#Metal Gear Rising Revengance

1 messages Β· Page 3 of 1

lofty aurora
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its not like everyone else isn't using it

old flicker
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πŸ€”

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does he have two sets of hair

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like this is two sets of hair right

lofty aurora
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oh yeah what the helly

topaz saddle
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In the original game it takes from both textures as a sorta atlas

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From what u can tell

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I*

old flicker
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hm

topaz saddle
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I mean

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You could probably js ignore the floating set

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It might js be a shader overlay thing leftover

old flicker
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nah there are other issues

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his sword is misalgined and so are some other things

topaz saddle
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Ahh

old flicker
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normals are also borked

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and if i try to set them as smooth normals it crashes πŸ˜†

topaz saddle
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Ahh

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Yeah for me once I set smooth normals it turned it into a remix particle

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Guess normals will have to be calculated before somehow

lofty aurora
topaz saddle
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Ye

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Is he animated in game too?

old flicker
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he has two swords? lol

topaz saddle
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Lol

lofty aurora
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so this is entirely managed by FF right? all the animations are done through it now

old flicker
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it's ultra slow rn because of all the hacky stuff we had to do for troubleshooting

topaz saddle
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The guards having a mini universe based panic attack, i feel him πŸ˜” /lh

lofty aurora
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after this works, a way to handle skinned meshes --> FF should be documented. Becuase this is important

old flicker
wanton siren
old flicker
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tysm for making the toolset

lofty aurora
wanton siren
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Why you're on fallback light btw? Haven't got to that part yet?

old flicker
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i'm glad i could contribute to it too

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and yeah it's kinda cursed

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the sky is like... non existent as far as i can tell

lofty aurora
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please use distant fallback light

old flicker
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doesn't work

topaz saddle
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I was able to get it to work

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One sec

old flicker
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it works in the tutorial level

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but not this one

topaz saddle
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I got it to work in 01

old flicker
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i think there might be a skybox that's completely black (maybe was rendered with a shader?) and it's blocking the light

lofty aurora
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does it move with the camera (imp question)

topaz saddle
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Theres actually 3

topaz saddle
topaz saddle
old flicker
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mm

old flicker
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hehe

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hehehe

topaz saddle
wanton siren
old flicker
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πŸ˜… sorry to have wasted your time lol

wanton siren
old flicker
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that's helpful still though ✨

wanton siren
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I should've looked at the chat before posting. Phone typing lol

topaz saddle
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rs

wanton siren
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Kim is just too fast

old flicker
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✨

wanton siren
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Hmm I guess next low hanging fruit might be alpha blending/cutout flags

topaz saddle
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who are blurry

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which id assume would be fixed with stability

lofty aurora
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ok one more thing, and i think this will set a complete baseline comp mod if you want to proceed further and its to have the topbr or a AutoPBR system eventually. It will make it so less time is done adding lights through the toolkit for a basic "working mod"

old flicker
lofty aurora
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completely optional btw

old flicker
old flicker
lofty aurora
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for its materials or alpha stuff

topaz saddle
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swizzle maps?

old flicker
topaz saddle
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gulp

old flicker
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claude refined the bone implementation even more. he has his sword back on the main screen now

lofty aurora
topaz saddle
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what are swizzl maps

old flicker
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idk

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i can't explain it at least lol. i have a concept of it

wanton siren
lofty aurora
old flicker
topaz saddle
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ah

old flicker
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this one is a decal that's being stretched and applied to everything it seems

lofty aurora
topaz saddle
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told ya particles were a detriment, i mean the smoke has forsever been a pain

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if its ignored do all the meshes dissapear?

old flicker
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i forced the smoke particles to render as fixed function

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they now appear on his shoulder for w/e reason

topaz saddle
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yeahhh thats weir

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d

old flicker
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in good news

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i can't get it to crash anymore

topaz saddle
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w

lofty aurora
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misinput with the skull react

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soz

wanton siren
# old flicker

Sorry, I still don't know what texture you're pointing to πŸ˜…

old flicker
old flicker
wanton siren
topaz saddle
old flicker
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yeah

topaz saddle
old flicker
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πŸ˜†

wanton siren
old flicker
old flicker
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distant light works now

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also the UI overlay effects work perfectly which is pretty nice

lofty aurora
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now its rising

topaz saddle
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well

old flicker
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yeah

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the UI is still shaders. can't do anything about that

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everything that matters is FF

topaz saddle
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yeah thats fair

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but how can i get the ui to show without everything else dissapearing

old flicker
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πŸ€”

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what else is disappearing

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i don't understand

topaz saddle
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everything

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once the ui loads the screen goes black

old flicker
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there might be something being caught and rendered as a shader when it shouldn't be

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where is that/what level

topaz saddle
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01

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it happens in the main menu too

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but maybe i have it installed wrong because textures also dont work

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i forgot xoxors runtime

old flicker
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oh

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πŸ˜”

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did you install the newer build i sent earlier on google drive?

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it has a patched version of remix that's necessary for this to work

topaz saddle
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wheres that at

old flicker
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.

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then install the new d3d9 over it

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(and the newer user and rtx conf files)

topaz saddle
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still a black screen πŸ™

old flicker
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try changing to sphere camera?

topaz saddle
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to sphere camera?

