might be your editor / language adding weird chars

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please paste the code from your screenshot into here

final bough
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c6m1_riverbank = { checksum = [
0x4a6f2811f, chair_office2.smd
]}

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its normal notepad++

timber dock
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oh now i see sorry

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keep the # infront of the model name

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its only a comment so you know which model it is

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because it's an array [] of hashes

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so like this

map = { checksum = [
        0x6f769ab6, # chair_cafeteria.smd
    ]}

and add more models like so:

map = { checksum = [
        0x6f769ab6, # chair_cafeteria.smd
        0x13371337, # different_model.smd
    ]}
final bough
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no still hashes are unstable

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but no console this time

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i need to go now sorry will be back in 2 hours

thorn timber
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i tried with gmod

timber dock
final bough
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yes i reloaded it with top right button

sleek cove
thorn timber
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when the mesh has bones and the hashes arent flickering every frame

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like a game character

sleek cove
thorn timber
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but is that with xoxor4d's mod or just shader backend

sleek cove
thorn timber
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try with his mod

sleek cove
# thorn timber try with his mod

I think the best thing would be to implement things like his culling with shader backend
But I’ll try it with fixed function when I’m home

thorn timber
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since its a fake camera i dont think the skeletons would be accurate anyway

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its all squished when viewed outside the perspective of the game camera

sleek cove
thorn timber
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i dont think so

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its one or the other, cant do both as far as i know

timber dock
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I dont think remix can replace vertex shader skinned meshes anyway

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so doesnt really matter if the hash is stable or not

sleek cove
thorn timber
#

yeah

sleek cove
# thorn timber yeah

So even if we can’t replace the meshes, wouldn’t it be better to still use it?

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Left 4 Dead 2 RTX is one of those games in particular with bad performance

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Though I also hear Pathtracing and large enemy amounts don’t go well together

timber dock
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since remix has to capture output from shaders

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and it matters if you compare cpu skinning but still rendered via shader or cpu skinned but rendered with FF

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have not done any tests because using shaders wasn't a possible route prior the imprecision fix

sleek cove
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@timber dock what part of your mod enables the fixed function?

timber dock
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there arent a lot of skinned meshes in that game so

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kinda bad game to test

sleek cove
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Pretty much all the zombies are skinned, right?

final bough
timber dock
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this should say unbaked

final bough
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i tried to put # before numbers but ye it didnt help

timber dock
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using this:

    c6m1_riverbank = { checksum = [
        0x4a6f2811, # chair_office2.smd
    ]}
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oh you did put an "f" at the end of your hash

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just use the unbake to file button

final bough
timber dock
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oh right but every hash has one

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I think I messed that up

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use the log info to file button - it creates mapsettings_unbake_info.log in l4d2-rtx\logs

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yea .. ooops

final bough
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ye its working now...

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thanks man

timber dock
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sorry for the inconvenience

final bough
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so what the problem? i need to remove last letter in every hash?

final bough
final bough
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now i can replace chair with 8k textures😀

timber dock
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yea or log to file and search for your model name in there

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then simply copy the line

timber dock
final bough
timber dock
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you dont need to unbake just to change the texture

final bough
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thats why i need that

timber dock
#

alright 👍
just use unbake if you want to replace meshes

final bough
#

new keyboard and monitor meshes looks so good

timber dock
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did you make them?

final bough
final bough
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im finally back home and here what i got for 3 hours: new grass models, 2 remade chairs and remade monitor, new office chair mesh and tweaked fog settings

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damn this looks cool

warped dock
timber dock
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Good stuff 🙏

warped dock
#

Still lots of work needs to be done in this project 😅

final bough
warped dock
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i mean the plan was to do it with some folks into this game but only me and xorxor in the end did something ;D

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would you like to connect forces? ;D

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i think that this game needs something more than no mercy campaing

final bough
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im developing dark messiah rtx with team if you didnt know

warped dock
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im bit burned out with l4d2 i will come back to it slowly with time

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i will try to gather folks for this project and in mean time will do some testing of xorxor's gta 4 compatibility mod and some material work

