#NFSU2 (Need For Speed Underground 2)
1 messages · Page 3 of 1
Installed that a long time ago
noice
What addon are you using to import it then?
You should use the official USD Importer/exporter
Just the default usd import plugin
In blender
use this one
Hmm
@jade briar
You install the Blender branch from Omniverse
and it should install the addon onto your main Blender Software
it helps a ton
Also comes with other optimization options
and the option to create PBR Textures for Omniverse
Hmm
it's worth it
trust me
It's helped me out so much
@jade briar
It's a must have
Wait, so will it be able to completely replace create in terms of making a mod.usda? Because omniverse FUCKING sucks.
I mean, I guess? It can export and import USD's along with doing the texturing
among other things
I'll have to look into it.
sounds good
I haven't messed around with it a ton
since I haven't been doing alot of Omniverse stuff
but it does work
Interesting.
indeed
anyway
to bed with you
lol
Do it now or else I will break into your house with a Shotgun and stare at you menacingly

love some of the quirks you run into when playing around haha
inb4 Underground 2 makes rtxremix catch all the media attention.
Need For Speed General
I'll write up a nice guide on getting this running since this is getting really popular.
this image is from need for speed 2015, if I remember this game does not contain ray tracing and I think it is not capable of running RTX remix, or this is an extremely old game with an incredible remastering system.
Or I could be wrong and this game would be something more recent like a payback or heat for example.
yikes
Who knew that the NFS community could be the main marketing strategy for Remix lol
at this point the devs will start just posting NFS Remix screenshots solely as their marketing strategy
and the funny thing is
is that it would 100% work
Lol
this happens when i drive...
whats with that?
0 idea
Remix's attempt at motion Blur?
or some form of optimization
I'm still waiting to use Remix, so I'm just guessing
re-apply the road texture?
I will delete my rtx conf and make a new clean one. Probably the best option i have.
Also if i add lights in OV the are not shown in the game
Awesome! Have you tried to select the neon textures instead of the decal on the road?
Not surprised, they didn't released anything that good after
This project is showing more progress than any other remix related project, dedication 💜
It is also a perfect game for ray tracing, great settings with night, shiny cars, and tons of lights
didn't figured out which is which. there are couple of "emitters" on car and couple shadowmaps that are projected onto road
truly
Back to work. Found out a more efficient way to make road lines. Uses wayyy less nodes than before.
Even less nodes.
congrats
huh
appreciating u for getting famous
Oh yeah.
Thx.
I'll say thank you to all of you in this thread. Couldn't have done it without any of you.
same...i havent done much but @small acorn needs to be credited who ran the game
oh, stop it, you :3
fr.
I didn't even bother to try getting the game to work myself before you figured it out. I was just waiting for you guys to get something started before getting into it myself.
Anyways, It is almost done. One of the more complicated setups I've made in a while. Just need to add the yellow line on the side. This better look good in game.
uh oh. forgot to mute.
Final setup
@dreamy ether
Now, I just gotta do the same with every other type of road texture.

Rip dude
What about trying out drift maps
Less painful to work with
Drift roads doesnt need to be wet, url roads neither
But what I wanna make it wet
some textures also works as light source adding as sky texture like in the pic BAYVIEW
or you can use the "add light to textures" menu
what
nope dosent work for bayview
i think the map culling works in the tracks file
now bayview is not lighten
ohh.

I can see water drops
me too
Need for metal
well i found a mod that messed with the culling settings
now nothing form that map block is being rendered
v1.1 5 years tho. If anything wrong with the mod, comment. -Barriers fixed. -Map fixed. Needed: The Files http://www.mediafir...
if anyones curious
so does this mod change the original map in any way?
can we add animated water splash normals? from remix creator toolkit
the ps2 demo map it seems like
So what is this doing, exactly?
I literally don't see a difference between the two.
what if just remove the culled material
and then replace every asset
so it does not cull
I love it when someone says they got a solution to culling, then stop existing.
It restores some cut roads from the beta map
not using OV or any toolkit
Without trying to sound like a dick replying to a dickish comment… I’m literally playing the game right now
And even if I wasn’t, my entire life does not revolve around this app
I still have no idea how this has to do anything with culling.
comes in chat
proposes solution to culling in a logical way
gets asked about how to do it properly
refuses to elaborate further
leaves
Is Underground 1 work just with the latest builds or I need to do some additional setup?
