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[Runtime Bug]: Water Rendering bugged in Source Engine games (VTM:B)

Open Safemilk opened this issue 6 months ago • 7 comments

Describe the bug

Certain materials are not registered or selectable by the runtime or the tool. Most often this is some kind of water with special refraction shaders that are not supported by modern hardware properly.

Image

Image

How do you reproduce the bug?

Open Vampire The Masquerade: Bloodlines Open the console ` and type map sm_pier_1 Observe the ocean

Alternatively

Open Vampire The Masquerade: Bloodlines Open the console ` and type map sm_hub_1 noclip down below the map or enter a sewer grate, observe the sewer water.

What is the expected behavior?

There are some interesting fixes in the DGVoodoo .dll that emulates the functionality. However this can't be used since it overwrites the Remix .dll's.

One potential solution is to implement some of these DGVoodoo fixes.

Another solution is to find a way to make them selectable and replaceable regardless.

The goal is to avoid having to do custom modding of materials to switch them, so that the base game can be as unmodded as possible, but the water and other fx like this be remastered.

Version

1.0.0

Logs

No response

Crash dumps

No response

Media

No response

Safemilk avatar May 10 '25 21:05 Safemilk

mat_drawwater 0 or how it called + dsp_slowcpu 1 or how it called.

WindowsGuy-programmer avatar May 19 '25 14:05 WindowsGuy-programmer

mat_drawwater 0 or how it called + dsp_slowcpu 1 or how it called.

mat_drawwater 0 the water not render at all, which is not the goal, the goal is to make it selectable and remasterable without having to edit .vmt files to change the core art.

dsp_slowcpu command does not exist in the version of the Source engine that Vampire is built on.

Safemilk avatar May 19 '25 18:05 Safemilk

mat_dxlevel 70.

WindowsGuy-programmer avatar May 24 '25 18:05 WindowsGuy-programmer

@NDevDiscord yes, it is being launched with that enabled. Won't render almost anything without it.

Safemilk avatar May 27 '25 19:05 Safemilk

I dont know

WindowsGuy-programmer avatar May 29 '25 15:05 WindowsGuy-programmer

You'll need to edit the water VMTs to use a more basic shader that supports fixed function like Water_DX60 or LightmappedGeneric, we do this in Garry's Mod RTX.

I know you want to do this without game/engine changes, but afaik there is no way to force fixed-function water materials without modding material files or the engine.

sambow23 avatar Jun 01 '25 18:06 sambow23

REMIX-4417 for tracking

NV-LL avatar Jul 14 '25 20:07 NV-LL