#Metal Gear Rising Revengance
1 messages Β· Page 3 of 1
oh yeah what the helly
Yes
In the original game it takes from both textures as a sorta atlas
From what u can tell
I*
hm
I mean
You could probably js ignore the floating set
It might js be a shader overlay thing leftover
Ahh
Ahh
Yeah for me once I set smooth normals it turned it into a remix particle
Guess normals will have to be calculated before somehow
will get fixed dw, one step at a time
Lol
so this is entirely managed by FF right? all the animations are done through it now
it's ultra slow rn because of all the hacky stuff we had to do for troubleshooting
yup
The guards having a mini universe based panic attack, i feel him π /lh
after this works, a way to handle skinned meshes --> FF should be documented. Becuase this is important
i'll be publishing this source code and can update my template to include this code as an example of how it can be done (that way it can be used as a base for others)
This is so dope! Incredible work Kim
tysm for making the toolset
its the year of compatibility
Why you're on fallback light btw? Haven't got to that part yet?
i'm glad i could contribute to it too
and yeah it's kinda cursed
the sky is like... non existent as far as i can tell
please use distant fallback light
doesn't work
I got it to work in 01
i think there might be a skybox that's completely black (maybe was rendered with a shader?) and it's blocking the light
does it move with the camera (imp question)
Theres actually 3
No
The clouds the sky and one to ignore
mm
If you trace all dx calls between the Present() call fences, you should be able to spot the draw calls that are meant for sky. They're usually the first ones on the pipeline that render a normalized/unit sphere then cleanup depth buffer in order to start rendering the actual world
π sorry to have wasted your time lol
Oh damn
that's helpful still though β¨
I should've looked at the chat before posting. Phone typing lol
rs
Kim is just too fast
β¨
Hmm I guess next low hanging fruit might be alpha blending/cutout flags
and the guards
who are blurry
which id assume would be fixed with stability
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"
it's really hard to see, but do you know what might be causing the textures to do things like this (switch?)
completely optional btw
and how would you suggest i handle this?
that will def come later but i'd love to do this
i hope this game doesn't use swizzle maps
for its materials or alpha stuff
swizzle maps?
it uses swizzles yes
gulp
claude refined the bone implementation even more. he has his sword back on the main screen now
oh well, but still won't be too hard to sort it out in the end
what are swizzl maps
Looks like it is rendering a secondary mesh for vfx like a translucent super power layer (never played the game)
you store different maps like specular in each of the RGBA channels of the texture
that one texture covers everything when it shows up. it happens with seemingly random textures too
for optimization purposes
ah
must be a shader intended effect applying everywhere
told ya particles were a detriment, i mean the smoke has forsever been a pain
if its ignored do all the meshes dissapear?
i forced the smoke particles to render as fixed function
they now appear on his shoulder for w/e reason
w
Sorry, I still don't know what texture you're pointing to π
π
it's that ugly grimy texture covering everything. those cars aren't supposed to look rusted
There will be render state calls with set blend modes and so on
do i js put the dll over the existing one
yeah
no ui for me plus why raiden iving me the cold shoulder
π
Ahhh lmao sure, could have been a alpha blended rust/dirt factor driven by vertex color alpha, you should get it working by setting that draw call to decal and making your wrapper capture transparency blending
goes in GameData
tyvm!
distant light works now
also the UI overlay effects work perfectly which is pretty nice
now its rising
yeah
the UI is still shaders. can't do anything about that
everything that matters is FF
yeah thats fair
but how can i get the ui to show without everything else dissapearing
there might be something being caught and rendered as a shader when it shouldn't be
where is that/what level
01
it happens in the main menu too
but maybe i have it installed wrong because textures also dont work
i forgot xoxors runtime
oh
π
did you install the newer build i sent earlier on google drive?
it has a patched version of remix that's necessary for this to work
wheres that at
still a black screen π
try changing to sphere camera?