Your guess is as good as mine, but that mod makes the game load map blocks in a different way
it is working, you need the very latest build and edit the dxvk.conf and rtx.conf
what i understand is this light culling are shadows its happening due to disbaling directional light i enabled it and wuaala
check pinned message.
Elaborate
What exactly I need to edit in configs?
35 votes and 7 comments so far on Reddit
its the same guide as this
for underground 1
for a more direct example of how its affecting the map block loading
these are just light shadows on top of their is world light which is direct light disabling that may feel like that is culling
interesting
that map mod certainly changed something
i wouldnt think it would be culling a block directly in the visual range
not one that the camera should reasonably see
even more curious
it changes depending on the camera you use
it renders fine at that distance in every camera that isnt far
from what i can understand, it means that if we apply this mod, all the culling presets will get removed
not 100% sure to me this what seems like
Ty, tried to find it myself but could not 
I genuinely don't see how it's effecting the game let alone affecting remix.
Tho I could go try it out myself. Care to share what setting you changed?
@small acorn you can ask this guy too, he got it working (P.S sorry for the ping)
i installed the mod i linked above
^
or Baaz
if you want the point of refeence im using, its right next to the stadium by the first car speciality shop
okay I guess it's time to make a copy of the game folder so that I don't fuck it up with mods again.
ahhhhh. I see now. Tho will it effect things culled outside of the camera view? Only one way to find out.
i can give you my game folder if you want
theres a few mods but nothing major other than the map mod for freeroam
nothing that would affect map rendering
I think I can try it out myself.
Alright, so the game crashes while loading into map.
Yeah, straight up crash.
oh wait. I'm installing it wrong mb
Yeah you have to install the end file with Binary and then move the TRACKS folder over
Culling is also most aggressive in the far camera
I may be stupid.
may are
The problem is that this mod may fix culling for distant objects, but will it fix occlusion culling?
Probably not.
I'm taking a shit rn
ok.
ok.
As expected, it didn't actually fix any occlusion culling.
try this config guys
guide worked, but not the widescreenfix part. Thx anyway 
rename ur d3d9.dll to .asi
I did that, but game doesnt launch
did u added d3d8
no
Somehow adding lights in ov does not work for me
firstly I installed remix and tested that it works fine, then I just extracted widescreeenfix to the game directory, configured .ini and renamed d3d9 from dll to asi(note: I m trying to launch underground 1, not 2)
the second game is more popular
eh I played 1 religiously
it is not bad that guys are focused on only 1 project
I mean I'm gonna do it anyway, ug1 has a special place in my heart for all the memories
I had with it
agree we'll get ug1 eventually, but i also loved it, i'm honestly waiting for the RTX Remix app to be released because i don't have much time to mess around with manually editing files to replace models etc.
mb that can help for someone who have experience with remix to determine where issue is
I played 1 a lot, but 2 is just better in every way.
What's different about it?
Did you edit the dxvk.conf, and bridge.conf?
created dxvk.conf in the folder with speed.exe and added lines from guide on reddit, also enabled useSharedHeap in bridge.conf
Make sure to remove any "#" behind the line.
The map from demo is completely different. This map is leftover in files of some race maps. i believe that author just renamed file of that racetrack to work with freeroam
yeah, I know that lines with # are commented
try and see how it looks....i redo every thing with directional light on...
That's the problem. Directional lights make the game look like day time.
Strange. Also try restarting your computer. I was having issues yesterday until I restarted.
try without widescreenfix...and what did u changed in ini
we can fix that...
it works fine without widescreenfix, but... idk how to play this XD
in bridge .config enable windoed mode
didnt know that there is option like that, it can be solution for now
with widescreen fic u probably doing somthing wrong
u was asking about what i did ini, just changed windowedmode to 3. Now i will try to restart system
+1 Русский, яху
Не, я Азербайджанец 🇦🇿
Таким тоже рад
Fuuuun
Yeah restarting fixed it for me.

My only advice would be is to turn on one of your favourite playlists and just go at it
#1103377328530276403 message
Makes the whole experience less painful
в ветке с сан адресом есть еще кто то
One step ahead of you.