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do you mean sphere fallback?

old flicker
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yes

topaz saddle
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theres also nothing in geometry hash

old flicker
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hm

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i can't reproduce it

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the only time things go black is from the light being obstructed

topaz saddle
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lemme js fresh install then

old flicker
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after i get this transparency stuff worked out i'll distribute a new build

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and also begin hosting the code on github

old flicker
topaz saddle
lofty aurora
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I mean you can just make a mod and turn on the alpha transparency yourself. But it might be possible to do it in the runtime instead

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No idea what format it's using that remix cannot interpret

old flicker
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okay

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well i'm kinda burning out on this game unfortunately

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i'm gonna try to optimize it a bit and make it actually run okay, publish on github, then work on something else for a while

lofty aurora
old flicker
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i think the state it's in is reasonably good enough to handle with the toolkit

lofty aurora
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This is in an almost working state I won't bother too much about it. Considering you've done all this in a day

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Which is like what, weeks of actual manual labour reduced to a single but concentrated time

topaz saddle
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ye

lofty aurora
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@topaz saddle to the toolkit

topaz saddle
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hi

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im still tryna get the stuff to not render black

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but after its optimized all thats really left is normals and its basically g2g

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if theres any other issues i will bug other ppl

old flicker
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if you run into smaller issues or w/e and i have credits + energy i could prob fix it

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but nothing major past this point

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πŸ’– i'm glad we could get it to this point though

topaz saddle
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yes

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ty kim for all you did

old flicker
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✨

topaz saddle
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and once the month resets you could prolly js use my cursor credits anyways for mgrr specifically

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so you dont waste your own

old flicker
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that'd be perfect

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i went through 30% of my monthly copilot quota for this one

lofty aurora
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How much did it cost to get mgrr completely (almost) FF'ed

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Oh nvm

topaz saddle
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now its js crashing

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what did i do wrong

old flicker
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just wait for the new build. i'll send all of the files again in case i missed something else

topaz saddle
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alright

old flicker
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optimization is almost done

sour field
old flicker
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$10 a month

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on top of more usage within the plan

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500 credits per month. you really only need sonnet now, so you get 500 prompts. each prompt can run for like 20 minutes

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okay

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i'm gonna try to get the optimization happy and then share the build, then update my template code using all the new features. then take a look at halo ce if i can find my copy of it. then sleep

topaz saddle
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sounds like a plan

lofty aurora
old flicker
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i have been working on this wrapper (not just for this game) for around 16 hours

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πŸ’€

lofty aurora
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Yeah sleep

hard frigate
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Hot damn! Get some well deserved rest.

sour field
old flicker
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2 games converted to fixed function in one day

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✨

topaz saddle
old flicker
sour field
hard frigate
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That is some quite impressive, honestly.

topaz saddle
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hm

lofty aurora
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Kim on a double combo

topaz saddle
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and once we get the link well update the placeholder

old flicker
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mm

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we'll just do the old build for now

topaz saddle
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oka

topaz saddle
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alrghtt

old flicker
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πŸ˜–

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whyyyyy

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wtf

lofty aurora
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ok don't panic

lofty aurora
topaz saddle
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not even turning off shaders work now tho

old flicker
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no i'm angry lol

topaz saddle
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thats the only install instructions right

old flicker
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yes

topaz saddle
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then yeah

old flicker
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is anyone else able to test

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if it doesn't work for multiple people then something really bad is happening

lofty aurora
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You can quicky do a diff check if something crucial got deleted

topaz saddle
lofty aurora
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AI loves doing that something

old flicker
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πŸ˜–

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i truly don't know

old flicker
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and what driver version

topaz saddle
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4060 ti and uhh

light forum
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im on gog version tho

topaz saddle
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59174

old flicker
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i'm dead inside

topaz saddle
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did it modify the exe directly?

old flicker
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no

topaz saddle
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damn

old flicker
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no matter what i do i cannot reproduce this

light forum
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still the same thingπŸ™

old flicker
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and what gpu do u have?

light forum
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5070

old flicker
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well

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at least the outrun patch works

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but wtf 😭

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i'm doin a fresh install of the game to try to reproduce

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nope even with that, i can't reproduce the issue

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can you guys leave your games open for at lesat 50 seconds, then send me the mgr_ffp_proxy.log file in GameData?

light forum
old flicker
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or rename it

light forum
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nothing

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still a black screen

topaz saddle
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Sorry my internet lagged one sec

old flicker
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try this one pls

topaz saddle
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no change

old flicker
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😭 WHYWHYWHY

topaz saddle
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Shrug

hard frigate
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I can get it to render if I uncheck all UI textures

old flicker
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πŸ˜– wat

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ig you guys will have to figure out which ones are bad

topaz saddle
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Well figure it out when home

topaz saddle
hard frigate
topaz saddle
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bleck

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are you using the latest version

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^

hard frigate
# topaz saddle ^

Oh, I was using the version Kim posted up here #1423397781414084648 message. I can try that one as well.

topaz saddle
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same one

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weiiirrrddd

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how did you install it

hard frigate
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Just extracted everything in the .7z to the game folder and then backed up the steam_api.dll and replaced it with the one in the ReShade folder.

topaz saddle
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time to see if that works

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it instantly crashes when i do that

hard frigate
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That is strange. If I don't do that last bit, I can't even get in game at all

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I am using the Steam version for reference.

topaz saddle
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oh

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hm

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maybe it works with the steam version

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im using the gog

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well the steam version works

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last thing i saw before it crashed tho

hard frigate
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I mean, that is a pretty badass last image. How long did it take before crashing?

topaz saddle
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45 seconds

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this may be a previous install tho

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cuz raiden is still running via shaders

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ok i did the most recent

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it works onw still

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but the ui that breaks everything is the most important ui

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so this game still has some minor issues

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@royal turtle didnt you have something similar to this with call of duty? do you think your call of duty runtime might help here? (probably not but its worth the ask)