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so we dont have a deadline

final bough
warped dock
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he was invited to team but went bit silent

final bough
warped dock
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when i was building base for work ;D

signal condor
fast dock
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l4d2 is cool n all but l4d1 will always be the goat

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@warped dock do you have plans for the plane scene 👀

warped dock
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If this project grow im open for collaboration

fast dock
warped dock
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Plane crash or chopper crash? ;D

fast dock
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plane crash

warped dock
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chopper crash is after nomercy and i did place few lights

warped dock
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i wanted to keep order when map remixing

"
The canonical order of the game(s) is as follows
L4D1:
No Mercy
Crash Course
Death Toll
Dead Air
-Dam it: buried by the flood (previously unreleased, canon campaign, made by TRS. It can be downloaded as a mod now)
Blood Harvest
-The Sacrifice comic (a comic, showing what happend after blood harvest, and connects it to the sacrifice)
The Sacrifice"

#

to give folks straight up campaing from the game

#

map by map

#

and i think that airport is in Dead Air campaing

fast dock
#

fair

#

js sayin when you get to dead air

#

hmu

warped dock
#

you can do it already and i will write you to the contributors for the mod

#

or creators

#

better to do that now if you have will to do it ;D

fast dock
#

might as well try rn ig but i gotta install it all again

warped dock
#

dm

sleek cove
warped dock
#

didnt knew about it

sleek cove
#

That’s something he should have communicated with you

warped dock
#

It was almost 2 months ago or more

#

Dm

final bough
#

fps didnt really dropped that much only about 3 fps lost

sleek cove
final bough
final bough
#

2 more plants, abandoning this project for now cuz need to do some stuff on dark messiah, will upload beta release on moddb when i will have time

warped dock
final bough
warped dock
#

all of it

warped dock
#

better to have 3d than alpha tested thats why im asking

final bough
#

but more 3d

final bough
sleek cove
final bough
timber dock
sleek cove
#

I will not tolerate Moddb speeds

sleek cove
warped dock
#

;D

final bough
sleek cove
sleek cove
#

I’d argue Steam is worse for paperwork because you need a bunch of legal info

placid umbra
#

That and the whole CS Legacy / CSCO stuff made them really sketched out about source mods on steam, shouldn't apply to older source games but who knows what they're thinking

sleek cove
placid umbra
#

Slightly unrelated but they're not allowed to release their mods at all because it used the CSGO branch of the source engine which isn't eligible for steam mods apparently. The way valve responded seemed very out of character and gave the impression any kind of source engine mod would be heavily reviewed before a store release was allowed. Again it was just the CSGO branch but kinda set precedence since Valve had never lashed out over mods like that before

sleek cove
#

Authoring tools are technically listed as an SDK

#

Hell, actually their response to Portal 2 with RTX was to just upload it and they’ll list it as a Mod
Simple as that

#

Left 4 Dead tho, they asked a bunch of questions

#

Though, at least they didn’t say no (yet)

brazen sonnet
thorn timber
#

got banned iirc

#

was harassing people to use the logos he made for projects

sleek cove
final bough
#

molotov texture looks sick

#

strange that bottle have liquid inside but bottle by it self is non transparent in original

fast dock
final bough
fast dock
#

i see

#

sorry for the jump to conclusion then

sleek cove
sleek cove
final bough
final bough
final bough
#

anyone know if its possible to add roughness on translucent textures? cuz this textures looks too clean

wet badger
sleek cove
final bough
#

if Mark said that it doesnt support rough on translucent

#

and @warped dock do you have any problems with culling in your project? if yes how did you fixed it?