Lol
PashOk тоже из этих
but my issue isnt fixed by restarting. but just for testing i can play with windowed mode from bridge.conf
I guess that works.
A lot of roads have shorter more reoccurring lines
Rather than only a few that are the same length as a car
Though I guess it’s hard to tell without a car for reference
idk I just want it to be accurate to the game.
shut
Either way works
The road looks amazing either way
You have way more dedication than me lol

I would have downloaded a road texture and split it in half
I WAS GONNA DO THAT BUT YOU SAID THAT I SHOULD USE NODES
i already tested it. remix works fine on ug 1 for me without widescreenfix and with client.forceWindowed = True I can at least understand what is going on the screen. But if i can fix issue with widescreenfix that would be nice.
I meant for the water lol
No idea what's going wrong here.
Nodes would probably be the best decision anyway because you get to customize the road more
Yes.
With nodes you’ll get to add dirt, snow and other effects way faster and easier then if you were to do it with just a texture
🥲
Nodes were probably the best decision though
i will try to find another game version
Plus with nodes you won’t have to worry about keeping the road textures the same
also the texture tiling node setup doesn't do shit for anything that's not a square.
Yeah, I can make other variations of road markings faster now that I have the base setup.
I mean you did it, and came out with an amazing result
Indeed
But it'll have very visible seams in the game.
That's a huge issue.
Not much you can do with that
Especially if you want stuff to still line up
Besides
You can try to fix it in Blender by tiling it on a plane and fixing the issues there
Sorta like a mock road
Noice
Yeah that saves a ton of time lol
Tillable noise
Too many puddles and very wiggly
Wiggly?
Lol
not circular enough
the puddles
Who said that the puddles need to be circular?
Nature doesn’t exist in perfect circles
at least a little less distorted
This is acceptable.
decided to do clean install and to test game only with widescreenfix and it doesnt laucnh. So issue isnt in remix, will try on another game version later.
Puddles but if nature forgot to put on her reading glasses
Lol
uh huh
If only I had found the website before.
Uncle burrito on its way to destroy the purpose of remix creator toolkit
Well, setting up the other node based tiler only took me 10 minutes since I was following a tutorial, so most of the time was spent on making the road markings. I thought of a much efficient approach for making those lines which requires less brain cells and less nodes, so I finished it fairly quickly after I got back on.
It can't make textures for me, can it now?
What if I told you that you never even had to do these nodes if you had just split a road texture in half-
I am being extremely evil right now lol
For no real reason
I mean
It was worth it
Road looks dope!
Ok, so can you help me out with some maths. The original road texture is 64x512. I want the new texture to be 6k resolution. What will be the new resolution?
I'm stupid.
According to my calculations, the image should be 768x6144, but clearly that's wrong. Even the pixels aren't square. original vs baked for comparison.
can't you use quixel assets for this?
I want the assets to look as authentic as original. Also not a big fan of spending money.
Just do 64 * 6
In the resolution box
And it will do it for you
Same with 512
This untextured voxel like textures is actually passed through several texturing tilting shaders and antialiasing units with 30 instructions each, you need to completely replace it let the game do it's thing
maff 🤓
afaik you can get free access to the entire megascans libary if you used unreal engine through your epic games account though i have no idea if that's a thing anymore
Smort
You can still do it
Because that’s what I do
Uncle burrito using his 10 braincells to replace assets rn:
It can just get you in some trouble
Yeah, but getting caught using them outside of unreal is gonna get you in some trouble.
oh
Unless you buy them
Don't underestimate punjabi brain.
bro fr get a camera and go outside, take a picture and come back, edit it in PS and et voila!
i mean like the road or something
Me who doesn’t have Photoshop:
Gimp or paint.net
That's probably less work, but it is outside of my skill range so no.
you can grab anything from a picture with blender
If only it was that simple
Yeah multiplying by 6 didn't do shit.
Just do 1080p * 6
Bam
6K
And yes that works
Or should work
Then look at the resolution of a rectangle in 1080p
And multiply it by 6
huh
Ye
Ok guys, issue is solved. It seems that this game copy was broken, downloaded another one and everything works fine. Now, do someone have rtx.conf for ug1?
neat
Oof
Just search up
What is the resolution of a rectangle in 1080p?
