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    Hi, how mix HairWork and Flex for exemple ?
    Last edited by Prince.TK; 06-30-2017, 12:06 AM.

    Comment


      [MENTION=770367]LukaszPJWSTK[/MENTION]: I have a error with sharder in material in your custom build
      Anyone help me fix it pls ??
      Click image for larger version

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      Nvidia GameWorks builds | 4.18.3 : Flex, Flow, VXGI, Blast, HairWorks, Volumetric Light, WaveWorks - Here

      Comment


        Is it theoretically possible to get NvFlow running on 4.14.3 ? Or is it relying on some changes that happened in 4.15?

        Thanks!
        LinkedIn | Link custom Shaders | Atmosphere Modelisation & Procedural Planets | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

        Comment


          Originally posted by Maxime.Dupart View Post
          Is it theoretically possible to get NvFlow running on 4.14.3 ? Or is it relying on some changes that happened in 4.15?

          Thanks!
          Hi man, I know it's too much to ask but is there any way you could push a 4.16 Gameworks version with Hairworks included? I'm trying to build using your commit prior to "remove Hairworks" but it kept failing to compile. Cheers!
          Animost Studio

          Comment


            Originally posted by sieumeo View Post
            Hi man, I know it's too much to ask but is there any way you could push a 4.16 Gameworks version with Hairworks included? I'm trying to build using your commit prior to "remove Hairworks" but it kept failing to compile. Cheers!
            Oh sure, i could make a Flex, Hairworks, Volum light 4.16. brb
            LinkedIn | Link custom Shaders | Atmosphere Modelisation & Procedural Planets | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

            Comment


              Originally posted by Maxime.Dupart View Post
              Oh sure, i could make a Flex, Hairworks, Volum light 4.16. brb
              Awesome! Please don't remove VXGI and my dream is complete! Thanks a lot in advance man!
              Animost Studio

              Comment


                Originally posted by sieumeo View Post
                Awesome! Please don't remove VXGI and my dream is complete! Thanks a lot in advance man!
                I will have to remove vxgi :/ also, the gameworks 4.16 build linked in my signature is really old.

                Meanwhile I have just made this up-to-date 4.16.2 Flex/Volumetric Light/Hairworks, all updated: https://github.com/MaximeDup/UnrealE...4.16-GameWorks


                If there's missing libraries while compiling, you'll have to get those libraries from the official Nvidia repo. of the associated package.

                Again, for people who wants to do it themself , it's straight forward, grab Git bash, go into a directory:
                git init
                git remote add originEpic https://github.com/EpicGames/UnrealEngine.git
                git remote add originNvidia https://github.com/NvPhysX/UnrealEngine.git
                git pull originEpic 4.16
                git pull originNvidia FleX-4.16.0
                git pull originNvidia VolumetricLighting-4.16
                git pull originNvidia HairWorks

                check for potential conflict merge, done.

                If you really want to add VXGI to 4.16 you can check how i did it in my old 4.16 Gameworks build linked in signature. There's a graphic interface update that i had to deal with.
                Last edited by MaximeDupart; 07-04-2017, 01:33 PM.
                LinkedIn | Link custom Shaders | Atmosphere Modelisation & Procedural Planets | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

                Comment


                  Originally posted by Maxime.Dupart View Post
                  I will have to remove vxgi :/ also, the gameworks 4.16 build linked in my signature is really old.

                  Meanwhile I have just made this up-to-date 4.16.2 Flex/Volumetric Light, all updated:

                  I'll add Hairworks now.

                  If there's missing libraries while compiling, you'll have to get those libraries from the official Nvidia repo. of the associated package.

                  Again, for people who wants to do it themself , it's straight forward, grab Git bash, go into a directory:
                  git init
                  git remote add originEpic https://github.com/EpicGames/UnrealEngine.git
                  git remote add originNvidia https://github.com/NvPhysX/UnrealEngine.git
                  git pull originEpic 4.16
                  git pull originNvidia FleX-4.16.0
                  git pull originNvidia VolumetricLighting-4.16
                  git pull originNvidia HairWorks

                  check for potential conflict merge, done.

