#Metal Gear Rising Revengance
1 messages Β· Page 2 of 1
π
coming when i have freetime
and when i go back over the dx9 docs
which is soon
oki
take your time
js know im here if ya need to test smthn till like 5:30
then ill be back at 9:40 est
what time zone are you in
sounds good
i think they're both the unreal default sky volume
it looks really good in ue5
i used to make games in ue4 and i still do because ue5 sucks at performance
but the physically based sky is better
but ue5 is good for rendering
this is true
what kind of error handling is this
if we dont have a graphics device i think we have a bigger problem
@topaz saddle mgsv textures
this is some stuff leo made custom
Awesome thanks
What is the problem if not?
huh?
good news for fvf
i found the 3d draw function i think
Ooooh
You said you think you have a bigger problem
yeah
it basically says "if we dont have a graphics device dont attach a shader"
but if we dont have a graphics device how are we gonna draw
Oh
Does fvf mean fixed vertex something btw
Fixed vertex format?
Function vertex format?
Ah
@topaz saddle @lofty aurora speaking of fixed vertex function π£οΈ
we got models rendering
π£οΈ this is fire
Pog
OH NO
Do they?
This is amazing thus far tho
ITS WORKING ISH!!!

Yooooooooooooooooooooo
Yooooooooooooooooooo
Youre cooking
@topaz saddle the fight versus rtx sam (and my game crashes)
i have to go for about an hour but here's the asi if you wanna mess around
you still need camera proxy atm
Same ascension
Sam*
This is amazing
Fire bro, peak
Unfortunately everything remix was setting up on its own with mgrr could not work by just sending even the correct camera data so setting up every shader to FF is a must
I still have to learn how to decompile shaders and such for other games for my tool. UE3 has some great games I could look over in the meantime
Will i need any asi loader specifically btw
geometry is being loaded weirdly
I think thatβll be fine as long as we can reimplement the materials in remix
@lofty aurora what can we do about mgr's weird uvs
i think thats why the textures aren't working
No idea man, how come they are weird?
because they are half floats
instead of regular floats
wrong acct
whoops
I wish there was a way to let's say, auto convert VS/PS 3.0 shaders to appropriate FF automatically
fixed function doesn't support that sort of thing tho
is the issue
also
there's literally no way to get textures to bind in mgr using fixed function afaik
which is why the scene looks yellow or blue
Well I could at least think about that sort of thing
well... is it impossible for us to use shaders
because it's gonna be nigh impossible without some serious changes to mgr's model loading system
normals and tangents also used a custom packed format which FF does not natively support
we would need to expand the normals, tangents, and uvs into regular floats, reupload them and fix all the set decl functions
Currently I'm seeing a lot of broken meshes etc is it because the shaders responsible for them are disabled entirely or not passed on?
while somehow making sure not too touch effect models
it should only be skinning and textures that are broken
everything else is a visual artifact, you can see in RenderDoc
Honestly I'm not that knowledgeable about these sorts of things but with some time I could learn them eventually
basically to save a MARGINAL amount of space mgr uses a packed format for normals, tangents, and uvs
this saves like, maybe a whole megabyte across the whole game
(same game that has 25gb of cutscenes btw)
Technical artist really thought he did something

he did except for the fact now we want to convert it to fvf
π£οΈ
i assume it mattered more in bayonetta 1 and just got ported
Some games really just push combined MVP to save on constant cycles after some research
There's always a way to make it worse for us future game modders
god bless the if more than 8 files in the game directory instantly crash
+20 rads
Lmfao
Uranium fever
i was trying to decompile the wmb mesh loading function and it is not looking good
we may have to make this work with shaders
How come?
