#Metal Gear Rising Revengance

1 messages Β· Page 2 of 1

topaz saddle
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its all good

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i can js make my own

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not that it matters

tulip raptor
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lemme ask a guy

topaz saddle
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we cant even replace textures till we get fixed cuntion

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function

tulip raptor
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coming when i have freetime

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and when i go back over the dx9 docs

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which is soon

topaz saddle
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oki

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take your time

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js know im here if ya need to test smthn till like 5:30

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then ill be back at 9:40 est

tulip raptor
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what time zone are you in

topaz saddle
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est

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its 4:45 rn

tulip raptor
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default ass timezone

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smh

tulip raptor
topaz saddle
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this is awesome

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is that sky an hdri

tulip raptor
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it looks really good in ue5

topaz saddle
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ah

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something something another thing to add is hdri

tulip raptor
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i used to make games in ue4 and i still do because ue5 sucks at performance

topaz saddle
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but the physically based sky is better

tulip raptor
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but ue5 is good for rendering

topaz saddle
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this is true

tulip raptor
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what kind of error handling is this

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if we dont have a graphics device i think we have a bigger problem

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@topaz saddle mgsv textures

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this is some stuff leo made custom

topaz saddle
topaz saddle
tulip raptor
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good news for fvf

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i found the 3d draw function i think

topaz saddle
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Ooooh

topaz saddle
tulip raptor
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yeah

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it basically says "if we dont have a graphics device dont attach a shader"

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but if we dont have a graphics device how are we gonna draw

topaz saddle
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Oh

topaz saddle
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Fixed vertex format?

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Function vertex format?

tulip raptor
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i think

topaz saddle
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Ah

tulip raptor
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@topaz saddle @lofty aurora speaking of fixed vertex function πŸ—£οΈ

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we got models rendering

topaz saddle
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πŸ—£οΈ this is fire

tulip raptor
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there are no matrixes currently

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gonna plug it into my remix copy

topaz saddle
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Pog

tulip raptor
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wait

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i think there are matrixes somehow

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oh god

topaz saddle
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Oh uh

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Lmao

tulip raptor
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ITS WORSE WITHOUT RAYTRACING

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OH GOD

topaz saddle
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OH NO

tulip raptor
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wait

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do my models need materials

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this may be the issue

topaz saddle
tulip raptor
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uhh

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maybe

topaz saddle
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This is amazing thus far tho

tulip raptor
topaz saddle
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Yooooooooooooooooooooo

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Yooooooooooooooooooo

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Youre cooking

tulip raptor
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i have to go for about an hour but here's the asi if you wanna mess around

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you still need camera proxy atm

topaz saddle
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Sam*

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This is amazing

lofty aurora
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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

topaz saddle
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Absolutely

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This is a great start

lofty aurora
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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

topaz saddle
topaz saddle
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geometry is being loaded weirdly

tulip raptor
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@lofty aurora what can we do about mgr's weird uvs

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i think thats why the textures aren't working

topaz saddle
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hm

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i would ping mark but theyre all out on weekend

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and xoxor is probably aslee

lofty aurora
vagrant flare
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instead of regular floats

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wrong acct

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whoops

lofty aurora
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I wish there was a way to let's say, auto convert VS/PS 3.0 shaders to appropriate FF automatically

vagrant flare
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fixed function doesn't support that sort of thing tho

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is the issue

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also

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there's literally no way to get textures to bind in mgr using fixed function afaik

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which is why the scene looks yellow or blue

lofty aurora
tulip raptor
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because it's gonna be nigh impossible without some serious changes to mgr's model loading system

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normals and tangents also used a custom packed format which FF does not natively support

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we would need to expand the normals, tangents, and uvs into regular floats, reupload them and fix all the set decl functions

lofty aurora
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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?

tulip raptor
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while somehow making sure not too touch effect models

tulip raptor
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everything else is a visual artifact, you can see in RenderDoc

lofty aurora
tulip raptor
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this saves like, maybe a whole megabyte across the whole game

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(same game that has 25gb of cutscenes btw)

lofty aurora
tulip raptor
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he did except for the fact now we want to convert it to fvf

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πŸ—£οΈ

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i assume it mattered more in bayonetta 1 and just got ported

lofty aurora
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Some games really just push combined MVP to save on constant cycles after some research

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There's always a way to make it worse for us future game modders

tulip raptor
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god bless the if more than 8 files in the game directory instantly crash

tulip raptor
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+20 rads

lofty aurora
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Lmfao

topaz saddle
tulip raptor
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i was trying to decompile the wmb mesh loading function and it is not looking good

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we may have to make this work with shaders

tulip raptor
# topaz saddle How come?

