#NFSU2 (Need For Speed Underground 2)
1 messages · Page 12 of 1
Well, I swapped to Y direction. In both modes it is inverted
This
rotation invertion is normal, i have the same issue. But Z-Axis moving - instead of + a new one to me
can you show me your parameter settings from Remix?
Well, creating it over again fixed inverted position as you can see. It was 'under ground' in such condition
were exactly do i download the files from as havent used github in ages and cant seem to find any of the links to download them
the release one, you need a git acc
Also dunno if it was mentioned, but creating such attribute under Mesh Xform(not light or 'mesh' thing) and setting value to one, does the same as editting 'mod.usda' with 'custom int preserveOriginalDrawCall = 1'
yikez, someone give you an oscar XD
I haven't seen that, here at least .-.
yeah, nobody mentioned it. So thx for that
yo there are a few pinned posts here, which do i need to follow if I want to try RTX on UG2?
hi grim
well, first you should look the pinned Tutorial video, after that the 4. pin and the 1. pin
alright
Does it persist between every time you add it? Or do you have to type it in the field each time?
As for bulk editing you mean?
They’re based on the origin of the mesh, not the world. So they’re typically wonky.
No so if you have to do it for many meshes, are you able to select them all and do it? Or if you have to do it one by one, do you have to type in the name field each time?
With vscode you can do a bunch of them at once, just wanna know if that’s a better way to go.
Let me test it. As of now I can say for sure, you don't need to update value every time you edit that lights in the Mesh
sorted all working legend how do i bring up the remix menu again?
You can add this attribute to multiple Meshes at once. But I can't seem to find a way to edit them all at once. So you end up with blank value everywhere
But to be honest, you can simply turn it 1 when adding light to mesh
hello i cannot find the link to download and instructions to install ug2
Install instructions and tutorial: https://youtu.be/U32QaB23Mws
the download is in pins
This project is still in very early development stages. It may not look good right now, but things will change.
You may want to visit @UncleBurrito15 Youtube Channel for WIP 1 to 3.
We are several Poeple working on this mod and it still will take much time until its perfect.
We have to ask you to wait.
If you still want to play the unfinishe...
Yes, I have not yet managed to completely remove this haze. 😢
okay thanks
oh, new dxvk remix soon
Sry, but please get Underground 2 over a "legit" way.
turn dlss to performance
path tracing is a heavy thing
yea ikr
and depends on rendering resolution
so how do i set my graphic settings and stuff?
first tab on the remix menu, at the first menu as i can remember
alt + x
yea got it thanks mate
the game feels like its in slow mo, like the sense of speed is not there
is there a setting that can make it more fluid
somehow the skybox is handling weird
alt + x and then under rendering enable dlss
does increasing the draw call setting for the sky change it?
and then turn off eye adaption to fix ghosting
where do i find that?
game setup -> parameter tuning -> sky
this?
well, it does not work
hm okay
found the issue, it was a problematix texture. Setting it as skytexture fixed it
i like 5000k personally
so 5000 it is
well its one of the best looking entitys in the game
Did you not use spot lamps for the street lights?
The orante street lights?
No I used rect for those
But that's from my first pass
Will probably convert them over to sphere
This gas station
Gonna make it look real nice

i am sad now
What were you trying to do?
i tried to "create" a mesh and apply a light (purple) to its. But thats not gonna work :/
also, for those who want to replace the sky in OV: You have to be at the drive in to your garage (not in front of the gate, where the lights are) and look into the direction of the acces. now make a capture. The sky should be captured now

Looks amazing. Would you mind sending me your current mod.usda so I can merge your updated lights with the street textures (now that I finally figured out how to do that)?
The lights arent done yet, still have to add a ton of them. And i am currently laying in bed so, i cant share it now
Oh I know it's just a WIP, but I thought you might like to add the nicer PBR asphalt to your work
And I'm lying in bed right now too...so no rush 😉
We gotta agree on a single color temperature.
Cant we make it variable
Or more like you make it variable
As in the player sets it to their liking
Is the light temp global for all lights or can certain lights be at certain temps? It would be cool to distinguish the different districts with that
nfs prostreet dont work
Every region should have its own type of light
Because....
What if you use random color temp. Some light bulbs degrade, some not, some were replaced when broken, so they're lighter, some are almost dead dim. Just keep it in common range
Id rather not change lights now because the creator toolkit is not released
Saving my energy for the latter releases
Yeah. Textures makes more sense
Frfr
Right now, the textures are the most convenient thing to replace, so I'll just do that. Don't even know if my mod USDA will be compatible with the creator toolkit
Should be tho
Hey, have you guys managed to get any lights into a game yet using Create?
You made it 11112
(Now it's 11113)
11115
11116
Let's go!
Ye, check out #1095534398134300682 for tutorials
I've already looked at the tutorials and lights still dont show up haha
hence why im here
this
shader capture is enabled in settings?
I guess not, where can I activate it?
