#NFSU2 (Need For Speed Underground 2)
1 messages · Page 13 of 1
I don’t know what it is with every generation software that makes them puff out windows.
Substance does it, materialize does it…
Only the normal map generator in chainner doesn’t.
that are no windos lol

these are just tiles
Isn’t that a storefront/front of a building?
no lol
Underground 2 has a arcade pinball near the detailing shop on Jackson Heights....can we replace it yet without damaging the UV
Just as a test
i dont know which pinball you mean
If you point it out on a map I can try
inverted normal map

Underground 2 has a lot of improperly scaled props scattered around the buildings
Sofa and tables are just too big...maybe we can add more variety and Easter eggs when we get the toolkit in ~3ish months
Pre planning what I'll be doing lol
Won't be hindering any performance with it though
Do you go with 8bit png export for this? Looks like I can't really find settings to export .dds with full color depth I have in Substance
i cant set the color depth in Materialize, all i can say is that it was used for Uncharted 1 and 2
Here are windows, they get depth for me
Just make them flat reflective .-.
well, creating new textures for buildings makes currently no sense at all. First we need new meshes with proper depth for them
So don't
Ah, you can't edit them like that
Just leave them flat
For now
but some walls will work
What you said with make them reflective can be done with textures. Gonna have a metal plate for a window though, which at night doesn't really look right
looks a bit metallic
What about window emissive? Is it separate texture?
some are, some are not
Flat specular will work with those emissive-separated
well, rocky surfaces look great. So maybe the mountains couldlook better
i dont know...
i forgot how many textures i have laying around... over 163 textures
for example these walls
and i know a good place where to use them
replace for these
Nice!
btw _diffuse should work now
oh sweet. One less step to worry about, thanks for fixing it!
I can put Ant Renamer away now...
Wall looks good to me
Or what would you say Burrito?
also could use the top grey bar from the texture above and add these as wall texture to it
i think this one here would fit better
Substance AI material example
looks not good at all to me, way to sharp edges
For sure, lemme finish cooking it. I still haven't been able to get results I really like from it yet tbh
yeah, it will be defenetly this as wall
well, creating the texture right now
Parallax and normal PBR
These are so damn beautiful
That's the problem.
I'm already replacing them with proper textures.
okay, good to know
Try not to use these tools for replacing all the assets that are close to the player.
Will make proper textures.
Exactly
mine are not ai upscaled lol
I'd say consistancy is key when replacing textures.
Yes.
hello guys bridge-remix files not clickable how to download these files?
Make a github account.
Download the release version
Bottom one
which one is this?
Need for speed 
got all my textures from www.sketchuptextureclub.com and these are 3D scanned
#1103377328530276403 message
Didn't you put this through materialize?
its private, so no
yeah too
oh okay
Exactly. Not 3d scanned.
but i can select the maps in materialize too seperatly
i dont need to create them if there are already maps
Ah
There you go
BUT
Got everything already
In my honest oppinion
Use materialize textures for
Background assets
and what are these background assets?
Like far away from roads
smth like the grass i did?
Yeah kinda like that.
Yep
I have a feeling that we might not be able to pull off remaking every building.
So using materialize and some good upscaling might make sense.
reworked the grass
Here you go
hmm.
i dont want to make this a battle, i just use materialize to test a bit around. The normal maps are pretty usable though
Yeah
What I'm trynna say is that
If you have a better option
Then always go for it.
And use algorithm/ai based options as a last resort.
@cloud crypt can you share your wall textures?
shure, wait
you need my mod usda too right?
nope
ok
I've got a good workflow to make my own as long as I know the material hash
I was about to make a new mod.usda to test a bunch of emissives I made for neon signs but I can throw this in too
what's the hash for these?
mesh_27BC515D189975A4
TY!
why use textures properly sized for their area when you can save time by using a single texture and just stretch it to fill everything?