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now that its all ff all thats left i guess is stuff like performance

royal turtle
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the heuristics tab has the always use AABB setting which came from my issue. Reducing unique object distance might also help .. make sure that scene scale is correct

topaz saddle
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alright lemme try that rq

topaz saddle
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sorta fixed that

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the thing is the shader version of the game works almost perfectly

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when the world is ff but raiden is shader

royal turtle
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then I'd suggest not skinning via FF and just find a way to fix normals

topaz saddle
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even with aabb bounding boxes they still spasm, guess i dont know how to find the right scale? tried smaller unique object distance and higher

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and i need to fix the laggy hair

sour field
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my metal gear is rising

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this looks so good autism_drool

topaz saddle
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still some minor issues but its basically in a near perfect state

sour field
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good lord

topaz saddle
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:grins:

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finally

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mgrr raytraced

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raidens hair is so laggy

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πŸ’”

sour field
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how does the hair lag guh

sour field
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lmfao

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is he hwskinned

topaz saddle
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hes shader based hw skinning

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i think

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the only 2 issues as of rn is my dumbass tryna figure out world scale to fix the fuzzyness and raidens hair

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thats about it

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as far as ive gotten

sour field
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wha about them alpha cards

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unity rtx has the same prob

topaz saddle
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not within my knowledge range

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shrug

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well

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neither is the hair

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but yeah technically those are an issue too that needs to be fixed

sour field
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same shading issues as gmod

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(the blacck squares)

topaz saddle
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yeah

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is it something you fixed in it?

sour field
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nope

topaz saddle
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buh

sour field
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it happens only for models ported from other games funnily enough

topaz saddle
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thats weird

sour field
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im sure its more of a universal issue with remix

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i need to open a bug report for sure

topaz saddle
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right

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i m ean the hair doesnt have that issue on ff raiden, however with ff raiden the ui no longer works and performance is mid

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and borked normals

sharp sinew
topaz saddle
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ty

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thanks to kim and the tool now things can get started

sharp sinew
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How it work?

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the tool

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thingy

topaz saddle
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its cursor for reverse engineering

sharp sinew
lofty aurora
topaz saddle
lofty aurora
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Buh

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But

topaz saddle
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The ff version isnt properly done

lofty aurora
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Ok

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I guess we'll just wait for that to happen

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Do replacements work?

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and I mean all of them

topaz saddle
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Not only does it break the ui its also low on performance unfortunately

topaz saddle
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Captured crash the game for me

lofty aurora
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Isn't it odd the game works fine on Kim's end, maybe something wrong with reproducing the same results

topaz saddle
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Well

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Its still busted for Kim too for normals and perf I think

topaz saddle
lofty aurora
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Yes performace would need to be worked on. It's because of the proxy layer that has to reconstruct every shaders function to FF

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Some kind of overhead

topaz saddle
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I meannnnnnnn

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If it looks fine with shaders (minus the hair) I dont see a point in tryna make it ff if other things break

lofty aurora
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True

topaz saddle
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All that needs fixed is the hair

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Then hes fine

lofty aurora
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Wuz wrong with the hair in particular?

topaz saddle
lofty aurora
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I hate discord it never runs a single video here

topaz saddle
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It lags behind the player

lofty aurora
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did you mess with world unit scale and unique object search distance?

topaz saddle
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I did

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I probably just dumb but I couldn't get it to work

lofty aurora
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We're so close

topaz saddle
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What would even be a proper idea for both settings, higher or lower

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Idek how both settings work

lofty aurora
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You can leave world unit scale at 1.00 for now, but try to play around with the other setting

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Surely there's a sweetspot

topaz saddle
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And that'll fix the hair? Or

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The other models flickering

lofty aurora
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It does kind of fix the hair not being stable, don't know about flickering

topaz saddle
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Ah

lofty aurora
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Wait no

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Nah see that's a different issue

lofty aurora
topaz saddle
#

Oh

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How would I fix that then

lofty aurora
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no idea honestly. the whole project is just taped together with hopes and dreams

topaz saddle
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Damm

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Hoping theres a way someone knows

lofty aurora
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The hair might not be in sync with the animation or something, it offsets even at slightest of movement in your video near the end as well

topaz saddle
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Yeah

jolly flax
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if RTX hair support is ever added to Remix, I did convert Raiden's hair to strands in Blender a few years ago. So someone could use that if they want

old flicker
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alright

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well

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i'm finally up

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i read the chat.

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few notes:

  • for me the one with shaider raiden and ff raiden both performed identically. it's possible something on my pc is just causing both to run slow
  • atp you guys seem to want to abandon the ff raiden branch, is that right? like it doesn't matter anymore? if so i still have the source code for that version
old flicker
lofty aurora
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The main reason behind keeping the shader based version of raiden is becase the model of raiden is already pretty good, it can use a few good well made textures for updating them. Or that we can hook the original textures

lofty aurora
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Hair seems to be desync with the player

old flicker
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those types of issues were part of why i went for FF

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i wasn't able to fix them separately

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in FF that wasn't happening anymore

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it also fixed the enemy soldiers and the weird blurry appearance

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my labelling is questionable

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ah no that's the partial borked ff one

lofty aurora
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If you can test a backup clean install of mgrr with your mod, we can quickly rule out why some people were having issues

old flicker
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with which version of the mod

lofty aurora
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The one which was causing nothing to render, essentially a blank screen

old flicker
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yes that was the full FF one. i did already test it on a fresh GOG copy using my exact zip, it did work

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it worked fine for me

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it didn't work for others in the same scenario

lofty aurora
#

#1423397781414084648 message

old flicker
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yes i saw

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i have NO idea why that works

