#NFSU2 (Need For Speed Underground 2)
1 messages · Page 10 of 1
I mean, I'm sure they had mercury vapor lamp 20 years ago if CDM wasn't common then, even HPS would look less yellow
right, but it probably wouldn't be used in the old run-down parts of town. I'm definitely not a streetlight expert though so I'll differ to those of you who know way more than me.
my beloved debug view
free cam?
I imagine that'd make getting new captures WAY easier
Yea, to illuminate only the road they are almost all rectangular but in the city center spherical are common to illuminate all around, also in the center probably LPS is out of place, HPS or mercury vapor kind of temperature and spectrum would be better
Well, let's ask the Major...
in the original games the lights are whitish, probably because there are color lights to marks the different shops
but RTX Remix gives us freedom so lets look what we can do with it
I'm all for the realistic approach, whatever that ends up being.
tried to fix it, renamed game folder to see if it worked... well it doesnt, who would have thaught of that... so texture reworks are a huge issue at the moment
Conclusion: Dont rename your underground 2 folder. It should be named: Need for Speed Underground 2
You can move it to another directory but nothing else. Moving the Game folder elsewhere, or having it at another destination as mine is, shouldnt fuck up the textures now.
I will upload the updated files soon
That should probably be a cooler temperature when you consider the window texture in the car lot
Sweet.
of course we can always replace the outside window too.
Lighting is so satisfying with ray tracing, warm lights give a nice feeling combined with architecture of this part of the city, how do they look with zio Burrito and ESelkath textures?
Yes… but why mess with the game’s original art style
updated UG2 Remix release, if there are any missing textures etc, pls dont hesitate to give feedback. i will look for it
https://github.com/HellRaven-Exp/NFS-Underground-2-RTX-Remix-Project/releases/tag/v0.01a
to some extent, you have to for a nice remaster
it can't always be 100% to the original
No idea
Might try later tonight
updated RTX Conf to get rid of the sprites when using my custom lights.
yeah, but getting them work is very, very, very hard
Probably a dumb question but are most of the lights meant to be removed or have I fucked up badly somewhere?
its meant to be because i am placing new lights everywhere right now
That's all good. I panicked for a moment when I was in darkness so while you're adding lights I'll use the older version.
to fix the dlss ghosting trails add rtx.autoExposure.enabled = False to rtx.conf
make this
to this
then you dont need to go back in versions
but you will have daytime
Oh, thx, turning off eye adaption really minimized it. Ghosting is still there but nearly not noticable
it actually turns it on seems a bug also disabling motion blur helps
de bumper-delete
Whoopsie.
No fucking way.
thats weird. The inside of the vehicle is reflective, but why not the outside?
I have installed animation controller to see how it would behave. Maybe that way we can figure out on how to make the car material reflective...
Could the outside be a different material to the inside?
well i am going to bed now, i maybe will find out tomorrow
Y'all are making GitHub repos, and upcoming, features, and figuring out system requirements.
Now you guys better finish this too
Because I never made any promises with this
yeah, imo the system requirements are a bit much. no real guarantees can be made there
but otherwise it's great
How about
Requirements: TBD.
HellRaven is going all out with this.
My brother in christ.
At least wait for the remix tools.
Just say you need an rtx card now because of the early nature of this mod
the question is
raw performance
or DLSS enabled?
I'm using a 3060 and the performance is not even close to be good enough to play without DLSS at 1080p 21:9
i assume that the 2070 is more or less like the 3060 in terms of performance
You may need to decrease the number of light bounces
Oh also With HellRaven's repo do you still need Burrito's textures? Since the road for me is untextured when I tried it
If the building you’re remastering used a cool color palate why would you replace it with a warm one
for the same reason you suggested replacing the interior, to make it more consistent
personally i don't lean one way or the other on it
I don't know. But do try and tell me the results.
Seems like shaders interference
yes
I don't get why people dm me.
Just ask here. There's more people that can help you than just me.
whenever i've asked why people prefer DMs, they tend to say anxiety
one guy though said "i dunno" then persisted anyway, lol
r u sure
😄
😄
Traffic light i think i see similar when i Edit scenery in blender
Lol I5 10400F is the exact one I got
Still, perfomance is bad even with a 3070 Ti
I have to play on performance for 36-42FPS, sometimes it even drops to 31FPS 😛
DLSS Perfomance Preset*
Sorry for the tag, I'm just curious what software this is.
Figured it out. Omvinerse create right?
at what resolution
Oh nevermind I have a 12400F
1080P Game Resolution
something is terribly wrong
Dlss performance with just 40fps is bad, people here with 3060 ti get 50 on performance
Well I am using Uncle Burritos preset
The one with the custo roads and such
Probably that's why
Yea, but I miss 60FPS you know
Oh, that would be terrible
if I would'Ve waited 2 more weeks I would've been able to get a PC with a 4070Ti, but I simply needed to upgrade from my 1050 Ti
Well 200Euro more, but probably worth it.
damn all my settings were unsaved 😔
rip. what'd you get instead?
