#stronghold 2

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crisp imp
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stronghold 2 rtx

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hi haha

mossy plume
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I tried out the save and it still does work for me. Let me send you my rtx.conf. Let me know if it works for you.

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It looked like it was working okay aside from the cliff walls in your screenshot.
I didn't bother setting that as a terrain texture, and from what I understand Remix's terrain blending doesn't do great with angles that sharp.

Fortunately, it doesn't seem like that texture is used anywhere but cliff walls and I don't believe it really blended with anything in the regular rasterized game anyway, so not having it set as a terrain texture doesn't mess up the visuals.

crisp imp
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what folder do i place that in game or trex

mossy plume
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The game root folder (where the game's .exe is)

crisp imp
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with that file used this is the f part

mossy plume
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Ah, those little grayscale squares?

crisp imp
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yes and the missing wooden fence posts

mossy plume
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The squares you can tag as either a lightmap or as hide texture instance. The missing fence posts might be something I mistakenly tagged as a lightmap.

crisp imp
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i think they are trees no or grass looks like grass but how do we fix the fence missing all its sides haha

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this is what it has to look like

mossy plume
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I do know that those squares don't seem to show up with shader model 0 forced in dxvk.conf. I am not sure about the fence, though.
Like I said, I may have mistakenly tagged something related to it as a lightmap or something.
You can look through the textures and see if untagging any ignored textures brings it back.

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This is an older dxvk file, but it does have the shader model = 0 argument in it. You can put it in the root folder as well

crisp imp
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and they are not green no mre with rtx haha

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its like the animations only play when i move the cam with rtx on

mossy plume
mossy plume
crisp imp
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mostly the fire one is what doing that well in the game fps is locked to game speed hahah no joke

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thats what frame gen is so cool in this we can go more then the 30 fps haha

wide hatch
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theres a setting related to vertex colors that you could try turning up from it's default low value to 1.0, might do something with the clothes

crisp imp
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i st the fire to ui and its working now but it not showing in the step 1 menu no more haha

wide hatch
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the water could be flickering because (guessing) there are 2 coincident planes, which pathtracing doesn't like. try ignoring the material on one of them maybe

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you can then tag the remaining plane as water / animated water, give it a normal map in remix toolkit and it might work

crisp imp
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i set it to decal and its not flickering the water

wide hatch
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excellent, that's a good idea. yeah. decal tag should give a small position offset to avoid coincidence

crisp imp
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the only major problem is the in game mouse cursor not showing up

crisp imp
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so people can play the game haha

crisp imp
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The game is currently unplayable because there's no way to get the mouse cursor back working

crisp imp
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And it doesn't appear as a texture you can select either

mossy plume
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What I find most curious about that is that even if you uncheck "Raytracing Enabled", the cursor still does not reappear.
Could it be an issue with DXVK itself rather than Remix?

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I did figure out how to get rid of the baked in shadows, however.
Checking "Ignore Last Texture Stage" under Texture Parameters in Step 2: Parameter Tuning gets rid of them and also seems to get rid of the unsightly grey untextured edges of the map.

wide hatch
crisp imp
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After the mouse issue is fixed it's just the issue of the lighting when hovering over and looking inside the castle ๐Ÿ˜… but probably have to place lights in there the issue is do the lights stay if you place the item down somewhere else because the castle is never just static if you build one yourself

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You're doing an awesome job I never thought we would get this far with this game at all @mossy plume

crisp imp
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rt is off on this one

crisp imp
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I found the best way to test stuff is in the in-game map editor you can place mostly any item available in the game

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I also think maybe the best bet is to set everything apart from ui elements to decals so that there's no flickering at all

crisp imp
wide hatch
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try 3 on the mouse policy

crisp imp
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we need to fix the lights as well

crisp imp
crisp imp
crisp imp
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Unless the baked shadows disappear when RTX is enabled and still show when it's disabled

mossy plume
mossy plume
crisp imp
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Well a lot of the inside castles have fireplaces with fire but I wouldn't have a clue how to add in light to emulate that fire

mossy plume
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That part would be tough mainly because I don't believe it is possible to have animated lights added via Remix, so it would be impossible to have that natural flickering that a fireplace would have.

crisp imp
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It's going to be interesting to see what happens when you replace a texture with how the games blending works

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I don't think the game supports bump maps or it's used very rarely

mossy plume
mossy plume
crisp imp
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Some enhanced assets for my HD project for this game maybe they'll be useful I think it found information on the original images they were bought from for the book one and the stained glass

mossy plume
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Oh, wow! Those look lovely.

crisp imp
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Supir ai is what do I use if I remember I think the book one and the stained glass the AI somehow found the originals

crisp imp
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one thing we need to do is see how if we replace a textures on the npc and guards fix the outfit not looking right

crisp imp
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yes i now see the flickering with replace a texture

wide hatch
crisp imp
wide hatch
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Get the rtx remix downloader from here:
#remix-beginners-guide message
and choose the development -> release build

crisp imp
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yep i just did im on that now but whats new ?