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but to be clear... the FF version works on steam too?

lofty aurora
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Also some can't get captures to work, cuz bailey said it crashed afaik

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when you try to capture

old flicker
#

πŸ€”

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alright

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i will look into that

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for me it crashes if i click too many times which is weird

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it's not even related to what's happening in the game. just clicking

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i will use this as a base to work on top of if that's what everyone's using

lofty aurora
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You can also look up some d3d9 optimization strategies (AI is pretty good at suggesting some standard practices in the industry) to fix the performance because the frame rates are rising and falling

old flicker
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πŸ˜– i did

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see

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the problem is on my end, the game will run slow while the FPS stays high. i have no idea how or why that's happening

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so i can't test if the optimizations are helping

lofty aurora
#

Ahhh so the game feels slow but FPS is fine?

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That does ring some bell with NFS ug2 being slow

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It was something like that

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Did you try locking the frame rate with vsync?

old flicker
#

i didn't, will try

old flicker
# topaz saddle

πŸ™ can you (cobalt) please clarify for me. was this with FF raiden or not

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πŸ˜– and which codebase should i be using to work on top of

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i can't do anything until that's answered

lofty aurora
old flicker
#

@topaz saddle pls be summoned pls pls πŸ™

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ig i'll work on my template code + burnout until i get clear answers for this

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i don't wanna waste credits on the wrong codebase

lofty aurora
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Ooooh

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Can we move to burnout paradise thread then?

old flicker
#

yus

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#1482646578819760310 message

topaz saddle
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sorry

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whats up

old flicker
#

which codebase do you want me to work on top of

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the one with FF raiden or the one with him as a shader

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and what issues need to be fixed for whichever one you choose

topaz saddle
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id prefer the shader raiden as it doesnt have fucked normals and perf loss, as well as having to ignore the main ui

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the only issues with shader raiden is the fuzzy skinned meshes and the laggy hair

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everything else worked flawlessly

old flicker
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can you give specific examples of those issues please

topaz saddle
# topaz saddle

basically the hair will lag behind the player in motion, as if its animations are delayed

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as for the skinned meshes anything with more than one skinned mesh of it in scene begins to become fuzzy and or clitchy, looking as if theyre teleporting between one another

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another technical issue is culling but thats all games

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other than that, ui works ootb, normals can be smoothed with smooth normals but when i capture it goes to 50% and crashes

old flicker
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will look into the crashing + try to fix those 2 issues

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culling will have to come much later

topaz saddle
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yeah

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ty kim blobcatheartpink

old flicker
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test pls

topaz saddle
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on it

old flicker
#

@topaz saddle does it look like the hair is lagging specifically, or does it look like it's just not aligning properly with the character mesh?

topaz saddle
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hmm

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not aligning

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although it feels slightly delayed too

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looking at it again definetally missaligned @old flicker

old flicker
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this comes from the character being a shaderb ut the hair being FF

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and it is incredibly difficult to fix

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ssame for the weird glow issue

topaz saddle
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ah

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weird glow?

topaz saddle
#

a

old flicker
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i don't think i can fix it

topaz saddle
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Ah

old flicker
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i may try to fix the full FFP version instead because it'll actually be simpler

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provided that one is running for you now

topaz saddle
#

I mean do you think youre able to fix normals and performance on ff

topaz saddle
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And normals are fucked

old flicker
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i truly don't understand how tf it works perfectly for me (other than normals)

topaz saddle
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Shrug

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If you can get it to work fine enough then it wont matter If hes ff or shader

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And if thats easier then by all means di that catblobhugpurple

old flicker
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ngl we are having a panic attack rn so i'm sorry if we r coming off as short/impatient

topaz saddle
#

Ah no don't worry you arent

old flicker
#

distracting ourselves helps

topaz saddle
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I feel ya on that

old flicker
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does the game crash for u at all

topaz saddle
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On ff or shader

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Neither unless captured

old flicker
#

ff

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okay good

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for me both crash which is weird

topaz saddle
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Neither crash unless im going ootw to like spasm the camera and enemy attacks

old flicker
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oh πŸ˜–

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that's the crash i'm talking about

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it seems related to clicks insteado f the actual things happening on screen

topaz saddle
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Weird

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If xoxor wants a job he should work on this !!!!!!!!!!!!!!! !!! Then he wouldn't be out of a job and could help you with the process fr

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I seem to replicate the clicks by having multiple enemies and then clicking faster than the sword swings i think

old flicker
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god

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i swear claude broke their fucking models between yesterday and today

topaz saddle
#

sob

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whats it doing?

old flicker
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just fucking up on every level and not using the tools properly unlike before

topaz saddle
#

damn

old flicker
topaz saddle
#

@hard frigate wanna throw it in rq im at work for a long bit

old flicker
#

maybe opus 1m (1m context length) will be able to get it because it just keeps running out of context and failing

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πŸ˜– u guys think maybe i should post my ko-fi with each mod i make because this costs a lot for the model access

hard frigate
hard frigate
old flicker
#

πŸ˜– we have spent $40 on this this month

#

we are hoping to consolodate cost and just buy a claude max subscription or something

sharp sinew
old flicker
#

yus

#

ik

#

but

sharp sinew
#

No butts

old flicker
#

i tested claude code before and it performed much worse

#

so i avoided it

#

but now i will succumb

sharp sinew
#

You win some you lose some

#

I've personally been banging my head against the missing textures issue for two hours.

sharp sinew
#

And by banging my head I mean letting Claude bangs its head while I watch shorts between each run.