MGR's multi-pass rendering, custom UVs and (somehow) texture bindings aren't playing nice with FVF at all
Using renderdoc on the base game with the MGRTX asi shows no textures are being properly bound
I woulda figured remix api would've supported it better than d3di but what do ik
Oof
not too mention somehow fvf is causing the cascaded shadow map textures to not work at all
Well technically we wouldnt need shadow maps, less it breaks other things
right but they should be working with fvf
the root problem is that MGR shunts all of it's tasks to a global render manager called "OTManager"
and it's incredibly hard, nigh impossible to track rendering tasks
so i can't isolate layers, if i could i could just use regular rendering for the cascaded shadow maps and then fvf for the final pass
which i dont think CSM is what's breaking it but it would be nice to see literally anything in renderdoc
@topaz saddle might need the wizards help with this one. That or pray for a miracle that shader replacements are implemented
I mean
It wouldnt hurt to ping him and ask
@tulip raptor are you using the xoxor method stuff at all? Would that be helpful in any way
remind me what that is
oh the remix sdk
The remix comp base
no because i haven't touched remix anything yet
ive just been doing fvf conversion which i'd have to do in that anyways
this is literally what the final render looks like
the only reason you can see any depth is the effects get drawn afterwards
Looks like my first directx9 exe
Only thing missing is the triangle
this is what it looks like with effects
except its drawing several thousand vertices
π₯
just in howard hamblindago blue
Damn
if i could just make it not blue we might be in business
i need to do more research
That was such a banger movie
Hmmm
wtf which goofy movie is this
yall know that one biome in terraria with the mushrooms
A goofy movie
Is this good or bad
Awesome
ish
What about the UVs
β’
Textures still fucked
i have no idea
cant figure out how mgr binds textures to pass them along\
@lofty aurora @topaz saddle MGR true raytracing... again
the textures are wrong but the rt is working
i had to delete the skybox to stop it all from being shadow which is why the sky is black
It looks awesome so far
i can actually probably automatically remove the skybox from every stage with asi
Fucking saved
Are we forwarding camera matrices yet? Because I see the UI is working again
Something I cannot figure out yet
no
camera proxy just works better with fvf
i do NOT remember sam's arena looking like this
π
Hey at least we got UI back again
this isn't rtx
i can only render doc capture the base game
uvs are 100% screwed because these are the right textures
i wonder if there's anything we can do about that
@royal turtle we need your help π
Might wanna make a rundown
Cuz he wont know what needs what without it
All I know is that it's the UVs being screwed
well uv's are clearly messed up - what is bro trying to do
Portals would have to fill him in on the details
Mgrr fvf
we're trying to make the uvs right with fvf
They know better than I do
are they packed?
the shader decomp suggests that the UVs are at some point expanded
in the files they are but the uvs are taken as float2's in the shaders
so clearly they're expanded
the order should be position, uvs, normals
but they still look screwed
but they are still packed when you look at the vertex decl?
unsure
the vertex decleration pulls from a lot of things
it's hard to decompile
mgr uses a lot of dynamic pointers to functions in it's rendering code making it incredibly hard to backtrace
you can easily look at it on a per drawcall basis
where?
well where are you trying to do your fvf magic in the first place
these are all the parameters i have access too
int primType = a1[0];
int baseVertex = a1[1];
int primCount = a1[2];
int minVertex = a1[3];
int vtxCount = a1[4];
int startIndex = a1[5];
Hw::GraphicDevice->SetFVF(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1);
Hw::GraphicDevice->SetPixelShader(nullptr);
for (int i = 1; i < 4; i++)
Hw::GraphicDevice->SetTexture(i, nullptr);
/*if (debug_tex == nullptr) {
HRESULT hr = D3DXCreateTextureFromFileA(
Hw::GraphicDevice,
"dbg_tex.dds",
&debug_tex
);
}*/
Hw::GraphicDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
Hw::GraphicDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
Hw::GraphicDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
Hw::GraphicDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
Hw::GraphicDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
Hw::GraphicDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
//Hw::GraphicDevice->SetTexture(0, debug_tex); // nullptr = white
//Hw::GraphicDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
//Hw::GraphicDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
//Hw::GraphicDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
Hw::GraphicDevice->DrawIndexedPrimitive(
(D3DPRIMITIVETYPE)primType,
baseVertex,
minVertex,
vtxCount,
startIndex,
primCount
);
return 1;
ah perfect
copy paste that code before you do your setfvf and breakpoint on break_me, then look into decl
another tip, no need to SetFVF if there is a vertex decl - remix can handle that for you
oh

society if i could renderdoc capture RTX Remix instead of having to make everything also compatible with the base game
uh this is a weird decl .. not sure if remix can handle that and yea the unused throws it off probably
the decleration is also dynamic on a per mesh basis because... platinum gamesβ’
prob. because there are no valid texcoords now
alot of games do that yea
but that way you can identify them and make adjustments as needed. Not sure what you could do about that decl tho
are we cooked
i reran it the exact same and the decl is different
π₯
every single entry is D3DDECLUSAGE_POSITION
wait @royal turtle both of these are wrong
i have great reason to believe the first one is a fluke since skipping over it the rest make sense
im now led to believe the issue is it goes Position, Normal, UV instead of Position, UV, Normal
base game with fvf:
(without redefining the setvertexdecl)
got a good screenshot of Remix
decl looks good and order does not matter iirc
the uvs are def screwed still
is this without the setfvf call just using the decl?