MGR's multi-pass rendering, custom UVs and (somehow) texture bindings aren't playing nice with FVF at all

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Using renderdoc on the base game with the MGRTX asi shows no textures are being properly bound

topaz saddle
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Hm

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What if you made ir run via remix api instead?

tulip raptor
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it wouldn't change

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i'm not doing any remix stuff

topaz saddle
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I woulda figured remix api would've supported it better than d3di but what do ik

tulip raptor
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this is the final draw

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as you can see the textures being bound are obviously wrong

topaz saddle
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Oof

tulip raptor
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not too mention somehow fvf is causing the cascaded shadow map textures to not work at all

topaz saddle
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Well technically we wouldnt need shadow maps, less it breaks other things

tulip raptor
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right but they should be working with fvf

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the root problem is that MGR shunts all of it's tasks to a global render manager called "OTManager"

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and it's incredibly hard, nigh impossible to track rendering tasks

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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

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which i dont think CSM is what's breaking it but it would be nice to see literally anything in renderdoc

lofty aurora
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@topaz saddle might need the wizards help with this one. That or pray for a miracle that shader replacements are implemented

topaz saddle
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I mean

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It wouldnt hurt to ping him and ask

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@tulip raptor are you using the xoxor method stuff at all? Would that be helpful in any way

tulip raptor
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oh the remix sdk

lofty aurora
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The remix comp base

tulip raptor
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no because i haven't touched remix anything yet

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ive just been doing fvf conversion which i'd have to do in that anyways

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this is literally what the final render looks like

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the only reason you can see any depth is the effects get drawn afterwards

lofty aurora
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Only thing missing is the triangle

tulip raptor
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this is what it looks like with effects

tulip raptor
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πŸ”₯

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just in howard hamblindago blue

topaz saddle
tulip raptor
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if i could just make it not blue we might be in business

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i need to do more research

topaz saddle
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Aye ahe

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Best of luck

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Rooting for ya

tulip raptor
sour field
tulip raptor
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yall know that one biome in terraria with the mushrooms

lofty aurora
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Uhhh

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πŸ₯€

topaz saddle
sour field
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how did this scene get wiped from my memory

tulip raptor
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nevermind we locked

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animations are still screwed tho

topaz saddle
tulip raptor
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good

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fvf is working

topaz saddle
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Awesome

tulip raptor
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ish

lofty aurora
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What about the UVs

tulip raptor
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β„’

lofty aurora
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Textures still fucked

tulip raptor
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cant figure out how mgr binds textures to pass them along\

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@lofty aurora @topaz saddle MGR true raytracing... again

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the textures are wrong but the rt is working

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i had to delete the skybox to stop it all from being shadow which is why the sky is black

topaz saddle
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It looks awesome so far

tulip raptor
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i can actually probably automatically remove the skybox from every stage with asi

lofty aurora
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Fucking saved

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Are we forwarding camera matrices yet? Because I see the UI is working again

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Something I cannot figure out yet

tulip raptor
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camera proxy just works better with fvf

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i do NOT remember sam's arena looking like this

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πŸ™

lofty aurora
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Hey at least we got UI back again

tulip raptor
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this isn't rtx

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i can only render doc capture the base game

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uvs are 100% screwed because these are the right textures

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i wonder if there's anything we can do about that

lofty aurora
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@royal turtle we need your help πŸ™

tulip raptor
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bro is summoning him

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(we really need it)

topaz saddle
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Cuz he wont know what needs what without it

lofty aurora
royal turtle
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well uv's are clearly messed up - what is bro trying to do

lofty aurora
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Portals would have to fill him in on the details

tulip raptor
topaz saddle
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They know better than I do

royal turtle
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are they packed?

tulip raptor
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the shader decomp suggests that the UVs are at some point expanded

tulip raptor
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so clearly they're expanded

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the order should be position, uvs, normals

