#NFSU2 (Need For Speed Underground 2)
1 messages · Page 11 of 1
generally you shouldn't clear out appdata. lots of important stuff there
Now NFS U2 Fanboy starter pack.
I was mainly cleaning shader caches and crash logs as those are generally safe to delete. Normally nothing complains about those being deleted but it decided to this time.
Burrito is mw fanboy, man loves piss filter
I hate it.
Were you able to play before cleaning out your appdata folder?
Need for speed still runs perfectly fine and create did initialise it's renderer.
strange
I have it reinstalling now so hopefully that helps.
where were those located?
There have been an entire generation of yellow games... to cover dull color to save bandwidth on crap consoles 🙃
And that's why I stay away from those.
XD
Still mostwanted was a good game, gameplay wise
Hello guys,
this is a graphic concept for my NFS MostWanted OPUS modpack. Some things will change before version 1.0 is released.
In addition, numerous other changes have to be made or added.
So I ask you to be patient until the release.
Textures taken from:
Retouch Graphics - P A I N - https://nfsmods.xyz/mo...
No yellow filter xD
%localappdata%\cache and %localappdata%\crashlogs. There was a few cached things in the ov folder that I deleted which I think caused it to stop working.
what was the purpose of clearing those out? usually they don't take up much space and just speed things up
You don't like sequels that regressed behind the predecessors? I thought PC guys loved downgrades to appease console whiners that complain if the game don't end up looking like the trailer running on a high end machine
The crash logs were taking up around 10 GB and the caches around 5, I was clearing space for a game as I haven't got lots of storage allocated to windows.
So what's the problem with adding lights to cars now?
I had been loading demo maps into create to see what my system could handle and I set my shader cache size to 10 GB before installing create.
The problem is, we can place them, but they wont show up, or only 1 side works

if it was omniverse, they have a built in way to clear the cache
The bigger problem is, we have to select the sprite mesh to get individual colors for tuning

And doung this also wont work xD



Is that why every game used those filters?

it was just a trend from what i know. lots of games on those consoles had proper colors
i've never heard that as the reason for it
I'll have to look into that when it's installed or allocate another drive to windows so I can throw some stuff onto there.
That is helpful to know for the next time it starts taking up space.
How would I go about changing a game texture and loading it as an enhancement?
#1108266959763685458 message
Thanks I'll have a look :)
@wispy tusk #1096847508002590760 message
follow this instead imo. the videos are great, but there's some errors that have caused a lot of issues/confusion for people
I'll take a look at that too, thanks a lot!
Currently trying to mess around with ug1
Mostly cuz ug2 kept crashing every time I tried capturing
thank you for that, no one is working on ug1 currently (the remastering part of it)
I'll see what happens. Not quite comfortable with the software and process just yet... soon hopefully :))
My captures keep coming in sideways lol
Not sure how to change that in Create
It's like that for everyone.
it says in the description that the default editor is codeaka vscode
Would I just have to work on it sideways? lol
if you havent had code installed before it'll probably be set to notepad
It doesnt work. And i can only look into it again tomorrow because of my work...
i'm sure you can set the /app/editor setting it describes there, but it should be fixed once you reinstall Create
I've not figured out the sideways thing yet myself.
Are we idiots?
i was too, don't worry
go to Layer, select Root Layer, then change the world axis from Y to Z
OMFG
won't that fuck it up once u import it again?
It's that easy?
It was listed somewhere in #1095534398134300682
no, it only changes how it looks in omniverse
Ahh ok sweet
I'll have to grab another capture from splinter cell and see where that goes.
It shouldn't be that easy.
I asked mark and he suggested the same thing.
Did nothing for me.
gonna try and see if it works for me 🤷♀️
for this issue?
it is that easy
Huh. Maybe I'm stupid.
works on all but one game for me, because that one loads in totally upside down
also at a miniscule scale
worked lol
i'm so scared that the scaling gets fixed one day and then all of our stuff is absolutely miniature for no reason lol
because we HYPED
maybe the game people have wanted remastered more
the visual style is nearly perfect for Remix, and it's an early enough game to have avoided most of the issues other projects are having
namely it has stable geometry hashes, something a lot of games don't right now
they only have geometry dash now adays
Be cause we got more people working on a game that's almost completely compatible. Except for me because exams, and adam is still not doing anything about the culling.

- DLSS 3 works really well with racing games, so it's a really good fit
once it's in there
Where is it.
Someday we’ll attract someone that understands camera operations better than me.
I know someone that might be a lot more smarter than any of us, but they don't have time for this.
What about for money
whoahh
What do you freelance in? 
i feel ya
Animation, lighting, rendering, specialize is toon shading.
Well. The animation part was a SLIGHT exaggeration.
I can't animate.
More like vfx.