old flicker
#

have you verified in remix itself that it's actually missing textures, and that it's not just one texture being falsely assigned to everything?

sharp sinew
old flicker
#

also, never ever test these games with FF withotu remix

#

πŸ˜” well there we go

lofty aurora
# sharp sinew You win some you lose some

Each game you guys make a FF mod of, there's gonna be an excessive loss of water from a data centre in an unknown location. So really we're just paying with water to get games to work with remix bigbrain1

sharp sinew
#

Huh

old flicker
#

all of my games that i've converted are 100% broken in rendering without remix

#

same for xor's afaik

#

you need remix for sure

sharp sinew
#

Yeah no it's weird right now.
The geometry does render with textures

hard frigate
sharp sinew
#

It's just that there's an untextured layer on top

old flicker
#

easily fixed in remix then

#

no need to waste credits

sharp sinew
#

I'm on the subscription ;)

old flicker
#

no need to waste your weekly usage πŸ˜†

sharp sinew
#

It has barely moved

old flicker
#

maybe u just suck at making it happy

sharp sinew
#

Tru dat

lofty aurora
#

There's a very short list of games we can work on to make FF conversions of. I mean most games from the near end of dx9.0c are there for legacy support since most moved to dx10 right around 2007/2008

#

So maybe we can target specific engines like softsound did?

old flicker
#

that would be ideal

#

but

#

i don't think that this is true

There's a very short list of games we can work on to make FF conversions of.

#

i mean, i converted 2 games that no one thought would work

#

there are just very obvious limitations that we have to avoid

#

anything that was like a "wow this looks REALLY fucking good for the time it came out", that probably won't work (e.g. burnout paradise)

#

uses very complex shaders and methods to make it work

#

and then ofc the obfuscation

lofty aurora
#

I bet it would not take that much of your time

old flicker
#

yeah

#

FEAR would be fun

#

maybe

sharp sinew
#

BEAN MG

lofty aurora
#

hmm.. we could short list of a few popular titles that haven't been worked on. at least no one's thinking of trying crysis zzz

sharp sinew
#

You can use steam to go back to the last dx9 version

#

The engine is pretty open and all the shaders are lose files

lofty aurora
#

You think the soft body simulation stuff can be converted to FF easily?

sharp sinew
#

Hm. No. But the shader can be simplified

old flicker
#

okay

#

how about this

#

if we get together a list of games (that i'm also interested in or think will work) and do a poll for them, i'll work on the most popular pick. but i'd also post my ko-fi page with it to help fund it because 😰

lofty aurora
#

We do a poll kim

#

Let's ask the community what game they want worked on

sharp sinew
#

I just threw a hundred down the drain

old flicker
#

i'm about to to make this happen

old flicker
sharp sinew
#

Do it

lofty aurora
sharp sinew
#

😒

#

That's not me crying btw

old flicker
#

it's me

sharp sinew
#

I got my Claude

#

It's ok

#

You'll live

lofty aurora
#

at some point we gotta mess with dx10 (but a simpler game) just for science

#

But not now

old flicker
sharp sinew
#

Dnkys

old flicker
old flicker
sharp sinew
#

Still love urself

lofty aurora
old flicker
#

πŸ˜”

#

well shit

#

time to spend $100

sharp sinew
old flicker
#

a pat is good enough

#

they feel nice

sharp sinew
#

Nope. You're getting kissed

#

πŸ‘„

old flicker
#

πŸ€”

#

unsure what to make of this

#

πŸ˜” tired

#

not physically

#

just mentally

old flicker
#

few games i'm interested in working on:

  • Cars
  • lego star wars (MAYBE), kinda eh on it nvm i don't want this
  • mass effect 2 (very low hopes but i'd be willing to try it)
  • red faction guerilla (very low hopes again)

games that are off limits for me:

  • anything based on source
  • anything nsfw
  • games i'm not at least mildly interested in (following xor's advice)
old flicker
#

of these, Cars has the highest chance of working. like very high chance

what i'm most interested in, probably guerilla or cars. though i really want an easier project rn so cars would be nice

old flicker
sour field
#

what the

#

ok i gotta indulge, what is the icky part

sterile shale
#

e-even portal rtx?? πŸ₯Ί

old flicker
#

there's nothing specific. just the general feeling/vibe they have. i don't like it at all

old flicker
sour field
sour field
#

maybe its nostalgia

old flicker
#

i help with other source projects because ik others enjoy them but i personally just can't stand it, and i wouldn't want to spend hours or days reverse engineering a game i do not care for in the slightest

lofty aurora
#

Small achievable goals are what we live for

old flicker
sour field
old flicker
#

no dw i didn't take it that way πŸ˜†

old flicker
#

πŸ‘€ thank u

#

omg from ultrasharpv2. i didn't even notice

old flicker
topaz saddle
#

Dr stone reference

old flicker
topaz saddle
#

What about ahit

old flicker
#

the ones i'm interested in, i will add, then we can hold a poll for the next game to work on

old flicker
topaz saddle
#

A hat in time

old flicker
#

like a punch

#

oh okay

old flicker
#

MAYBE. afaik it uses DX9Ex which is scary

#

but i'd be willing to try it

topaz saddle
#

Ouh

#

As much as seeing new games is cool I js love the fact that this works mostly rn

old flicker
#

i'm really glad

old flicker
#

the hair is less weird too

#

and ya

topaz saddle
#

Still weird but less weird or fixed

#

Weird that ui is busted then according to Boba if its shader raideb

old flicker
#

i had to change the way the UI rendered when i converted it to FF raiden because the dude that shows up in the UI also had a skeleton