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but they still look screwed

royal turtle
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but they are still packed when you look at the vertex decl?

tulip raptor
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the vertex decleration pulls from a lot of things

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it's hard to decompile

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mgr uses a lot of dynamic pointers to functions in it's rendering code making it incredibly hard to backtrace

royal turtle
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you can easily look at it on a per drawcall basis

tulip raptor
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where?

royal turtle
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well where are you trying to do your fvf magic in the first place

tulip raptor
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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;
royal turtle
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ah perfect

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copy paste that code before you do your setfvf and breakpoint on break_me, then look into decl

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another tip, no need to SetFVF if there is a vertex decl - remix can handle that for you

tulip raptor
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i assumed the D3DDECLTYPE_UNUSED in the middle is screwing us up

tulip raptor
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society if i could renderdoc capture RTX Remix instead of having to make everything also compatible with the base game

royal turtle
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uh this is a weird decl .. not sure if remix can handle that and yea the unused throws it off probably

tulip raptor
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textures are no longer binding for some reason

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i love rtx remix

tulip raptor
royal turtle
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prob. because there are no valid texcoords now

royal turtle
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but that way you can identify them and make adjustments as needed. Not sure what you could do about that decl tho

royal turtle
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expand that one

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what exactly is it? D3DDECLUSAGE_TEXCOORD?

tulip raptor
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πŸ”₯

tulip raptor
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wait @royal turtle both of these are wrong

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i have great reason to believe the first one is a fluke since skipping over it the rest make sense

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im now led to believe the issue is it goes Position, Normal, UV instead of Position, UV, Normal

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base game with fvf:

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(without redefining the setvertexdecl)

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got a good screenshot of Remix

royal turtle
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decl looks good and order does not matter iirc

tulip raptor
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the uvs are def screwed still

royal turtle
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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

tulip raptor
#
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

royal turtle
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btw why arent you setting the vs to null?

tulip raptor
royal turtle
#

well you dont get into FF fallback if you dont

tulip raptor
tulip raptor
tulip raptor
royal turtle
#

could be anything from very easy to almost impossible

tulip raptor
royal turtle
tulip raptor
#

actually it's only matricies

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the meshes are still intact

royal turtle
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and you also have to provide the transformation matrix for the mesh

tulip raptor
royal turtle
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SetTransform

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on world

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you have to have the matrix on hand when you issue the drawcall or stuff will bunch up at 0 0 0

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so to recap, you were still rendering with vertex shaders the entire time

tulip raptor
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Do I need to set all of these?

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except texture, i assume

royal turtle
#

its not in that enum its a define

sharp sinew
#

1.2k messages

tulip raptor
royal turtle
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SetTransform(D3DTS_WORLD

tulip raptor
#

ahh

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i see

tulip raptor
#

which one is the world matrix

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is that object space to world space?

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the camera object from the mgr sdk only has view and projection matricies

royal turtle
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object to world yes and it has nothing to do with the camera

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its a per object transform

tulip raptor
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i have absolutely no idea where that would be

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if only i could pull it from the active bindings

royal turtle
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that would make my life a lot easier as well but nope πŸ˜„

tulip raptor
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and somehow pass it along

royal turtle
#

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

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or detour SetVertexShaderConstantF and breakpoint when the game writes to constant 0 (which is most likely the mvp matrix)

tulip raptor
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im seeing this around all of the modeldraw functions

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this function may actually just be a wrapper for ShaderConstF

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and that it appears to be

lofty aurora
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Unless you guys are doing something ELSE

tulip raptor
#

your proxy is pulling it from the vertex shader we're trying to get rid of those

lofty aurora
#

Oh yeah

royal turtle
tulip raptor
#

@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

tulip raptor
royal turtle
#

these are single vec4's tho - only matrices are 4x4

tulip raptor
#

so this is what im looking for potentially?

tulip raptor
royal turtle
#

pretty much yea but youd be better hunting for g_WorldView

royal turtle
#

because it contains the world transform

tulip raptor
#

mb

topaz saddle
tulip raptor
#

xoxor might be carrying

topaz saddle
#

2 wizards talking btw

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And thank you xoxor

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For your help0

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Very much

lofty aurora
#

I really gotta sleep I'm close to 4am

topaz saddle
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Sleep mah

lofty aurora
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Zero gravity T posing Sam will haunt me forever

tulip raptor
#

platinum games has an awesome codebase

topaz saddle
topaz saddle
#

Fucking

sour field
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incredible

topaz saddle
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"If bug (fix_bug)
If crash = (dont)

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My friend said this is how he read the conversation

sharp sinew
#

Same

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Like watching an alien specie communicate

tulip raptor
#

@royal turtle does this look right?