Also what’s the aspect ratio of the texture?
16:9?
bro wtf, that height is so huge
yeah, but look at this.
#1103377328530276403 message
hmm
Is that the side of the road
In the video, only the centre of the road was changed
which video
I have posted like 600 videos
Ah the one texture that I replaced a while ago
It was this one
The side.
Interesting ratio
Good job blender
Blender is dying lol
You don't need any more pixels lol why
Anyone here tried injecting into NFS World? About to give it a shot myself
I have no idea if Soapbox Race will let me do it
134
That's probably gonna be very bad for performance
I guess I can't go all out with the resolution.
Looks gorgeos
🤣
384
Its too good, my road textures are about 30mb each in dds format
In pbr probably 10 times that big
Do some lossless compression
It's 100% png compression
Also make sure to crank the Blender Compression up to max
I meant on a 3rd party
Not the best-
But it could help
You need to use DDS textures for remix to keep performance up
Yeah-
I don’t know why I never thought of that
Usually I’m trying to convert from DDS
Not to DDS
Also doesn’t NVTT have a compression option?
Nvidia Texture Tool
Yes
That should help with performance aswell
There’s some command line exes if you want to do it as a batch
Yeah
It's still gonna be a huge memory hog.
How big are the textures?
and it's just one texture out of a few more for pbr.
Also why did the textures have to be 6K?
idk more detail.
You can’t even see that resolution on most monitors
Hell most people have 1080p
Very few have 4K
Let alone the ability to see 6K
Bump it down to 4K
Trust me
You wanna keep them boys around a few megabytes at most afaik.
No one will ever see 6K levels of detail
Especially when driving
DDS is handled a special way on the gpu as well that improved performance.
But yeah
4K textures equals a huge performance increase
It’s one thing to add detail, but why add detail that only you can see in freecam or with a huge monitor
Really bad use of memory and computer resources
@jade briar
hmm
It’s worth the change
Also remember
You want this to run on things like the RTX3060
Not everyone has 4090’s. What may run well for you would kill a lot of people’s computers
I'll see what I can do. need a bath. it's getting very hot.
You also need sleep
I could convrtt to dds
Bro didn’t sleep all of last night
lol
Health comes before Remix
I can batch convert them all to dds if ya want
widescreenfix didn't worked for me too
bro just getting his flow D:
Bros. I appreciate you guys trying to help out, but I also have nvtt
ok.
ok.
Ok.
Question is, have you tried the Nvidia DDS importer/exporter I told you about?
Lol
The blender plugin?
It's really hot today. Like I've been sweating all day. Can't focus for shit.
Makes sense
To bad you can’t make the PC become AC by turning the fans to max while the computer is cold
I wish you the best of luck in your quest of not to die of heatstroke
Pretty sure it'll make my room even warmer
The power of the fortinity
F
Cumistan temps always like that
Why
ok.
What graphics card do u have?
HD 4850 512 megs
💀
fear not my child
Does it have rtx?
i am upgrading
soon™️
it has 69 goobblefarts per second performace, muhc better htan trtx
The story of my life. Until I did upgrade.
Sometimes I wish Nvidia took warmer countries into consideration
by giving us a free RTX air conditioner?
this man will deliver it to you in no time
bro we need him rather than Santa
Guess what. Santa isn't real
I fixed that, just downloaded another game version.(now I'm on 1.4.0)
What did you fix?
Your mom isn't real
lighting blinking issue
The lights are still culling sadly. They disappear above you :/
looks lot better
wtf
I see we can deliver Tofu in style now
short question guys. Esspecialy to you @jade briar (sry for ping) Is it ok to you guys if a make a youtube Video about NFS U2 RTX Remix and how it is going. And is it ok if i use shared content from this thread for it?
I have a youtube channel (over 2000 subscribers) where i post stuff about old NFS games:https://youtube.com/@hellrxvenexp
The names of everyone who is working on this game will also be stated
Uhh. Yeah sure.
I'm afraid that this little two day side quest might turn into something larger than I can handle3.
lol
which 2 day sidequest? XD
Making underground 2 work with remix.
It turned into one of the larger projects that use remix.
I think every project where Remix starting to working and its possible to start make it look good becomes large, like Freedom Fighters for example
Oh damn. The video is like 6k views.