yes
hm
i can't reproduce it
the only time things go black is from the light being obstructed
lemme js fresh install then
any luck
after i get this transparency stuff worked out i'll distribute a new build
and also begin hosting the code on github
sadly i am making 0 progress on this
Not yet but im abt to try smthn
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
No idea what format it's using that remix cannot interpret
okay
well i'm kinda burning out on this game unfortunately
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
You've done well
i think the state it's in is reasonably good enough to handle with the toolkit
This is in an almost working state I won't bother too much about it. Considering you've done all this in a day
Which is like what, weeks of actual manual labour reduced to a single but concentrated time
ye
@topaz saddle to the toolkit
hi
im still tryna get the stuff to not render black
but after its optimized all thats really left is normals and its basically g2g
if theres any other issues i will bug other ppl
if you run into smaller issues or w/e and i have credits + energy i could prob fix it
but nothing major past this point
π i'm glad we could get it to this point though
β¨
and once the month resets you could prolly js use my cursor credits anyways for mgrr specifically
so you dont waste your own
just wait for the new build. i'll send all of the files again in case i missed something else
alright
optimization is almost done
i am tempted to try copilot now if its that much cheaper
$10 a month
on top of more usage within the plan
500 credits per month. you really only need sonnet now, so you get 500 prompts. each prompt can run for like 20 minutes
okay
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
sounds like a plan
Ngl you deserve rest, I'm already getting burned out by doing a less demanding task
i have been working on this wrapper (not just for this game) for around 16 hours
π€
Yeah sleep
Hot damn! Get some well deserved rest.
kim casually being an absolute boss




That is some quite impressive, honestly.
hm
Kim on a double combo
oka
almost done
Source code: https://github.com/Kim2091/MGRR-Remix-Wrapper
Prepackaged mod: https://drive.google.com/file/d/1Z6ncJbpZEZMzs_5ypk7sF6v9sDoFHK3t/view?usp=sharing
ok don't panic
Do check if you're doing this correctly though
not even turning off shaders work now tho
no i'm angry lol
dropped everything into root
thats the only install instructions right
yes
then yeah
is anyone else able to test
if it doesn't work for multiple people then something really bad is happening
You can quicky do a diff check if something crucial got deleted
AI loves doing that something
4060 ti and uhh
59174
i'm dead inside
did it modify the exe directly?
no
damn
still the same thingπ
and what gpu do u have?
5070
well
at least the outrun patch works
but wtf π
i'm doin a fresh install of the game to try to reproduce
nope even with that, i can't reproduce the issue
can you guys leave your games open for at lesat 50 seconds, then send me the mgr_ffp_proxy.log file in GameData?
Sorry my internet lagged one sec
no change
π WHYWHYWHY
Shrug
I can get it to render if I uncheck all UI textures
Well figure it out when home
can you send your config? i was not able to fix it the same way
Here you go. Hope it helps. I have not done a whole lot of testing, but I have not found a single UI texture that is safe to tag. Some do nothing when tagged either way, but all of the ones I have seen that have any affect at all cause immediate darkness.
this unfortunetally did not help
bleck
are you using the latest version
^
Oh, I was using the version Kim posted up here #1423397781414084648 message. I can try that one as well.
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.
That is strange. If I don't do that last bit, I can't even get in game at all
I am using the Steam version for reference.
oh
hm
maybe it works with the steam version
im using the gog
huh
well the steam version works
last thing i saw before it crashed tho
I mean, that is a pretty badass last image. How long did it take before crashing?
45 seconds
this may be a previous install tho
cuz raiden is still running via shaders
ok i did the most recent
it works onw still
but the ui that breaks everything is the most important ui
smooth normals dont work sadly
so this game still has some minor issues
@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)
now that its all ff all thats left i guess is stuff like performance
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
alright lemme try that rq
sorta fixed that
the thing is the shader version of the game works almost perfectly
when the world is ff but raiden is shader
then I'd suggest not skinning via FF and just find a way to fix normals
already did fix normals with the smooth normals
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
and i need to fix the laggy hair
how does the hair lag guh
hes shader based hw skinning
i think
the only 2 issues as of rn is my dumbass tryna figure out world scale to fix the fuzzyness and raidens hair
thats about it
as far as ive gotten
vr missions js look so good tho π€€ l
not within my knowledge range
shrug
well
neither is the hair
but yeah technically those are an issue too that needs to be fixed
nope
buh
it happens only for models ported from other games funnily enough
thats weird
im sure its more of a universal issue with remix
i need to open a bug report for sure
right
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
and borked normals
Hol peak
its cursor for reverse engineering
I should really try it since someone added claude code support but I've been working on my material system ALL day
We converted it to FF just recently
The video
The ff version isnt properly done
Ok
I guess we'll just wait for that to happen
Do replacements work?
and I mean all of them
Not only does it break the ui its also low on performance unfortunately
Captures are busted
Captured crash the game for me
Isn't it odd the game works fine on Kim's end, maybe something wrong with reproducing the same results
Performance with Raiden shader based
Yes performace would need to be worked on. It's because of the proxy layer that has to reconstruct every shaders function to FF
Some kind of overhead
I meannnnnnnn
If it looks fine with shaders (minus the hair) I dont see a point in tryna make it ff if other things break
True
Wuz wrong with the hair in particular?