I use stable diffuision to render with AI and Upscale sometimes good Results
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Nvidia Bread is the future of bread. Featuring HDMI, USB and VGA ports, it can connect to almost any device. Attach a heatsink to cool down your bread after...
I want real bread mate.
#shitposting
So....any project news?
we're done basically, minor adjustment of light sources but mostly we're just waiting to properly tinker with ug2
you need that nvidia remix tool to do that
Thats a big lie... There are so many textures that we have to change
done as in not much is happening
you misread it
or maybe i have structured my sentence improperly, doesn't make sense to me to either
sorry for the confusion
with this tool, and a texture i created a long time ago for my underground 2 tokyo nights mod.Just had to convert the png maps to dds because remix only can handle dds format
Is it ppossible to make lightsource for building windows? for instance making window texture transparent and placing light source behind it
Well no... UG2 Buildings are just plain textures with no depth at all.
so the whole facade is just one texture?
yes
basicly it could be possible if you can add meshes
the lighten up windows are just an additional textured placed overthe first one
this isnt possible at this moment. For that we have to wait until the remix toolkit is fully revealed
Is there any way to attach light source to those additional textures?
they are already emissives, but i can look into it
anyways, these Building-Textures look good though
I guess it could be nice addition to light pollution of the map
i mean its still kind dark
i havent placed lights in the city core yet
Yes, especially with paralax it looks great
But parallax was told to be unavailable .-.
Parallax is literally the same as PBR
or atleast nearly, because you need a special mapping
but there is a way to achieve a parralax look with PBRs
so basically you can create a Parallax map and use it as normal map
but sometimes it can look really weird
thats why i set Parrallax in "..." in the first Picture i posted
Wait a minute. It dones't work, does it?
well atleast in OV it is shown as "real depth" but yeah, in remix it just work as normal map
wait a minute... how can there be depth in remix. Happened after i deleted the roughness map
enabled emission
its just for testing purposes
Can you tell how emissive masking set up? I missed that part somehow
just use the albedo map as emissive map
you can make it so that the light does not burn in all windows, otherwise it is not very realistic))
yeah i know, for that part i have to edit the albedo and save it as emissive map.
huh .-.
This is like. Worse than ai.
I think it looks good
huh? I just used my old ai upscaled textures. Thats why it looks bad
when you use good quality textures it will look good
Well. The problem with materialise is that white=height.
Today we're checking out this severely underrated software that allows you to get instant PBR materials from a single image.
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Which is not always accurate
It also probably not work with albaedo textures
Diffuse maps are 50/50
nearly every uncharted texture was created with that tool lol
E-begging
||jk||
uh yeah, wait
Lappies...?
last time they gave Haier ones from 2019 were trash tbf
the what are you talking about
Did you get one.
my cousin got one
Lemme do something rq
Wasn't ever smart enough to get one anyways.
¯_(ツ)_/¯
Also why would they give out expensive ones in a country that's drowning in debt every day.
is this dx, or ogl?
dx. png format, needs to be converted to dds
well, when i convert with photoshops intel dds plugin there is no quality loss. The file size even gets way bigger
Do you generate mipmaps by the way?
i could, but i never do
Do they even work?
well, when i generate them and open up the file with photoshop they get loaded, but i dont know how the game would handle them
@cloud crypt
So the first one here is yours and the second one was what I was able to get using an ai normal map generater. I think it's a bit more accurate. What do you say?
i would say the first is more acurate
Well, first looks better just because it's not so extreme :D
Even though here it looks like double the value
but i am right i think, the first is way more acurate. In the second one the surface gets flattend out
Wait. First one is flatted out, second one is sharp
no lol
First is yours, which got less details
this is the first one.
I like the normal map density on this one tho
on this?
you can test it, do you need the height map too?
This might be good, not saturated as before
Okay I'll in a sec.
Okay so @cloud crypt, I've noticed that even though your texture is a lot sharper, and more detailed, it is mostly flat. My texture however, has a lot of depth to it. So I think I can use a combination of these two to make a new road texture (again) by using my texture as a basis for the puddles, and yours as a normal map base.
Sound good?
I'll test everything out ingame in a bit. My friend is here, and we have to study for an hour or two now.
ok
yeah
guys, for anyone who deals with adding emissive lights, here's something interesting; you could copy ps2 demo of ug2. that is, add orange lamp post lights in city core and coal harbor, teal lights in beacon hill, blue lights in jackson heights, and white lights for the speedway @tawny elk elay tried doing that for the PC version of UG2 but he used reshade, you guys can do it much better probably by changing the color of the lights https://www.youtube.com/watch?v=PoDYyfado-0
NFS Underground 2 - Beta Visuals Mod will try to make your game look more like OPM/PS2 Demo version.