Well, I will just wait three years and then buy a PC with a 5070 Ti, or maybe four years and get a 6070 Ti, which probably has the perfomance of a 5090 Ti.
Oh, well a 3070 Ti.
My only issue with my 3070 is the vram tbh
But they took it off sale the day I wanted to buy it, and two weeks later it came back on sale upgraded with a 4070 Ti.
oh damn
Yea, could be more than 8
esp with how much vram shit needs now anyways
But the 3070 Ti is much better than my old 1050 Ti.
Oh nice
got the 3070 for 400 bucks second hand so I'm happy
I took the 3070 Ti because (just like the 3070) its basically a 2080 Ti with less VRAM
I said its alpha lol. I did not promise anything
Sadly, that won't be enough in the near future.
nvidia should donate 4090s to us because I'd like one
I think when the 60 series comes out, I'll have to buy a new PC again
Yes
that's my only reason to deserve one
Lol 🙂
I was planning on getting a 4070 but I didn't feel like it cuz I'd have to upgrade my cpu to not bottleneck it
But of course RTX Remix takes alot of performance, as it is not optimized obviously.
yeahhh
You can optimize games, but I don't really think you can optimize things like ReShade or RTX Remix.
Same with GTA 5 Graphics mods, they take more performances than RDR2
But Underground 2 looks really good with RTX remix.
I mean u could still optimize it, but it's like polishing a turd if the game already is poorly optimized
Yea
Any idea what software this is? nvm i figured it out
#1103377328530276403 message
it keeps sending me to the wrong message... great discord
this one
One day we'll probably have something like RTX Remix that'll work in today modern games (Which will be old games then).
Then, the GTA V RTX On vs Off meme will become reality.
Probably RTX Remix 2.0, coming 2043.
wouldn't surprise me lol
Have u tried replacing any textures?
I'm trying it out rn but not sure where to start
This will probably happen to Underground 2
lmao
someone sticky this?
It is already pinned
How do you go about replacing textures?
are you planning to commit the mod.usda and rtx.conf?
Also maybe it makes more sense to have someone be the maintainer who is active here on a regular basis and knows how to merge stuff and maintain a repository?
everything is in there
they are in the release but not in the repository
I can create a repo if you guys want... work as a software engineer by day
Do you know how to merge pull-requests?
well no, but i did this. They are view only
but the mod.usda isnt enough. When we add lights you also need the mesh and light captures. Without them there will be no lights
Yeah well don't ask me because we are very early in development, without proper tools. We should wait for remix to be stable, bugs to be sorted out, performance to be better, and the tools to be released before making this a big proper project.
also this
what.... that shouldn't be the case
you shouldn't need any captures only the gameReadyAssets folder and the mod.usda + rtx.conf
I told y’all I had a repo for my guides we could use 
also i really hope it doesn't come off as me talking off a high horse while not contributing much, i just think i have a really good understanding of the whole rtx remix system and try to help where i can
if i delete the captures there will be no lights. Also when you dont include the textures there are no roads
captures are only needed from meshes and lights, Its about 30mb
the textures yes obviously, but those are fine with being only in releases, they don't need to be tracked in the repository,
if you delete the captures and the lights disappear maybe you haven't set the authoring layer properly in omniverse?
i have. its always mod.usda
i will try it later and try to reproduce this, you shouldn't need any capture files that are shared
and when i delete mod.usda there are also no lights
without mod.usda
without capurues
well yeah, i know that its acting like that right now but it shouldn't
deleting the mod.usda will ofc remove lights and thats fine
i'm thinking maybe you're adding lights to instances instead of meshes or something but i'll try once i get to my pc
no, they are added to meshes
does portal with rtx have a captures folder?
yeah, but nothing in there
but also usda plugins. Portal RTX behaves different than rtx remix 0.2.0
you cant compare them
because in portal there is no mod.usda
rtx remix 0.2.0 is built on top of what is essentially portal rtx's version
Portal is build that way
replacements.usda = mod.usda
still it behaves different :/
and as you can see here i always added lights to the mesh with its reference to the specific mesh. Without the reference = no lights
and remix draws its reference from the captured meshes
that does seem correct, i'll see if i can reproduce it
oooof ok i get it
it's basically because we have no mesh replacements
just tried it
not sure if there's a way to "future proof" the process, maybe we could copy the required mesh usda into a lights folder before adding a reference
i would have to redo it for every light... yikes
the problem for now is, that we dont have the remix tools yet. just ov and remix itself
yeah thats why i was like "omg wait why do we need captures folder" because that way we can't tell which usd are required and which not, so you would eventually have to commit every single mesh that has ever been captured which would suck big time
with the proper tool mesh-replacements wouldnt be a problem. But it takes time until release
so doing it from the start would be way easier
probably
i mean maybe i can write a script which will do that process automatically and adjust the references but can't promise anything
you are repacking free mods and you're selling them on patreon
no need, only have added these lights. It wont take much time to redo this. Maybe some hours or one day
can you try my suggestion of copying the mesh.usd before adding a reference?