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i dont know what im looking for

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this is me intercepting everything that binds to register 20

royal turtle
#

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

tulip raptor
#

do i need c16 or c20

float4x4 g_WorldMatrix : register(c16);
float4x4 g_WorldView : register(c20);
#

or neither

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i assumed i needed c20

royal turtle
#

og well if the shader uses a proper worldMatrix then you could just use whats in c16

tulip raptor
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i ask mainly because this projection matrix screws up everything

royal turtle
#

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
topaz saddle
#

Unless its too clamplicatrf

tulip raptor
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tells the gpu where to put vertexes

topaz saddle
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Ohhh ok

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Was over thinking it then

topaz saddle
#

Can we make this an emoji

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Pretty please

lofty aurora
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I don't know how it'll fit in an emote

old flicker
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i will make it happen

lofty aurora
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Repost ik

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too peak to ignore

topaz saddle
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And then Raiden said "this is my metal gear rising revengance" and woth the power of friendship, defeated the evil Samuel

topaz saddle
#

@shadow cedar

shadow cedar
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bro's shaking β€οΈβ€πŸ©Ή

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Are you guys trying to fix it with code too

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Like Gmod?

topaz saddle
#

Youll have to read above

shadow cedar
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What is that

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Dude I join servers like this and just feel stupid all the time

topaz saddle
#

@vagrant flare could explain better

old flicker
#

πŸ™ i have never cared about this series but now i do

topaz saddle
#

@old flicker can you pin top

old flicker
#

πŸ€” it should be a message that you can edit

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you can jump to the top of the thread here

topaz saddle
#

Ooh oop

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To install:

GitHub

A wrapper to convert Metal Gear Rise: Revengeance to fixed function for use with RTX Remix - Kim2091/MGRR-Remix-Wrapper

topaz saddle
#

Tyyyyy Kim b9_melodyheart

topaz saddle
topaz saddle
#

coraline reference goes hard

lofty aurora
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I see what's wrong

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Look at the view values

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Even when you're standing still

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It's jittering

topaz saddle
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theyre rising and falling

lofty aurora
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Some kind of external noise is in play

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I was too quick to judge

topaz saddle
#

eh?

lofty aurora
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The view seems stable at the end

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of the video

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Hmm

topaz saddle
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not the last row tho

lofty aurora
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The world matrix though

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Lots and lots of weird stuff happening...I'll come back with some definite answer

topaz saddle
#

Alright

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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

lofty aurora
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How's weekend?

topaz saddle
#

When I lie and forget to sleep

lofty aurora
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New remix build has fixed mesh normals issue, someone should definitely check it out

topaz saddle
#

the github bot isnt working

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nor is the website i think

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nvm

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testing now

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with the new remix runtime it just wont open fsr

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nvm i js forgot to d3d9_remix

topaz saddle
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this is the sun thing i was telling you about

topaz saddle
#

he might be dead 😒

lofty aurora
#

Still a bit jumpy but atp I'll take the results

jolly flax
topaz saddle
#

Only after its fixed function

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And it still has issuss

jolly flax
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πŸ€·β€β™‚οΈ yeah well you don't know until you're there huh

topaz saddle
#

Thats just the best scenario

lofty aurora
#

@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

topaz saddle
#

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

royal turtle
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Mhh well it’s currently done per drawcall so I’d have to find a way to only target specific meshes and I’d need to find some game variable that controls the strength .. or at least find a way to detect the loaded map

topaz saddle
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Ah

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I see

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I mean the game is entirely decompiled if that helps at all

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You dont really have to either

topaz saddle
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a compatibilty mod is not nessisary but would be cool too but im not really gonna bug ya on that

tulip raptor
#

sorry im a bit busy atm

tulip raptor
#

we have been looking at IDA dumps of certain structures to figure out how to make mods

tulip raptor
#

those are all left overs from them trying to add it then giving up

tulip raptor
topaz saddle
topaz saddle
#

@royal turtle

topaz saddle
#

otherwise were stuck with it

lofty aurora
#

And might entirely be done using shaders and baked lighting

topaz saddle
#

@tulip raptor

sharp sinew
#

Got damn

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That looks hot

topaz saddle
#

i much appreciate it

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all that really needs done for the menu is his hair

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rtx hair when

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well

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and pbr

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flexing on cr that i have rtx eyes naturally with no modifications to any eye shaders

sour field
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is it actually picked up as rtx eyes?