Download link: https://nfsmods.xyz/mod/4424
0:00 - Intro
0:33 - Showcase: Teal/Green Fog
1:06 - Showcase: Orange Fog
1:56 - Showcase: Blue/Purple Fog
2:30 - Showcase: White Fog
2:47 - Before you install mod
3:13 - How to change fog color preset...
that's what i want to see
this distant fog effect adds up to the atmosphere
yh that too, lights aside
Might be fun to do once I get all the lights put in
yeah, i have uploaded an edited version too with not too much sharpness
alright that's good lol
all of that sharpness would be flattened out by tires over time so unless bayview keeps building new roads every 30 minutes they'll never look that sharp
looks good otherwise tho
if u add the fog too as seen in that vid it's perfect
ug2 is just art in my eyes... why cant the devs be like in the days back then...
UG2 is beautiful, yeah
cause fog is all elay could add but the color of the emissive lights can't be changed in ug2 normally, only the color of the lamp post light texture but the lights on the road won't change; it's mostly a slight yellow/orange but in areas like stadium it's actually teal. you guys however can change probably the color of the lights fully so you can take it to a whole new level
Underground 2 is part of the last generation of games before advanced shading techniques gave all games a really fake look
some games from the early 2000s looked better than games made in 2007 or later because they all used regular photo sourced textures with no real special shading tricks
but later on everyone went wild with shaders so everything got piss filters and became super blobby lol
Lights
I have no idea why there was so many light sources left in the game
@tawny elk does his own version. Variety is good
Like none of these effect the game in it's original state
well none of the lights do shadowing, right?
None of those lights exist in the base game. Just something that suggests it's a light
For "beautiful" graphics
oh interesting
So they're just texture details?
No
I'm going back and adding lights to the meshes
I'm still shocked at these spot lights that are placed everywhere. It's like something from a press release render.
gonna have to replace all of these with new spotlights

Oh
13 fps gaming
jokes aside i do actually intend to help out with mesh replacements once those are implemented
here you can see what i mean actually, I didn't even have to drive up to the stadium. this is mostly vanilla ug2, max graphics, using just 8k sky and hd reflections
mostly environment stuff though, modelling cars is not my strong suit lmao
plus the cars look pretty damn good considering they were modelled in 2003 lol
vanilla ug2 lamp post lights are a bright pink, this texture can be changed in vanilla ug2 along with its color by using TexEd. however the lights on the roads can't be changed, and the pic shows how in some places they are a bright yellow, and in other places (ahead of the car), they are cold, tealish, instead of the warm yellow. they don't even correspond with the lamp post light vanilla texture which is actually bright pink lol
Was there supposed to be landscape lighting in the game originally?
I wonder if this is the reasoning behind different parts of the city generating diffrent mesh hashes for the same meshes.
Bridge time
could it possibly be that the meshes were saved at a different rotation?
so the vertices are the same but their positions are different
No it handles that
i believe it was teal
lemme check
answer is: sort of
there are faint teal lights on the bridge
the hard part is going to be recreating the volumetric light cones
because it's not realistic whatsoever
but it's also very cool 
This is what I mean when I say there were so many light sources kind of planned. These are spot lights
could you tell me why this happens?
oh that's kinda cool!
but yeah i think a really big part of Underground 2's vibe is "cool volumetric light cones"
well
cool volumetric light cones wasn't just a ug2 thing it was more of a "every game made in the early 2000s" thing lol
i wonder if it'd be possible to bring back the effect without showering the entire map in way too much fog
Omg. All these lights looks like devs just put no skydome light in the scene and they're in urgent need to show every mesh present on screen
I get the feeling that they were expecting to be able to have way more light sources than they could
Cause the poly count on the spot light is so low
i imagine it was possible to have these on PC but they had to cut it because of consoles
Nah bro they just added those as texture/world details. They were never planned to be real light sources.
But now, we can make them.
I figured that, but it seems odd to waste polygons on things like the base of the bridge, which never get seen
I guess it was designed before the layout was planned
it's possible, ug2 was developed for what, 2 years at most? 🤔
It's crazy how quick, yet good they used to be.
GTA VC came out a year after GTA 3
Still waiting for GTA 6
back when game programmers were the best of the best and making textures was as easy as "take a real picture and scale it to 64x64"

and when making meshes took 15 minutes and not 15 days
Yeah that is true
afaik UG2 went right into development when UG1 was getting finished
and there was a bunch of map changes
even late in developmentt
Highly detailed means more time required
yeah you have to make the high poly mesh, you have to texture it, make the materials, then you have to bake it down and only then can you use it in-engine
shit takes way too much time
that's why most indie games nowadays go for 90s to 2000s graphics because modern asset making takes more time than they have lol
> Places landscaping lights everywhere
> Forgets about overpasses and covered highways

lol yeah the highways in UG2 were kinda half-assed
the layout was great but detailing wise they didn't care much lol
there's even more highways that aren't accessible left over from the beta
I think the road texture being so "high res" kinda blew their budget
they cut a lot more highways in late development
there's a mod that re-enables the cut highways
and it makes the maze-like highways even more maze like 😄
There is? Thought it just opens up the tunnel used for drag races
yeah there is, the tunnel used for drag races is a completely different "level"
I know. Thought you meant about the demo version highways, which were a complete clusterfuck
i think it is the demo version highways (sort of?)