#

i need to change it back now

topaz saddle
#

How was ot rendered with ff Raiden compared to the other way

old flicker
#

πŸ˜“ hard to explain

topaz saddle
#

Ah oki

old flicker
#

i didn't completely understand it to begin with sooo πŸ˜†

topaz saddle
#

Ah lmeow

old flicker
hard frigate
old flicker
#

πŸ€”

#

is it running slow? like actually slow, not just FPS

hard frigate
#

Most of the time it does feel like it is running slower than it should be.

old flicker
#

with this version of the mod i was able to run it at 60 FPS, then suddenly it'd dip to ~10 FPS and run weirdly slow on top of the low FPS

#

i think it's still related to character rendering

#

if you disable shaders in Game Setup -> Parameter tuning, i'm betting all of the perf issues vanish

hard frigate
#

I'll give that a try then

#

You were right

old flicker
#

okay. just gotta work on optimizing that then

sour field
tulip raptor
sour field
#

i think, tis been a while

topaz saddle
tulip raptor
#

i just saw one of these screenshots reposted in mgr

#

good work

topaz saddle
tulip raptor
#

modding gear rising

#

the unoffical (but biggest) MGR modding discord

topaz saddle
#

Also dont say good work to me it was mostly @old flicker and a tool

#

However there some things still if ya want go help

tulip raptor
#

did you ever get fvf working?

topaz saddle
#

The world is fixed function

tulip raptor
#

How'd you pull that off?

topaz saddle
#

A reverse engineering tool

#

And Kim

tulip raptor
#

I was messing with the games renderer trying to get it to accept FVF but it just... wouldn't

#

it was so weird

#

I mean it would

#

but you saw the results

topaz saddle
#

Yeah

hard frigate
tulip raptor
#

that mess wat

topaz saddle
tulip raptor
#

Holy peak

#

hey, can you guys pass lights to rtx remix

old flicker
tulip raptor
#

because the game loads all the information for lights

topaz saddle
tulip raptor
#

it just doesnt have realtime lighting

topaz saddle
#

Thats the best video

tulip raptor
#

but I have an ASI which taps into that for editing some world parameters, if you guys had some of that could you make it better?

old flicker
#

yes i could implement the code for that into the main wrapper

sour field
old flicker
#

was my plan ✨

tulip raptor
#

lemme see what stats I already have and then I can look for the actual light values if you need

old flicker
#

if we can detect the lights in the original game i can make calls to remix API for it

tulip raptor
#

they should be in the same place as they are all part of the same file

topaz saddle
#

Brb finishing work

tulip raptor
#

(right now i have sun parameters etc)

#

@old flicker

        // Sun values
        shadow_length = injector::ReadMemory<float>(shared::base + 0x1783F58, true);
        shadow_direction = injector::ReadMemory<float>(shared::base + 0x1783F5C, true);

        // Add Color (fake overlay to mimic sun glare, A controls how far down the overlay goes from the top)
        addcolor[0] = injector::ReadMemory<float>(shared::base + 0x14D5430, true); // Add Color R
        addcolor[1] = injector::ReadMemory<float>(shared::base + 0x14D5434, true); // Add Color G
        addcolor[2] = injector::ReadMemory<float>(shared::base + 0x14D5438, true); // Add Color B 
        addcolor[3] = injector::ReadMemory<float>(shared::base + 0x14D543C, true); // Add Color A

        // Ambient Color (added to everything)
        m_AmbCol[0] = injector::ReadMemory<float>(shared::base + 0x1783DD0, true); // Ambient Color R
        m_AmbCol[1] = injector::ReadMemory<float>(shared::base + 0x1783DD4, true); // Ambient Color G
        m_AmbCol[2] = injector::ReadMemory<float>(shared::base + 0x1783DD8, true); // Ambient Color B 
        m_AmbCol[3] = injector::ReadMemory<float>(shared::base + 0x1783DDC, true); // Ambient Color A (Makes world transparent)

        // Sun Color
        m_SunCol[0] = injector::ReadMemory<float>(shared::base + 0x1783DE0, true); // Sun Color R
        m_SunCol[1] = injector::ReadMemory<float>(shared::base + 0x1783DE4, true); // Sun Color G
        m_SunCol[2] = injector::ReadMemory<float>(shared::base + 0x1783DE8, true); // Sun Color B
        m_SunCol[3] = injector::ReadMemory<float>(shared::base + 0x1783DEC, true); // Sun Color Intensity (?)
old flicker
#

awesome

#

can def use that

#

so does this game only have sky based lighting? any lights attached to buildings or anything?

#

(i've never played it lol)

tulip raptor
#

it has all the information from them but afaik its never actually used for real time lighting

#

i think its used to spawn the little effect dots where the lights are

old flicker
#

hm

tulip raptor
#

but the data does exist, and might be loaded in game

old flicker
#

if those spawn points are the same texture between all of them (per type), i could use that data to automatically spawn specific types of lights in place of them with the API

tulip raptor
#

since its in the same file as all the information i sent above ({stage_id}.gad)

tulip raptor
# old flicker if those spawn points are the same texture between all of them (per type), i cou...