dont try to get it to look correct without remix - it will always look broken
yes
CREATE_HOOK(BOOL, __cdecl, modelVertexDraw, int* a1)
{
int primType = a1[0];
int baseVertex = a1[1];
int primCount = a1[2];
int minVertex = a1[3];
int vtxCount = a1[4];
int startIndex = a1[5];
lookat_vertex_decl(Hw::GraphicDevice);
Hw::GraphicDevice->SetPixelShader(nullptr);
for (int i = 1; i < 4; i++)
Hw::GraphicDevice->SetTexture(i, nullptr);
Hw::GraphicDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
Hw::GraphicDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
Hw::GraphicDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
Hw::GraphicDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
Hw::GraphicDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
Hw::GraphicDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
Hw::GraphicDevice->DrawIndexedPrimitive(
(D3DPRIMITIVETYPE)primType,
baseVertex,
minVertex,
vtxCount,
startIndex,
primCount
);
return 1;
}
literally just this
btw why arent you setting the vs to null?
does it matter?
well you dont get into FF fallback if you dont
lemme try
on the topic is there any way to fix skinning
this severely screws up absolutely everything
could be anything from very easy to almost impossible
especially with matrices
well yea - you have to do that selectively for actual meshes - meshes where you know the vertex format fits FF rendering
and you also have to provide the transformation matrix for the mesh
what's the function for that?
SetTransform
on world
you have to have the matrix on hand when you issue the drawcall or stuff will bunch up at 0 0 0
so to recap, you were still rendering with vertex shaders the entire time
its not in that enum its a define
1.2k messages
?
π
SetTransform(D3DTS_WORLD
remind me
which one is the world matrix
is that object space to world space?
the camera object from the mgr sdk only has view and projection matricies
object to world yes and it has nothing to do with the camera
its a per object transform
i have absolutely no idea where that would be
if only i could pull it from the active bindings
that would make my life a lot easier as well but nope π
time to figure out which one of the 20 draw functions is the actual function we care about and then find where the world matrix is
and somehow pass it along
you could look at the callstack that leads to the drawcall and try to look at previous functions .. especially around SetVertexShaderConstantF .. try to find where the game pushes the matrices and see if they create the mvp on the fly from the world transform
or detour SetVertexShaderConstantF and breakpoint when the game writes to constant 0 (which is most likely the mvp matrix)
something like this?
if ( !Hw::GraphicsDevice
|| Hw::GraphicsDevice->lpVtbl->SetVertexShaderConstantF(Hw::GraphicsDevice, a1, a2, (unsigned int)(a3 + 3) >> 2) < 0 )
{
return 0;
}
im seeing this around all of the modeldraw functions
this function may actually just be a wrapper for ShaderConstF
and that it appears to be
If this is about finding the matrices then we already know their location
Unless you guys are doing something ELSE
it wont work for this because we are overriding the pipeline
your proxy is pulling it from the vertex shader we're trying to get rid of those
Oh yeah
uh I guess? it will push 4 vec4's
@royal turtle hey wait couldn't i just hook the setshaderconstantf wrapper and then whenever it calls the function check the parameter id its pushing too and steal it based on that because we know what slot the matricies will be pushed too
okay so that's not it, because 4 vec4's is almost certainly the material parameters (color, reflectiveness, etc, all stored in vec4 arrays in the model file)
these are single vec4's tho - only matrices are 4x4
hm
so this is what im looking for potentially?
float4x4 g_Proj : register(c4);
float4x4 g_WorldView : register(c20);
wouldn't this always just be SetVertexShaderConstantF(4, data, 4)?
pretty much yea but youd be better hunting for g_WorldView
why's that?
because it contains the world transform

xoxor might be carrying
I really gotta sleep I'm close to 4am
Sleep mah
Zero gravity T posing Sam will haunt me forever
platinum games has an awesome codebase
"Details are broken, the frames have been stolen, ive even forgotten my face"
incredible
"If bug (fix_bug)
If crash = (dont)
My friend said this is how he read the conversation
@royal turtle does this look right?
i dont know what im looking for
this is me intercepting everything that binds to register 20
not sure what world view looks like .. but yea might be good. You dont need that matrix itself tho, you just need to know where its calculated for a chance to find the worldmatrix
im confused
do i need c16 or c20
float4x4 g_WorldMatrix : register(c16);
float4x4 g_WorldView : register(c20);
or neither
i assumed i needed c20
og well if the shader uses a proper worldMatrix then you could just use whats in c16

do i need to also bind the other matricies?
i ask mainly because this projection matrix screws up everything
so for FF you need:
- set view and proj matrix at least once per frame (eg start of frame)
- disable vs so that it falls back to FF
- pass WORLD transform per drawcall
π
If i may ask, what's vs?