#

this is really tiring

warped dock
#

Dm

#

@final bough

final bough
#

ok

final bough
#

@timber dock srry for pinging, i encountered strange bug with attaching lights to marker, i have simply no lights where i placed them. i tried to do 2 times with different capures but nothing changed, usda looks normally too and i can see all lights in toolkit and that they are attached to marker

#

and marker is in game

timber dock
#

Huh that’s weird

final bough
timber dock
final bough
#

oh f i didnt know that i need to type in new number, one sec will try with 100

#

no way its working now, thanks man!

timber dock
timber dock
#

huh wait what happend

#

what was it before

#

or did you not save the marker and just spawned a new one after making edits in the toolkit?

final bough
#

number here was 0 before and when i typed 100 it works

timber dock
#

iirc the first 100 markers are reserved for markers using the entity system which can get culled just like normal objects .. so no cull markers start at 100 I think

final bough
#

somehow marker doesnt cull

timber dock
final bough
#

xor, do i need to create new marker for each capture? cuz im trying to attach lights to old marker and i have no lights again

final bough
#

nothing changed even when i placed new marker directly under the room

timber dock
final bough
#

Strange that i can attach light to marker 100 but cant on 101 and 102, but i did everything like before

warped dock
#

maybe same marker id is for other map?

final bough
timber dock
final bough
timber dock
# final bough i think i found what markers are merging, or im not looking where i need to? cuz...

just for consistency, follow the format of already created markers. You are on c6 maps, so I suggest using the 600 range. That way you can be sure that nothing conflicts.
You only really need 1 marker per map if you are not going to disable it in certain areas. Make sure you add the marker to the map_settings file if you place it via the ingame gui.
You can add as many lights and meshes in various captures to the same marker. Never had any problems doing that

grizzled bluff
#

Nostalgia Drive Team build

grizzled bluff
final bough
warped dock
#

there will be some more on oncoming months 😄

final bough
warped dock
#

stay tuned folks 😉

glad widget
#

Hi guys, I just tried the demo from Nostalgia Drive Team and for some reason, everything has a blue tint (character skin, medkits, textures etc.), any idea ?

warped dock
#

have you started game from steam?

#

you should run the game from this batch in game folder

glad widget
#

No, I ran it via run-l4d2-rtx bat file.

warped dock
#

how did you install the mod exactly step by step?

warped dock
glad widget
#

I unzipped this into my L4D2 root folder (F:\SteamLibrary\steamapps\common\Left 4 Dead 2)

warped dock
#

the game is installed on C:/Program Files x86/Steam?

glad widget
#

No, it's on another drive (F:\SteamLibrary\steamapps\common\Left 4 Dead 2)

warped dock
#

can we have conversation on voice chat so we dont throw messages with delay?

glad widget
#

Sorry, I don't have a mic right now. Nevermind, it's OK, thanks for your help!

sleek cove
#

I feel like performance will be one of the biggest problems

#

For reference, they say that the RTX 5080 was doing 30fps at 4K DLSS Performance

#

So that’s 1080p internal

final bough
#

dont know about 30 fps, but here its 50 most of the time at 4K DLSS Performance https://www.youtube.com/watch?v=up_9zzFHQ_M&t=808s

Left 4 Dead No Mercy Path Tracing with RTX Remix On vs Off graphics and performance comparison benchmark at 4K, 1440p DLSS 4 Balanced/Performance + DLSS 4 Multi Frame Generation and Ray Reconstruction with Path Tracing and Very High settings on RTX 5080 + i7 14700F

Left 4 Dead No Mercy RTX Remix Mod download link:
https://www.moddb.com/mods/lef...

▶ Play video
#

its not a surprise that fps is that low even on 5080, path tracing... path tracing...

sleek cove
sleek cove
final bough
#

it dropped to 40 only

sleek cove
# final bough it dropped to 40 only

Yeah, maybe the article is wrong then because they’re using this video as reference but I don’t see it averaging 30fps like said

https://youtu.be/up_9zzFHQ_M?si=h2HGFfbGLFYmR8N_

Left 4 Dead No Mercy Path Tracing with RTX Remix On vs Off graphics and performance comparison benchmark at 4K, 1440p DLSS 4 Balanced/Performance + DLSS 4 Multi Frame Generation and Ray Reconstruction with Path Tracing and Very High settings on RTX 5080 + i7 14700F

Left 4 Dead No Mercy RTX Remix Mod download link:
https://www.moddb.com/mods/lef...