i think it should work
this is more than likely what the subUSDs folder in portal RTX is
thats why i meant we should check how they did it 😄
i can try, yes
but ill make a backup before xD
big thanks c:
doing that also helps us not distribute copyrighted assets from EA, (captured textures etc.) hope it works the way i think it does
You can export all the textures from the game's bins files by the way 👀
as said, ill cheack it out. but give me some time to do 😅😅 i am not the fastest man alive xD
How's this for the readme? I copied the one from my repo and tweaked it a bit
Dudes, its not even public yet😂
I know
Oh it’s not?
Also I could make my funny video tutorial, but hellraven made it first so that's not gonna happen.
I’ll mess with mine then 
But you could save it. Its good so far
You could mess with. Memory addresses.
Just saying.
😂
Here's my repo by the way, I'll be adding more info later today
mmm. Two repos for the same project. What could go wrong?

It's basically going to be where I post my mod.usda and such. Ya'll don't need to be actively promoting or anything.
we could use your repo for a second version if poeple want to have warmer lights and/or other textures for example
Yea I'll still help out on your guy's repo with writing readme's and such
I'll push it to the repo
Ok
some want warm lights, some want more colder near to og look
It's not hard to switch mod usdas, you can hot swap them with the game running.
that around 5500K. I wanted to do a mix of 6500K down to 5500K
i wanted to make the lights like that. Some a cold white, some these warmer lights
Yeah but the textures. And models. Are you going to redo your usda everytime a texture/model change is made?
Are are we dumb enough to make a third repo only for the texture/model replacements?
You can add usda sublayers and use multiple
midnight club los angeles?
you can merge them when you rename one of the usdas
you can just drag and drop the rootnode
5500K
I'm just going to keep my personal one going and we can figure out how to merge it with ya'lls whenever the time comes
6500K

5500K is also my favorite. Its a good mix

these are good at 5500K
YELLOWER
it didnt loaded the correct
thats blue lol
i love 5000. Lower is way to ugly
6400k not good?
like it
it was 6500 before. Its too white to fit
need to play the orignal game to get the feel first
open door gang
don't want you guys to make another mod on the market
The tuners from cars yikez xD
sry for spamming
I think it looks good that way
ingame its way to warm, believe me...
SHOW ME
The game doesn’t translate color temperatures quite 1:1.
Or brightness/intensity for that matter either.
Which drives me insane
3500K
Literally looks so good
thats 4000
Is this 4000
no, 3500
thats 4000
to warm in my oppinion
Are you able to set shaping angles on your lights? They disappear if I set it anything to other than 180
i am yes the lights for highway have cone angle of 65, with softness of 0.2 and a fall direction of -12.5 degrees
so this all looks great, but what gpu will i need to run this (have 3060 100w laptop one) but asking could gtx owner run this?
No
so any rtx gpu
RTX Remix
mhm, and with amd gpus? rx6000 and newer?
Yea any rtx gpu as long as it’s stronger than a 2060 I believe.
PERFORMANCE MAY VARY
There’s one person with an amd card that tried. Not sure how it went.
I think U2 still runs really well for being path traced.
defenetly
as long as you only set frame and number of lights of anti-culling light only to 1000 there is no big perf hit
well, im excited for this
well, have to go to work now. I will update the mesh-reference and the light-color when i am back home
~40 fps on a 4090 @1440p

these warm lights could still fit in older parts of the city. But i still think that the highway and city core lights should be colder
Beautiful.
I agree
4090 obsolete
olders parts = warm
It does. Get gud.
highway = cold
Don't make it just completely white.
no, dont worry, i stay at 5000K in the city core
surely theres some optimisation to be done.... right...
idk why I spent too much time preparing this scene. I'm not even gonna save the file. But the city centre looks just fine with 3500k lights.
maybe in Blender, but the game behaves a bit different. If it would look like in blender i would completly agree with you...
i will see, maybe i find the sweetspot. I can play around with the lights when i am back at home. see ya later
city emissives look very nice
Maybe i can get some of my building textures to PBR
Hmmm. Just came here and trying to figure out the whole process of modding with Remix. Where do you put mod.usda file by the way? Seems like it's not anywhere by default
Cycles ?
yes.
These for example
Yeah. That's the point. No folders there except 'captures'
I'd like to go through the process you guys did. of modding anything possible
I was wonder how it looks in Remix
I try replace with PBR mat for this asphalt in this stadium
Whats that
Drift field
Yeah, but not Underground i think
It looks completely different XD
😄 yeaa lights in assetto is different
Oh, its assetto
my idea replicate screnshot to Remix u2
yea
mine project
but finished
whole map
i place this light with text editor 😄 nothing like in remix
yee but mesh light is one material for assetto i must select whole mat for use light not light ... i go try in remix how looks there
This does look very good. I want to drift in this.
yee but assetto is SIM problem is sometimes is bumpy becauce roads is lowpoly
i alredy spend moths smoothing main whole map 😄 its better than before
Yeah, that's why I didn't download the full original map that you uploaded.