Unless its too clamplicatrf
vertex shader
tells the gpu where to put vertexes
I don't know how it'll fit in an emote
And then Raiden said "this is my metal gear rising revengance" and woth the power of friendship, defeated the evil Samuel
bro's shaking β€οΈβπ©Ή
Are you guys trying to fix it with code too
Like Gmod?
Someone is making an asi, I dunno the current state of it
Youll have to read above
Basically a script loader? Idk
@vagrant flare could explain better
π i have never cared about this series but now i do
@old flicker can you pin top
π€ it should be a message that you can edit
you can jump to the top of the thread here
Ooh oop
To install:
-
Download this package:
Source code (for those who want to look into it): https://github.com/Kim2091/MGRR-Remix-Wrapper
Prepackaged mod: https://drive.google.com/file/d/1Z6ncJbpZEZMzs_5ypk7sF6v9sDoFHK3t/view?usp=sharing -
Extract it to the game folder
-
Run the game β¨
Tyyyyy Kim 
plant jumpscare
coraline reference goes hard
I see what's wrong
Look at the view values
Even when you're standing still
It's jittering
theyre rising and falling
eh?
not the last row tho
The world matrix though
Lots and lots of weird stuff happening...I'll come back with some definite answer
Alright
We will say tonight we arent answering any late dms, we have work off tomorrow and will be catching as much zs as we can
How's weekend?
When I lie and forget to sleep
New remix build has fixed mesh normals issue, someone should definitely check it out
can you link it to me
the github bot isnt working
nor is the website i think
nvm
testing now
with the new remix runtime it just wont open fsr
nvm i js forgot to d3d9_remix
he might be dead π’
Still a bit jumpy but atp I'll take the results
looks almost perfect, guess it won't take long before people can go in and start changing assets
Well
Only after its fixed function
And it still has issuss
π€·ββοΈ yeah well you don't know until you're there huh
Thats just the best scenario
@tulip raptor where can i find lighting data for mgrr, in the shader decomp, there are PS shaders that handle spot lights with registers for color and position but that's probably about it
this is all i could locate https://github.com/Aura39/Rising-ShaderDecomp/blob/main/shader_dat/ps/deferredspotlight.fx
@vagrant flare gonna ping this too just in case
Also @royal turtle I wanted to ask, do you think theres a way you could add your rain esc system to mgrr/better compatibility if mgrr as a whole? I dunno if gaming with portals is active rn and im not really asking for ff (I dunno if its needed at the moment) but I figured i could at least ask you (and I could gift you the game too if you dont already have it, i still have you added on steam)
Theres just a few levels that I think the rain system would help with although I guess I don't know how it works
Mhh well itβs currently done per drawcall so Iβd have to find a way to only target specific meshes and Iβd need to find some game variable that controls the strength .. or at least find a way to detect the loaded map
Ah
I see
I mean the game is entirely decompiled if that helps at all
You dont really have to either
^
a compatibilty mod is not nessisary but would be cool too but im not really gonna bug ya on that
sorry im a bit busy atm
This is not true, its probably not even a fraction of a percent decompiled
we have been looking at IDA dumps of certain structures to figure out how to make mods
MGR doesn't have real time lighting at all
those are all left overs from them trying to add it then giving up
weird
oooh
i have lied
@royal turtle
So there's no actual lights 
And might entirely be done using shaders and baked lighting
@tulip raptor
ty
i much appreciate it
all that really needs done for the menu is his hair
rtx hair when
well
and pbr
flexing on cr that i have rtx eyes naturally with no modifications to any eye shaders
is it actually picked up as rtx eyes?