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i cant even get the eyes option to show in my runtime lol

topaz saddle
#

But it is a seperate mesh and texture and it doesnt become clear/white

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Altho it is a combined texture with the head

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So

#

Thats probably why

sour field
#

i think source engine is the only game/engine to do the weirdest shit for eyes

#

most games just make eyes a mesh

topaz saddle
#

What does remix even do

sour field
#

wdym

topaz saddle
#

Like why are they fucked

sour field
#

its not remix's fault, source just wasnt rendering eyes at all on gmod with the fixed function backend

topaz saddle
#

Ah

sour field
#

but they (source) do some weird projection stuff to the game camera

topaz saddle
#

Ah

#

Still im proud of the lighting I did for the menu anove

sour field
#

where is mah rtx rain

topaz saddle
#

Is that even possiblr

sour field
#

idk

topaz saddle
#

The menu needs it

#

I mean i know particles are

#

But I thought only xoxor had rtx rain

lofty aurora
topaz saddle
#

true

lofty aurora
#

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

topaz saddle
#

i did turn it off earlier so

lofty aurora
#

ol remix runtime values i saved somewhere in DMs

topaz saddle
#

@tulip raptor not to sound buggy at all i know youre busy but is there any update on allis?

old flicker
#

so, progress. we have a fixed function wrapper

#

this used 25% of my monthly copilot credits πŸ˜–

hard frigate
#

Those maps are normaling

old flicker
#

indeed

#

what's the main character's name?

hard frigate
#

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.

old flicker
#

i thought that was him

#

kinda hard to recognize him when he's upside down though

#

that's not much to go by 😭

#

impressive that he's holding his sword with his feet though

hard frigate
#

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

old flicker
#

πŸ˜†

lofty aurora
# old flicker

you probably want the AI to intercept all the skinned bone meshes and convert the shaders responsible for skinning to FF

lofty aurora
lofty aurora
#

Ok next step

old flicker
lofty aurora
#

Actually wait lemme pull up previous chats

old flicker
#

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

lofty aurora
#

Oh yeah real bummer

old flicker
#
PCGamingWiki PCGW Community

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...

lofty aurora
#

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

old flicker
#

yes i can try to fix that

lofty aurora
#

Somehow the UVs have to unpacked

#

I find this time frame impressive

#

30 minutes to figure this out

lofty aurora
#

Impressive feat on its own

#

Bailey's gonna be excited to see this

old flicker
#

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

lofty aurora
#

It would be nice if you can chain copilot to update a repo with these files?

old flicker
#

maybe after this is finalized a bit more

#

i will publish it in a repo

lofty aurora
#

ok

old flicker
#

😠 i need good music but i have none

lofty aurora
old flicker
#

πŸ€” idk what that is

lofty aurora
#

but uhh, idk what your use case is πŸ€·β€β™‚οΈ

hard frigate
#

Holy shit. In just a few hours you went from having impressionist art to a very solid foundation. That's amazing!

old flicker
#

✨

#

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

old flicker
#

still working on the texture thing btw

#

uuhhmmmmm

#

πŸ€”

#

it's on everything lmao

lofty aurora
#

It's reading the wrong sets of textures for all surfaces, but they are being applied correctly instead of messed up or skewed UVs

old flicker
#

ya

old flicker
#

will continue work on this tomorrow

hard frigate
#

I look forward to seeing how far this goes. I think it has a lot of potential for path tracing.

old flicker
#

yus!

topaz saddle
lofty aurora
#

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

topaz saddle
hard frigate
#

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.