The PS2 demo, that is
afaik the PS2 demo is before they finished the highways right
Nah, the PS2 demo highway system was veeeeey complicatee
v1.1 5 years tho. If anything wrong with the mod, comment. -Barriers fixed. -Map fixed. Needed: The Files http://www.mediafir...
this one
it just leads to more highways lol
i think they cut them because the highways were already confusing and these roads ended up being redundant
Yeah, this is just the drag mode version oppened up. Way before in the ps2 alpha, they were such a mess, way bigger mess than that one
In this video I show some gameplay of the Need For Speed Undeground 2 Demo Hidden Areas. This is the beta version of the game and there are several differences to the final version. Don't forget to like and subscribe for more!
Download this version (requires PCSX2 emulator to play): https://drive.google.com/file/d/1HFqQirgsdTwgeZ6H1SFB-_SOOL2EG...
Air baloons in center were cool though
oooh I see
tbh I wonder if there is ever going to be a map that combines ug1 city and Bayview
If map tool happens, could happen, but probably too much work
This time I'm showing the beta PS2 demo of NFS Underground 2. It has been modified by people from nfstheories and it's possible to drive around the whole Bayview in this demo. It features an earlier version of Bayview compared to the final game, with few roads being completely different than their counterparts from the final game. The road where...
At 1:31 look at the highway system, map comparison
It looks cool, but probably hell to drive
so even more confusing identical highways lol
I think a good idea for the ug2 rtx mod would be to add some sort of differentiation to the highways 🤔
I mean
If anyone wants to add them
They can just use the beta map mode
Most of the textures are reused
So there won't be many, if any unique assets
Probably impossible atm
Map editing for nfsu2 its not just possible now
I more meant in terms of asset replacement and or addition
be it different colored lights or a different colored wall or something
possible to do under remix when the full editor comes out
Ahhh, misread, thought you meant adding the extra highways
modifying ug2 itself is a bit of a lost cause lol
naaah they're useless anyway lmao
They would be cool to drive on for a change to see how it would've been, but yeah thats about it
Wish a early pc beta/alpha would leak, but that will never happen
lol yeah unfortunately so
Download link for NFSU2 RTX ???
???
That means you should check pinned messages
I can't find the link
here you go
Just to make it clear, you need to have a basic game installed
what channel is it on?
btw guys will this ever be compatible with reshade
No I don't think so
but you wanted him to do it that way XD
Looks interensting but same texture every flor is weird
Looks good maybe more soft NM
was just for testing though. I will rework some building textures. Also Burrito works on a new road textures with a new normal map for a better look
Yeee but good still
@elfin zenith
We use omniverse create for texture replacements
Also. The lights in your video turn off as soon as they leave the camera view
Not in my latest one
thanks will try it out
with anti culling the same for me 😛
you have to turn on anti culling light. If you not have that setting then you do not use the correct version
Yes, you have to download the anti culling update.
Anti LIGHT culling
How to disable fog? -_-
Turn off volumetric option
and back to work...
Can you guys explain a little what type of lights this is. Are you all packing new lights on top of these or there is a way to disable them?
Its effect is almost nullified when adding lights. But it is there and definitelly affecting my scene
@quick ivy pls write about your problem here. Maybe adam himself can help
after applying the mod it just went pitch black
Are your in-game video settings low, you might want to check it 🙂
game's directional lights disabled?
They are
cool i'll just check it
i set world detail to ultra and the rest to low
still same
something wrong with remix then

did you put the files accordingly as the guide said in the pins?
yea one in the rtx remix folder that was the mod file and the rtx one inside the directory
You might have the mod.usda in the wrong location

You do have the Enhanced Content in the rtx menu enabled right?
Try restarting the game? Do you have any mods/fixes in use?
i tried it was still the same
Damn something is wonky with your setup.. Anything interesting in any of the logs?
earlier i had some other mod applied was using that
downloaded yours pasted files in the directories mentioned and the pitch black thing happened
The ones from my repo?
the pinned message
yes
Did you backup your RTX conf? Mine is to be used as a base and be built off of.
sadly no
or wait i think i have it
but is there a way to run yours ?
or do i have to reinstall my game and then do the setup ?
All you really need from mine is the mod.usda
okay and try out the older config file?
Yes, use your own rtx.conf.
👍
This is thing can be somehow controlled with 'Effect Light Intensity' in Rendering tab
headlights on AI cars
This face made me giggle
tail lights on AI cars too
There's no funny face here 
lots of DLSS ghosting though!
oooh, I found an AI car I missed in my previous capture
sadly my 3060 ti REALLY can't handle having Remix open at the same time as Omniverse
My 3080 can't either
yeah sucks having to go back and forth
That technique is resevered for the 4090s and professional cards sadly.
