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[rtx] readme and config
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README.md

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This client mod brings various modifications and additions to the base game
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and also includes support for nvidia's [RTX Remix](https://github.com/NVIDIAGameWorks/rtx-remix).
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<br>
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[![GitHub release (latest by date)](https://img.shields.io/github/v/release/xoxor4d/iw3xo-dev?color=%2368BC71&logo=github)](https://github.com/xoxor4d/iw3xo-dev/releases)&ensp;
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[![build-release](https://img.shields.io/github/actions/workflow/status/xoxor4d/iw3xo-dev/build-release.yml?branch=develop&label=nightly-dev&logo=github)](https://nightly.link/xoxor4d/iw3xo-dev/workflows/build-release/develop/Release-binaries.zip)&ensp;
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![GitHub commits since latest release (by date)](https://img.shields.io/github/commits-since/xoxor4d/iw3xo-dev/latest/develop?logo=github)&ensp;
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[![Downloads](https://img.shields.io/github/downloads/xoxor4d/iw3xo-dev/total?logo=github&label=total-downloads)](https://github.com/xoxor4d/iw3xo-dev/releases)&ensp;
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[![Discord](https://img.shields.io/discord/677574256678141973?label=Discord&logo=discord&logoColor=%23FFFF&)](https://discord.gg/t5jRGbj)&ensp;
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<br>
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__[ Most noteworthy features of iw3xo ]__
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map exporting -- live link between the game and radiant -- sp map loading in mp --
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collision visualization -- day and night cycle with custom sky shader --
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custom movement options and much more
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<img src="https://raw.githubusercontent.com/xoxor4d/xoxor4d.github.io/master/assets/img/daynight/small_gif.gif"/>
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<br>
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__[ Remix compatibility ]__
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This client mod does __not__ come with a 'rtx mod' -> that means:
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no custom models, no normal-maps, no fancy pbr materials or lights.
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tweak sunlight, fog and skybox per map -- spawning of unique anchor meshes to attach new prims --
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remix friendly culling and the ability to override culling per portal --
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3D is fully rendered with fixed-function
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</div>
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<br>
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<div align="center" markdown="1">
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[![GitHub release (latest by date)](https://img.shields.io/github/v/release/xoxor4d/iw3xo-dev?color=%2368BC71&logo=github)](https://github.com/xoxor4d/iw3xo-dev/releases)&ensp;
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[![build-release](https://img.shields.io/github/actions/workflow/status/xoxor4d/iw3xo-dev/build-release.yml?branch=develop&label=nightly-dev&logo=github)](https://nightly.link/xoxor4d/iw3xo-dev/workflows/build-release/develop/Release-binaries.zip)&ensp;
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![GitHub commits since latest release (by date)](https://img.shields.io/github/commits-since/xoxor4d/iw3xo-dev/latest/develop?logo=github)&ensp;
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[![Downloads](https://img.shields.io/github/downloads/xoxor4d/iw3xo-dev/total?logo=github&label=total-downloads)](https://github.com/xoxor4d/iw3xo-dev/releases)&ensp;
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[![Discord](https://img.shields.io/discord/677574256678141973?label=Discord&logo=discord&logoColor=%23FFFF&)](https://discord.gg/t5jRGbj)&ensp;
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<img src="https://raw.githubusercontent.com/xoxor4d/xoxor4d.github.io/master/assets/img/daynight/small_gif.gif"/>
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</div>
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<br>
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<div align="center" markdown="1">
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![img](assets/img/01.jpg)
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# Remix section
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🔸 sun, skybox and fog settings can be tweaked by using `map_settings.ini` :: `iw3xo/rtx` folder 🔸
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- use console command `/devgui` to open a developer gui -> __RTX__ tab
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- I suggest binding the `/devgui` command to a key, eg: `bind F5 devgui`
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<div align="center" markdown="1">
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🔷 To clarify, this client mod is only making CoD4 compatible with remix. 🔷
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🔷 It does _not_ enhance materials or meshes 🔷
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My actual remix-mod with enhanced materials, meshes and lights can be found over at ModDB: (soon)
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</div>
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<br>
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- Use console command `/devgui` to open a developer gui -> __RTX__ tab
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> I suggest binding the `/devgui` command to a key, eg: `/bind F5 devgui`