Explosions and stuff.
@tawny elk i dicovered smth yesterday when i tried your method. The lights are too bright or too dark. Atleast in garages they dont work how they should
Change up your AE settings?
AE? Sry i am dumb 😅😅
Auto exposure
For too dark places you just set the min value to negatives
Me
NFSu2 is also one of the most stable games atm
Many other games are being worked on but the games themselves are just not as stable so it's hard/impossible to work on
gjosting
ghosting
gjosting
ghosting
gjosting?
gjosting
On the yellow tint was kind of a joke even if I suppose it could likely have been a reason but on the dull color I wasn't joking, I think that I heard that in a GDC talk from a developer that worked on the first Gears of War, to save on bandwidth many were using a reduced color depth and restricting the range to avoid banding but the results was that game had a really flat colors appearance. I can't remember if he even made the "joke" on the yellow tint or it's something I come up with.
Anyway, not all games had the need to save any byte of available bandwidth but apparently that's why many games developed on consoles had really flat colors
Basically every game until 2005
somehow i cant install create anymore... getting errors
Does it stop you from launching it? As far as I know that batch file only compiles shaders.
I had to completely remove everything related to it and clear out all the folders it used before it would let me reinstall.
it worked now, after 7th try
and now the edit button works, yikez 🤣
but thx to everyone who tried to help
Sweet.
your method works fine now adam
mod.usda isnt getting destroyed anymore
but why it does culled though

How did you get the unused texture in-game?
what u mean?
The skyline vinyl you have applied doesn't show up in my game.
its a mod
from archie
Nissan Skyline R34 GTR Made for Need for Speed: Underground 2 Replaces: SKYLINE Installation: 1. Install [url=https://nfsmods...
I added my mod usda with a ton of lights added, and my rtx conf for anyone who wants to build off them. https://github.com/adamplayer/RTXRemixGuides/tree/main/Need For Speed Underground 2
that's so many
You know it
how did you do that so quick, lol
My technique
showoff 😛
it takes me like 15 minutes to make a light through emissives right now 😦
thx adam, did you have done every light?
No not all of them
very nice
i really need to try this game with how far you guys have gotten with it
I have a bunch of emissives and upscaled textures that I didn't upload cause I don't really know how much I like them
Thanks
2 sec emissive
ya, with really simple lights it's easy and quick. for that nice dance floor thing i got working, it took about 30 seconds
i've been having to make custom emissive maps for most of them though
the problem with emissives = they get culled, which we can see in the video
that new cache method almost entirely resolved that for me
but it's still nowhere near as good as proper light sources
i wish i could use them
yeah
oh, i meant to ask since you work with emissives a lot. have you been able to make only a specific part of a model emissive, while leaving the rest normal?
so you mean when selecting a mesh, only a part (for example half the mesh) gets emissive and the rest not?
right
i needed to add lights to this bike for example. the lights are part of the same texture and mesh for the rest of the bike
so far i haven't gotten it working
3080
3070 ti here
That extra 10 helps a lot 
runs smoother than my 4070 Ti lol
also can you test something really quick for me please? in the debug views, select "virutal motion vector" (or something along those lines) and drive around a bit
a short video would be really helpful
i think that game has the exact same issue like 2 other games do, and i'd like to file a bug report for it
i can look into it for you, but i dont think its possible
you probably would have to use adams method
i asked Mark and he didn't even know, so i'm not very hopeful for a solution unfortunately
and Adam's method doesn't account for that iirc
his method is just what Mark wrote up originally
You have to manually edit and replace the emissive map
yes, i've done that. the issue is, if i leave the entire bike texture in there, the entire bike will be emissive. i want only the lights to be
i've tried leaving the bike parts transparent, but it just shows up black
glowing skyline lol...
since there isn't one by default, basically you load up the diffuse map in gimp or photoshop, make a new layer, and color the area you want white (or whatever shade of grey for brightness). The rest of the map is black. That gets saved and loaded as a separate emissive map.
could you just create a mesh for this mesh as submesh and add to this submesh an emissive?
thank you. exact same issue
flickering distant geometry causing weird motion blur issues
The problem is that the black is counted as emissive.
it shows up on the final model, even if it's black
oh so remix isn't working properly with emissive maps
no actually. it's just a weird implementation
the way Remix handles these emissive maps is that they're full color
i was very confused at first with them because of that
#1106420949257044061 message
Mark explained it
so if you have black in there, it isn't transparent
it's just... black. so the model turns black
i would do that, yes. however right now mesh replacements are broken
huh. That's...ok. So the emissive map is rgb or rgba? What happens if you leave the rest of the map as transparent?