I bet
imagine me with my 6GB 2060
i think i need 16 more GBs of RAM
@safe patrol turn off eye adaption under post processesing
thanks, I fogot where that was
*forgot
My work is switching up things and might be getting rid of their Quadro RTX8000s.
xD
gimme one xD
but sometimes looks good
I had a job a few years ago that was in the medical imaging field and all the Radiologist's PCs had fancy Quadros that they absolutely did not make the most out of at all. I really wished I could have snagged one.
oh, then it is not as good as my 4070 Ti
It's weaker in everything but VRAM
yeah true
Gotta get that FP processing
My wallet hurts
it was "required" because they had to have super accurate color reproduction on these insanely expensive monitors. But other than the color accuracy they didn't use the cards for anything.
||Not so fun fact, when you use these Quadro cards with Virtual Desktops / VMs you have to license the drivers. The cost increases depending on how much VRAM you assign to each.||
Dafuq
should i turn temperature down?
I'd say yes 
Yeah I used to work for VMware. After running a vSphere lab in my basement for over a decade, I'm fed up enough with their nonsense that I've finally been migrating away from it entirely.
5000K
I like that better
show 4500K
also changed these
same mesh
Okay, who said colored lights are not supported?
i place my own lights with Omniverse
dont know, they are
oh okay i dont know how to do all that
I believe they are very much supported lol (i only tested on lego star wars with emission, but its definitely worked, they were red)
Green light
I do, and I still come across a bunch of issues
why though
Just example
I just showed red emissives on taillights
okay
Light culling yet killing me
looking good!
i dont know how i should feel about this. There is way to much light. Its supposed to be night not day
Yea I need to do another pass at the relative brightness of everything

The good new about how I do it since I try to set things with a static exposure, is that you can just adjust the ingame exposure to make it darker.
i dont use exposure at all because it causes extreme ghosting. Sky brightness is all you need
I don't think I get that much ghosting with it on
I'd say these ones should stay white
white again
This mod is known to cause crashes and freezes
this is good
so I'm assuming that this won't be compatible in the future with most current car mods for the game since the lights for headlights and taillights have to be manually placed.
for each color?
yes
damn
been following along with y'alls work (awesome job by you all by the way), there's currently an issue with using in game parts upgrades too, right?
Well no, i found a way to not break tje tail lights by changing them. We only have to add emissives to the taillights
The biggest problem would be the color thing on cars. We would have to do it for every color, every tuning part combination on every car
oof
I'm doing some work on emissives
I realized though, there isn't really a way to do brake lights is there?
Nope, they are just sprites
the game doesn't switch out a different sprite while braking does it?
no, it just makes it bigger and brighter. You could say its shaded
makes sense. Shame because that would make this way easier
tried with the earlier config didnt work 😦
pitch black is gone but the lights are bright
NFS: Vegas
yay, I figured something out 🥲
What. I just hide it .-.
what did you hide
Any fix for this
Solved 😄
nice
good? 😄
It's not working for me
Yeah, you can actually see now.
The amount of work done in bringing a unit positive charge from infinity to a point is called electric intensity.
Thank me later.
F

who likes cheese
assets are on a far plane but when i get close they're disappearing
Parallax has nothing to do with "pbr" nor are they mutually exclusive concepts, you can use both together, they are entirely unrelated. Parallax is shifting texture coordinates by height so the resulting frame has actual depth without geometry changes. Pbr is just a vague concept of "being physically based", whatever that means, that in practice usually comes down to better materials with some energy conserving function that simulates microfacets distribution, probably with ggx function, to have the values be in some "physically sensible" range as it spreads over a surface. And of course the schlik's approximation for fresnel somewhere in there. That's it. It's not some committee defined standard either, so you can call whatever you want pbr if you have some concept of something being "physically based", it's just people have come to mean the thing i described above by this term. Something that's supposed to reduce guessing and make stuff just work ™️ under any condition with consistency.
Ugh, it's been such a misused buzzword that only sows confusion being thrown around literally everywhere by everyone without any context nor understanding and then the worst of it in marketing, like by Todd with FO4 with it's totally consistent visuals ranging from pretty good to really ugly waxy acid plastic and other ugly shit like witcher 3 that's more consisten in looking revolting where it's either the acid vomit or dull gray and nothing in between, to sell you that while their game looks like utter shit, it must be still good cause they said a fancy magic word. Yes, sweety, we know you got pbr, it's just you and eeeeeeverybody else. I get ptsd every time i read it now 🤮
Rant over
guys, sorry for this parenthesis, but anyone tried carbon?
I messed up with configurations, but I think there are some issues with some shaders or something related,
fonts are not rendered and most of the textures are missing/not found
same as prostreet on shader model 0
I ain't gonna read all that. But I'm happy for you. Or sad that it happened.
so I think it's the case to abandon the idea for now? is crashing with the other models
Thanks for letting me know 👍
Shadermodel 3 is used, which isnt supported by remix
ok, thank you 🥲
It's not working for me, i get stuck on the loading screen and then it crashes
I mean' it rain every 30 minutes and it's always night so wet road are pretty realistic
Yeah, thats also what i think
The game looks pretty eh if you don’t have any reflection on the road.
Flattens out the lighting pretty bad.
Adam turned you to the warm side of the light 😬
Ok this is more or less in a shareable state. I'll continue to add more cars as I find them.