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- A. Commandline Arguments:
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- `-rtx` :: enable rtx modules (⚠️ required for rtx-remix)
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- `-old_anti_culling` :: use the old anti culling system
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- `-no_forced_lod` :: do not set `r_forceLod` to `high` by default
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- `-load_normal_spec` :: enable loading of specular and normal maps (if you need to for some reason)
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- `-no_playershadow` :: disable player shadow casting (required to get thirdperson to work)
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- `-no_playershadow` :: disable player shadow casting
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> - commandline example: &ensp;`c:\path\iw3xo.exe -rtx -no_default_sky -stock_effects`
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🟩 `rtx_culling_tweak_maxs` :: prevents a lot of culling
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🟩 `rtx_culling_tweak_frustum` :: disables frustum culling
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🟩 `rtx_culling_tweak_smodel` :: disables static model culling
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🟩 `rtx_culling_plane_dist` :: distance of frustum culling planes
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🟩 `rtx_culling_plane_dist` :: distance of frustum culling planes
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🟩 `rtx_fx_cull_elem_draw_radius` :: fx elements inside this radius around the player are not culled
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#### General dvars:
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🟩 `r_forceLod` :: force all models to a specific LOD
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🟩 `r_showCellIndex` :: show portal index info (useful for manual culling overrides via map settings)
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🟩 `r_showModelNames` :: draw names of static models around the player
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🟦 `rtx_sky_hacks` :: allows manually declaring textures as sky (maps w. multiple skies)
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🟦 `rtx_sky_materials` :: materials iw3xo flags as 'sky' materials (logic that replaces the default sky)
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🟦 `rtx_sky_materials` :: materials that iw3xo flags as 'sky' materials (logic that replaces the default sky)
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#### Dvars that should only be changed if you know what you are doing:
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🟧 `rtx_warm_smodels` :: build model buffers on map load (enabled by default)
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🟧 `rtx_warm_smodels` :: build model vertex buffers on map load (enabled by default)
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🟧 `rtx_hacks` :: replace the skybox with a blue-gray texture
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🟧 `rtx_extend_smodel_drawing` :: disable static model draw limit (max amount of static models drawn at once)
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🟧 `rtx_sky_follow_player` :: sky will follow the player (might help with culling in some cases)
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🟧 `rtx_sky_follow_player` :: sky will follow the player (helps with culling)
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🟧 `rtx_fx_alpha_scalar` :: global fx alpha scalar
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#### Culling dvars when `old_anti_culling` flag is set:
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🟩 `rtx_disable_world_culling` :: tweak overall culling
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- `mapsettings_update` :: reload map settings
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- `mapsettings_get_defaults` :: prints sun direction, color and intensity in map_settings format based on the stock map settings to the consle
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#### map_settings.ini :: `root/iw3xo/rtx`
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🔸 Tweak sunlight / color, skybox and fog settings
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🔸 Override culling per portal / cell (to fix light or shadow culling - dvar `r_showCellIndex`)
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🔸 Spawn unique anchor meshes that can be used to attach unique prims and lights to
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<br>
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## ⚠️ Current Issues
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assets-remix/rtx.conf

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assets-remix/run_remix.bat

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START iw3xo.exe -rtx +set r_fullscreen 0
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START iw3xo.exe -rtx +set r_fullscreen 0
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:: additional launch args:
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:: -no_default_sky :: disable sky spawning (map settings)
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:: -no_sun :: disable sun spawning (map settings)
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:: -no_fog :: disable fog (map settings)
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:: -stock_effects :: render effects using shaders
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:: -old_anti_culling :: use the old anti culling system
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:: -no_forced_lod :: do not set `r_forceLod` to `high` by default
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:: -load_normal_spec :: enable loading of specular and normal maps (this does not make normal maps work - only clutters the remix ui)
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:: -no_playershadow :: disable player shadow casting

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