                  If you really want to add VXGI to 4.16 you can check how i did it in my old 4.16 Gameworks build linked in signature. There's a graphic interface update that i had to deal with.
                  I really appreciate you taking time helping us folks on this. This is already more than I asked for. I'll figure out the VXGI merge from your suggestion. Kudos from Vietnam!
                  Animost Studio

                  Comment


                    Updated previous post, but here is a 4.16.2 build with HairWorks, Flex and Volumetric Light: https://github.com/MaximeDup/UnrealE...4.16-GameWorks
                    LinkedIn | Link custom Shaders | Atmosphere Modelisation & Procedural Planets | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

                    Comment


                      Originally posted by Maxime.Dupart View Post
                      Is it theoretically possible to get NvFlow running on 4.14.3 ? Or is it relying on some changes that happened in 4.15?

                      Thanks!
                      Should be possible. An earlier Flow integration exists in VR Funhouse, which was 4.11 based.

                      Comment


                        Originally posted by Maxime.Dupart View Post
                        Updated previous post, but here is a 4.16.2 build with HairWorks, Flex and Volumetric Light: https://github.com/MaximeDup/UnrealE...4.16-GameWorks
                        I'm getting build errors after checking out your branch (I did run regenerate project files before build) .
                        Severity Code Description Project File Line Suppression State
                        Error (active) declaration is incompatible with "FLogCategoryLogBufferVisualization LogBufferVisualization" (declared at line 47 of "f:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Engine\Public\SceneManagement.h") UE4 f:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Engine\Public\SceneManagement.h 47
                        Error C3646 'FDrawingPolicyRenderState': unknown override specifier UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 550
                        Error C3646 'DrawRenderState': unknown override specifier UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 550
                        Error C2059 syntax error: '(' UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 550
                        Error C3927 '->': trailing return type is not allowed after a non-function declarator UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 553
                        Error C3484 syntax error: expected '->' before the return type UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 553
                        Error C3613 missing return type after '->' ('int' assumed) UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 553
                        Error C4430 missing type specifier - int assumed. Note: C++ does not support default-int UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 553
                        Error C2146 syntax error: missing ';' before identifier 'SetDepthStencilState' UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 553
                        Error C3927 '->': trailing return type is not allowed after a non-function declarator UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 554
                        Error C3484 syntax error: expected '->' before the return type UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 554
                        Error C3613 missing return type after '->' ('int' assumed) UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 554
                        Error C4430 missing type specifier - int assumed. Note: C++ does not support default-int UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 554
                        Error C2086 'int DrawRenderState': redefinition UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 554
                        Error C2146 syntax error: missing ';' before identifier 'SetBlendState' UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 554
                        Error C2059 syntax error: 'if' UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 558
                        Error C2143 syntax error: missing ';' before '{' UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 560
                        Error C2447 '{': missing function header (old-style formal list?) UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 560
                        Error C2059 syntax error: 'else' UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 679
                        Error C2143 syntax error: missing ';' before '{' UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 680
                        Error C2447 '{': missing function header (old-style formal list?) UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 680
                        Error C2059 syntax error: 'else' UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 740
                        Error C2143 syntax error: missing ';' before '{' UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 741
                        Error C2447 '{': missing function header (old-style formal list?) UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 741
                        Error C2059 syntax error: '}' UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 836
                        Error C2143 syntax error: missing ';' before '}' UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 836
                        Error C2143 syntax error: missing ';' before '{' UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 843
                        Error C2447 '{': missing function header (old-style formal list?) UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 843
                        Error C2951 template declarations are only permitted at global, namespace, or class scope UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1001
                        Error C2267 'SetPointLightShaderTempl': static functions with block scope are illegal UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1015
                        Error C2751 'FProjectedShadowInfo::RenderOnePassPointLightProjection': the name of a function parameter cannot be qualified UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1018