Just make sure to let people know that this is a side project of yours and not to over promise
As it can be very easy to promise stuff when there's a ton of people chomping at the bit to see more work
Also make sure to not loose sight of why you originally started this
pretend I actually sent that message-
but yeah you get the point lol
I know it can sound strange now
but you'd be surprised on how fast things can go from "working on this because I want to" to "working on this because six thousand people want to see more"
Anyway, rant over
lol
Hope that helps somewhat!
Also I'm fine with it. Though I don't know how much I exactly helped per-say
yo, I drop the contents of the remix 0.2.0 archive into the nfs underground 1 root folder, then drop the contents of the bridge-remix-main and dxvk-remix-main archives into the .trex folder, and edited the lines in the files (# removed):
in dxvk.conf
d3d9.customDeviceId = 0110
d3d9.customVendorId = 10de
d3d9.shaderModel=0
in bridge.conf
useSharedHeap = True
and when I run speed.exe game freezes at the loading stage and crashes
what is the problem?
why i always have daytime :/
first of all. bridge goes into game directory, dvxk goes into trex folder
ill fix it now
ur headlights not working....any solution.... head lights are giving me bs
i tried adding lights with ov but somehow they wont be shown in u2
disable directional light under parameter tuning then lighting
already turned off, i am not that dumb xD
moved bridge to the root, still the same
nothing if bridge remained in trex? or should i remove it completely?
and in the logs above it wrote that the bridge config was found
just copy and paste
u used the wrong files
opposite. bridge.conf in trex, dxvk.conf in game exe folder
is this archive suitable for nfsu2? I don’t really understand in the compilation, but I compiled the files according to the guide, threw everything like it should, the game just doesn’t start)
you can try instead of waiting for an answer
should work
how and where do you guys edit materials?
omniverse, but i still did not figured out how exactly, the videos in community contribution dont help either
This gameplay shows Need For Speed Underground 2 modded with RTX Remix running on RTX 2060 Super.
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you have stable 60 fps on video, what is the problem?
what
every car has now the same color...
There's no problem footage is at 480p
idk why but I suddenly remembered my sad experience in ue4 https://www.youtube.com/watch?v=AoYdg5QPF_4
This is why didn't bothered to install Omniverse
Why is your car black
the question is, why is it seethrough
Guess what
This issue is really bad. Take a look.
this hurts
It's not a bug, it's a feature
I think you guys need to change it texture by texture to make it work due customisatiable parts
well, it works. kinda. pulse neon is pulsing only when you drive)
I think the pulse neon is unstable geometry. Can you check if it is in geo hash?
no, it's stable. i think problem is in the way the game handles animated things like water or these things up above
Like the geo hash flickering every frame
You have to look at the geo hash debug mode to know
WARNING! FLASHES!
geo hash is instable with water surface and animations, i.e there are couple instances of animation but remix captures only one state
Mine doesn't look like that
i modded it, added emissive map
But I'm talking about the geometry hash. Because neons working only when you drive is probably because of the mesh refreshing.
Ah
That explains
BTW there are two meshes stacked on top of the other for the long segments, one for the neon itself which is almost completely hidden under the car (the one marked on the screenshot) and one for the glow (which can't see as I removed since RTX Remix shouldn't need it) and smaller pieces to connect the segments (18 I think).
All appear to be using the same texture, I don't know why they used two meshes, I will give a look to see if the ones for glow are moved installing body parts
i think one is for widebody
Engineers mentioned that RTX Remix have some issue with blinking stuff
changed some things in the garage
some small changes (maybe nor noticable at all xD)
setting roughnes to minus values looks crazy
You probably brake the laws of physics 😆
You’ve turned the Skyline into a black hole
It absorbs all light
Lol
XD, ive already have returned it to the state of the picture before. And i could solve tje where my game got brighter when i started driving. It now stays night time🤣
Now i only have to figure out on how i set lights correctly in Omniversere. For simple streetlights it seems to be easy but time consuming. For cars it is a hell of work to do it correctly...
Oof lol
I wonder how @small acorn got it done...
Anchor cone light prim to a mesh at some coord and like save it as .USDA file
where i put rtx files to nfsu2?