▶ Play video
#

It’s still not the best for 1080p internal

#

My 5060 Ti can do 1080p native at similar fps in different Remix titles

final bough
#

ngl but my mod have the same performance

#

i will upload gameplay of it on my yt soon

sleek cove
final bough
warped dock
#

there is a ton of optimalisation that can be done with this compatibility mod

final bough
warped dock
#

i mean sure i released version that looks the best ;D

sleek cove
final bough
#

from my knowledge i know 2 things that can hit performance: alpha foliage and very intensive lights

#

intensive i mean 1000 and higher

sleek cove
final bough
#

in l4d2 on riverbank culling is very intensive but on bedlam map theres really no culling or its that far, its something more map specific

thorn timber
#

l4d2 would probably benefit having the entire static world being rendered in remix like it is for sp_a1_wakeup in p2 rtx, it doubled performance

#

then you dont have to worry about culling being disabled

thorn timber
final bough
thorn timber
thorn timber
#

do you have a level in mind that runs poorly? i can try converting the map into a remix replacement to see the perf difference

final bough
warped dock
final bough
thorn timber
#

it would retain each mesh as it was ingame, but the entire level is rendered in remix while engine rendering is disabled, its easier on the BVH while also relieving any engine bottlenecks

#

but yes there would be 0 level culling

final bough
#

but what if i have replacement on them

#

it will like 2 object in 1?

#

clipping

thorn timber
#

1 .yes any static objects like the map and baked props, anything dynamic is left out as that would cause some weird issues.

  1. it would break replacements since its a mod itself, you'd have to replace it again
#

but no there would be no overlap

sleek cove
#

Once the player steps into the next chamber, you can cull the previous one because it’s never seen again

final bough
thorn timber
#

yeah soon

final bough
final bough
sleek cove
final bough
thorn timber
#

how do i get l4d2 to ignore workshop addons

#

i have so many

final bough
#

delete themkekw

thorn timber
#

gmod has a -noworkshop commandline parameter

final bough
#

its not working in l4d2?

thorn timber
#

no

#

ok well -insecure worked lol

final bough
#

hmmm strange, theres addons control panel in game menu but you cant disable there too

sleek cove
thorn timber
#

disabling culling just seems to break stuff lmao

thorn timber
#

@timber dock do you know why raising the culling distance past 6500 causes some objects to cull anyway?

#

we dont run into this with p2rtx

timber dock
final bough
#

@timber dock do you know what might cause water pixelization and that you can see through it?

timber dock
fast dock
#

Add geo

final bough
#

well water is no longer pixelated, but i still can see through it, will try do put ground underneath

final bough
#

gonna try to anchor all map to marker

final bough
#

guys, yall noticed what changed 😀

#

no more seeable culling

final bough
#

changed things a little bit that roof top things and roofs dont get culled too

#

and water looks normal too now

#

still need to do animation for it

final bough
#

remade model and texture for jukebox

sleek cove
#

I’ve been resisting the urge to say what I always say

final bough
#

all videos are readygreen_fire , will upload gameplay and side-by-side comparison tomorrow on my yt

coarse forge
#

anyone know why its so bright?

#

nicks model is also completley bugged

#

Frame generation is also broken for me, black squares on the side of my screen

#

9800x3d and 5090 if that makes a difference

#

i already did a complete clean install of the game as well to no avail

#

anyone know of any solutions?

final bough
timber dock
coarse forge
#

i think its the volumetric lighting for some reason its making everything super blown out

timber dock
#

Yea I increase a bunch of settings while the intro campath is active but these should transition back after spawning

coarse forge
coarse forge
#

this is how it should look

#

but with volumetric lighting on

#

its super duper foggy

#

is that normal?

timber dock
#

Like I said, it’s supposed to reset

coarse forge
#

thats weird it just persisting for me

timber dock
#

Did you skip the intro camera?

coarse forge
#

wdym

#

like the cutscene when the game starts?