that's what i went over earlier
transparent also = black unfortunately
and afaik it's rgb only. alpha doesn't work for it
i looked at it in Omniverse's preview, and the transparency was gone
ok so remix isn't handling emissive maps properly then. That sounds like something we should make a bug report for
i think it's intentionally like this
they used them this way for the whole of Portal RTX's development
we could still open a report for it, it'd be nice to have a solution for this
I mean I only dabble in texture work as a hobby but that's not how emissives work pretty much anywhere else
yeah I think we should open a bug report
Emissive maps typically aren't RGB right?
afaik they're grayscale nomally
Lemme know if you need anything else
no, but even if they were, black would still just be 0 emissive
interesting, somehow it worked with the mesh method @ember cobalt
well, it is 0 emissive. it just also overlays the diffuse texture
but not as intended
You've heard of underglow...
it's not supposed to be a mask, it's supposed to be an emissive map
you can see it here on the model on the left. it's black. the red part glows as intended, but the rest is just solid black
i used this emissive map:
it's supposed to map additional information onto the mesh, just like a normal or specular map. Shouldn't be touching the diffuse at all.
that was my understanding as well
if this is how emissives are intended to work, it's unfortunately very limiting
I really can't see how that'd be intentional. It's fine if they want to add the ability to have tone-mapped lights, but they have to only effect the light part, not the diffuse texture underneith. If the value is at 0, there's no light so it shouldn't be doing anything. If it is, that's a bug.
you seem to know how to describe this issue better. could you open the issue please?
and it does the same thing if you remove the alpha channel and have the rest of the map black?
i'll provide whatever examples you'd need
yes
Yeah I've got to jump on a work call in a minute, I can do it after that's finished
thanks
send me both versions of the emissive map and whatever screenshots you have
welcome to the rocky mountains xD
i'll have to get some new ones
Ow my suspension!
No rush, like I said I have some work to do first. @me when you post them and I'll find it.
yeah, the normal map is kinda fucked up
it's kinda cool that the effect can be that pronounced though!
That's looking good there.
my vote is left
left
In the end it would look like this
you don't have to think
just chose
he will average our votes within an excel spreadsheet anyway
That's convenient. Right it is.
you could add your own ones?
It gives some good ambience there. I fancy some tacos.
I'm not sure where tho
lemme look
Like on the support structure would be the only place
overseen light right here, makes 3
oh sry, you have it already
but you could change the angle from which the light is falling and make the cone angle wider with a bit less softness
and when we get proper headlights, this shouldnt be a problem anyways
I kinda like this look
But I also really like how this gives some depth to the steel supports
yeah on one hand we could definitely add some lights to those areas (and no real world place realistically wouldn't have more lights) but a lot of these problems won't be quite so severe once headlights work.
taillights
i like this, but at least make them darker
Oh for sure, I just wanted to see how they were interacting with the scene
I'm torn. I like them both for different reasons
Are they working in-game?
I really need to get new road textures
Looking great, there is a weird artifact were surfaces behind the lights they are illuminated when disoccluded, it's especially noticeable on some building and trees
I didn't notice before
uhm yeah

is that using emissives?
ok I was gonna say - tail lights are definitely a case where emissives should be used.
and the real texture gets deleted
are the tail lights a separate texture in this game?
yes
that's a problem with all customizations right now, isn't it?
headlights too
correct, we would have to do that for every other texture... i have to figure out another way
yeah
Are the headlights right now just cone lights attached to the front of the car?
Yea but they don’t work
Wait
You can set the material to the known good one
So if you have a car material that you like, you can just set the new mat hashto it
we can manually change the hash of an in-game object?
i dont undersand a thing xD
Emissive maps typically ARE RGB.
but got this. setting them up as world space ui is fine. but they break from time to time
It depends on their usecase a lot, like you could use a greyscale multiplied by a colour, which is a common way of doing it today
But if you need like, 3 differently coloured glowy bits on the same texture, then an RGB it is
and either way they wouldn't be affecting the diffuse map where there shouldn't be light
Yeah absolutely, an emissive won't have any impact on your albedo
ui, got it working. added Normal, Roughness and the albedo as emisseve map and there it is
beautiful!
That's looking sweet.
so basically we could get taillights working at least... but headlights are still cancer...
what you mean?
Then position them to the headlights
The bumper doesn’t typically get culled
Does that make sense?
Wouldn't that cause issues if the bumper mesh is different on different cars?
yeah
We’ll cross that bridge later
each car has its own unique mesh though right?
Could do the roof mesh
Getting the colour to work when changing between various headlights is going to be a fun one to figure out.
and the edit doesnt work again...
only works for one side
no matter what i try, only one side gets light
Use different meshes for each side
Я тоже русский
I was about to suggest the same thing but worried about the spaghetti code mess we might be creating
but if it works...
let me cook
Eh it’s easy to revert if you name the light source
Much rather have a hacky implementation now than wait till we figure out culling.
