An attempt at 'remastering' Rome: Total War with PBR materials and path-traced lighting.

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RTX Remix Compatible

An update on the potential of rebuilding the campaign map.

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OriginalProof of concept

A comparison of the original terrain with the proof-of-concept of the rebuilt terrain


First off, I have to say that the pipeline of exporting things from Remix to Blender, and back to Remix, is extremely finicky. Things seem to work, and then stop working for no reason. Remix Toolkit crashes unless I perform a weird work-around, with no apparent reason. Ahem.

This is a proof-of-concept of the possibility of rebuilding the terrain in the game on top of the base layer.

I would also like to announce that we plan to continue this project with the DarthMod version of Rome: Total War. It is essentially a straight upgrade from the original game, and adds plenty of new content, presumably requiring additional 'remixing'. The original remixed assets are compatible with DarthMod, but there are new assets to contend with, and it would be a great goal to at the very least, replace all of the DarthMod ground materials with PBR equivalents (We at hyp(no)sin() Game Studios [tentative] have not heard any complaints about the PBR snow).

0.0.2 will be coming when we have a finalised vision for what the restructured map would look like.


A preview of the models which are placed outside of the bounds of the world map, in Blender.
These objects are instanced and placed around the world map.


An example of what the replaced terrain looks like in Blender. Of course,
the fun begins when you try to import this back into Remix...


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Lucii_Varen
Lucii_Varen - - 70 comments

Glad to see first RTW still development.

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