#

or the intro with the helicopter leaving

timber dock
#

Yeah was that playing for you

#

The helicopter

coarse forge
#

yeah the helicopter left and they were telling it to wait

#

let me restart steam and my pc and see if it does anything

timber dock
#

Huh weird

coarse forge
#

ok um

#

restarting my pc worked

#

for some reason

#

😂

#

this looks MUCH MUCH better

#

holy moly

#

i think its cause i was appearig offline in steam?

#

and for some reason it said steam wasnt open even tho it was on the batch file

#

but yeah it went away like you said

#

should multicore rendering be turned on?

#

actually is there anyway to force it to reset?

#

the problem is back again

coarse forge
#

figured it out

#

if you want to reset it just go into dev mode-> Global volumetrics -> set quality level preset -> default

#

still not as good looking as the other screenshot

#

but this is probably as good as its gonna get

coarse forge
#

ok just did another clean install

#

hopefully the issue gets fixed

#

still the same issue

#

also get rtx remix runtime crash when changing volumetrics

#

:((

timber dock
#

It’s only in this map . You can remove the intro config from
The map_settings.toml file under configvars I think. This will get rid of the j ital blooming effect

coarse forge
#

youre goated

#

omg

#

it worked

#

looks so much better

#

thank you mann

warped dock
#

unrecord style l4d2 ultra realistic mod

#

or something like that

coarse forge
#

path tracing with the gun mods really gives it a newer feel

warped dock
#

aye

final bough
#

@timber dock is there anyway to disable rt without getting this?

#

i want to do comparison vid also

timber dock
#

You’ll have to rename the d3d9.dll and the asi

#

You can create a batch for that similar to the one that ships with the p2 comp mod

topaz yarrow
final bough
timber dock
#

recording and playing back demos is probably the way to go

final bough
#

i have two l4d2 on pc, so i will just probably do pictures on the same coordinates in both versions

final bough
#

some new changes:
added metallic map to cars
new glass textures and new vending machine model

final bough
#

@timber dock i want to do gun replacements, but they are unstable when holding in hands, what if i unbake them is it gonna break something?

#

as i can see guns uses different file type also

timber dock
final bough
final bough
#

made them all a little bit more reflective cuz of rainy weather

final bough
#

@timber dock srry for ping again, do you have any suggestions how to make light from gun shot?

#

the only thing i tried is to mark gun shot as world space ui texture but ye it didnt help

timber dock
#

not really no .. I would have to spawn a light via the api but that is easier said than done

final bough
#

@timber dock do you know maybe why does my water is not animated? but in rtx remix it is animated, one sec will send a video

timber dock
#

I've never used that category so no idea why it does not work ingame

final bough
#

but isnt water on swamp map is animated?

timber dock
#

I'm always using a spritesheet normalmap

final bough
#

is there any tutorial?

final bough
#

and i didnt change anything

#

xor is there anyway that i can use your normal mapisforme ?

#

this one

#

i would give you a proper credit

timber dock
final bough
#

and now we have water😀

ornate agate
final bough
ornate agate
#

Soooo, are you willing to share this asset ?

#

👉👈

#

Just saying it would look sick in VTMB rtx remix, because rn, the water it's just a black texture 😂

final bough
#

its not my asset

#

ask xoxor

timber dock
#

sure

sinful lava
#

how can i play multiplayer with rtx remix

timber dock
warped dock
#

Not on secure servers

#

Servers without shield icon

sinful lava
#

Also I tried loading a campaign from start and it immediately crashes once done loading

sleek cove
timber dock
final bough
#

@timber dock im facing a strange bug with streaming i think not sure tho, let me explain, its happens when im playing for like 10 mins on c6m3_port without enabled freeze bots command in gui menu, BUT when i enable this command and walking around all 30 mins nothing happens and everything fine, and its fixes when im disabling enhanced meshes, all i want to say is that i have almost whole port map attached to marker to hide culling as much as i can, but i did it too on 2 others map of chapter and everything fine there

#

maybe you know what causes it?

final bough
timber dock
#

how did you disable the original parts of the map?

final bough
#

original one and one from remix

#

but its still strange that it happens past the time

#

if those were really merging it should show instantly

timber dock
#

not sure never seen anything like that. You should disable the original meshes tho

final bough
timber dock
#

maybe somethings tagged as UI that shouldnt?