All heil the spaghetti code!
dont ask
It's working though.
Sphere light?
no
its applied to one mesh with one rect light
but it doesnt work how i want it to work
thats crap...
well i go to bed now, have to work again in 7 hours...
What time is it where you are?
3:42 in the morning
I’ll try it with two spheres 
Already did, only 1 shows up
ok I've gotta go but I made a quick and dirty emissive map for the NPC taxi. Can someone test it and see if it screws up the diffuse for the non-lit areas?
Also, the textures for those cars are atrociously small
Yeah like 64*64
Ok maybe 128. I don't remember, I stepped away from my PC. But super lo-res
So what did we achieve while I was asleep?
words, i think
I had some cheezits
yum
I didn't see any
Here's a tutorial
@jade briar you brought a lot of people in
This couildn't be a good thing, right?
jeesus
10405+1
perhaps i could bring the idea up again of moving the rtx mod itself to its own server to keep it a little more organized? 😅
sometimes i just wanna check on what y'all cooking (it's lovely stuff) and I have to speed through dozens of new messages
On the bright side, I'm super happy UG2 and RTX Remix is in the spotlight 🙂
not yet
💎 🙌 💎 Diamond Hands, This is the Way! WallStreetBets GameStop Commercial
Social Media Stuff:
Snapchat: https://www.snapchat.com/add/ethangjr24
(ethangjr24)
Instagram: https://www.instagram.com/requedit/
Twitter: https://twitter.com/therealrequedit
or rename this to underground 2 again
Yeah seems like no one is interested in testing Porsche unleashed or hot pursuit 2 with remix
Really sad that I still don't have the hardware to test it myself
did adam post his mod.usda here?
Add it as a sub layer to your usda
Drag it on top of your mod usda in OV
like this?
No
Go on the plus sign of mod_lights, then drag and drop the rootnode from it to your mod.usda
But then the root node from my mod usda will be replaced?
So I drag 1 on 2?
Si
Am I doing this right?
Oh just drag the whole usda line into the other
I'm sorry, I feel like the people who are having trouble installing remix after they joing from my video.
Lemme record a video for ya

Basically yes
honestly i might try that
those really deserve it
hopefully my laptop rtx 3060 will do something at least 😆
Should run pretty good if U2 is any guide
Alright
@tawny elk Is this correct.
i think i should be free from my exams in like 4 days
i can try but yall will have to help me lol
I try my best to not lead ya'll astray
i dont know shit about remix
Me neither
Thet was neither a yes, nor a no.
Don't merge the rootnodes cause then you can't update your sublayer mod file
You can modify the CCTs if you want it ain't hard
It's more of WIP mod than anything tbh
Some lights are way too bright, others way too dark
I was just focused on getting them in there
Can tweak them individually later
90s industrial vibes
So uh
I'll probably need to deselect all add light to textures?
?
Oh yea
Yea, just remove that line
this is why we have 10k messages just here
is there a way to add tonemapping without the toolkit?
Just the stuff in the rtx menu
i just want those area specific lighting to come back
Beacon Hills should have greenish-blue tint overall for the ps2 feeling
and those other canyon type areas that i have forgot of
any one know how im install rtx remix on nfs underground 2? im do all steps but still game not load rtx remix
download this and copy all files in game folder
https://github.com/NVIDIAGameWorks/rtx-remix/releases/tag/remix-0.2.0
also this <https://github.com/NVIDIAGameWorks/dxvk-remix/actions and copy on trex folder
what is wrong?
also tested on gta sa and still this happend
any body know?
you need to edit rtx.conf and dxvk.conf
as far as I know
There's a better version
Did you download the release version?
In the pins
The conf files are pre set up
yes
So you put dxvk in trex
yes
And the bridge remix in the main folder?
im going to test this now!
game not run now
@uneven idol did you follow this
?
yeah copied all this files on main game folder
Don't confuse the bridge remix and and dxvk remix.
MAKE SURE YOU PUT BRIDGE REMIX IN MAIN FOLDER, AND DXVK REMIX IN .TREX
when rtx remix just released on portal im get the files from portal game and copied to any game and work but now im use the offical release in github and not work!
ok im test that agine
EXTRACTING THE INCLUDED ZIP FOLDER IS THE LAST PART.
I think we're not getting anywhere with this chat.
@uneven idol just send us your root folder screenshot
So I can analyze
@jade briar do you have dxwrapper in ug2 install?
no
I don't think it is required
before the im copy this in main game folder rtx remix wont run
No wrapper needed. Probably breaks thing.