I'm not exaggerating when I say that this is literally one of the best looking assetto mod maps.
So when i edit stadium lights they van be cold?
Damn. Is there a download, or are you still working on it?
its good reference for second project what i told you
yes on my dis
i alson connect URL track with town
i think they are cold
dm me link.
Cause there's a light there
there are light on wals
ah
Yeah
i delete for asseto becuase to much lights alredy 😄
I noticed a few other textures that have lights on them.
There's a lot
That's the nice thing with raytracing. It can handle hundreds of lights without problem.
I will begin comepletly from new with lighting...
yes exacly
That way i can select the correct meshes etc. And i m able to adjust color tobtje environment
Just this version
Most implentations don't have ReSTIR yet
That's part of the 11 herbs and spices that make this really good
I don't think the raster+ray implementations use restir.
None that I know of
Raster+RT is kinda a mess that you'd want to avoid if you can just do full RT/PT
BUT ME ADVANCED SHADERS
Reshade users in shambles
Thats reshaded lol
WHAT ABOUT MY SURFACE SHADERS?
Can't make good car paint without good shaders.
Good material shaders
XD
Thought you were talking about like reshade shaders and such
Reshade is, meh... it can look good but also can fucl the game up
Why is getting thumbnails working in OV so hard
||I know OV bad.||
Reshade shaders would ONLY be good if they had access to the full 16 bit raw color data from the game.
So no.
I just want DDS thumbnails ugh
hmm, just wait for the remix tools to release you boys are going to make UE5 look like shit
these old games have solid gameplay but weak graphics originally
try WTV for textures
Ue5 has shaders. Remix doesn't Ue5 wins
It nearly looks like ue5 xD
computing response
Remix 2 will destroy UE5
shush
Okay. So @cloud crypt
I have an idea.
Make all the big poles like this 3500k
But small lights. 5000k
can you guys support custom light colors and not control the temprature
Nope
Or yes, but nope
I will look into it. When i am back home at 23.30
Sry, wasnt meant that way. It is possible to adjust the color. Thats what i want to do with tje colored lights for shops etc. But the other lights get only temperature instead
sure
@plain stag very good. 10/10
Bruh, you even went VR
Ah yes NFS Underground 5
real
It was setup already.
Storefronts 
I should buy a wheel 
And a headset.
Already got one
Also very bad driving.
Because I'm learning.
And the map is pretty tricky
Due to elevation changes.
Disc lights get culled, and they dont make sense as headlights. But still good try
Yea I noticed
But i like the store lights. With proper cone qnd cone softness they would look awesome
You actually dont need to set a cone angle. But try the softness with a value of 0.1 or 0.2
For which light source?
Store lights
These
I think xbei said he'll implement disk lights later.
Ok, interesting
Yes my fault becuase this not smoothed
I see
Why so many rect lights 😂
There's that many light fixtures 
But for warm lighting its ok as a second mod. Like a Pure warm version.
These small textures kill me
The path tracer can handle something wild like a million sources so why not just go crazy
Haha ok
4090 ti needs noctua treatment fr
It's definitely possible to optimize working on the assets
Agree, if you are gonna do something do it for real, half measure are bad 👍
Gotta use stable diffusion img2img for these kinds of things
yup
unfortunately i think SD may confuse some details with an image like that though
Can you send image file here by any chance?
I’m at the store 
Thats why i start from scratch 😅
Not really
mf terminally online.
My 4070 ti never gets above 50 though. And when only when i render. But then not over 60
It’s how it goes when you grow up with the internet 🤷
not for everyone i guess. i'm rarely on the internet when i'm out
And with no DLSS upscale or FG
makes me wonder how old you guys are though
Well I don't think the 4090 needs dlss at all
Currently there is no FG in remix
You start.
Im 21 lol
I know but still
20
Damn. We're a little young to be into remixing games that came out when we were tiny.
I probably worded that wrong.
does sound a bit funny
We were too young when those games came out.
Thats better
Tho I think the reason why is that older people don't wanna mess with the way their favourite classics used to look
most of the games i'm interested in remixing came out when i was 5-7. works out for me i guess
PFT, I'm 30.
I really really wanna remix a game that came out in 2001-2. Too bad it's opengl, and no wrapper functions.
which game?

I was 3 years old when ug2 came out and i still love it
Heavy metal: FAKK2.
It came out in god damn 2000
well, your frustration is in the name i guess, lol
sheeeeeesh
true
there's a few id tech 3g ames i wish could be remixed
This would look so beautiful. With new textures. Of course.
the opengl 1.1 wrapper doesn't work on this?