#

or the game is rendering something that it shouldnt

final bough
#

oh wait maybe

#

lemme check

#

can it be source limitations somehow tho? rendering too much things, or game now uses fully custom pipeline?

timber dock
#

yea I think I've seen this somewhere and fixed it by some modification

final bough
#

and where it need to be placed

timber dock
#

I have no room in my head to think about other projects right now

final bough
#

will you ever touch l4d2 again btw?

timber dock
#

not sure what else I could add tbh. I'll have to update the runtime at some point

final bough
#

just curious is it possible to integrate api lights to remix

#

in l4d2

timber dock
#

you can literally spawn and animate them with the f4 menu 😄

final bough
timber dock
#

I have no clue where the game holds it's light data .. a lot of the light is probably baked into the lightmaps with no "light" information left

final bough
#

aight, thanks for letting me know

thorn timber
timber dock
#

does the bsp still have all of the light entity information left in it?

#

cod games omit all of that

signal condor
#

Yes the BSP map data contains literal things called light entities which are ONLY used for light calculations

#

You don't actually even really need to pull the BSP data though

#

the engine contains a worldlights list that you can process

#

I know the gmod people have the BSPParser built into lua but in DM I just get the engine offset for the worldlights array and convert them to API lights

sinful lava
#

anyone have an issue when on the main menu

#

cant see what im selecting

sinful lava
warped dock
#

Launch game via bat in game folder

sinful lava
#

Is there anyway to bypass the Insecure to play online?

warped dock
#

it does need to hack game render

#

so

#

um

#

you will get vac ban

thorn timber
#

i never got a vac ban playing tf2 rtx back in like 2023 trol

sinful lava
#

Also does the game do automatic shader compilation when you start up RTX remix?

thorn timber
#

it does shader compilation the moment it starts path tracing

#

its very short though

signal condor
#

But you can not join steam servers

thorn timber
#

iirc xoxor4d already passes this with his bat file

#

or maybe the compat mod itself, but i know its already set

signal condor
#

bless

sleek cove
#

I think

thorn timber
#

i wouldnt join those

sleek cove
thorn timber
#

there u go

sleek cove
#

maybe I should one day throw server hosting into the Publishing Initiative, lol

warped dock
#

@thorn timber yo i have one question you are master of source engine games and i saw once that you build tool to catch scene light and translate it to rtx lights would it be possible with l4d2 rtx comp mod from xorxor4d? 😄

thorn timber
#

i think you mean the blender toolkit? You can turn captured lights back into replacements

#

you can chain multiple captures together as well as i know getting rid of map culling isnt that easy in this game

warped dock
#

you had something on garrys mod that i saw on the other video on yt great stuff man by the way

#

you wrote the command and it instantly started to fill the map with lights

thorn timber
#

ah, those are remix api lights. You have to find a way to parse all of the source worldlights in the map and then some code to translate them back into api lights. For gmod it was a lot simpler because lua libraries already existed to get this data but for something like l4d2 or other source games, it's going to be a lot more difficult

#

im afraid im not as knowledgeable as xoxor4d or king david when it comes to this

warped dock
#

thank you for reply

signal condor
#

With an external module, maybe xoxors, find the engine.dll and get the worldlights struct out

#

once you have that you have two options

#

directly convert their data to API lights

#

or just spawn a prop_dynamic at their position so they never "turn off"

#

Before I did API light conversion for DM I just spawned microscopic pyramids with a texture that is ignored by remix

#

only the host needs to do that spawning

#

so theoretically this can ALSO be done with a simple sourcemod plugin

grave finch
ivory smelt
fast dock
#

Looks like it

fast dock
ivory smelt
#

pretty much general questions of curiosity :). I like to know what's happening and how things have changed. I try to keep a pulse on things happening across the community.