No not really
so im install the game agine and just copy this files
ZIP FILE GOES IN LAST
Install remix first
Then put bridge files in main folder
Then put dxvk files in .trex
After that, extract the included zip in main folder.
do you have any offical link for them? so i can download from right place
The links in the pins are official. I'll post them again
First this. In main game folder- https://github.com/NVIDIAGameWorks/rtx-remix/releases/tag/remix-0.2.0
Download the file that says release and extract files in main game folder- https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/5095209923
Then download (release version) this and install in .trex folder- https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/5159833644
Then downloaded the zip file in the pinned comment and extract it in main folder.
Burrito, did you got it working?
Make sure you follow all the steps in sequence, and carefully.
Yes.
Good
ok thanks
pinned comment zip file you mean this? https://cdn.discordapp.com/attachments/1103377328530276403/1111324832617992242/Underground_2_RTX_remix_0.1.rar
yes
OK
you amazing its work rtx remix and game load but game in very low resolution and not full screen how fix this?
Install the widescreen fix. The link is in pins.
ok thanks
after copy wide screen fix now when im click and run game its not run!
Rename d3d9.dll to d3d9.asi
its fixed the problem thanks you!
Np
is there any toggle key for turn off or on rtx remix?
not in the release builds
ok
Ok I went back and checked: 128x128
Also, got feedback from nVidia about the maps: in order to use an emissive map you need to also have a custom diffuse texture in the mod directory - it won't default to the vanilla asset.
So needs this plus emissive map
it's potentially bad from a copyright point of view but if we're upscaling/replacing textures with higher res ones anyways, it's no longer a problem.
You can import the mesh and a TGA into something like substance or blender and create the emissive map there
The resolution is just too low to upscale it and apply filters to get what we're looking for
oh yeah ai upscaling would look atrocious - these cars will need a lot of manual love.
but at least we know what's going on with emissive maps. And in 99% of the time it shouldn't really be an issue.
does this need an actual RTX card to run?
Technically no, the card just needs to support Vulkan ray tracing
But it's not gonna run very well on anything other than an rtx card
I recently sold my RTX 3070 and got an RX 6800 XT 😅
I mean you can try it but you're not gonna get much help/support if it doesn't work
Yeah it can run but don't expect any miracles
as in, performance is going to be meh
sadge
Buys and gpu
Gets surprised that raytracing performance isn't
I mean I kinda knew it can't usually run rtx that good, but was kinda hoping it did with this one since it's a 20 y.o. game
How old the original game is doesn't matter if it's being rendered entirely in a state of the art path tracing engine
typing dyslexia detected
gitgud
low key want NFS world but eh.....its too new probaby
this is same problem having with vehicle head lights...adding emmesive light is wrong... which will have differnt value and fkup other emmsive lights bbcz theres only 2 settings for emmesive... 1 is for lights 2nd is for sprites....and u need to blend it acordingly to make it look right
yes they will go as world space ui .. but after next load it breaks the texture ...alredy raised a issue
we found a way
#1106420949257044061 message
you need to copy the albedo texture over to the gameReadyAssets folder and set it to use that one. this allows the emissive map to work properly only on specific parts of the model
great
Already got it working as emissive
show pic
did u add thru ov?
Yes
why is it not casting emitting light? It's just emissive I think
is it breaking textures after restaring the race?
Nope
I could make it brighter, it would then, but it also would blend us
i did without ov that breaks it ...still a issue
i cant make it work T_T
Can u use ov?
do u know tailght have 3 texture to properly work
One issue i have with s3tting it as emissive. Its always on
Well, in UG2 its only 1 lol
this is my directory
lemecheck
followed the steps, but remix isnt working
are u tring ug1?
Select the mesh, then edit material, set check on emissive, set strengh to 0.5, set the albedo as emissive map too
2
I also could create a R and a N map to give it some 3d look, but thats not needed i think
i installed a ov lets try that
any tips u wann provide
@jade briar only you can help
this
Only Uncle Burrito. He is the chosen one
What happened herr
What is even the problem lol??
cause i followed his steps, no offense
💀
I made a video tutorial
remix doesnt work
Watch this
i know part of trafiic light...
ill check the video thanks
I'll see if I can add this to the guide
Bro the while installation process is a mess
We need
To make one good tutorial
And pin it
And remove everything else.
My is good lol
Shit's confusing even for me
Is it tho?
Yeah, and add a link in my repo to your repo
I can just zip up a set with the files and such and put it in the releases.
Link a repo to a repo to a repo
7 different tutorial attempts
Everyone got their own vision on how the game should look
I dread the future

I don't think it's a problem, things sort themselves out over time. Maybe in a month we'll have sorted out all the problems with tutorials and such.
We better figure out a plan before things go south
That's what she said. She took the kids.
we didn't know Adam already had a repo when we made it, and we got rid of it so there's no duplicate problems
Mine's public
Adam's is the only one that's public
Mines private
I might make a python script that gets the latest builds and puts them in the folder.