I agree😏 you perve
Good luck with your spaceship goofball
the what
Spaceship. Because of its size
ur mom like my space ship
The subject in question:
It is literally the same thing
No
will it run?
DF yes
I had a MX440 or something in my dad's PC
not sure if it meets these exact requirements lol
Damn
I have no idea what happened.
Which wrapper u used?
Strange
did you guys try burnout paradise with new builds yet?
oh well
Is paradice even dx9?
It hooks with remix
but black screen
that's for older versions
Don't know about new releases
Maybe...just maybe it does something
Hm, the same issue had ug2 before
It could work
Try the latest builds of dxvk and bridge
haven't tested it but it should run on non RTX gpus as well you just need to have raytracing support
@cloud crypt did you have any luck with the light/mesh references and copying?
I am at work right now. I will look into that after work, because i want to start from scratch
GtX 1070 has
Whatcha mean? How to add lights to the scene?
The way we do it right now we're adding references to meshes which are in the captures folder, which creates a dependency on the whole captures folder unless we track every single file in there and delete out just the stuff that is not referenced,
instead we should be able to copy the relevant mesh_HASH.usd files into gameReadyAssets/Lights/ for example which would allow us to ship one package with the modded files and nothing else
afaik you don't need the USD files from the captures folder to add lights to the meshes. the info is stored in the mod.usda file, and will attach automatically when the game is loaded
Thats wrong
at least following the tutorial on how to modify lights you have to add a reference to the mesh which is at that point located in the captures folder
maybe that step isn't necessary? I haven't tried tho
No you don’t have to do that. Just refence the mesh.
Its necessary... i tried it, if you dont add a reference, there are no lights
I’ll record a little video here in a bit.
Thats what he said lol
We need
i just tested it, lol
I uploaded screenshots a while ago
I meant the mesh hash.
#1108266959763685458 message
my light here is working, despite having deleted the captures folder
it behaves just like before
thats what i wanted to hear!
thats nice, so there is something wrong with @cloud crypt 's setup
These screenshots
mod.usda isn't what we were talking about
Ivan was asking if you needed the captures folder for the light to still attach
I interevened earlier today claiming that we shouldn't need the captures folder because that sucks
mod.usda simply references the material hash that you referenced for the light to be attached to
When i delete captures = lights gone
When i leave captures and delete mod.usda = lights gone
and hellraven claimed we do need the captures folder
captures shouldn't be necessary
#1108266959763685458 message
Mark's tutorial goes over it more clearly
i think the last step in this tutorial is unnecessary
#1096847508002590760 message
in the image i uploaded above, i did not need the captures folder for the light still be attached to the mesh
it's working with only mod.usda
yeah so the video tutorial is wrong
in the video he adds a reference to the mesh_#.usd
marks tutorial is more accurate
i guess HellRaven followed the video
I did
glad we cleared that up 😄
i think what you're missing is the step Mark outlined here @cloud crypt:
Note that if you manually add lights or meshes as a child of a mesh, and still want the original mesh to show up, you'll need to manually modify the mod.usda file. Once you're done in USD Composer, save the replacements layer and open it in a text editor. Find the mesh_HASH prim you added the light to, and add a custom int preserveOriginalDrawCall = 1 to it. It should look something like this:
you can probably just delete the erroneous references and then you shouldn't be depending on the captures folder anymore
the video doesn't contain that step
thats just if you want the original mesh to render
it also causes the lights to be hidden for me
could just be a per-game bug though, if that's the case
check 1:36 in this video thats the mistake
Thats way, way to complicated
i also referenced the mesh, and do not need the file for it to function
oh what, then i have no clue why deleting the captures folder kills the lights for him
i have no idea really
so referencing the mesh.usd is required?
the behavior Hellraven has hasn't been the case for any of the games i've added lights to
it's a bit weird. sometimes it seems to reference it automatically for me, other times it doesn't and i have to do it manually
i'd just recommend following Mark's tutorial though
it worked for me
Do i need to add this line for every light i added or only once?
mark's tutorial doesn't mention adding an extra reference to mesh_HASH.usd?
every light
this is an example of my mod.usda. this also contains a material replacement for a specific mesh, so you can see how that works as well
Then i wont do it
yes, every one
Thats over what, 5000 lights?
you can probably do it in bulk, having a git repository also helps because you see the changes and then you just add the line for every changed light
it'd be fairly easy to write a script to add it to any light source in the usda file
it's not that big of a deal
you can also have a local git repo to track changes, no need for github
i'd recommend just trying it with a single one to see if it even resolves the issue for you
Ok
if not, it could be something else in your setup
or it could be working for me when it shouldn't be, also a weird possibility
But why adding the captured meshes to the mod is an issue? Its only about 30 to 50mb
it's just not necessary. Remix should be able to find the material hash upon loading the game and attach the light source to it
at least from my understanding
they don't need to be there, and you additionally run into the problem of distributing EA's assets as part of the mod which is not cool
and at some point you have so much stuff in the captures folder and you have no idea which files are necessary and which are not
that is straight up wrong
Its only easy to people who can write such a script
it will be automated once the RTX Remix tool is released
@zinc meteor HellRaven has an issue where deleting/renaming the captures folder causes all lights to disappear in his game, whereas with my Skyrim (and others) setup, my lights remain active and functional when removing said captures folder
is the captures folder supposed to be necessary for that? or is Hellraven's (or my) setup possibly incorrect?