i cant even get the eyes option to show in my runtime lol
No sadly
But it is a seperate mesh and texture and it doesnt become clear/white
Altho it is a combined texture with the head
So
Thats probably why
i think source engine is the only game/engine to do the weirdest shit for eyes
most games just make eyes a mesh
What does remix even do
wdym
Like why are they fucked
its not remix's fault, source just wasnt rendering eyes at all on gmod with the fixed function backend
Ah
but they (source) do some weird projection stuff to the game camera
where is mah rtx rain
Is that even possiblr
idk
The menu needs it
I mean i know particles are
But I thought only xoxor had rtx rain
i think volumetrics should work
true
did you adjust your remix runtime settings for it?
i know there's some stuff you need to adjust to make fog volumetrics heavy asf
i did turn it off earlier so
@tulip raptor not to sound buggy at all i know youre busy but is there any update on allis?
so, progress. we have a fixed function wrapper
this used 25% of my monthly copilot credits π
Those maps are normaling
Raiden.
He was a bit of a controversial character in the Metal Gear fandom for a while in terms of how liked he was, but I do think that this game changed people's overall perception of him for the better.
i thought that was him
kinda hard to recognize him when he's upside down though
that's not much to go by π
impressive that he's holding his sword with his feet though
I am pretty sure he actually did do that at one point in one of the games.
Also held it with his teeth at one point
π
you probably want the AI to intercept all the skinned bone meshes and convert the shaders responsible for skinning to FF
he does that in the game, despite the broken visuals
will try that, ty
all animations work in-game now too
β¨
Ok next step
Actually wait lemme pull up previous chats
rn i need to work on stabilizing the game + get some basic QoL things in there
i have to wait 30 seconds each time i launch the game because of the fuckin cutscenes
Oh yeah real bummer
was gonna try to make my patch compatible with this: https://community.pcgamingwiki.com/files/file/3197-metal-gear-rising-revengeance-pc-fix-by-steam006/
Features: Allow custom resolutions Fixed FPS cap Skip startup logos Skip credits Skip auto save warning Noise filter disable Custom save folder Konami code hotkey Increase heap and file limits Unpack: Use 7-Zip or WinRAR to unpack the zip file. Credits: glockroach - Testing Install: 1. Copy all t...
I wanna ask if you want to continue working or not, because there's one more thing and it's regarding textures. Because all these models are using some sort of packed UV format with half floats (at least what gamingwithportals found) #1423397781414084648 message
This is a massive flaw when they tried to make a FF mod
yes i can try to fix that
Somehow the UVs have to unpacked
I find this time frame impressive
30 minutes to figure this out
π thank fuck it works
i'll try to figure it out
isn't this awesomeee
β¨
i'm putting together a full package rn with the current stuff
compiled dlls an all that
- remix
after it's backed up i'll work on the textures
It would be nice if you can chain copilot to update a repo with these files?
ok
keygen music works for you?
π€ idk what that is
https://keygenmusic.tk/ practically free jam
Online chiptune music player. Charged with music from keygens. Streams directly in your browser
but uhh, idk what your use case is π€·ββοΈ
Holy shit. In just a few hours you went from having impressionist art to a very solid foundation. That's amazing!
β¨
e-man's tools are amazing, cobalt's help with the skinning, then just w/e knowledge i picked up in the last few years trying to RE some games + making my own things with copilot lol
It's reading the wrong sets of textures for all surfaces, but they are being applied correctly instead of messed up or skewed UVs
ya
will continue work on this tomorrow
I look forward to seeing how far this goes. I think it has a lot of potential for path tracing.
yus!
Its one of his attacks

there's been some wizardary going on while you were gone

It would be cool if we could eventually get all of the Metal Gear Solid games Remix compatible, especially with 4 and Peace Walker coming to PC in the Master Collection Vol 2. I can imagine it would be a pain in the ass to get any to work besides maybe 1, though.
Honestly we're js hyped over this game
Quite understandable, honestly
we are having issues with it although maybe ill js fresh install mgrr
π
doktor, turn off my vertex shaders
But Raiden that will kill your effects

If we may ask how are the hashes
@old flicker do we js need the d3d9.dll and ini? We cant quite seem fo get it to install right
will be online in a few hours
Oki
got it working?
no
thats the game rendered as a decal over a decal over a decal over a decal
Incredible
how did you install it, was there anything specific or js the dll and ini?