But i think its not a problem to have 2 though. 2 diff mods. Adam only warm lights and mine closer to og look with fine tuned lighting🤷♂️ but i am also fine if we publish both on 1 repo
People will chose what they want, don't worry. If they want my lighting style that's all good. If they wanna go with yours, I'd encourage them to do so. If ya'll just wanna build off mine to create your own. Go for it, just give me a shoutout. 
Sounds fair though
Now I'm gonna make mine
i think lots of games are going to have multiple versions like this
Rip needs OAuth to download them nevermind
Yeah, and it is good that way
I wonder, can one play NFSU2 in 8K or is that not possible?
Obviously without RTX Remix tho.
Why would this be a problem to begin with
i can play the game in 21:9 which is a aspect ratio that none of the game devs have thought someone would play one day
Well. If you consider dlss to be real 8k, then yes.
But you can play the original game at almost any resolution with the widescreen patch
even at 1x1?
2x2 might also even wirk
ug2 with 4x4 xD
i can even see rachael in 4k 4x4

i really wish remix's gui used nearest neighbor for low res textures
it makes it nearly impossible to figure out small textures
xD
ui, best sound mod i heard so far for underground 2. I know this guy, cooperated really often with him for my OPUS mods
Yeah.... got the rev limiter and Deceleration correct so... i guess I'll upload it at 545 Subs :] or after I Successfully setup the installation file...
Will see you in the next video!
PEACE!!!
#racing #initiald #2f2f #fastandfurious #drifting #needforspeed #jdm #asmr
Is it an easy imgui tweak?
probably
Idk, some textures will look too small when in scale
nearest neighbor scaling would make it appear large without blurring it to the point of being unusable
so you can see what it is
why does this sound soooo wrong... i just doesn't seem to fit with what i'm seeing for some reason lmao
Enhanced Engine/Exhaust sounds of the Nissan 350z and S15 from the movie The Fast & The Furious: Tokyo Drift.
The engine and exhaust sounds were achieved trough editing all the different sound channels within the film by muting channels that contained music, speech etc.
Why is there music/vocals etc in Tokyo Drift and the rest FF sequels engin...
its sounding exactly like in the movie
might be the reason why, it's not intended to be used as an engine sound ^^
its a realistic engine sound lol
he did a good job in converting though
i hate omniverse so much...
edit doenst work anymore again
okay, seems to be the release... 2022.3.1 works fine, 2022.3.3 makes problems...
huh
Does it refuse to open at all or does it throw an error?
is this u @cloud crypt
What ya mean
Read Big thanks to HellRarven if u cant notic then u are definetly not
Yeah thats me lol xD
lmao
Why ya asking
getting somewhere
i did a while back. He saw my volumetric lights for carbon and wanted to know how to make them himself
Looking good there.
well, they added a mesh over the mesh... how stupid...
it even creates 2 lighs as one...
Did omniverse do that or is that from the original game?
damn i love the lights 😮
Probably to show off the texture of the facade irl
why should someone do that lol
Where is that?
Cause it looks nice?
airport upper road
I don't understand which building's roof is that
Why I have a feeling it is not glass .-.
because its not
It's got a frosted glass look
Welp. They're indeed useless
as i said xD
lemme see, maybe i get them cool looking (the lights)
added 2 captures, didnt know it was possible
does it fit, or should i go for warmer lights instead?
With an interesting normal map this could look pretty sweet actually
Maybe a little bit warmer, like in this video: (Yea I know that's not RTX Remix)
https://www.youtube.com/watch?v=R3QvniaZ5qM
Всем привет, вы на канале Odonata Cinema! В этом видео мы сделали то, чего все так долго ждали от разработчиков) три иконы из Need For Speed встретились вместе! Легендарные автомобили из каждой части NFS (Underground 1, Underground 2 и Most Wanted) стелят в локации NFS Undeground 2 - что может быть круче?. И конечно же концовка в стиле известн...
If it was any less warm, it could be considered white.
i use 5000K, white is 6500K
in older regions i will go 3500K
cant delete this mat from mod.usda...
and these beam lights i showed here are getting culled really agressively, so the light wil be set behind the car which isnt wanted
one thing forgot 😄 - MW best NFS all time and beter then NFSu2🤣 🤣
mental
maybe more longer i think will be better
yeah we were talking about this earlier. 128x128.
It's used as a small spot light everywhere
Also, I love the 2d dummy sitting in the drivers seat of all the cars. It's basically a cardboard cutout with a + cross section
more light adjustments
man, I somehow seriously borked my python install on windows. Finally got all the incorrect paths weeded out and python reinstalled and I think it's working again.
broke all my pytorch applications
you know, considering how little it has to work with, this isn't actually terribly bad.
Could be better.