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it still runs the same

mossy plume
mossy plume
crisp imp
mossy plume
crisp imp
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It had a weird blank line in between ๐Ÿ˜… it's probably because I didn't make it a connected texture maybe by putting it in one of those website generators to make it a connective texture

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And it's only covering one half you can see its using the old and the new

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There's lots of different ways to do connective textures

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But It could also be I imported it not correctly

mossy plume
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Ah, that's strange.

crisp imp
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I'll try later using one of those connective textures to see if that does anything

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Or maybe I'm just importing it incorrectly all together

mossy plume
# crisp imp

Ah, I think I figured it out! I used your texture and set it to be a terrain texture and it seems to work.

crisp imp
mossy plume
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Three, but still ๐Ÿ˜›

crisp imp
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Looks great I probably need to adjust the colour of the texture a little bit to make it a little bit darker like the original but it looks great

mossy plume
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Indeed it does!

crisp imp
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But that could also be a result of remix ๐Ÿ˜…

mossy plume
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Also, I did some other replacements.
All I did was add the normal and height maps of the parts of the castle that use them, plus inverted the alpha channels of the diffuse maps and used them as roughness maps.
I also added some lights to the interior.
Not perfect, but it does look a bit more natural.

crisp imp
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Cool doing great maybe I should go and make high resolution versions of all the textures in the game for you to use

mossy plume
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Sure, if you want! You've done a great with them so far.

crisp imp
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I do have a HD texture pack for the game on Nexus mods but it's severely outdated and apparently crashes the game and also uses an old upscaling method which isn't as good as the one I use now

mossy plume
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The resolution can be theoretically whatever you want them to be.

crisp imp
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I have no idea what was crashing it haha but it wouldn't take me too long to redo them again just have to remember how I converted the game files to PNG at hq

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And I'm guessing by now there's probably a really good AI to make normal maps and bump maps automatically from images

mossy plume
crisp imp
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I will try and check them out later

mossy plume
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Could definitely fill in the gaps for stuff like terrain, which for the most part only has diffuse textures and for certain other objects. Usually the smaller stuff.

crisp imp
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I don't know if there's any way to improve the grass on that crop it does look a bit weird

crisp imp
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this works ok but would have to restart over haha fresh settings will not look as good as supir but still looks good it auto sets all the things

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before this we need to clamp down the must have settings to set in rtx remix and see if we can fix the mouse

mossy plume
crisp imp
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with it off image 1 and 2 using ComfyUI-RTX-Remix at the hay bale roof

crisp imp
crisp imp
mossy plume
# crisp imp i did mess with that but no luck at all

Damn. I have noticed that if you bring up the Remix menu, the cursor that appears lines up more or less perfectly with where the game cursor would be.
I guess occasionally bringing it up as a sort of guide would be one way to play, lol.
Not ideal, but it is better than nothing until this whole thing gets figured out.

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Also, those upscaled textures are looking mighty fine if I do say so.

crisp imp
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That's what I've been using open the menu however the place I want to load the save then click back click the save then click back again and move over to the load button ๐Ÿคฃ

mossy plume
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Did some more replacing and used your upscaled caste wall diffuse texture, which looks absolutely lovely.

crisp imp
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We need to use the Nvidia comfy UI stuff because it generates all the normal maps and other stuff automatically I just need to work out how to disable it for upscaling so I can use higher resolution textures instead I've made myself

crisp imp
mossy plume
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I guess it does make sense. After all, Remix's shadows come from the actual geometry in the scene, so if the walls disappear, so do the shadows. Not sure that there is any way to work around that.

crisp imp
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I wonder if remix knows what the actual sky source is because it doesn't show up inside of the texture selection

mossy plume
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It doesn't show up even with ray tracing disabled, so it may just be another glitch.

crisp imp
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Well it's getting the sun light from the map for RTX to work

mossy plume
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It is indeed. It is passing through two distant lights from the game itself

mossy plume
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I replaced one of the types of bushes with one I got from Nvidia's own available assets in USD Composer just for fun. While my main PC runs at max FPS no matter what, this improves the FPS by 2 on a PC with a 2070, lol.

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By replacing all of the foliage (except for the grass, which does not have a stable geometry hash) with actual modeled leaves and branches as opposed to alpha tested, it may be possible to greatly improve the framerate for those with weaker GPUs.