                        Error C2270 'RenderOnePassPointLightProjection': modifiers not allowed on nonmember functions UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1019
                        Error C2601 'RenderOnePassPointLightProjection': local function definitions are illegal UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1019
                        Error C2751 'FProjectedShadowInfo::RenderFrustumWireframe': the name of a function parameter cannot be qualified UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1083
                        Error C2270 'RenderFrustumWireframe': modifiers not allowed on nonmember functions UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1084
                        Error C2601 'RenderFrustumWireframe': local function definitions are illegal UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1084
                        Error C2751 'FProjectedShadowInfo::GetScreenToShadowMatrix': the name of a function parameter cannot be qualified UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1121
                        Error C2270 'GetScreenToShadowMatrix': modifiers not allowed on nonmember functions UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1122
                        Error C2601 'GetScreenToShadowMatrix': local function definitions are illegal UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1122
                        Error C2751 'FProjectedShadowInfo::GetWorldToShadowMatrix': the name of a function parameter cannot be qualified UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1163
                        Error C2270 'GetWorldToShadowMatrix': modifiers not allowed on nonmember functions UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1164
                        Error C2601 'GetWorldToShadowMatrix': local function definitions are illegal UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1164
                        Error C2751 'FProjectedShadowInfo::UpdateShaderDepthBias': the name of a function parameter cannot be qualified UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1201
                        Error C2601 'UpdateShaderDepthBias': local function definitions are illegal UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1202
                        Error C2751 'FProjectedShadowInfo::ComputeTransitionSize': the name of a function parameter cannot be qualified UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1259
                        Error C2270 'ComputeTransitionSize': modifiers not allowed on nonmember functions UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1260
                        Error C2601 'ComputeTransitionSize': local function definitions are illegal UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1260
                        Error C2751 'FSceneRenderer::CheckForProjectedShadows': the name of a function parameter cannot be qualified UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1311
                        Error C2270 'CheckForProjectedShadows': modifiers not allowed on nonmember functions UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1312
                        Error C2601 'CheckForProjectedShadows': local function definitions are illegal UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1312
                        Error C2751 'FDeferredShadingSceneRenderer::InjectReflectiveShadowMaps': the name of a function parameter cannot be qualified UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1340
                        Error C2601 'InjectReflectiveShadowMaps': local function definitions are illegal UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1341
                        Error C2751 'FSceneRenderer::RenderShadowProjections': the name of a function parameter cannot be qualified UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1379
                        Error C2601 'RenderShadowProjections': local function definitions are illegal UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1380
                        Error C2751 'FProjectedShadowInfo::ShouldRenderForHair': the name of a function parameter cannot be qualified UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1482
                        Error C2270 'ShouldRenderForHair': modifiers not allowed on nonmember functions UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1483
                        Error C2601 'ShouldRenderForHair': local function definitions are illegal UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1483
                        Error C2751 'FDeferredShadingSceneRenderer::RenderShadowProjections': the name of a function parameter cannot be qualified UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1564
                        Error C1903 unable to recover from previous error(s); stopping compilation UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 1565
                        Error C2059 syntax error: '<<' UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\LightRendering.cpp 1
                        Error C3861 'DrawRectangle': identifier not found UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\LightRendering.cpp 1002
                        Error C3861 'DrawRectangle': identifier not found UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\LightShaftRendering.cpp 677
                        Error C3861 'DrawRectangle': identifier not found UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\LightShaftRendering.cpp 728
                        Error C3861 'DrawRectangle': identifier not found UE4 F:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\LightShaftRendering.cpp 962
                        Error Failed to produce item: F:\Unreal\Engine\UnrealEngine\Engine\Plugins\Runtime\OculusRift\Binaries\Win64\UE4Editor-OculusRift.pdb UE4 F:\Unreal\Engine\UnrealEngine\Engine\Intermediate\ProjectFiles\ERROR 1
                        Error MSB3075 The command "..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command. UE4 C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets 41
                        Animost Studio

                        Comment


                          I've just added NvFlow, will try to compile now and fix if there's any issue i left behind while merging the conflicts. Will update later on.