^
I hate discord it never runs a single video here
It lags behind the player
did you mess with world unit scale and unique object search distance?
We're so close
What would even be a proper idea for both settings, higher or lower
Idek how both settings work

You can leave world unit scale at 1.00 for now, but try to play around with the other setting
Surely there's a sweetspot
It does kind of fix the hair not being stable, don't know about flickering
Ah
The opposite might happen instead of what I said
no idea honestly. the whole project is just taped together with hopes and dreams
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
Yeah
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
alright
well
i'm finally up
i read the chat.
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
can't get them to work right. they were rendered through shaders originally and no matter what i do, i cannot get the alphas to work
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
But this is an issue atm
Hair seems to be desync with the player
those types of issues were part of why i went for FF
i wasn't able to fix them separately
in FF that wasn't happening anymore
it also fixed the enemy soldiers and the weird blurry appearance
i believe this is the source code for the one without FF raiden
my labelling is questionable
ah no that's the partial borked ff one
If you can test a backup clean install of mgrr with your mod, we can quickly rule out why some people were having issues
with which version of the mod
The one which was causing nothing to render, essentially a blank screen
yes that was the full FF one. i did already test it on a fresh GOG copy using my exact zip, it did work
it worked fine for me
it didn't work for others in the same scenario
#1423397781414084648 message
yes i saw
i have NO idea why that works
but to be clear... the FF version works on steam too?
Also some can't get captures to work, cuz bailey said it crashed afaik
when you try to capture
π€
alright
i will look into that
for me it crashes if i click too many times which is weird
it's not even related to what's happening in the game. just clicking
here's the proper FF one with shader raiden
i will use this as a base to work on top of if that's what everyone's using
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
π i did
see
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
so i can't test if the optimizations are helping
Ahhh so the game feels slow but FPS is fine?
That does ring some bell with NFS ug2 being slow
It was something like that
Did you try locking the frame rate with vsync?
i didn't, will try
π can you (cobalt) please clarify for me. was this with FF raiden or not
π and which codebase should i be using to work on top of
i can't do anything until that's answered
I don't know the exact details yet but from the looks of it the FF version was not used. But only bailey can confirm!!!
@topaz saddle pls be summoned pls pls π
ig i'll work on my template code + burnout until i get clear answers for this
i don't wanna waste credits on the wrong codebase
hsi ehsyd up
sorry
whats up
which codebase do you want me to work on top of
the one with FF raiden or the one with him as a shader
and what issues need to be fixed for whichever one you choose
id prefer the shader raiden as it doesnt have fucked normals and perf loss, as well as having to ignore the main ui
the only issues with shader raiden is the fuzzy skinned meshes and the laggy hair
everything else worked flawlessly
can you give specific examples of those issues please
basically the hair will lag behind the player in motion, as if its animations are delayed
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
another technical issue is culling but thats all games
other than that, ui works ootb, normals can be smoothed with smooth normals but when i capture it goes to 50% and crashes
will look into the crashing + try to fix those 2 issues
culling will have to come much later
@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?
hmm
not aligning
although it feels slightly delayed too
looking at it again definetally missaligned @old flicker
this comes from the character being a shaderb ut the hair being FF
and it is incredibly difficult to fix
ssame for the weird glow issue
w/e this is
a
i don't think i can fix it
Ah
i may try to fix the full FFP version instead because it'll actually be simpler
provided that one is running for you now
I mean do you think youre able to fix normals and performance on ff
Its running but the ui wont work
And normals are fucked
i truly don't understand how tf it works perfectly for me (other than normals)
Shrug
If you can get it to work fine enough then it wont matter If hes ff or shader
And if thats easier then by all means di that 
ngl we are having a panic attack rn so i'm sorry if we r coming off as short/impatient
Ah no don't worry you arent
I feel ya on that
does the game crash for u at all
Neither crash unless im going ootw to like spasm the camera and enemy attacks
oh π
that's the crash i'm talking about
it seems related to clicks insteado f the actual things happening on screen
Weird
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
I seem to replicate the clicks by having multiple enemies and then clicking faster than the sword swings i think
just fucking up on every level and not using the tools properly unlike before
damn
can anyone try this one out
@hard frigate wanna throw it in rq im at work for a long bit
maybe opus 1m (1m context length) will be able to get it because it just keeps running out of context and failing
π u guys think maybe i should post my ko-fi with each mod i make because this costs a lot for the model access
Honestly, UI is still broken, but stability is MUCH better. I've been playing for maybe about 10-15 minutes or so and alt-tabbing in and out all the while and it is still going.