.
so i just dump everthing into the root?
it is extremely unstable, and some levels completely crash it. textures are missing. but the tutorial level is fully playable
dumped everything like that js to be sure
π€
it js crashes on startup
that's not right
bleh
the go file pack is supposed to have a d3d9_steam006 file too
that's the other patch
maybe windows removed it one sec
to be honest, do a fresh install of the game and then extract the gofile pack directly to it to ensure there are no issues
is that dll still missing
it expects that dll file to be there so it'll probably crash without it
I used the gog version
ah
in mgr_proxy try turning off remix
an even faster crash
π€
well honestly it barely runs on my computer right now so this isn't too surprising
I'm going to work on it today and get it more stable
I'm almost out of credits unfortunately
I think I might be able to take the current code and try to make it generic for other people to use as a base for their fixed function mods π€
as far as I know the only thing hard coded to this game are the texture fixes and the matrices
all right I got to get out of bed and do my morning routine and stuff. I'll be back on in like an hour
sorry it didn't work
what'd you change
igored some textures i knew that caused issues in the camera proxy mod, set auto sky
any particles that look like smoke cause huge performance issues
in fact most do
no i mean to get it to not crash
yupss it is stable indeed
the character is rendered through a shader still so he won't be properly stable/replaceable
if you toggle shaders, he's the only thing that vanishes
was the only way to get him working without wasting the rest of my credits
bigger issues to fix
fixing stability will improve the performance
but tbh general performance when it's not having a lag spike is really good already
Yeah
And tbh if we bug someone to make a topbr thing we prooly won't even need replacements for him, hes p high def already
Yeah
hi guys
and for me, this was mostly a test of what e-man's tools can do. i don't have any interest in the game itself tbh. i will happily get this into a working state for you guys to mess with and it'll be good enough to make a full mod from
helloss
guh
where is the goods
This is the patches
The source is located uhh
pls π
lol
Omg it's the guards gib
i have it reverse enginnering the texture loading in the original game
just can't figure it out without doing that
Fair
Smooth normals makes it freak out and act like a particle effect weirdly
taking a short break from this to make a generic dx9 -> ff template for use with e-man's tools
Oki doki
I will say thankfully this did fix the sky issue that the proxy had
Cant wait to see 01 work with textures
@royal turtle hi, im sorry for the ping as always bleh but with the RE tool we finally got geometry in mgrr to run via fixed function (huge thanks to Kim and the tool for that, however the game wont load textures properly for anything besides the plaver model (which is still ran via shaders) and both the tool and kim werent able to figure it out themselves, so I was wondering if by any chance youd want or could take a look at it? See what may be causing it
Yes the sky is supposed to be orange in the first one tho
this is the codebase to use
I guess we coulda also bugged cr abt it but iirc theyre itch is still gmod rn
Original game for reference
ah nice so the sky color is actually accurate
Yeah
Its supposed to be a vr style thing (thats what they call it too)
You pick up more during missions for harder techs and whatnot
Or you can ignore them and js slash everything
You can actually almost play the entire game with no added tools and just your sword
π€ is this actually a good game?
Its very very fun
its peak
not used to a platinum games game being good
nier automata? 
Pls
never played
π
it's always $30+ lmao
worth the money imo
stingyy company
i live in your walls
the last one from them that i played was the korra game
Cr I will at least ask you too i guess since youre here, im really sorry to constantly bug you on this im not tryna be a pest but Kim said both the ai and them couldn't get it to work π
The thing is this game is kind of a shitpost that doesnt take itself seriously, a main plot point of the game if you can belive it is "crazed cyborg thinks the war is controlled by memes"
Yes
Memes
one thing platinum always does peak in, character movement and combat
fuuuuuuck its so fluid
Yeah
nier, mgrr, and granblue
π
why did korra have to be bad if they make good games π
ignore the cygames stuff, platinum worked a bunch on it
it even uses their engine
Metal gear rising revengance is definitely top 3 games oat for us
i wouldnt really know what to do with this game π
but i definitely wanna see it working
I mean
Theres a basis for fixed function now
If you could look into what the tool did and maybe see if you can find a way to get textures to load properly then maybe stability
i could prob manage stability afterward
the textures are just what needs to be fixed before that
do we know why they dont work
it's almost certainly uvs
Ah
So like if it pulls the wrong uvs the texture of the uv it does is what displays,
?*
Md doesnt work on phone
that's for xor or CR to reference
Ah
it's hard to explain what the issue is
The game stores UV coordinates as half-precision floats (2Γ16-bit). RTX Remix does NOT support FLOAT16_2 in vertex declarations, requiring conversion.
that's claude's best guess
conversion is the hard part
none of the conversion techniques it tried worked
it determined this independently from the previous discussions about it here btw, so it is likely accurate given it lines up with others' findings
Ah
Js modify remix to support that uv type !!!! Ez !!!!!!!