@cloud crypt you can also lower down eyeadaptation or disable to fix daylight issue
Root directory
but it can t open
are you sending the scene to omniverse to edit lights, then exporting back to the game ?
it says i don t have compatible gpu, but i have vulkan compatible gpu
How do I get the Underground 2 rtx remix to work?
follow my guide from this #1103377328530276403 message
Thanks 🙂
pin this new ppl coming asking same questions
Or just copy the message and pin it here
Added to the pinned message 👍
huh
yuh

i'll write a blogpost on tutorials on getting it to work
tho with the next version it should be the same process for all 3 games that currently work
also y'all
check #news

so underground 1 and 2 + Most wanted?
yes
Did you solve your DDS export issue?
are you a uni dude or something, ik 4090 is not in the realms of avg person from there
alright, back to topic
You guys think it's possible to hide the culled lamplights from the game using omniverse for ug2
and then add a light to it
see if it still disappears or not
I just can't test it so I want someone to experiment
I am an animator. Also uni.
Tbh, I never thought I'd be able to afford anything other than a GTX 750
shit be pretty bad here I sold my 750 ti for 5k in local market only to see it rise to 18k
that was like 5 years ago
The light would be attached to a lamp object, and disappear as soon as the parent object disappears
I sold for like 8k
In 2020
But......replace asset and add a light to it
Ik you get corrupted UV
If you replace models rn
But I'm just testing for light source only
Replaced models still cull like the old models
They don't replace any of the game logic
Just what is displayed
You mean even if I anchor a small model to the games culled model, it still disappears
Anchoring as in, adding a child mesh to it
Not really sure how Omniverse woudl treat that, but Mark did a writeup a while back explaining that the games culling is still in charge
So most likely any children would be culled along with the main asset yeah
As it's just replacing hashes
Yeah, it would depend on the parent model in the game to be visible to be replaced
Hmm
What about the side walk
Attach the light lamp right where the original light post would be
Sidewalks and roads also disappear behind the player. Not all sidewalks and roads have lamps near them.
grrrhhhh 😬😭
So places supposed to have lamps would have floating lights
In case you missed my earlier question : Did you figure out what was going on with your DDS exports?
Because I've checked out the file more and noticed that it opens up looking visually different every time it's loaded
Something is majorly busted with it
Yeah, mark helped figure out
The resolution was incorrect
It was not divisible by 4
Why's it necessary to be exactly that
Game engines handle things like mipmapping of textures in specific ways
Idk it's nvidia
So they need certain squared resolutions to work
I'm still trying to brainstorm ideas but all of them just backfire if i think about it thoroughly
🤔
The most reliable way of taking care of those issues would be to figure out how to make the actual base game engine just render things further in the distance
So it'll be more about modding the OG game then doing remix stuff
there's this RE_UG2 if anyone wants to muck around
looking at game logic and stuff
i read the specs on web and it said u need an vulkan gpu to play lol
i have an vulkan gpu
What GPU do you have?
3070 ti?
nah, i have weak gpu
oh wait that's someone else gpu
Okay but which GPU? X)
maybe it's not remix compatible
In order to run Remix you need something that does raytracing at the minumum
Yeah that won't work
i can t afford a new fucking gpu, it s expensive, but like i said, i will wait for the release
Very understandable! The problem is that the GPU you have at the moment can not ray trace
And RTremix is all about that, it's the whole point of it
So a GPU like that will sadly just never function with it
yeah it uses some dedicated hardware on the gpu to do ray tracing which unfortunately isn't available on your card
Sorry if my wording sounded harsh but it is what it is
i know but i read on the web u need an vulkan gpu to PLAY not to CREATE so it s annoying
You need an RTX compatible card
To play OR create
Your current card will never be able to play or create RTX remix projects
oh...
The thing is that vulkan is just an api. Manu gpus support vulkan. Raytracing, however requires raytracing specific hardware. You need a gpu that supports both vulkan AND raytracing for it to work. All raytracing compatible cards support vulkan, but not all vulkan supported cards support raytracing.
yes. Anything above the 20 series can run remix just fine. Although some older nvidia cards can run raytracing, they won't be powerful enough to actually run the game at a smooth framerate.
Well, if you have that kind of money, then sure.
Maybe save up a little bit more and get a 4090
But a 3070ti would also work just fine. I had that before.
how much did you get it for
the 3070?