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#general-remix message And it does look like these assets are free to be used in Remix mods, which could be a great help.

crisp imp
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So 35 FPS is 35 game speed is default

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75 is what I get with frame gen on at 35 speed

mossy plume
crisp imp
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60 speed is way too fast haha

manic pendant
crisp imp
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There's probably some other solution I can find

mossy plume
manic pendant
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Why is the tree a palm tree like it's the jungle

mossy plume
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They're on the coast near beaches mainly in the game.

wide hatch
# mossy plume

man that looks waay cool, how did you do that? ahh using the nvidia assets ?

mossy plume
wide hatch
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i want to stash away secret 4090's all over the levels ๐Ÿ˜„

mossy plume
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That is perfectly doable!

crisp imp
crisp imp
mossy plume
mossy plume
mossy plume
crisp imp
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It's the niche textures that are the hardest

mossy plume
crisp imp
mossy plume
# crisp imp Oh interesting I thought it had three different licenses you could choose from

It does, but this is what the free individual license says:

"This license lets an individual use Poliigon assets on personal or commercial projects.

It's intended for individual professionals, such as freelancers and those working on their own projects. It can't be used by anyone working at a business with multiple people and you can't share, sell, license, redistribute, or repackage our assets with anyone.

Some further restrictions apply, for full details and information on all our licenses, see our license overview."

crisp imp
mossy plume
# crisp imp https://ambientcg.com/view?id=Grass001

Good find!
I am using some textures from there, some from Poly Haven, and some from Public Domain Textures so far. There are a lot of landscape textures to replace, but hopefully it will be possible to be fairly faithful to the originals.

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I am using the 4k versions so far, which might be overkill for this game, honestly. Especially when you consider just how many landscape textures need to be replaced.

mossy plume
crisp imp
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i love the lines haha when the next texture ends haha

mossy plume
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Kind of weird that there are so many texture seams, though. Even the buildings have them.

crisp imp
mossy plume
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Also, I did an experiment with HDRIs (using CR's HDRI sphere as a test), but one problem that exists is that there is no singular piece of geometry that is always rendered at all times.
I have tried attaching it to some of the plants, but that leads to the sphere looking glitchy do to a bunch of spheres existing overtop of each other.

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It does seem to help make the texture seams less noticeable, though. That I did not expect.

crisp imp
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its so bright haha there are lots of ways do seamless textures we just have to find the one that works best

mossy plume
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Just don't look at the edges of the map...

crisp imp
crisp imp
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if we only had someone who knows remix well to help fix are mouse thing maybe can help us

dapper epoch
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.

dapper epoch
crisp imp
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Hahahaha what trouble am I in now ๐Ÿคฃ

dapper epoch
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I keep forgetting his name

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Hold on

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I'll try to channel my inner memories

crisp imp
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Also if someone from the actual development team could also has some interesting insight

crisp imp
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so whats new with this so far

crisp imp
mossy plume
mossy plume
mossy plume
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I'll test them out as is later on at some point and post some screenshots of them.

crisp imp
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Cool

crisp imp
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yes ai haha i had it make a settings window to edit all the xml settings

wide hatch
crisp imp
wide hatch
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ah nice

crisp imp
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most of the setting are in the games setting window but not all of them

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Stronghold Legends used the same game engine i dl the demo to see if it had new settings in the xml but it's just the same maybe full game has new settings the steam port

crisp imp
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there is a odd thing about this settings file in the game popup settings window it has these settings but in the file they are not listed at all

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so is it using the settings are are they just fake haha

crisp imp
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this tool is probably going to be useless but it has all the settings in it haha and i made it better now as well

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working on making the presets work but the ai is The server is busy. Please try again later haha

crisp imp
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how the game settings presets work is odd haha

mossy plume
crisp imp
mossy plume
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That's odd. I'll have to test that out when I get on later.

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Maybe the Steam settings are partially broken from them changing them a bit.

crisp imp
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if its true and its not just me my new tool will help us out haha

mossy plume
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Absolutely! It's looking rather good so far.

crisp imp
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well ai made it hahaha its good for things like this

crisp imp
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i can make a rtx preset with all the settings we need not on haha

crisp imp
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when you have one thing fix then find out one more thing is rip haha

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well one bug is resolution is saving backwoods in the settings file but looks good in the ui haha bug 2 off and on text is buged haha

crisp imp
crisp imp
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this is better

crisp imp
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will fix the button on off text in the first update tomorrow

crisp imp
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It's so hard to find a good modern python UI library to make things look slick and modern

crisp imp
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the mouse things is still the one thing stopping this game

crisp imp
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so how is this how is this going right now

mossy plume
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Sadly I haven't made much progress as of late.
Been mainly focusing on packing stuff up.
Once I am finished moving, I should have some more time to get some more stuff done.
I still want to try out those terrain textures of yours.

mossy plume
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Some of those terrain textures you sent with normal and roughness maps generated by PBRify.
Honestly, I do like the fact that doing it this way will preserve the game's own art style.