But honestly, the civ vehicles would be better off with a full replacement.
well duh. It could be redone from scratch but this took 10 seconds. It'd be ok for a placeholder while someone more talented than me does a full proper replacement.
getting a better feeling about this xD
i found a mod that replaces the models completely with real cars
maybe the modder cooperates with us
Maybe is the story of this thread.
Don’t know about you, but I think we both need to bump up the sky brightness to give it some some light pollution. Feels like we’re out in the middle of nowhere with how fast the light falls off. 
Hm. I think that amount is real good, but the color needs to be closer to like a generic white.
Not sure how to accomplish that part tho
photoshop
i also could upscale the og sky and edit it on photoshop
I’ll get an hdri and try that 👍
Eh, I don’t think the og sky looked that good imo.
i think this light should be violet
dont know how they did that, cause its the same mesh as the beams of the airport
It’s the fake fog texture
hm
haha nice, ug2 crashed
should the lights stay on when enhancements disabled?
not again... everytime i make a capture
They will with the culling thing enabled.
3500K lights
I have one question. Can I play this game with my amd card? or it's just strictly nvidia?
This mod*
Nah, needs RTX support.
If your AMD card supports vulkan tracing then you might be able to get in game but you'll get like 2-4 frames a second
I kinda start to like this athmosphere 😅
well, going to bed now, will work on it again tomorrow/ after work
Looking awesome. The amount of color in the sky really makes it look like daytime (or at least evening) though.
I'm once again, suffering from too much beat saber syndrome
I was working with the latest NVIDIA Texture Tool and I looked where I never look, under the effects menu there is an AI super-resolution which can upscale up to 4x...
Oh I saw that. Just never messed with it because not a big fan of ai upscaled things
Results are
Odd
Can't try as it is busy processing like a slave that alone have to build a pyramid but It made me curious
I tried the stile transfer years ago and was sick, it required some efforts to find the right setup and stile source but the results where insane
We need a better AI for upscaling so we don't have to pay artists for hard work 🙃
Stile
Maybe you could give this a try? https://nfsmods.xyz/mod/1655
Native language intruding
Uff, you here?😅
I'm everywhere, like a parasite
These could fit really really well
Yeah, there is a cloud set that is almost identical to UG2's and another one that resembles NFS 2015
Ill try them when i have time again
[No one cared]
You did :)
I'm bout to go to bed
Yeah bro GL
🫡

So are there any requirements/guidelines on what kind of HDRI to use?
Same gl
looks like nfs heat
uhh it just be good res
what else
badass baboon's hdri mods are the best
ded chat
What do you mean
Meh. I came here thinking that all of that Remix staff has built in simple editor to play with game assets within it. But now when I realised you have to download and learn whole Omniverse package(which is memory heavy), I can't force myself to start .-.
The Omniverse download is basically just a launcher
You start it and then download "Omniverse Create" from there
Create IS the editor
How heavy is Create, Cache, u2 project, etc all together?
Dunno! Haven't tried it
I was a bit shocked seeing numbers of 512Gb recommended
It's only 3 gigs for me
The "simple" editor isn't even released yet. Omniverse create is a software similar enough to the editor that'll be released, so the community has figured out ways to use it with remix. Hope the remix specific editor is released soon.
I dont use cache because it causes problems for me. But for me about 3GB
i'm currently waiting for mesh replacements to be implemented
so i can actually help out 
you guys seem to have texture work figured out and texturing isn't really my strong suit so i'm benched for time being
Yeah, textures and lighting. Mesh replacements should ve possible with the remix tool in the future
the rotation on z-axis of the light spheres in headlights somehow eliminates one of the lights
Seems like that, i didnt figured it out yet
at least, in NFSU
and if you need z-axis to be 90, you can place one light in 80, and second - in 100 degress. this will make a pretty good effect,
Might as well start collecting aes lights
Who knows remix devs might actually just implemented it.
you got something to contribute to the project like models and such?
yeah i can make some meshes
cool
gotta support mesh replacement first though 
skinned mesh replacements that are done on the gpu are amongst the hardest replacement work we will have to do
who'll be general art director though, gotta bring in the 2000s ricer aesthetics
the game already has 2000s ricer aesthetics lol
we're not adding anything we're replacing things with higher fidelity versions of themselves
smth like this in my case:
double3 xformOp:rotateXYZ = (275, 0, 100) double3 xformOp:rotateXYZ = (275, 0, 80)
also you can shrink cone angle to 25-30 degrees
Well, still we cant place them on to the colored sprite because the sprites will be displayed as block texture... maybe i could replace these sprites to make them look good
Yeah, well you gotta be careful of actually staying true to the original style
yeah the goal in my mind is to keep the geometry inherently the same, just re-introducing geometry where it had to be omitted to hit hardware goals of the past
like the wavey highway walls having actual depth to them instead of just being a texture on a plane
Rigging isn't that hard as long as remix works like a normal skeleton-mesh system
PBR does the same
Any chance we will be able to modify collision boxes with new mesh added?