Emissives for headlights and taillights
these are far from complete because I don't have any good way to dump all the lights at once, but it's a start
I'm taking a break from it for a bit to work on emissives for neon signs
since that's an easy low-lying fruit
If you want to test them, the easiest method is to extract them into your gameReadyAssets directory and use Kim's python script to make a usda file. Using Omniverse, add that as a sublayer to the existing mod.usda.
dangit I broke something in omniverse
oh it just doesn't like to save if the light is set to default. That's dumb.
nope, nevermind, I thought I got it working again but it's broke. Hmm
ok I think I found the problem, it REALLY didn't like one of my textures
it's not one that I included in any of the packages above so you guys shouldn't have anything to worry about
looks like it doesnt work on wine
Can confirm, tried drinking wine, and it still doesn't work
I've heard some people have had success with wine but my Linux system only has a 1070 so I haven't tested it myself
[05:35:03.637] info: No default config found for: E:\Oyunlar\Need for Speed Underground 2\SPEED2.EXE
[05:35:03.638] info: Trying to open config file: E:\Oyunlar\Need for Speed Underground 2.trex\bridge.conf
[05:35:03.638] info: Found user config file: E:\Oyunlar\Need for Speed Underground 2.trex\bridge.conf
[05:35:03.639] info: Effective configuration:
[05:35:03.639] info: useSharedHeap = True
[05:35:03.640] info: SharedHeap policy: TEXTURES, STATIC BUFFERS
[05:35:03.640] info: ==================
[05:35:03.640] info: NVIDIA RTX Remix Bridge Client
[05:35:03.640] info: ==================
[05:35:03.641] info: Version: undefined
[05:35:03.641] info: Loaded d3d9.dll from E:\Oyunlar\Need for Speed Underground 2\SPEED2.EXE
[05:35:03.656] info: DirectInput8 hook attached.
[05:35:03.680] info: DirectInput hook attached.
[05:35:03.682] info: Initializing new shared memory object.
[05:35:03.684] info: Initializing new shared memory object.
[05:35:03.687] info: Initializing new shared memory object.
[05:35:03.742] info: Initializing new shared memory object.
[05:35:03.883] info: Launching server with GUID 3740b1ce-c1db-4a5a-ba4a-ad1f94d7b43a
[05:35:03.885] info: Process set as DPI aware
[05:35:03.886] info: Sending SYN command, waiting for ACK from server...
[05:35:04.136] info: Ack received! Handshake completed! Telling server to continue waiting for commands...
[05:35:04.140] info: Initializing new shared memory object.
[05:35:04.325] info: Creating a NON thread-safe D3D9 device.
[05:35:09.671] err: ...server-side D3D9 device creation failed with 8876086a.
[05:35:09.672] info: Creating a NON thread-safe D3D9 device.
[05:35:10.838] err: ...server-side D3D9 device creation failed with 8876086a.
[05:35:12.373] info: About to unload bridge client.
[05:35:12.373] info: Sending Terminate command to server...
[05:35:12.830] info: Server notified that it has cleanly terminated. Cleaning up.
[05:35:12.841] info: Shutdown cleanup successful, exiting now!
[05:35:12.848] info: DirectInput8 hook detached.
[05:35:12.849] info: DirectInput hook detached.
[05:35:12.849] info: [Uptime]: 9s
my video card is not rtx and that's why it won't boot? Or is it not opening for some other reason? @jade briar
The reason it's not opening.
IS BECAUSE YOU DON'T HAVE A RTX GPU
Can i run it on intel hd graphics


Me
TDU2 cars could be ripped if your still looking
Biggest "I have a RTX gpu" flex
i need help
wrong timeline
guys i think the tutorial is a bit outdated
can someone help me because the new versions of rtx remix have different files
from the ones in the video
and yes i have an rtx card a rtx 3060ti
and my cpu is a 12400f
And I have a life
I don’t 
All rtx versions have the same files
Which one did you download?
💀
The latest of the
Dxvx, bridge and remix
The files should be the same
Strange, can you upload them to drive and send them to me ?
Show me what your zip file looks like.
Ok
Let me go to my pc
These are the files
@jade briar
In the remix-0.2.0 folder
In the dxvx folder
In the bridge folder
You downloaded the source, not the release builds
Where do I find them
in 2023 do you take pictures of a computer monitor?🥲
It's the faster way
He's never heard of printscn apparently
shift+win+s seems to be faster)))
I know but I have a phone in my hand right now and I didn't have discord open so
Thanks
UHD screenshots
Thank you 👍
There aren’t any releases here
You can create a release to package software, along with release notes and links to binary files, for other people to use. Learn more about releases in our docs.
where is the bridge remix release xd
who tf is this
Out of curiosity on what card did you try to run it?
I looked at the wrong pinned message then
Although I was told to follow this one
50 people have made an attempt to make a tutorial
Use whatever
All of them should work
Yeah the one I followed doesn't have bridge-remix release files
I'll try the other one then
GTX 980Ti 😅
ye
Would it be better to create a general Need For Speed Underground 2 support thread in the remix help section so all that kinda stuff goes there instead of here?