                          Edit - just noticed a trivial merging issue:

                          In ShadowRendering.cpp Please look for :
                          void FProjectedShadowInfo::SetupProjectionStencilMask()

                          There's a '{' (don't know the english word for that) missing at the opening of the declaration of this function.

                          Should look something like that:

                          Code:
                          void FProjectedShadowInfo::SetupProjectionStencilMask(
                          	FRHICommandListImmediate& RHICmdList, 
                          	const FViewInfo* View, 
                          	const TArray<FVector4, TInlineAllocator<8>>& FrustumVertices,
                          	bool bMobileModulatedProjections, 
                          	bool bCameraInsideShadowFrustum
                          	// @third party code - BEGIN HairWorks
                          	, bool bHairPass
                          	// @third party code - END HairWorks
                          ) const
                          
                          {
                          	FDrawingPolicyRenderState DrawRenderState(*View); [...]
                          Also there's some build warning with HairWorks and NV Volumetric light walking a bit on each other foot. You can prevent some warning by commenting some define in :

                          ../ThirdParty/Hairworks/Nv/Core/1.0/NvDefines.h

                          Code:
                          /*
                          #define NV_C_EXPORT NV_EXTERN_C
                          #define NV_NOALIAS NV_NO_ALIAS
                          #define NV_NOINLINE NV_NO_INLINE
                          #define NV_NOCOPY NV_NO_COPY
                          */
                          I've just pushed it on the rep. in signature

                          Edit - Edit: 2nd conflict merge fix is to remove "<<<<HEAD" line at the top of:
                          ../Engine/Source/Runtime/Renderer/Private/LightRendering.cpp

                          With those 2 fixes you should compile without issue and get all those GameWorks feature working on the last 4.16 build
                          Last edited by MaximeDupart; 07-05-2017, 01:52 AM.
                          LinkedIn | Link custom Shaders | Atmosphere Modelisation & Procedural Planets | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

                          Comment


                            Originally posted by Maxime.Dupart View Post
                            I've just added NvFlow, will try to compile now and fix if there's any issue i left behind while merging the conflicts. Will update later on.
                            Thank you very much for your help [MENTION=649466]Maxime.Dupart[/MENTION] !
                            Animost Studio

                            Comment


                              I've just pushed all the required fixes and it's compiling without any issue on my side.

                              Edit: After downloading the build from github again and compiling it without issue, i can guarantee you this build, which includes:
                              • Unreal Engine 4.16.2 , last updated 5 days ago from Epic Game.
                              • Nvidia GameWorks features: Flex, Flow, HairWorks, Volumetric Lightning


                              https://github.com/MaximeDup/UnrealE...4.16-GameWorks


                              I might make a clean 4.16.2 with VXGI in coming days, but after this couple hours dedicated to play with Unreal Engine and Nvidia code.. i go back to developing my game !
                              Last edited by MaximeDupart; 07-05-2017, 03:44 AM.
                              LinkedIn | Link custom Shaders | Atmosphere Modelisation & Procedural Planets | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

                              Comment


                                Originally posted by Maxime.Dupart View Post
                                I've just pushed all the required fixes and it's compiling without any issue on my side.

                                Edit: After downloading the build from github again and compiling it without issue, i can guarantee you this build, which includes:
                                • Unreal Engine 4.16.2 , last updated 5 days ago from Epic Game.
                                • Nvidia GameWorks features: Flex, Flow, HairWorks, Volumetric Lightning


                                https://github.com/MaximeDup/UnrealE...4.16-GameWorks


                                I might make a clean 4.16.2 with VXGI in coming days, but after this couple hours dedicated to play with Unreal Engine and Nvidia code.. i go back to developing my game !
                                This is awesome! I've built and it's running without any problem. Can't wait for your VXGI build when you have time! I'll try my luck merging it into this build in the mean time. Cheers!
                                Animost Studio

                                Comment

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