i'm sorry that this is poorly worded, i re-wrote it a few times and couldn't come up with anything better. i will also stop pinging you so much
i just use chatgpt or bing for it most of the time. i've learned a lot of basic python from it though, which helps
and yeah, the final toolset should make this far more efficient
Hm ok, i will see if i can give chatgpt some lines to automate that process for me
if you can't get it, i should be able to
I saved Marks steps in my notes for now...
Fake but true
it's weird, i got to try it now too
select instance => go to mesh => add light to mesh
light doesn't show up at this point
add reference to original captured mesh_HASH.usd
light shows up in game
delete captures folder
lights disappear in game
did it in Underground 1 but that shouldn't matter
are you following Mark's tutorial?
@thorny pawn send me your mod.usda file
@tawny elk's video should show how to do this properly (if he's still making it)
btw i just right click on the inst_[hash] and press "copy url" to copy the full hash
gotta delete the extra stuff though
you can just type out the first few characters of the hash and then go to the mesh_hash in the stage browser
this is almost exactly my workflow
so good to know i'm not doing it horribly wrong, lol
ya, that works too. i just prefer the full hash i guess
can you post that video in the video tutorial thread as well?
Fair enough. There's so many lights that need added I enjoy that speed
ya
I'd prefer to clean up first
okay
mhmmm interesting, the only difference is the add reference step with the mesh
I honestly want to just type it up
Don't do that
videos showcase it so much better
so that IS the issue 😄
yeah, unfortunately Entity's tutorial has that in it
so your video would be a good replacement
Notice how in my mod.usda it just lists the mesh hash?
thats why HellRaven depends on the captures folder
and good to know that is the source of the issue then, yeah
also i'm so sorry Mark. another needless ping
Lemme get some text explaining what's going on at least before I post it. I don't want to confuse people cause I go through it so fast
anything is good, thank ya
@cloud crypt please tell me you weren't placing every light by hand 
I did 😅
what script did you use to automate it? and how exactly did you set it up
Well, it generated some lights for the other instances of the mesh, but yeah, for every mesh i did it by hand
The best thing is that if you add the light to the mesh hash, you can go back and tweak the instance of it, as in that specific one, later.
Good evening guys. First up well done to everyone I have been waiting on something like this for ages. Been playing the vanilla all this time till i saw this. I have to ask with a R5 3600 32 gb ddr4 ram with a 3070 be enough to run this?
I reall have to commend the time and effort that has been put into this project and i will support it where and how i can
you might have to turn down your settings but you will definetly be able to play 🙂
a good test is if you can run portal rtx
Will try it never tried portal rtx but i mean All i can do is try just wanted to know if its even worth trying. This is my favorite game and dont want to install it to be hit by 15 fps and ruin all hope i had XD
Played the vanilla yesterday and have to say going from unbound to ug2 feels like an upgrade in the physics department. Then again all the new NFS is a reskinned rail road simulator
i played with a 3070 through portal rtx, just had to tune down some settings a bit, at worst you should be able to run it with DLSS Ultra Perf, but i did that because i'm used to 165Hz, you should be fine 😄
Then il get to figuring out how to install everything and have fun 😄
Thanks so much appreciate it
how the hell did you get your world to be right side up xD scene scale and the other two options dont seem to do anything

Everything is so small scale wise in U2
Like the lights a .2x.6
I don't really know how to fix it
i am still curious about this btw. i know blueamulet made that plugin for FNV, but i didn't think you could reasonably automate it in a game like this
Automate adding lights?
in Barnyard, i have to set the camera speed to 0.01 to be able to do anything
yes
Don't think it's going to be as easy as it is for FNV. There's not that much in the way of reverse engineering done for the game tbh.
Plus I don't think the game had that many actual light sources? I could be wrong though
i'm confused then. you're surprised hellraven placed them manually, but how could he have automated it for this game?
i probably missed something really simple here, lol
Oh maybe its marking the add light to texture?
???
i'm so lost
did you find a way to automate adding lights to meshes in games like this one? or was that only for FNV
That was only FNV
okay, thanks
I am back home now. @tawny elk i need your tutorial. Can you dm it to me?
- I have made these pictures to show what lights my hometown has. @jade briar select one of these as main color for the most lights.