We have to modify the normal map for remix right?
well, the normal map works fine for me
oh I was thinking we had to convert them to octahedral or something
remix doesn't support standalone AO maps yet right?
you can use whatever you want, space_dx and octathedreal works both
oh that's good to know
well no, but you can use the AO map as anisotrophic map
nearly does the same
cool
yeah, propably wont change it for now
This is what I was talking about, according to here it wants octahedral
#1111273025657114654 message
chainner does it really easily
hmm. I broke something, now Speed2 won't launch at all.
Maybe it's time for another reboot
but damn, this aint easy to use...
RTX Remix working or not?
nope
thanks
That's why I've set up my workflow to use omniverse as little as possible. I export stuff from the game, I work with the textures, I use a script to wrap them up nicely in a usda, and then only have to touch omniverse to combine them with my previous mod.usda.
in what dds format i have to sav them?
BC7 Linear
thx
I already converted the normal for you
i want to do it for the grass 😅
oh fair enough
but getting this
Why do you need an ao map when you get actual proper global illumination with path tracing tho? Ao maps just darken the models
what version of chaiNNer are you on?
alpha 0.18.9
um...that's a good question. Hadn't thought of that.
ok nvm, can you send the image and chain file? i'll have the DDS guy look at this
try my chain
Yes that's why we never added AO support, in theory AO should just emerge from the scene geometry and stuff, it's a bit optimistic with how low quality the GI can be at times but it usually works like that. Worst case you can just bake some lighting into the abledo if you want some fake shadowing (though that'll affect direct lighting too so it's kinda eh and probably not recommended)
yeah I only brought it up because the textures he shared with me came with an AO map
same error? That's weird, it worked fine for me with the texture you provided
try running it with the WallCenterN.dds that you gave me so we can rule out if it just doesn't like something about that grass file
send me the file so I can try it
look at the size xD
the game is now looking like a fever dream/nfsu1 intro like graphics. amazing job guys
what's your dependency manager look like?
i can use chainner to convert my textures to dds?
yeah
thx
I didn't think this would need pytorch but maybe it does?
does not work for me, and i dont know why
yeah really strange
did you install pytorch? 3060 ti
on never mind it's already installed
are you using the system python?
how to check its working or not bcs i am using others mods also
Thanks, but the image and chain worked on my PC so it looks like it's a problem with his chainner install or environment or...something
make a fresh install, follow all the steps exactly in the pinned tutorial
my game after installing rtx remix
yeah
maybe that's the problem
yes i am following in the pinned tutorial
@safe patrol ?
watch the pinned video. If it's still not working, uninstall NFSU2. Delete the entire directory. Start over with a clean install.
ok i try
even FP16 mode does not work
also restarted chainner
@jade briar maybe these could be used for a better pavewalk (Unless you already have a good texture)
I added one already.
Didn't you see it?
DDS conversion doesn't need any of the optional dependencies
Those are just for the ML stuff
yeah I didn't think so, that would be really weird.
This one.
I know, but they could be twins xD
Yeah but, i dunno
Looking simple, thats all
is anyone able to run NFSU2 with the latest dxvk and bridge (from today)? It's not doing anything for me when I launch
Well. The original looked pretty simple too.
Ill test
wanna make sure it's not my mod.usda or something
Ughhh
No, i am not a tate fan if you think that
Neither a fan nor a hater
works fine for me
ok I must have borked something then
which build of dxvk u use, because there is one from 20 minutes ago
I tried both of them
@cloud crypt can you send me your main.log file? Help > open logs folder
doesn't even give an error or anything, just immediately closes the process right after I launched it
Real
now it worked somehow
and i didnt do anything, just restarted my pc and chainner a couple times
Wow, that's awesome
What made it crash?
Remix REALLY doesn't like me all of a sudden. Worked fine all morning
I launched speed2.exe
could be the widescreen fix
Weird
Can you send me the log anyway?
I wanna know what went wrong
Maybe? I didn't touch that though
just reinstall
I think maybe I'm done with remix for the day
I guess that was it, but idk what that is
reinstall widescreenfix didnt help?