topaz saddle
#

Honestly we're js hyped over this game

hard frigate
#

Quite understandable, honestly

topaz saddle
#

we are having issues with it although maybe ill js fresh install mgrr

old flicker
sour field
#

we are witnessing peak in the making'

lofty aurora
#

doktor, turn off my vertex shaders

topaz saddle
lofty aurora
#

DO IT

#

This is my normal

My nature..

topaz saddle
#

Sobbbbb

#

Maybe I was wrong about you

#

You are sharp (vertices)

topaz saddle
topaz saddle
#

@old flicker do we js need the d3d9.dll and ini? We cant quite seem fo get it to install right

old flicker
#

will be online in a few hours

topaz saddle
#

Oki

topaz saddle
old flicker
topaz saddle
#

thats the game rendered as a decal over a decal over a decal over a decal

sharp sinew
#

Incredible

topaz saddle
#

how did you install it, was there anything specific or js the dll and ini?

old flicker
#

I sent the entire package earlier on gofile

#

it has everything

old flicker
topaz saddle
#

so i just dump everthing into the root?

old flicker
#

yus

#

it has the wrapper, a fix from pcgw, then remix

topaz saddle
old flicker
#

it is extremely unstable, and some levels completely crash it. textures are missing. but the tutorial level is fully playable

topaz saddle
#

dumped everything like that js to be sure

old flicker
#

πŸ€”

topaz saddle
#

it js crashes on startup

old flicker
#

that's not right

topaz saddle
#

bleh

old flicker
#

the go file pack is supposed to have a d3d9_steam006 file too

#

that's the other patch

topaz saddle
#

maybe windows removed it one sec

old flicker
#

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

topaz saddle
#

thank god we made a backup

#

fresh install, still an instant crash on startup

old flicker
#

is that dll still missing

#

it expects that dll file to be there so it'll probably crash without it

topaz saddle
#

maybe its because this is the gog version?

old flicker
#

I used the gog version

topaz saddle
#

ah

old flicker
#

in mgr_proxy try turning off remix

topaz saddle
#

an even faster crash

old flicker
#

πŸ€”

#

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 πŸ€”

#

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

topaz saddle
#

is oki cya then

#

if im not out at work

#

nvm got it to work

old flicker
#

what'd you change

topaz saddle
#

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

old flicker
#

no i mean to get it to not crash

topaz saddle
#

oh i js did another install

old flicker
#

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

topaz saddle
#

ah

#

dang

old flicker
#

was the only way to get him working without wasting the rest of my credits

#

bigger issues to fix

topaz saddle
#

Such as performance

#

And stability

old flicker
#

fixing stability will improve the performance

#

but tbh general performance when it's not having a lag spike is really good already

topaz saddle
#

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

old flicker
#

i could reasonably implement something like that here

#

but it's a lower priority

topaz saddle
#

Yeah

sour field
#

hi guys

old flicker
#

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

topaz saddle
#

Bugging you to help us with this

sour field
#

guh

topaz saddle
#

If you want to

sour field
#

where is the goods

topaz saddle
#

The source is located uhh

topaz saddle
#

For the dll at least

old flicker
#

yes

#

i'm gonna get it on github today

#

but rn the textures don't even work

sour field
#

pls πŸ™

old flicker
topaz saddle
#

Omg it's the guards gib

old flicker
#

i have it reverse enginnering the texture loading in the original game

#

just can't figure it out without doing that

topaz saddle
#

Fair

topaz saddle
#

Smooth normals makes it freak out and act like a particle effect weirdly

old flicker
#

taking a short break from this to make a generic dx9 -> ff template for use with e-man's tools

topaz saddle
#

Oki doki

topaz saddle
#

I will say thankfully this did fix the sky issue that the proxy had

#

Cant wait to see 01 work with textures

topaz saddle
#

@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

old flicker
topaz saddle
#

I guess we coulda also bugged cr abt it but iirc theyre itch is still gmod rn

old flicker
#

ah nice so the sky color is actually accurate

topaz saddle
#

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

old flicker
#

πŸ€” is this actually a good game?