No
to a degree with normals but not to the degree you'd really want it to
That'd require modding the game
PBR can fake depth but only to a certain degree
yeah any more than that and it starts falling apart
We have no height\displacement support?
Well you saw my rocky floor texture, thats about 10 i would say
if it does, at that point you're tesselating and that's adding more triangles than you would add by just replacing the mesh
Not yet
one of those "just because you can, doesn't mean you should" things
#1103377328530276403 message
yeah the effect already starts falling apart at distance
plus it being pretty low res doesn't help lol
Yeah, i fixed it already and made it plain with roughness
the effect looks pretty good in front of the car pedestal but at soon as you look at places behind the car, it starts to have what i call "PS3 blobbiness"
😅
but yeah, textures and PBR effects don't solve everything unfortunately lol
so meshes will be needed in the future
for you i believe
russia?
Nope
Skill issue for you, I believe.
i admit such skill issue, for i know nothing related to rigging meshes
now...
Error 403 stands for 40,3cm away from the monitor
Not funny, didn't laugh


testing some lights
My game got too dark, does anyone know how to fix it?
Start the game
Do you have the link for this patch?
Uhh
Download the build that had "anti light culling" in its name. You need a GitHub account to download. Make sure to download the release version. Then extract the files in the .trex folder that is present in the game's root directory.
I've done this before, but I'm going to download it again.
It stayed the same, do you need to do some brightness setting or something?
Might need to set your EV to -1 or something
Turn on anti light culling under experimental features
Adam you 
sick
looking good, what settings are you running?
looking really nice!
how did you implement custom headlights
the game or remix?
both
the game is almost at max settings as i can recall for now. except particle system and in-game motion blur
will check after work
do you have the files for the stuff youve added?
Amazing 😍 tell me u got the lights properly
Did anyone find out how to replace the skybox?
well... if you mean that these are proper light cones inheriting from headlight meshes, then yes
wait for remix skydome support i think
Is that planned or some
i don't think so, but better ask Mark, i think
Nah I am sure that it aint planned
its ug 1 right?
yep
i can share them now, but it's a heavy wip
yea i dont mind
oh, i think i turned it off since my last playthrough on hard difficulty. need to check it out too
It worked out 😁
Nice
Is there a way to make the sky more visible?
Where is the option to dim the sky brightness?
Game setup>parameter tuning>sky setup>brightness
Thanks
family
Family is all we got
Bruh "finally dry roads"...
And the thing what Zolton said at last isnt possible... The Rain is a shader in ug2 and its combined with the roadreflection.
So we still have to use wet roads
I finally got pytorch fixed and working again...only to get myself distracting making D&D character portraits in Stable Diffusion. Now that that's out of my system, back to upscaling cars
Which discord is this on?
2unreal5underground
@tawny elk Any chance you could update your mod.usda on git? I'd really like to test your latest lighting work with the stuff I've been working on.
Yeah, my newest video suddenly got a spike in views.
Surprised that not a lot of people asked for help
Funny thing is
That I'm not even working on the mod rn
I'm busy with exams.
ya
it seems a lot of projects have slowed down recently
and good luck with the exams 😛
Not many changes as of late. I’ve been spending time messing around with RO.
I'll get back to making more crappy textures soon™
Fair enough. I just thought I'd seen a bunch of stuff from you more recent than 3 days ago but maybe time flies even faster than I realized
Needed to mess around with something besides U2 a bit to keep things fresh. 
totally understand. Hence my own nonsense with Stable Diffusion.
i wonder how it will look like when fog could have same color as ps2 version
I dont like this much fog, its just way, way to much😀😅
What fog?
This fog
It’s in the volumetric lighting I think. You can adjust the density.
Oh wait it’s in the post proceeds fog maybe.
Volumetric lighting that much would cause a white screen
did you turn eye adaptation off?
i fixed it by enabling enhanced assets n things
has anyone tried to contact the guys who did the HD texture pack for the PS2 NFSU2?
oh nevermind. It looks like they just ran everything through an AI upscaler too.
Yeah, AI updcale = bad. But not everytime
Topaz Upscayle does a good job.
But i still prefer waifu2xcaffe with real-nnc-ersgan
Its free and when you have a good card (1080 and up) the upscaling wont take to much time. My 4070Ti needs 30 seconds for a 4x upscale
I'll check it out.
Its very complex and has many features. It also has a rtx on setting with which you can use a raytracer for upscaling
nice
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Update Package | 增量更新包:
Update package for ...
have to take some things back. BadassBaboon Skys work fine with remix
Hm. Can you tell me why when I move lights on Z+ direction, it moves on Z-. And rotation is also reverted