Gpu driver
Gpu scheduler linked with core drivers..... something caused it to crash
I was still rebooting
64GB RAM makes for a very long core dump
ok now it's working again
ok xD
ok made a pretty good start on neon signs. They look good in game but I found a bunch more I need to work on. Here's what I have so far.
i love chaiNNer
to low res
metro 2033 version 1 dx9 test
you do know this is the NFS channel right?
don't forget to separate alpha from texture and upscale them separately
and then combine(or not)
mine showing like this any tweak tip?
thats correct that way for the moment
oh
ok
hello after i copy all the files for game folder the game crash on loading screan any idear?
for Need For Speed Underground 2
this is for any Need For Speed RTX project, not just Underground 2
just watch my pinned video tutorial. It should settle things
well, i go to bed now...
ok last update of neon signs for the day.
and an update to tail light emissives
and a headlight update, and with that I wish you all a good night
do you know how to fix car reflection problem
What car reflection problem?
Now I just have to learn how to add lights.
I was born in the darkness
You merely adopted the dark. I was born in it, molded by it.
NFS:dark souls
for me it doesnt look like that but im guessing i gotta do something with the files?
alt + x press reset button
wait on the streaming vc am i able to show it to you?
or is it nvidia personel only?
i will take screenshots
Thats they what i send before ?😄
if the game looks original maybe u select wrong textures on ui
xD
cant do anything here
wait
in game setup only use sky parameters
if you're wondering if you can stream in the #1050546159434862702 channel, yes
oh thanks
select this texture
if u want come to vc but i cant talk
ok i dont have my mic so we can go xd
mmm
so far its good but now i only need to color the light?
nice
My nfs looks like this because I deactivated the direct lighting of the game, I only do it to test textures
on particle textures check this texture
look for a texture that looks like a cloud
when you mark it the smoke in the background will not look so ugly
just mark the textures by category
ui textures on ui textures
the ui is the interface like below icons or nfs mw
you will realize that it is part of the ui because the pathtracing is going to be deactivated
now do that in all areas of the game xD
that's why i only do tests in the menu, my pc dies every time i go to freeroam
It is not necessary, just look for the texture of the sky and that of the smoke
Can someone tell me why the light is not added and the mesh disappears?
If we have at least 3 different NFS games working now, maybe it's time to split into individual channels so stuff doesn't get so lost and confusing.
Yes, I agree
@dusky seal @compact mulch there's already a dedicated Most Wanted channel
https://discord.com/channels/1028444667789967381/1106549860393553961
What sorcery is this
#1114665813866205194 message
you need to add a line in the mod.usda file afterward. video goes over it
I did it :/
and you modified the mesh rather than the instance?
yep
@elfin zenith you do not have Lights Anti-Culling enabled, it looks very bad
✔️ Subscribe to the channel
🔔 Activate the bell
👍 Leave your like
Discord server: https://discord.gg/ehgC9xRbBZ
Big thanks to @UncleBurrito15
🎵Music
The Doors - Riders on the Storm (Igor Sensor mix) OST NFS UNDERGROUND 2 Remaster
https://youtu.be/4Ard8XwHex4
Are you sure that's lights anticulling? Let me explain. This is the build which got super bright emissive lights, but almost no light sources. I believe that's textures and mesh which getting culled down and thus his lights disappear earlier than expected
Just exactly what I was asking here. Check out the brightness of red lamp on the back
And red lamp here, when I made emissive intensity almost to .3, negating the effect of bright white 'lamp' behind the car
And how it looks with just emissives and no lights in scene
Maybe he wants it too look bad so his mods look better🤔
But nah, i dont think its that, maybe he doesnt know how to turn it on or he just uses remix instead of bridge + dxvk
that's the mesh's problem i think
yeah probably
spinning geo
Ah, enable hud in dxvk.conf
I love you for this xD 
rougness map is slightly fucked up
Slightly?
completly
Brother that looks more fucked up than fucked up
This is the definition of "how fucked up is fucked up"
i just upscaled original textures, and made a roughness map based on alpha texture of the surface. in omniverse it looked fine
in ov its always looking fine
can someone teach me omniverse
https://youtu.be/j-JPMgcyfvI
These two parts is a good way to start
In part 1 of this NVIDIA Omniverse Create tutorial, learn the ins and outs of setting up a project within the advanced scene composition app. Omniverse Create allows you to interactively assemble, light, simulate, and render scenes in Pixar USD in real-time.