topaz saddle
#

Its very very fun

sour field
#

its peak

old flicker
#

not used to a platinum games game being good

topaz saddle
#

CR

#

Hi

#

Stop jumpscaring

sour field
topaz saddle
#

Pls

old flicker
sour field
#

😭

old flicker
#

it's always $30+ lmao

sour field
#

worth the money imo

old flicker
#

stingyy company

sour field
old flicker
#

the last one from them that i played was the korra game

topaz saddle
topaz saddle
#

Yes

#

Memes

sour field
#

one thing platinum always does peak in, character movement and combat

#

fuuuuuuck its so fluid

topaz saddle
#

Yeah

sour field
#

nier, mgrr, and granblue weariest πŸ‘Œ

topaz saddle
#

True

#

Granblue

old flicker
#

why did korra have to be bad if they make good games 😭

sour field
#

ignore the cygames stuff, platinum worked a bunch on it

#

it even uses their engine

topaz saddle
#

Metal gear rising revengance is definitely top 3 games oat for us

sour field
#

but i definitely wanna see it working

topaz saddle
#

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

old flicker
#

i could prob manage stability afterward

#

the textures are just what needs to be fixed before that

sour field
#

do we know why they dont work

topaz saddle
#

We have 2 hunches

#

Compressed/wrong uvs

#

Or texture atlas

old flicker
#

it's almost certainly uvs

topaz saddle
#

Ah

#

So like if it pulls the wrong uvs the texture of the uv it does is what displays,

#

?*

old flicker
topaz saddle
#

Md doesnt work on phone

old flicker
#

that's for xor or CR to reference

topaz saddle
#

Ah

old flicker
#

it's hard to explain what the issue is

#

The game stores UV coordinates as half-precision floats (2Γ—16-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

old flicker
topaz saddle
#

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

old flicker
#

i don't know much either πŸ™

old flicker
topaz saddle
#

I guess

old flicker
#

well, just changing the UV format of a game is kinda like... a really really tall order. afaik it's simpler to convert it

lofty aurora
topaz saddle
#

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

lofty aurora
#

Doing the expansion in the proxy would be better, then passing that on to remix

old flicker
#

that's what we were trying to do

#

πŸ˜”

lofty aurora
#

Unfortunately you just made Claude burnt out

topaz saddle
#

Do you know how to do that cobalt?

#

Or js know what its doing under the hood

lofty aurora
#

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

topaz saddle
#

Ah oka

lofty aurora
#

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

topaz saddle
#

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)

old flicker
#

that'd be great

topaz saddle
#

Kk

topaz saddle
#

No good

#

Now we wait

lofty aurora
#

wait for what

topaz saddle
#

Xoxor to wake

royal turtle
lofty aurora
old flicker
#

actually that's not the full story i found out

old flicker
#

it's very possible the inconsistent behavior is just from the wrapper not being done properly for this part though

royal turtle
#

You could try the gta4 remix runtime and toggle the alwaysRecalculateTextureHashes in the texture tab

#

just to make sure its not that

old flicker
#

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

royal turtle
#
  • 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
old flicker
#

ty!

lofty aurora
#

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?

royal turtle
#

shaders

lofty aurora
#

ah, we're doing the same here which means replacements are not possible yet

#

For character models

royal turtle
#

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

lofty aurora
#

Do you have any suggestion for next steps that we could prompt the AI to do?

royal turtle
#

fixing that on the game side is really messy

old flicker
#

it definitely appears to be true

#

πŸ˜” okay

#

i will try that next when my credits renew

lofty aurora
#

πŸ‘€

royal turtle
#

πŸ‘€

old flicker
#

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 ✨

lofty aurora
#

why is raiden bald thou

old flicker
#

i marked his hair as ignore because it was annoying me

lofty aurora
#

i swear i saw his hair working, but its just standard alpha cards

old flicker
#

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

old flicker
#

with shaders disabled

#

a lot of the corruption and instability is from some shader junk getting through that shouldn't be

lofty aurora
#

the textures are rising

old flicker
#

ehehe

#

HUD is fully functional now

#

@topaz saddle is gonna be so happy

royal turtle
#

were normals broken before as well?

old flicker
#

they were

#

they work now

royal turtle
#

NORMAL (various compressed formats)

old flicker
#

πŸ€”

#

oh i see

royal turtle
#

these look very broken πŸ˜„

old flicker
#

that's just because he's a shader

royal turtle
#

oh alright

lofty aurora
# old flicker πŸ€”