this is the lighting info in the GAD

                <value>
                    <prop name="m_flag">0</prop>
                    <prop name="m_priority">0</prop>
                    <prop name="m_applyFlag">55</prop>
                    <prop name="m_pos">107.883 5000.01 -81.202 -1.90386e-14</prop>
                    <prop name="m_color">0.8 1 1.2 0.77</prop>
                    <prop name="m_distance">
                        <value>9000</value>
                        <value>8000</value>
                        <value>0</value>
                        <value>0</value>
                    </prop>
                    <prop name="m_DirAng">0 0 0</prop>
                    <prop name="m_group">0</prop>
                    <prop name="m_applyScale">
                        <prop name="m_scale">
                            <value>2</value>
                            <value>1</value>
                            <value>0.5</value>
                            <value>0.2</value>
                            <value>0.75</value>
                            <value>1</value>
                        </prop>
                    </prop>
                    <prop name="m_lightType">0</prop>
                    <prop name="m_lightOptionFlag">0</prop>
                    <prop name="m_effectiveDist">9000</prop>
                    <prop name="m_anmParam.m_cycle">0</prop>
                    <prop name="m_anmParam.m_range">0</prop>
                </value>
old flicker
#

πŸ€” MIGHT be enough info to do this with

#

m_lightType
could probably look for this specifically to identify where lights should be (in memory), and pass through the color + scale information to remix with a default intensity

tulip raptor
#

considering thats what A usually is in this game

old flicker
#

idk if i'm blind or what but idk what you're referring to

tulip raptor
#

the A value of the "m_color" property

sour field
#

A being first or last, RGBA?

tulip raptor
#

RGBA

old flicker
#

oh i see

#

nice

tulip raptor
#

everything in mgr is rgba

#

thank god

#

anyway lemme see if i can find where those are

#

already good news

#

mgr does load the lighting data into memory around the area of the other stuff

old flicker
#

are those addresses for the GOG copy or Steam?

#

though i imagine it's the same πŸ€”

πŸ˜– hopefully

tulip raptor
#

afaik the gog copy is just a steam copy with one of those cracked dlls lmao

old flicker
#

pretty funny

#

i wonder why the steam copy works for everyone with my patch but not gog?

#

the original release was broken for everyone else on GOG, solid black screen, no rendering. but for me it's stable and works properly on GOG

using Steam copy fixed it for them

tulip raptor
#

first light

#

my hope is light count is just 4 bytes before the array

#

would be awesome

topaz saddle
tulip raptor
#

getting close

tulip raptor
topaz saddle
#

Ah

tulip raptor
#

which is annoying

topaz saddle
#

πŸ˜”

tulip raptor
#

I think m_flag = 0 either means not active or the sun

#

because lights with m_flag = 0 are always at the same position with the same values

#

like across all stages

topaz saddle
#

Ooooh

#

What abt night missions

#

Are they there too

tulip raptor
#

night missions?

#

okay figured it out

#

lighting works are always 32 entries long

#

the flag 0 means the light isnt used

#

probably to avoid allocating memory and then they can just make a constant buffer

#

@old flicker this is what the lighting info looks like

#

can you work with that

old flicker
#

100% can

#

if you can lay it out in a clear format for me i should easily be able to implement this

topaz saddle
#

Yay

tulip raptor
#

@old flicker ```cpp
struct Vector4 {
float x;
float y;
float z;
float w;
};

struct Vector3 {
float x;
float y;
float z;
};

#pragma pack(push, 1)
struct MGR_LIGHT {
uint32_t m_flag; // 0 = Don't Use, 1 = Active (seemingly)
uint32_t m_priority; // Unused?
uint32_t m_applyFlag; // Unused?
Vector4 m_pos; // Self Explanatory
Vector4 m_color; // Self Explanatory
float m_dist[4]; // LODs of some sort
Vector3 m_DirAng; // Angle
uint32_t m_group; // This is not the right spot for this variable, but unused
float dummy[2]; // Unknown, seemingly always 0
uint32_t m_lightType; // 5888 = Point, 7936 = Spot (Maybe)
uint32_t m_lightOptionFlag; // Unused?
float m_effectiveDist; // Controls how far objects will be affected by the light
uint32_t m_anmParam_m_cycle; // Some sort of animation, this is not the right byte for it
float m_scale[6]; // Size of the particle, probably.
};
#pragma pack(pop)

The structure
#

(not complete but you dont need all the data so it's servicable)

#

and to get the lights:

    for (int i = 0; i < 32; i++) {
        MGR_LIGHT light = injector::ReadMemory<MGR_LIGHT>(shared::base + (0x1784934) + ((144) * i));
}```
old flicker
#

πŸ”₯ thank you a ton

tulip raptor
#

oh by the way

#

the lights update depending on which GAD work your in which dynamically changes based on the area of the level