AH
You're not in the US
That's why you don't associate the warm colors with street lights
Could be, yes
1
man. my street lights are still the crappy yellow ones
i know i wasn't asked, but also 1 please 😛
Ok
Better tutorial
Thx mate
Tldr?
Too long didn't read
Oh
For the mesh hash light thing you all were talking about
weird, in NFS:U when i add a light without the add-reference thing, it just doesn't show up in game
DEUTSCHLAND

thats correct xD
a fellow neighbour
basically the tutorial hellraven was using wasn't correct and it caused an unnecessary dependence on the captures folder
adam's tutorial shows the proper method
Your ping showed up in the video 
Ah
#1114665813866205194 message
Did you shape them at all?
Sometimes if I do that, they disappear 
used rect light
thx adam, your tutorial will help alot
I think anti light culling doesn't affect rect lights yet
nvm i bunged something up, probably the position 😄
It works with rect lights
oh
Don't set the position in the viewer, only the transform part
someone is working on nfs:u1 
but theres no textures for nfsu1 right?
nothing yet AFAIK, but I'd love to do that, i played nfsu1 like every year for 10 years xD
i know this is off topic (sorry), but i need advice on something. i need to make a light emissive, but the mesh is shared with a table underneath. to make matters even worse, the light itself just uses textures from the table.
so when i set an emissive map to make the lights glow, it makes various parts of the table glow too:
ok then, i now start from scratch... will take time to get where i was. First i just do it for the first 2 rooms (main menu and career garage)
@spark moon is working on it
haha same.
and cool 😮
Not much you can do in that case afaik.
also the github page linked in pinned isn't working
Its private for now
It might require a mesh replacement.
ah okido
Only until we fixed major issues
yea it's over there
You know what software had the best gizmo? Literally anything else but this garbage
Dunno the gizmo is pretty nice in OV. The keymap is really nice too
i'm wondering, why aren't you guys putting this behind a patreon?
might aswell make it worth your time.
or would that cause copyright issues.
Are u using camera or stage light? Adam
Not much to work off of
Making people pay for things that inolve the bits of the original game is a quick way to get sued
Stage light
i see, so if it were only textures or something it would've been fine.
I've rarely ever seen mods get sued over Patreon
NFS U2 as patreon mod 🤣🤣
I'd setup something to allow tips/donations, but I'm comfortable enough I don't really need it.
We could use it for paid PBRs and sky... just metioning it 😅
But yeah, not necessary
So there's still hope in this world 😄
I'm broke. Give me ur money
seems like it 😦
i was hopeful though
I get enough through yt. . . JK
Loks like I missed a lot of discussion. But the reason for the problem was referencing the captured mesh VS using preserverOriginalDrawCall.
If you use preserveOriginalDrawCall, remix will draw the original draw call normally, then add whatever lights you added using the transform from the draw call.
If you reference the captured mesh, then Remix isn't actually drawing the original draw call - it's drawing the captured mesh as a replacement. So if you delete the captured mesh, Remix is trying to draw a USD it can't find, so it just draws nothing.
ohhhh now this makes sense! thank you for clearing that up
that explaines a lot. That actually would make creating headlights way easier because that way we can create headlights for each availably color. Ill try, Thank you
@tawny elk when i select edit mod.usda i dont get that notepad you got
you can download vscode
ah ok
and how to get this search thing he used?
You might’ve broke it when you added the drawcall line
{
over "meshes"
{
over "mesh_AFC5314B0DAC70E5"
{
custom int preserveOriginalDrawCall = 1
def DiskLight "DiskLight" (
prepend apiSchemas = ["ShapingAPI"]
)
{
color3f color = (1, 0.97352403, 0.44401544)
float exposure = 1
float intensity = 15
float radius = 20
float shaping:cone:angle = 180
float shaping:cone:softness
float shaping:focus
color3f shaping:focusTint
asset shaping:ies:file
double3 xformOp:rotateXYZ = (0, 0, 90)
double3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (-998.1113490661937, 14.408741596001, 494.1200148441598)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
}```
goes like that
seems like that
everytime i do that, it destroys the mod usda
@tawny elk i installed vs code, restarted everything, but when i go on edit, it doesnt open up. Am i doing smth wrong?
No idea tbh. Might need to associate vscode with usda files?
Could vs code be having issues with the permissions of the file?
I think maybe it’s an encoding issue? What did you edit it in before?
Nothing
Can you open the mod.usda in notepad?
and even after restarting. When i click edit in ov, nothing happens
I think there’s some steps to associate a text editor with OV.
Nah that’s not what you need. It might be automatic. But I’m not sure why it’s working.
If the mod usd doesn’t open in OV then there’s something wrong in it.
What’s set as your default application for usda files?
it opens lol
Totally agree, developers forgot how to make a good arcade driving model but must be said that NFS:U2 one could be considered a reference to put in school books
But with what
as default is VS Code for now
and there are no settings to set smth like this shit up
oh nice, now underground 2 wont even start anymore
Starting again...
But still edit wont work. And your method adam wont work for me...