Not a bad idea, honestly. This gets expensive pretty quick.
π we have spent $40 on this this month
we are hoping to consolodate cost and just buy a claude max subscription or something
Imagine paying for Claude in the subscription model once and use it for the whole month (I don't realize that the API is about 3x more expensive than the subscription and is made to milk money from corporate clients)
No butts
i tested claude code before and it performed much worse
so i avoided it
but now i will succumb
You win some you lose some
I've personally been banging my head against the missing textures issue for two hours.
I feel that.
And by banging my head I mean letting Claude bangs its head while I watch shorts between each run.
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?
I'm not using remix right now. It's all the game
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 
Huh
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
Yeah no it's weird right now.
The geometry does render with textures
I am pretty sure most of the games I am working on don't even render very much without raytracing enabled.
It's just that there's an untextured layer on top
I'm on the subscription ;)
no need to waste your weekly usage π
It has barely moved
maybe u just suck at making it happy
Tru dat
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?
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
I meant it that at some point y'all will hit a barrier
If you want to try something a little more popular (and that fits the criteria of older, simpler, shader based game) then maybe you can try F.E.A.R π
I bet it would not take that much of your time
BEAN MG
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
You can use steam to go back to the last dx9 version
The engine is pretty open and all the shaders are lose files
You think the soft body simulation stuff can be converted to FF easily?
Hm. No. But the shader can be simplified
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 π°
I just threw a hundred down the drain
GTA v
i'm about to to make this happen
π pls nooo
Do it
A thirsty child in Africa couldn't have his thirst quenched because of your actions
it's me
at some point we gotta mess with dx10 (but a simpler game) just for science
But not now
i won't
Dnkys
after i get claude max i will waste time with it
dw i don't feel like that for reals rn
For some reason pcgamingwiki only shows dx9 games and not dx9.0c
I will give you a kiss
few games i'm interested in working on:
- Cars
lego star wars (MAYBE), kinda eh on itnvm 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)
lmfao why source π
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
i HATE source games so much. they all feel icky to me. i do not enjoy a single one and never will
e-even portal rtx?? π₯Ί
there's nothing specific. just the general feeling/vibe they have. i don't like it at all
portal and l4d are the 2 i'm okay-ish with but still don't enjoy too much
i cannot wrap my brain around this, but understandable π
Cars
maybe its nostalgia
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
Small achievable goals are what we live for
could be. i never played source games growing up
yeah i understand, im not critisizing you or anything, just genuinely curious about your opinion
no dw i didn't take it that way π
I can and will pay
i will throw rocks at you
Dr stone reference
π if anyone else has suggestions to add to this list please do ping me with them
What about ahit
the ones i'm interested in, i will add, then we can hold a poll for the next game to work on
what's that
A hat in time
Ouh
As much as seeing new games is cool I js love the fact that this works mostly rn
i'm really glad
Well thats an improvement
btw this build is basically the last shader raiden one but more stable
the hair is less weird too
and ya
Still weird but less weird or fixed
Weird that ui is busted then according to Boba if its shader raideb
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
How was ot rendered with ff Raiden compared to the other way
π hard to explain
Ah oki
i didn't completely understand it to begin with sooo π
Ah lmeow
have you noticed an improvement to performance too?
Not particularly, from what I noticed. It was still running at sub 20 FPS most of the time even with DLSS Ultra Performance and weirdly didn't seem to be making full use of my GPU, which is odd considering it is only a 3070.
Most of the time it does feel like it is running slower than it should be.
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
okay. just gotta work on optimizing that then
kohaku 
goated
i think, tis been a while
Hai dude
Wait it was? Where
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
did you ever get fvf working?
How'd you pull that off?