I got it for like 175k back when the dollar was at a semi acceptable rate, and the gpu shortage was really bad.
But I've seen people selling used 3070tis for as low as 100k
I sold mine for 90k, and bought the 4090 at 450k.
But the dollar rate has gone really bad since then.
I'm looking for 90 but can't find any, scammers everywhere
idk anything about karachi market, but things here are not too bad.
Things here are almost always in stock.
I recommend looking at the market instead of trying to get it from individual sellers on olx
nah I'm looking in local market almost every weekend
But I'm trying to save some cash if I wait long enough, maybe like August?
Maybe it can come below 75 🥺
below 75
Yeah, that's highly unlikely.
Tho all the miners have sold their cards now, so you just might be able to find something at about 85
I remember when I went to buy my 3070, people were coming in and getting 3090s in bulk for mining.
Not anymore.
Market has crashed.
Make me
My estimated reaction
ok.
Ye, I have the 3070 Ti
Finally. PBR.
are you using a wet road generator of some kind?
needs some refinement but i'll just leave it here and wait for proper tools
water should be like sitting idle on the banks of road and not in the middle as puddle cuz that's how roads are made
I literally showed the nodes I used in blender.
sorry bro i sleep when you wake up
show me where it is
From where are you guys
You saw it.
did you guys figured headlight fix @jade briar @cloud crypt
Ayo did ya upload your mod.usda and rtx.conf?
I did
In this channel?
Here's everything including the remix, mod, the rtx conf, and everything you need to run.
Nice, thanks alot 🙂
did u fixed headlights?
I haven't even tried adding headlights yet.
Are u using PBROven
I don't even what that is
My garage textures look better and will look even better when i added maps
What does it do
Yeah, I'd manually reamaster the assets instead of relying on some algorithm
as u wish still look good
looks good road is little distracting
got the ai's headlight working still my car dont have 😣
T's a nice start, but you should consider making the general asphalt more rough to get rid of some of the plasticy look, and icrease the contrast between puddle and stain a bit more.

I'd also try to keep the water to road ratio like maybe at around 70/30 or so?
Having TOO much noise in the road texture itself can be a detriment to gameplay, just keep that in mind ^^
Don't want to cause much visual confusion whilst driving fast
HMmm that's interesting too, so the road textures seem to be mirrored right, they're the same on the left and right sides of the road
Which results in a rorschach style pattern with the puddles
So perhaps keeping the puddles more to the outer parts of the road and having less of them on the side with the white stripe would help clear up some of that effect
The thing is thatm in blender I see one thing, but in game it looks a little different.
Could add some bumpiness to the roads tho.
can't rtx 2070s process remix 😅 normally, I get 14-17 frames 🥹 at fhd screen resolution
Yeah this is super common
I'd just open up your roughness texture in Photoshop and tweak the curves a little bit
It's pretty weak. Use dlss
Something about the road feels off, can't pinpoint it though
Any suggestions for a good garage floor i could make?
This is just for testing some stuff
puddles are in order but in irl will not be that off
Time to look at actual roads when it's raining
puddle size is small i think
and too frequent
Take a look in nfs 2015. These roads looking gorgoes when it rained
Let's just like copy nfs 2015 road pbr then
Unless copyright infringement
don't want that
The more recent NFS games used shaders for that kind of stuff though, puddle placements and dynamic masks etc etc
We can't really replicate the same effect with only texture replacements
And so far, texture replacements is all we've got
Janky UV stretches, odd UV cuts and mirrored textures is something we simply can't avoid I'm afraid!
Yes but we can learn the placement
It'll be about learning how to work with what's available until we can actually do mesh replacements
When mesh replacements are a go, then we can start throwing parties
But the way the road looks can be adapted. Add more grain etc like in 2015
Yeah no for sure!
Truly one of the most roads of all time
Most?
It's just a meme don't worry'bout it
ur config has lot of flickering
How so?
try mine u will undestand
lets see
plus ur light sprite looks bad
Which light sprite?
all of them u can notice in main menu too
oh you mean emmissive texrtures?
yea immesive light
2D halo textures like lens flares or "glowy lights" are commonly referred to as sprites or Billboards in various engines
I increased the brightness, because the game looked too dark to me. I see no flickering. A lot of light poles in your rtx.conf don't have any lights.