Dont know much abt different uv types lmao
Or how easy thatd be to implement if at all
Or how easy itd be to convert mgrr to a diff uv type
i don't know much either π
that's essentially what we're doing with the wrapper
Were doing that but mgrr isnt changing the uv still?
I guess
well, just changing the UV format of a game is kinda like... a really really tall order. afaik it's simpler to convert it
Those floats later get expanded to float2 using shaders
So
Stupid question maybe
If we got the wrapper to expand it itself to float2, would thay work?
Or is that something it couldn't possibly do
Doing the expansion in the proxy would be better, then passing that on to remix
Unfortunately you just made Claude burnt out
Well claude can locate the shader that does this. But uhhhh, I can't do it on my own if that's what you meant
Ah oka
trying to make claude mimick that shader in particular to handle this function is my best guess at this
Unless xoxor has a cool new idea
Hm
Well Kim do you wanna use my cursor account for thatsince youre low on credits (or is that against the rules if so mb)
that'd be great
Kk
wait for what
Xoxor to wake
So are these the wrong textures applied to the meshes or are the textures themselves correct but the uvs wrong? If the first of the two, do they ever look correct and break over time?
It's one same texture being applied to all surfaces
actually that's not the full story i found out
it's kinda... both?
sometimes there are one or two bad textures that are applied to everything that can be ignored and then the rest will be okay (like the orange walls in that level, that's how they're supposed to look, but it was obscured by a bad texture), but other times all of the textures are just wrong
it's very possible the inconsistent behavior is just from the wrapper not being done properly for this part though
Could be, could also be some kind of pre-pass or the streaming system of the game (if it has one)
You could try the gta4 remix runtime and toggle the alwaysRecalculateTextureHashes in the texture tab
just to make sure its not that
sure, will do
while you're here, do you have any ideas on how we could allow the HUD and UI to work? it's rendered through shaders, and the HUD dynamically reacts to the in-game camera movement (unsure of the technical term for this)
i tried passing it through to remix directly but it keeps bringing various other shaders along with it lol
as in, you found nothing to figure out if a drawcall is 2d or not?
- finding the correct place in code up upon which the game starts to render UI and just render every drawcall afterwards via shaders
- looking at m[3][3] == 1.0f of the currently set projection matrix might work
ty!
I wanted to ask if the character skinning for GTA 4 comp mod passes on shaders to remix or was that converted to FF by any chance?
shaders
ah, we're doing the same here which means replacements are not possible yet
For character models
well I wouldnt worry about that for newer games since stuff is already pretty high poly
and if that's necessary, I'd tackle that last
Yea makes sense.
Do you have any suggestion for next steps that we could prompt the AI to do?
FLOAT16_2 texcoords: The game stores UV coordinates as half-precision floats (2Γ16-bit).
If that is true, I'd say that AI time should be spend on adding support for that to remix because that would open up a bunch of other games and also allow for some FF in mirrors edge for example
fixing that on the game side is really messy
it definitely appears to be true
π okay
i will try that next when my credits renew
ii think it worked
π
π
removed all of the handling from the wrapper, added it to dxvk-remix
this is how this level is supposed to look
and it just looks like this without me doing anything β¨
why is raiden bald thou
i marked his hair as ignore because it was annoying me
i swear i saw his hair working, but its just standard alpha cards
omgomg it definitely works
like yeah this is ugly af but it works
pause screen works now too
the implementation in dxvk seems so stable that i'm prob gonna PR it
esp given what xor said
with shaders disabled
a lot of the corruption and instability is from some shader junk getting through that shouldn't be
the textures are rising
were normals broken before as well?