#

Sometimes i'm looking for interesting threads or stories. Things that might be worth sharing more broadly, either internally or externally.

timber dock
grizzled bluff
#

I like the look tho

grave finch
#

but offsets to them are hardcoded wichs mean if game updates mod dies, but will work on signature scanning pull request

sinful lava
#

is there a way to disable rtx remix for l4d

warped dock
#

delete d3d9.dll from folder propably

sinful lava
#

worked! thanks

jade island
#

wtf

sleek cove
#

Most of the areas weren’t touched

jade island
warped dock
jade island
#

🙁

jade island
sleek cove
sinful lava
#

how does one disable RTX Remix on L4D

sinful lava
sinful lava
#

How do I uninstall RTX remix on left 4 dead?

timber dock
#

Simply delete the files you extracted into the game folder

hot prism
#

Hey y'all, just wanted to say this mod is looking sick as hell, and that y'all are awesome.

pearl halo
brazen sonnet
brazen sonnet
final bough
#

early progress on my new l4d2 mod for dead air campaign
all original lights sources have been placed, a bunch of remaded textures used and a few mesh replacements done

#

here some of remaded props by me

final bough
#

@timber dock do you know any reasons why would general tab in dev gui has nothing?

#

I cant do prop unbaking cuz of this

#

tried to reinstall game 2 times, didnt help

sleek cove
final bough
#

no

#

in general

#

it was there before for me

timber dock
#

general never had unbaking. it has infected, weapons and maps

timber dock
final bough
#

all good now thankssteamhappy

final bough
#

is updating runtime in your plans tho?

timber dock
#

what are you missing that you need?

#

the portal 2 update didnt went that well and still has a big issue with vertex hashing and explosions for some reason

final bough
#

what is that in the sky👀

timber dock
#

3d skybox

final bough
#

just it wasnt there before on previous version with 3d skybox enabled

sleek cove
brazen sonnet
sleek cove
brazen sonnet
#

so i dont care for it XD

sleek cove
brazen sonnet
#

gmod aint THAT bad

#

though that is still annoying

sleek cove
brazen sonnet
sleek cove
thorn timber
#

vk device lost

#

their gpu does not like remix or something

brazen sonnet
#

remix itself is fine

#

tried so many games

#

even left 4 dead 2 runs perfectly, only crashes where it usually crashes with heavy mods

brazen sonnet
brazen sonnet
#

Changed to this

#

the crash extended to l4d2 now

final bough
grave finch
timber dock
timber dock
#

I already have a system for that and use it in newer projects. Want to keep it similar between projects that I have to maintain

grave finch
grave finch
grizzled bluff
#

glad to see some movement in this thread, thought l4d2 was abandoned

final bough
#

anyone know why does text look normal in toolkit, but in the game its half transparent?

#

the texture is just text with alpha background

#

glass marked as thin-walled and im using texture as diffuse layer

final bough
#

and the mirror🤩

timber dock
#

hot green_fire

tawny hinge
#

Is there gonna be a way to play RTX online and with mods? (steam official servers)

timber dock
#

no - you’ll get vac banned if you try so just don’t

warped dock
#

You are responsible what you do with your account and game

tawny hinge
#

L valve for that

grave finch
#

If you erase pe headers you should be good to go

timber dock
#

not gonna happen

grave finch
#

Or you can go even further virtualize minhook to break potential sigs

grave finch
warped dock
graceful plover
#

How can I fix it?

quasi zinc
lavish crest
grizzled bluff
#

running a 40°C fever be like ^

brazen sonnet
#

Will adding ToPBR/AutoPBR be feisable? Or at least worth it if it is. Since IDK if this game is like CSS with its broken materials (IK it would be worth for the countless cod model ports though lol)

fast sigil
#

anyway to get sun shadows on maps?

#

wwz nyc map looks insane

timber dock
fast sigil
#

yea been using the fall back, just wondering if there was way to link to sun

final bough
#

You would need a custom script for it ig

fast sigil
#

o

final bough
#

But not anymore

#

Maybe will continue sometime

fast sigil
#

ye the wwz map

fast sigil
#

some dead before dawn custom campaign