I disabled lens flare billboards because they look stupid to me.
show me which one
Yeah I figured you'd do that! It makes sense
These days with HDR blooming we don't need billboards for that stuff often anymore
As game engines just do it anyway
They don't work with realistic lighting.
yeah
Eeeh they CAN be made to, we still use them from time to time when we're looking for specific effects
show me which one
But the way that old games do it wont' hold up today
Without any fancy shader techniques that is
yes
@jade briar can you make puddles look like this and not random? #1103377328530276403 message
maybe
good enough for me
remix is weird.
strange for me they have
Honestly you just need to increase the contrast of your roughness map, so that the puddles hit that pure black and the concrete is almost white
Should do the trick
And then shift the puddles to be centered around the corner that connects to the curb
Aaand that should do it
Thing is we can't really smack in super specific details like lots of long cracks and stuff
Because this one road texture is pretty much used across the entire game as far as I understand yeah?
So if we placed those kinds of details on the road texture, they'd be literally everywhere and the repetition would be SUPER obvious
not even seemless textures would work
Well I mean the textures have to be seamless in the first place in order to loop the road correctly
The original ones are too
Yeah, I kinda wish that remix wasn't so blotchy with its reflections.
The power of denoising

You'll get these small tiled boxes everywhere, probably how dlss works
no i missed some lights found one...any way fixed the flickering....cant find whre u are in the pic... lol how to see wholw map ?
I miss the times when 2080 Ti was the chad graphics card
can't
when i press B i see headlights working then nothing...
adding light also dont work
Because they're colling from the back.
ok.
ok.
high car model quality removes culling in front of the car
Not for me
add light for the headlight texture
do u know which one is it
any way i tried some how it worked once never after that...every car has differnt headlights
yes, they are different:/
Ill test when i am home
I'm losing sanity real quick.
now i remember adding light gives only one light
It hast to be the opposite i think....
Apparently I turned on clearcoat sometime.
prolly a missclick.
Back at home now.
Now i will take a look on asding lights via ov and creating PBR garage floor
well, ive added lights, but they seem to be for neon xD
ive set up a light coming from our viewpoint in the main menu. Now the endless darkness is gone and Tuning is enjoyable again xD
Oh, nice 🙂
Some lights added
??
good, but that neon on the building on the right is a little bit too much
3 textures
currently i am tweaking it
all those three texutures not matching
fix the headlight dont check in garage because headlights are off in garage
Damn bro. Reall?
lol
yeah I know
Just comparing what l;ooks best
I like the one on the right
well 1 and 3 for me
yeah
this already had a easy fix
i did got it working for a small amount of time, but somehow it behaved stranged. I dont know which type of light is the right one... Sphere light int the right one because everthing becomes lighten up
yea
i dont think so thats gonna work
guys, I'm following the thread and have 0 experience in helping with the project, anyway I just want to say that you are making a pretty awesome work with this!
just some days ago we thought it couldn't be possible, now you are already changing the graphics and adapting to the modern times.
congrats to everyone helping with the project and keep rocking! 👏 👏
thx. Life is pain.
Underground nice
did u figured out for every car
nope
and now lets go back to do some headlights... will be pain
what light type to you use? Sphere or smth else?
these are standard added lights for a texture, but i tried using point spere lights, yes
You cant create a mesh and add a reference to it either... that would have made thing way easier
no matter what mesh you select, its always linked to the middle of the car
All the car parts most likely have their pivot points set to the centre of the vehicle so that they all can rotate using the same values
Very very very common
yeah, but that makes it literally impossible to add lights to the meshes, because every time i do the underside of the car glows
well in the main menu it worked well, i linked the light only to one mesh and copied it somewhere, this wont work on cars and and i dont know why
The world objects for menu cars and drivable cars are most likely different from one another
The menus don't need the driving logic etc so it's probably set up completely differently
i dont meant the menu cars, the object themselve i meant, like a lamp
but i get what you mean
Aah, yeah not really following! But it sounds odd that lights only want to attach to origin points
dont know what to do in my free time
What's free time?
I have never heard of it before
i think my normal map is broken...
strange.
Looks about right judging by what it looks like in photoshop
The intensity is pretty high!
this looks better
It needs some shine though