Do you still have a older version of your mod.usda?

yeah
well, just see it as a concept
That's looking sweet.
I don't know enough about the remix runtime to be much help. How are you doing the reflections?
roughness map
metallic map updated xD
Have no more vigor for today. No matter what I try, it doesn't work like in the tutorial...
ill go to bed..

Well, runs kinda ok-ish? RTX 3070 and idk what FPS i'm getting xD
Still tho, loving it
How do you exactly attach lights though
#1114665813866205194 message
like you have some specific coordinates or in-game meshes
I'm talking without even using omniverse, just the script
I could use zolika1351 mod with free cam and world POS to like do it in some way
the usda file is generated by omniverse. it's what tells Remix what to do for replacements
you can do it manually too
looks like this:
{
custom int preserveOriginalDrawCall = 1
def DiskLight "DiskLight" (
prepend apiSchemas = ["ShapingAPI"]
)
{
color3f color = (1, 0.97352403, 0.44401544)
float exposure = 1
float intensity = 15
float radius = 20
float shaping:cone:angle = 180
float shaping:cone:softness
float shaping:focus
color3f shaping:focusTint
asset shaping:ies:file
double3 xformOp:rotateXYZ = (0, 0, 90)
double3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (-998.1113490661937, 14.408741596001, 494.1200148441598)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
}```
once you have the formatting, it wouldn't be difficult to add it to a mesh just by changing the mesh_hash at the top
Hmm seems like there are coordinates and coarse tuning as well
the usda file is basically just a reference for Remix to use for replacements
yes
https://youtu.be/VF8f0xK35-c?t=1635
underground 2 had these tinted fog effects for each area of the city, you guys should definitely check this out
This Video is not mine. It belongs to GrandTheftAero. This is just a re-upload of the video after the video was made private after his channel was hacked.
||I had some coconut curry pasta last night. It was alright||
ok.
ok.
ok.
Adjusting the EV settings gets me a much better look I found out. I think this video makes things a bit too bright
theres some weird stuff going on in the distance ^^
For sure
I think it's ghosts

Got a lamp for the lamp for the neon sign
||My discord be broken sorry for the double uploads and such.||
it's for everyone 😦
Yea, AE adjustment is needed. If you lower the actual amount of light in the scene you get problems with noise
ae? after effects?
Automatic Exposure
makes sense
i was starting to do the same with Barnyard. tons of noise before that
huh
Yea, I wish the rendering team at nvidia hinted at how it's better to add lots of light and then use AE to adjust how the scene appears
Everyone knows that low light/less direct light = a ton of noise.
Universal with all path tracers.
Yeah i've seen up to 20 duplicated messages
it's still good information for people to know
also, is anyone else having issues with Remix crashing?
hmm

Everyone knows that low light/less direct light = a ton of noise.
Everyone knows that low light/less direct light = a ton of noise.
I hope the rappin` kangaroo gets duped
XD interesting
I hope the rappin` kangaroo gets duped
I hope the rappin` kangaroo gets duped
If I squint, it looks pretty good
Parallax interiors wen
After the rappin` kangaroo show
There was an encore
,,
emissive maps are my enemy
apparently they can't be transparent?
also omniverse never previews emissive maps properly
Oh, where do you plan to get Paralax interior maps?
a very expensive workaround is to update the asset entirely to make room for emissives seperately
Tis a joke, only thing you can do is remake the geometry behind those interior textures and keep it as simple as possible to give the effect of buildings having rooms
Really? Because it sounds like just changing shader on the mesh and applying single texture
> Changing the shader on the mesh
We got 3 shaders we can use and none of them allow for parrallax mapping sadly
and it's only 3 to reduce the performance hit
Welp, nothing we can do then :D
and that shader will cause the path tracer renderer to update the scene everytime you move the camera around the Parallax, very expensive
Never really bothered to look how such shader works with path tracing. Are we even able to disable path tracing for any shader at all?
yea in San Andreas Alt Tabbing crashing for me...same as the issue you posted
i saw, forgot to mention you
there's this discussion regarding it: https://discord.com/channels/1028444667789967381/1114261497187667978
they're looking into it, so we just have to wait
need the latest nvidia driver?
Probably
i was fine on 531.29
I dont have that problem.
And for the lighting, i cant look into then until tomorrow.
And kim, do you know why no editor opens in ov when going on edit?
i'm not sure what you mean
Right click on mod.usda in layers, then edit and nothing happens
i'd assume you don't have a text editor assigned
But how to do that
Ive set the editor, then vs code and still nothing
unfortunately i have no idea why it wouldn't work
there's no settings in omniverse itself that i can find, so it must be some incompatibility between omniverse and windows
I use win 11 latest updates
maybe right click on a USDA file in explorer and set a default program to open with? or is that what you did already
Already did that
i dunno then, sorry 😦
Np, thx anyways
Try reinstalling ov?