It’ll be a nice PowerPoint possibly 
Or a step by step guide with pictures in a separate thread
There are so many tutorials already written that all work. I’m not writing another one.
I figured out why my dumb butt kept breaking omniverse yesterday. I was trying to do "save as" instead of "save flattened as"
What does save flattened as do? I’ve never had a problem with save as with mod usdas and the like.
it's for combining different mods as sublayers
that's some insansely bad ghosting
so when I went to add my textures back to your lights, it freaked out with just a normal "save as" but when you flatten them it works.
what's funny is that I was doing it earlier in the day just fine and for some reason forgot that it had to be the flattened version
hey i did all, like you said, but if i start the game, i get for short a screen and in the upper left corner is standing remix stuff, but then the window close and nothing happens anymore
you didnt install correctly
you don't have RTX 6069
Most likely haven't installed patched dxvk and bridge?
thats correct^^
i downloaded remix and did it in the game folder, then i downloaded brige and did it in the game folder, then i downloaded the nfs files down below the post and did it in the mainfolder and then i renamed d3d9.dll to d3d9.asi
i downloaded the the files over the links
dxvk?
It is literally one of the steps
ah lol ok in the post was nothing written about that
Which post, omg?
I don't know what post you're looking at but every tutorial stickied here has the dxvk step
hi everyone i can share you some high quality asphalt 8k 4k i work for gta v a very long time ago
this one
someone help this man
i think i get it thx 🙂
Edit that post .-.
Oh man, Burrito's in trouble for forgetting a step!
ah, you are comin from my tutorial arent you? Yeah yo can
Dang, these looking freakin awesome
I was a big lover of parallax and roads in gta v I never managed to finish the project
format dds
yeah, dds is also the only supported format by remix
so i did all steps again (like the pinned list) but the same issue
pls watch my pinned video tutorial #1103377328530276403 message
I send you the textures it is with pleasure if you wish to work with these textures of good quality
if you want to support the project then pls dont hesitate to do that
this is like...too much
Dangit, something made these neons UI so they show through the car but I can't find the stupid texture to fix it
can't we support vertex displacement maps for remix in some future updates, like its possible, right?
Right now just normals but I think that's on the roadmap for eventually
not sure why I get just day time now
the textures are in JPG 4096x4096 I send the rest there is a lot of texture there is the dds format too
okey now it looks like it work 🙂 thx! i hade the wrong bridge files
What is the difference with height\displacement maps?
remix's default lighting i presume
Ouuh that eats fps 😂
@trail quail is the texture seamless?
seams so
yeah, that is normal with pathtracing
Actually default light is in Root Node layer. Changing any properties won't create any links to the mod.usda
Yes i know but that much^^ i am using a 4090 And 30fps is Not possible?
nah, he just activated direct lighting
I haven't touched the texture since 2019
well no, not without DLSS Qulaity though, on my 4070 Ti only 12 fps without dlss
yeah
Aah you i Found the dlss option^^ now it is smooth 🙏
if i would play on 4K my GPU would say fuck you, i want to die
Thank you for your help ☺️
no problem
how do i get night time
the setting where the cursor is has to be enabled
rite
could you put the files into a rar file and upload that pls?
sky still bright for some reason
tonight I have too many files
nope
u people here are just amazing ❤️ keep up the good work!
no way, Dragozool here
You did the most famous texture pack back then, or wasnt it you?
always everywhere if it comes to nfs modding 😄
yeah thats me 🙂
the one and only as far as i know ^^ happily i have a unique name 🙂
haha ok nice
if i can help somehow let me know. just cant guarantee that i will be a big help ^^ rusted a bit
long time i did some texture work
and sorry if my english is not the best ^^ not my native language
What's native for you?
no worry, my neither xD
german
mine too
ah. Sorry can't help you there. I do English and Spanish.
Fortunately google translate works REALLY well German <-> English
it´s okay 😄 i understand everithing in english and can communicate without issues 🙂 just my spelling is sometimes a bit off
You and HellRaven got it though!
Well, only because i need good english for my work xD
Literally which?
i was working for an english bussinesman so mine got alot better over that time 😄
I send you a mediafire link for all the textures
Ok nice
dxvk isn't in your post
i created these road textures a while a go, ai destroyed them a bit...
Too detailed. All is gonna get lost in remix.
Burrito, maybe you can use my parking lot texture, because you did not created one yet
or i could create a n-map out of it
thicc rain
why are the roads so dark like there are no lights xd
and maybe we also could use one of these building textures i created a while ago
Show me what it looks like.
Guys, can you hint me where fps meter can be enebled?
I'll wait for creator toolkit. They'll need a remodel.
There is none.
yeah
What did you use for that purpose then?
do i need some specific settings
Well, NVidia's built-in works. The one you set up on Alt+Z screen in HUD options
Created n map and monitors whent black 😂👌 have to create them again
is it fixable yet, that all car lights doesnt work?