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

old flicker
#

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

royal turtle
#

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)

https://github.com/xoxor4d/GTAIV.EFLC.FusionShaders.RTXRemix/blob/e6cd96ff1b4b87f32da1c9df7fe999db8025a9d2/win32_30_remix/gta_normal_spec/gta_normal_specVS1.asm#L76

and line 45

this allows remix to read the skinned normal data from the shader

GitHub

Shaders repository of FusionFix. Contribute to xoxor4d/GTAIV.EFLC.FusionShaders.RTXRemix development by creating an account on GitHub.

old flicker
#

if i do that i will prob try something similar

lofty aurora
#

there are a few areas where it still needs work, but honestly congrats Kim for making it this far

old flicker
#

✨

#

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

old flicker
#

ohh it's building on their repo too?? πŸ˜“

royal turtle
#

if you create a PR, yeah

old flicker
#

ah i see, it's locked until it's approved

#

neat

#

should be done soon

lofty aurora
#

@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

old flicker
#

yeah personally anything xor can't fix, i am not touching at all lmao

royal turtle
#

would need similar patches as the one kim just did for uv's to support the packed normals and potentially different uv format

old flicker
#

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 πŸ˜“

hard frigate
#

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.

royal turtle
royal turtle
old flicker
#

GUYS

#

it's completely stable now!!

lofty aurora
lofty aurora
old flicker
#

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

old flicker
old flicker
lofty aurora
# old flicker here it is not stretched weirdly

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

royal turtle
#

yup I suggest prioritizing games where you have a slight bit of attachment towards

old flicker
#

can the api be used for specific textures like that??

old flicker
lofty aurora
old flicker
#

i might try to get a more modern NFS game working then. or burnout paradise

#

i love burnout paradise

hard frigate
lofty aurora
#

This game has a special place inside me, I'd absolutely love to see this game with remix

lofty aurora
hard frigate
#

Really? That's surprising.

old flicker
#

trying to do that sounds like a nightmare

lofty aurora
old flicker
#

like really really bad

#

it should be really easy to do light placements + new skybox because it's FF now

lofty aurora
#

bailey can do it πŸ”₯

#

We can use CR's atmos since now it has support for clouds too

old flicker
#

i am attempting to convert the characters to fixed function + skeletons rn

royal turtle
lofty aurora
#

But CR has implemented a version of their own

old flicker
#

CR implemented it manually

#

yeah

#

once it's finalized it'd be amazing to have it in main

royal turtle
#

where?

old flicker
#

#1456958203681308877 message

old flicker
royal turtle
#

mhh cant see any reference to volumetric clouds in there or I'm blind

old flicker
#

#1456958203681308877 message

royal turtle
#

yea I dont think its pushed to git yet

old flicker
#

oh i see

#

yeah i don't think so. sorry about that πŸ˜“

royal turtle
#

dw. looking forward to adding that to gta4 to fix all of the sky issues with this game

topaz saddle
old flicker
#

his arms are broken

#

but he is now fixed function

topaz saddle
#

Ooooh

#

His hair now renders proper too

#

Woah

old flicker
#

lmao

topaz saddle
#

This is cinema

topaz saddle
# old flicker

What happens when you slice the car btw (cuz this game has dynamic slashes)

old flicker
#

i didn't try that yet

#

it's still kinda unstable. crashes sometimes after slashing too much

topaz saddle
#

Ah

#

Hw skinning Raiden cant hurt you hes not real

#

Hw skinning raiden:

topaz saddle
#

Oooooh

#

Woaw

old flicker
topaz saddle
#

Thats crazy

old flicker
#

can't believe this game fucking works

topaz saddle
#

Real

#

Unironically its awesome YYAYAYYA im so glad you where able to pull this off

old flicker
#

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

topaz saddle
#

Yay

#

Once Raiden is renderered in ff that also fixes the trees, then realistically besides perf and stability its basically a done game correct?

old flicker
#

holy shit holy shit

lofty aurora
# old flicker

you might wanna take a few suggestions from @sour field as they got FF hardware skinning support in gmod after a very long time

lofty aurora
topaz saddle
old flicker
#

✨ this is insane

lofty aurora
#

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

old flicker
#

yus

#

✨

topaz saddle
old flicker
#

i'm just that good obviously /lh

lofty aurora
#

-# with AI

old flicker
#

πŸ˜– i did put a lot of work into it myself yk lol

lofty aurora
#

just kidding lol