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
Yeah
Bit of a caveat. When I said that, I was testing out the training area. When I made it to the first actual level just now, it slowed down a good bit, although not as badly as before.
that mess 
extensive reverse engineering + actually adding the float type to remix itself
because the game loads all the information for lights
#showcase message
it just doesnt have realtime lighting
Thats the best video
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?
yes i could implement the code for that into the main wrapper
@old flicker @topaz saddle should probably do that as remix api lights
was my plan β¨
lemme see what stats I already have and then I can look for the actual light values if you need
if we can detect the lights in the original game i can make calls to remix API for it
they should be in the same place as they are all part of the same file
Brb finishing work
(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 (?)
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)
so it does... kind of?
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
hm
but the data does exist, and might be loaded in game
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
since its in the same file as all the information i sent above ({stage_id}.gad)
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>
π€ 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
the A value of the light color is probably intensity
considering thats what A usually is in this game
idk if i'm blind or what but idk what you're referring to
A being first or last, RGBA?
RGBA
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
are those addresses for the GOG copy or Steam?
though i imagine it's the same π€
π hopefully
i think so
afaik the gog copy is just a steam copy with one of those cracked dlls lmao
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
Boom
first light
my hope is light count is just 4 bytes before the array
would be awesome
Why that specifically if I may inquire
getting close
then i dont have to go find it
Ah
the structure does not match the xml 1:1
which is annoying
π
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
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
100% can
if you can lay it out in a clear format for me i should easily be able to implement this
Yay
@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));
}```
π₯ thank you a ton
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

Hopefully lights can be disabled based on the selection cuz thats alot of green
Less its not actually green and js something to visualize
Still alot of lightd
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
Awesome
but before i do any of this i need to test on steam copy + fix stability and performance the rest of the way
its for the helipad lights
Thats alot of lights
nah i dont remember it being prerendered
the game detects bloom with the main render buffer but i dont recall how
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)
yeah i have it turned way down in gmod rtx
otherwise it's early ue4
yuck i hated that bloom
Hitting that RULES OF NATURE π₯ π₯ π£οΈ with rtx
of course
my top max0r video is the Yakuza 0 one
good lord that was straight adrenaline injected into my veins
"This is the first enemy of the game
Now hes the first 100"
Lol
aAAAAaaaaaAAaAAAaaaAAAA
Aaaaaaaaa?
i'm tired
but i wanna keep doing things
but i have nothing to do rn other than suffer
Oooh no
trying to make today last as long as possible to make that seem like it's not happening yet
Ill be home in 45 minutes max hopefully
it shall happen
damn i woulda invited u to play games if i didnt run out of power 
we definitely need those types of events here
But you told us the game doesn't pass lighting data
rtx remix minecraft server when
Also hello everyone
hi
@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
it doesnt
if i had to guess these files are autogenerated by whatever makes the light map
and it loads them for whatever reason
i mean... they have a lot of bones?
im not sure what else would cause that
i would say someone like raiden has maybe 350 bones?
and thats most entities
But this is clearly pulling lights, a simple remix api integration here would reduce all hand placed lighting time
some like Sundowner are worse because they have weird rigs like with the shields
right because lights are in memory
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
Could've told me this before the lights were present in some form
ANYWAYS @tulip raptor do you have any suggestions of what to do next after lights?
π
well
idk what to do
can try to get shaders working again for him but π¬
Heading home now
uhh
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
theyre like fps lagging?
the game runs at ~15 FPS and runs slowly on top of that, like in slow motion
the latter is probably because platinum fucked up delta time
esp when that giant mech thing is in view
its why we havent been able to uncap fps yet
Metal Gear Ray?
i don't play these games π
are you sure its bones
and not effects
because effects have for a long time caused rtx remix issues
hmm
what is #define MAX_FFP_BONES 48
is that how many bones can affect one vertex?
i would tell you but i wouldn't know
how do you not know this its on your github
where in the code is this
line 119 of d3d9_device.c
the game was reverse engineered pretty much entirely with claude and bones are the one thing i can't understand very well (hence the issues with this specifically and why i'm asking for help with it)
vibecoded mgr remix π
||it's pretty much impossible to know everything when the FF mod is made by an AI vibe reverse engineering toolset||
anyways depending on what that means its either way too low or way too high
it should either be 4 or 256
What should it be set to?
/* 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;
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
π
This is well above our pay grade
I know this because platinum has this other popular game called Bayonetta
i should give this up then and just go back to rendering them with shaders
and i had to suffer through making this mf
bayonetta2blender2bayonetta??? 
and fwiw this mod wouldn't exist without it
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
yep they def work
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
do you want the one corresponding with that code specifically?
Finally home
wdym
im asking for like the finished product