👍
There we go. Finally fixed all my messed up things. Have better textures working with Adam's better lights.
yay headlights!
it appears I screwed up the road textures though. And I need to fix the roughness map for the windows on NPC cars
I would literally just use this as a tire normal map.
welp. Not much we can do with grass either way
there are some grass textures
Yeah but grass testure won't do much.
yeah, but still there, and it would not be complete if we let them just be plain textures
would look good as parallax though
without parallax features
What did you do
roughness maps for the npc cars
and their windows, which are separate textures
Is this like a custom roughness map, or did you just decrease the overall material roughness?
custom roughness maps. They're in that .7z I just shared
So what here is different from just turning the material roughness down?
can someone help me fix this 🥺
Because I don't see any roughness detail here
Looks yummy
ur mom looks yummy
Shut
Yeah, but parrallax doesnt work with remix
well in the case of the windows, there's pretty much zero roughness. I could add a bit of noise I guess but I just wanted to make sure it worked for starters
Yup.

You guys wanna see Burrito's face reveal?
how can i make it look like this which files did you use, i will reinstall the game and install everything properly
So you basically just did what's equivalent of moving a slider to the left, but with a lot of extra steps.
Probably xD
only for the windows. The rest of the car has proper maps
Like what maps
Couldnt you enable opcity too?
roughness, normal, emissive
I simply don't get it. The windows look just like someone moved the roughness slider all the way to the left, and I don't see any normals or emmissives.
yeah I can make the diffuse a bit more transparant. I think the main reason they're not for the NPC cars is that there's no vehicle interior
I just said that yes, the windows themselves don't have any other detail yet - I'm working on adding some noise to the roughness map but it's just glass - there's not much there.
I'm gonna be completely honest with you. It's a waste of time. Most of the time, the npc vehicles are moving too slow to be noticable, and denoising, ghosting, motion blur will completely hide the details.
lol, why were you complaining that there wasn't any detail there then?
Why are you compensating on performance....max out on all small details
I was saying that I don't see any detail so it looked like a material tweek, and not a custom texture.
well yeah, that's really the same thing
I did it all automatically anyways, it's not like I spent a half an hour on that
🤦♂️
And when I said custom textures I really meant more the whole cars, not just the windows
That's kind of fatphobic bro
basically you have to extract the custom textures I shared into the gameReadyAssets directory, make sure nothing is named _diffuse, run kim's python usda creation script, open omniverse create, open Adam's mod.usda, insert the newly created texture.usda from the script as a sublayer, and save flattened as mod.usda. It's a lot of manual extra steps involved right now, so if you're not already familar with the creation tools or actively working on making stuff, it's probably better to just wait until we're done and have something easier to share with you.
can ye send me these settings? like in a file?
see my message I just now posted
Several people are still working on the lights. They're very much WIP and I don't even have up-to-date versions. I'm mostly providing the textures I worked on for their benefit. Once that's in a state that's more sharable, we'll combine everything we've got so far into a nice mod package for everyone.
alright
This might be another dumb question but where's kim's python script?
Thanks!
cool
Highway walls?
Toblerone?
what for toblerone lol
That not looking like tobleron at all lil bro
with AO-Map
too dark
better?
umm u are right , i was out of chocolates tho.
Hiii
thats the n-map
Won't that be flat
yeah, wait
got a bit more height to it
more aint possible
Or like that without AO map
I should share my textures with y’all 👀
uh...yes please?
Tonight 
burritos roads best, they just need to be more real
What did u make?
Also
Current state of newyork (the game)
made*
So you basically did this?
Which software is it in?
Materialize
You don't need to search .dds image and all that stuff. Just click Open after browser shows up
well, honestly it was even easier than that because I ran a whole bunch of stuff through a chainner script. But yes, basically. And actually thank you, I'm still very new at Omniverse and couldn't find where to do it there.
Mostly the emissive stuff. I need to toss some surfaces in sampler though.
Oh shit
Does it have dds export?
no, you still need to convert
How do you convert?
chainner
Okay okay
photoshop
Do you? Or you just wanted to give an alternative?
I do it with photoshop
I'm still really annoyed that gimp can't handle bc7 dds
Is there a way to bulk export then? Or you just go an old way?
gimp is shit, used it a long time, switched to photoshop because everything on gimp annoys me
I've gotten pretty decent at gimp and get annoyed when I try to use photoshop again because I can't remember where anything is.
ok fixed roads
Affinity Photo 
I would share the roads in a format that works with kim's script but it's too big for non-nitro discord
with R, N and D maps
maybe they could be better with blender, but i dont have any blender skills xD
car need the paint shaders i think, amazing overall. I think the lights could be darkened a bit too
more like these 😏
i do wonder, why are you not using the remix textures?
because i started from ground up, will add them when Burrito has released the new textures
ow ok so theres multiple versions of the remix mod
well no, my is private for now. The released ones are from Burrito and adam
Mines out of date and has no textures 
I forgot this engine doesn't really handle cove lighting all that well