crisp imp
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Did you generate the normal mouse and roughness these are just textured from the original game upscaled using a AI method

mossy plume
crisp imp
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I could never work out how to implement my upscaling method I used into that if I could do that it would make the whole process easier ๐Ÿ˜…

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We probably just need to tweak the roughness settings inside of remix and then it would look perfect

crisp imp
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whats next for this ?

mossy plume
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That I don't know. I do wish there was a way to create an anchor mesh that we could attach a proper HDRI to, but I am not sure that would be easy to do for this game.
The current way that I have it set up is incredibly imperfect, but there aren't any good options I am afraid.
At the moment, it seems like just finishing up the material replacements is all that can be done for now.

crisp imp
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mouse fixing is big as well

mossy plume
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Yeah, I would say that is probably the biggest issue so far.
It is nice that it can be somewhat worked around by using the Remix menu to get a sense of where your cursor is, but that is hardly an ideal solution

crisp imp
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Did you ever end up trying out that tool I made and seeing if settings actually did save or not using the in-game launcher settings

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And if there were any in-game differences

crisp imp
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Has anyone tried remix 1.0 yet with this game

crisp imp
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i did a bit of testing but needs work haha

mossy plume
# crisp imp And if there were any in-game differences

I have played around with it a bit, and it does indeed do the job. Pretty handy alternative to having to edit the Stronghold2.GraphicsSettings.xml to edit some of the stuff that they took out of the launcher's settings.

mossy plume
# crisp imp i did a bit of testing but needs work haha

Yeah, I mean it certainly doesn't appear to have broken anything, but I think stuff like NRC's effect on this game is going to be limited (at least until lighting replacements are more complete) just because there aren't that many lights to begin with.

crisp imp
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do you have the remix config you you i can use again

mossy plume
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I think at this point most things are marked correctly.

crisp imp
mossy plume
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Hmm. You may not have shader model 0 forced. Try going to Game Setup and going to the shader support tab and turn those options on.

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I have this alongside the game.exe as well. It automatically forces the game to believe your GPU can't support any shaders.

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It seems like the game's rendering is slightly less broken when this is the case.

crisp imp
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new 1.0 setting

mossy plume
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I've seen that "Terrain as Decals" option. Going to have to play around with it for sure. Right now it seems like for this game, the terrain baker is the way to go, but for other games that option might be handy.

crisp imp
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i think its part of the 1.0 update that just dropped

mossy plume
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I figure that while this is still a ways from being perfect, I'll go ahead and release what I have done so far here for you to play around with.

To use it, go ahead and extract this to your Stronghold II installation's .\rtx-remix\mods folder.

I used some foliage assets from Nvidia's own repository in Omniverse Create to replace some of the bushes and trees, though only just a few.
Not all of it is exactly faithful to the original game, but I mainly did it more as a test anyway.

crisp imp
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If we can find me get the mouse things sorted out somehow this project could actually be pretty viable

dapper epoch
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.

crisp imp
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.

crisp imp
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i think this is rip now on the new rtx remix i just have a black screen

green radish
crisp imp
green radish
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In terms of the VRAM usage, I am finding that if I leave the game alone after panning the camera around, after a while the VRAM resets from 16GB down to 4GB. Not sure if the game or Remix triggers this refresh or is it's something that can be manually refreshed.

crisp imp
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Maybe you should uninstall the game and use the dvd version you have to make sure is the correct version from archive.org I think the DVD version it also gives you the option to switch shader model in the games options menu @green radish I haven't tried it on the latest remix release

crisp imp
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on the new remix all i get with this game now is a black screen

crisp imp
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Has anyone else tested the latest version and it's not just me having this issue

crisp imp
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the cliff side hd upscale texture and with new Hight map

crisp imp
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The dirt was upscaled at a higher resolution then the cliff face as I didn't realize I could go higher ๐Ÿคฃ

crisp imp
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Ground textures are the ones that seem to not have height maps buildings and stuff already have their own height maps

crisp imp
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This game is currently broken and probably need someone from the actual remix development team to try and find what's the problem because it worked in the past and now it's broken

crisp imp
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i went and made tool to make processing and cataloging the game texture files because some use different DDS formats

grave bay
crisp imp
grave bay
crisp imp
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what do i pick

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i think i will put it in runtime bug

grave bay
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Yeah that seems right

crisp imp
grave bay
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Might be worth editing that to specifically name which game you are referring to.

crisp imp
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fix it

crisp imp
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it will probably take months before anything is done haha

crisp imp
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The post got someone's attention so there may be hope fingers crossed

crisp imp
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Ok so I made an interesting Discovery it's kind of a silly thing though remix doesn't work if the game is not in full screen if it's in window mode it breaks but I'm still getting weird texture rendering issues setting the texture category doesn't fix
And the mouse doesn't work still Without opening remix positioning it over where you want to click closing remix then clicking and repeating