#

so you can walk into different ones

#

basically just make sure your checking the lights for updates every frame

#
injector::ReadMemory<int>(shared::base + 0x1783D38, true)
``` this is the address for the current work ID, so just check this and if it changes redo all the lights, the light address stays the same though
topaz saddle
topaz saddle
#

Less its not actually green and js something to visualize

#

Still alot of lightd

old flicker
#

it'd be controllable somehow. i'll probably pull xor's imgui + remix api code and use it for this so you can adjust it in-game

topaz saddle
#

Awesome

old flicker
#

but before i do any of this i need to test on steam copy + fix stability and performance the rest of the way

topaz saddle
#

Right

#

Works done in 3 hours for us so take that as you will

topaz saddle
#

Thats alot of lights

topaz saddle
#

Cant wait to see this with emissives

#

If that entire scene isnt prerendered

sour field
#

nah i dont remember it being prerendered

tulip raptor
#

the game detects bloom with the main render buffer but i dont recall how

old flicker
#

afaik that wouldn't be useful

#

like we could pass it to remix's bloom function but they'd work pretty differently, and it probably wouldn't look that good

#

(remix's bloom is really not very good visually)

sour field
#

yeah i have it turned way down in gmod rtx

#

otherwise it's early ue4

#

yuck i hated that bloom

topaz saddle
sour field
#

omg pls

#

dude i was obsessed with the OST after my first playthrough

topaz saddle
#

Yeah

#

Cr jave you seen the max0r videos on it

sour field
#

of course

topaz saddle
#

Separating families the hard way

#

Is by far the wildest quote

sour field
#

my top max0r video is the Yakuza 0 one

#

good lord that was straight adrenaline injected into my veins

topaz saddle
#

Or

#

Lag

topaz saddle
#

Lol

old flicker
#

aAAAAaaaaaAAaAAAaaaAAAA

topaz saddle
#

Aaaaaaaaa?

old flicker
#

i'm tired

#

but i wanna keep doing things

#

but i have nothing to do rn other than suffer

topaz saddle
#

Damn

#

I got a few minutes before heading home

#

You could always nap for a bit

old flicker
#

ig

#

we have dentist appointment tomorrow and are very scared πŸ˜–

topaz saddle
#

Oooh no

old flicker
#

trying to make today last as long as possible to make that seem like it's not happening yet

topaz saddle
#

A

#

Well

old flicker
#

ya...

#

i will take a short nap or at least lay down

topaz saddle
#

Soon

old flicker
#

have been awake for 16 hours already

#

yuss

topaz saddle
#

Ill be home in 45 minutes max hopefully

old flicker
#

it shall happen

sour field
lofty aurora
sour field
lofty aurora
#

Also hello everyone

sour field
#

hi

lofty aurora
#

I hate sleep it's 3am

topaz saddle
#

Mrow

#

Lmao*

old flicker
#

@tulip raptor if you have any ideas as to why the FFP conversion for characters (GPU skinning) is causing so many performance issues i'd appreciate the feedback. rn we're kinda stuck

tulip raptor
#

if i had to guess these files are autogenerated by whatever makes the light map

#

and it loads them for whatever reason

tulip raptor
#

im not sure what else would cause that

#

i would say someone like raiden has maybe 350 bones?

#

and thats most entities

lofty aurora
tulip raptor
#

some like Sundowner are worse because they have weird rigs like with the shields

tulip raptor
#

what is it that your saying

#

the game uses no lighting data, it's prebaked

#

it has lighting data in memory

#

does not use it

#

does not pass it to the OtManager

old flicker
#

it's okay, dw

#

we know now + have a clear format for it

lofty aurora
#

ANYWAYS @tulip raptor do you have any suggestions of what to do next after lights?

old flicker
#

well

#

idk what to do

#

can try to get shaders working again for him but 😬

topaz saddle
#

Heading home now

old flicker
#

we got our food

#

no nap

#

but w/e

topaz saddle
#

Blehhhhh

#

At least food

tulip raptor
#

do you guys have your texture tools

#

you could port over some HD textures from sources

#

like MGSV raiden

#

these have already been put in game with traditionally modding

#

but i assume remix is different

tulip raptor
old flicker
tulip raptor
#

the latter is probably because platinum fucked up delta time

old flicker
#

esp when that giant mech thing is in view

tulip raptor
#

its why we havent been able to uncap fps yet

tulip raptor
old flicker
#

idk what it's called

#

the giant robot thing in the first level

tulip raptor
#

literally in the game name

#

smh my head

old flicker
#

i don't play these games πŸ˜†

tulip raptor
#

are you sure its bones

#

and not effects

#

because effects have for a long time caused rtx remix issues

old flicker
#

it only happened after implementing gpu skinning

#

so most likely related to this

tulip raptor
#

hmm

#

what is #define MAX_FFP_BONES 48

#

is that how many bones can affect one vertex?

old flicker
#

i would tell you but i wouldn't know

tulip raptor
#

how do you not know this its on your github

lofty aurora
tulip raptor
#

line 119 of d3d9_device.c

old flicker
tulip raptor
#

vibecoded mgr remix πŸ’”

lofty aurora
tulip raptor
#

anyways depending on what that means its either way too low or way too high

#

it should either be 4 or 256

lofty aurora
#

What should it be set to?

old flicker
#
/* Each bone = 3 registers (4x3 matrix).
 * Number of bones = (registers written) / 3.
 * Clamp to MAX_FFP_BONES. */
numBones = self->numBones;
if (numBones <= 0) return;
if (numBones > MAX_FFP_BONES) numBones = MAX_FFP_BONES;
tulip raptor
#

basically the way all platinum games bones work is quite simple

#

there's global ids and local ids

#

so like for example id 4096 could be the sword bone

#

but thats too big to fit in a 0-256 unsigned byte

#

so the format generates a map which maps the local bone id to that global one

#

its this really complicated binary lookup called Bone Index Translation Table

old flicker
#

πŸ˜”

lofty aurora
#

This is well above our pay grade

tulip raptor
#

I know this because platinum has this other popular game called Bayonetta

old flicker
#

i should give this up then and just go back to rendering them with shaders

tulip raptor
#

and i had to suffer through making this mf

lofty aurora
#

bayonetta2blender2bayonetta??? lesGO

old flicker
tulip raptor
#

ANYWAYS

#

i have no idea

#

im gonna look through this and see if i find anything

#

but thats really weird if the bones are working

#

if they arent working and lagging thats probably something else

old flicker
tulip raptor
#

he has a lot of bones

#

ill give it that

#

@old flicker can i have whatever the current version of the dll is

#

or the plugin required for mgr

old flicker
#

do you want the one corresponding with that code specifically?

topaz saddle
#

Finally home

tulip raptor
#

im asking for like the finished product