these look very broken π
that's just because he's a shader
oh alright
normal data for skinned meshes aren't being pulled from the game so remix defaults to flat shading, this is why he looks so sharp
i'm gonna attempt fixed function rendering for that later
i have the new build ready to share, and i'm gonna open a PR for the dxvk changes
since normals are also skinned, I've got around that issue in gta4 by modifying the actual shader. So it was; shader assembler -> edit -> recompile
but there obv. needs to be game logic to support that. Edits to the shader were simply putting the skinned normal into the NORMAL semantic (vertex shader output)
and line 45
this allows remix to read the skinned normal data from the shader
that's pretty cool. i may very well leave character rendering as shaders because they don't really need mesh replacements tbh
if i do that i will prob try something similar
this should be handled at last
there are a few areas where it still needs work, but honestly congrats Kim for making it this far
β¨
the improvements that i made to my scripts for the proxy are what allowed us to get this much further
and i did it with just sonnet too, in ~30 minutes
i had to use opus before to brute force it
@royal turtle https://github.com/NVIDIAGameWorks/dxvk-remix/pull/133
if you wanted to mess with it
the files in .trex here are the compiled version, though i also have it building here: https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/23086494061
ohh it's building on their repo too?? π
if you create a PR, yeah
@royal turtle this is a little offtopic for this game but do you think Dark Souls 1 has a chance with the vibe toolset? Someone told me you've already tested it and it suffers from compressed vertex data. Or would such endeaver only waste time since i don't know the technical details yet
yeah personally anything xor can't fix, i am not touching at all lmao
would need similar patches as the one kim just did for uv's to support the packed normals and potentially different uv format
oh okay. i might take a look at that then. was this the original original release on Steam? https://www.pcgamingwiki.com/wiki/Dark_Souls:_Prepare_to_Die_Edition
because the game is likely rendering to different rendertargets before or after the ui ... or is rendering the UI before the game so marking anything as UI breaks everything
dunno if i would want to deal with that though π
Theoretically, if you could hook into the game early enough and find a way to force it to draw UI after the game, it could potentially work.
Easier said than done, of course.
might have been a misinterpretation on my site - I don't remember
erm .. that one might work I'm not sure π
you don't necessarily have to look at all games btw, if its feasible enough then good otherwise for the harder ones if its in popular demand we can probably work our way around
@topaz saddle kim finally cooked
oh i know. i'm just having fun tbh
this is my fun
i'm a nerd
if i tire of something i will move on. but until then i'll mess with it lol
here it is not stretched weirdly
thanks very much to your info about the UVs + xor's advice for patching remix directly ofc β¨
okok i will back off of some games. dark souls can come much later. i don't care much about the game personally
btw this game doesn't have any lighting data whatsoever (no light position, direction, or color for that matter) so your best bet is to jerryrig the Remix API to place lights where there's light flare effect, if this game has it
yup I suggest prioritizing games where you have a slight bit of attachment towards
can the api be used for specific textures like that??
you had to learn from experience huh π
π«
Yes I think so
i might try to get a more modern NFS game working then. or burnout paradise
i love burnout paradise
It likely does, but any lighting that uses shaders is not detected by Remix. MGS 2 had that problem. I was able to get a directional light working via reverse engineering, though.
This game has a special place inside me, I'd absolutely love to see this game with remix
This info was suggested to me by portals
Really? That's surprising.
can't i just let anyone who likes the game manually place lights π
trying to do that sounds like a nightmare
yes, if you think this game works well enough then yeah
like really really bad
it should be really easy to do light placements + new skybox because it's FF now
bailey can do it π₯
We can use CR's atmos since now it has support for clouds too
i am attempting to convert the characters to fixed function + skeletons rn
did softsoundd do a pr for that?
yeah wait no π
But CR has implemented a version of their own
CR implemented it manually
yeah
once it's finalized it'd be amazing to have it in main
where?
#1456958203681308877 message
main dxvk i mean
mhh cant see any reference to volumetric clouds in there or I'm blind
#1456958203681308877 message
yea I dont think its pushed to git yet
dw. looking forward to adding that to gta4 to fix all of the sky issues with this game
This is cinema
What happens when you slice the car btw (cuz this game has dynamic slashes)
i didn't try that yet
it's still kinda unstable. crashes sometimes after slashing too much
works perfectly
Thats crazy
can't believe this game fucking works

and along the way we got a much improved wrapper template for others to use, and patched dxvk-remix to support the types of textures this had (which many UE3 games use apparently, so this will help them too)
PR has been opened for that so hopefully it'll be available soon for other games to use easily
Yay
Once Raiden is renderered in ff that also fixes the trees, then realistically besides perf and stability its basically a done game correct?
you might wanna take a few suggestions from @sour field as they got FF hardware skinning support in gmod after a very long time
goddamnit you beat me to it

β¨ this is insane
you do realize you made two hard asf game modifications which would otherwise take weeks or months in just ONE day.

i'm just that good obviously /lh
-# with AI
π i did put a lot of work into it myself yk lol
just kidding lol