Omniverse Create is an application within NVIDIA Omniverse, an accelerated 3D design an...
not very helpful
what exactly do you want to know?
What do you need?
want to work with remix...want to understand the basics... i did that ...my scene was upside down and dont the proper key
scene or camera?
Go through all #1095534398134300682 channel next
ya camera...
ists not jus camera...include the key binds...and basics of adding light and texture
saw that...
Now we wait for A3MOH guide :3
Quite curious if he can contribute with something
this is a basic video on how to add/create usd files in scene(which already exists in Community Contributions video tutorials page) and change captured camera settings. You can skip deletion of files on 00:20-00:30, just remove Environment/ground entity to keep omniverse's sky lightning. Also I've highlighted some of the things like locking sublayers to read-only state which will prevent existing captures from being edited. Maybe someone will also highlight my own mistakes, you are welcome;)
I thought it'd be based of that 'World Axis' attribute, but yeah
Yes, for NFS games Z is have to be set to "Up" when capturing but I just forgot to mention that)
and keep in mind that you scene scale have to be consistent in added captures
Nice got few more things...very helpful...
Fun Fact: You can find out if a game is z-up by using the normal debug view. If the ground is blue it's z-up. If it's green then it's y-up
y-up
TIL that NFSU hasn't got any mesh for neon, just an underlying texture on the ground. and it's separate for every car
IT is located in TEXTURES.BIN
you will need the NFScarToolKIT to manually set some of the stuff or remove them if you need
better bring in the real modders for that
well, A3MOH, thats not right... The neon glow is a shadow map. The neons have a actual mesh you probably could add a emissive too, but you would have to do it for every color
so you basically you could create your own glowing neon
Does it work for pulse lights as well?
i could look at it, because it worked for some blinking lights.
yeah works, but looks odd
and only works when the car moves, if it stands still, there i no pulse effect
wut. Same livery .-.
same nfsu
i assume car material looks like a base color material for every car. if you look closely in textures while ingame there are two textures for the car
yeah
the color is defined in GlobalB and its memory file. Probably shaded somewhere. Thats why changing materials for cars with vinyls is really hard
you guys can make better emissives when you have high quality models
i think that effort is not worth it rn to add neons lamps
yeah thats right
adding custom meshes for now is complicated
i mentioned earlier somewhere that we should focus on environment and lights
You think it is possible?
not currently, only with the right toolkit
#1096847508002590760 message
it is possbile but doing so will corrupt the material's UV
that's a big no rn
new loadingscreen? XD
with photoshop and some good photoediting skills it shouldnt be a problem
I activated it 😉
hm, thats strange then
reworked my Floor Textures. Now with normal map
neat
looking much better now
Looks nice. But is there a solution for the paint? Glossy. Metalic? Or not yet?
this has to be done when we can replace meshes. Probably when the remix toolkit get released
No shaders, no proper car paint.
is there a mod for nfs prostreet?
Ah aight
hehe
Quick question, after aplying this I don't have road reflections. How to fix this?
pic for reference
did you guys noticed that
those semi reflective road textures are not good for people using DLSS
its all shimmery
especially on performance mode
Isn't everyone using DLSS?
what did you expect. Thats normal if demoising is used
without it would be even more
You'll have to combine the mod.usda's if you want to use my lights with another mod.usda.
and even in regular games dlss increases noising
it destroys the road effect we are trying to achieve
i've seen people running them and at a glace just isn't visually pleasing
that's just my take though
where the lights comin from. i didnt even placed some here
Effect lights?(forget my speech about emissives)
Underground (quite literally)
when you come straight from the main menu the lights from it will stay
I updated my mod.usda if anyone wants to use it. You'll have to adjust your exposure settings to somewhere around 3 to 4 and 20 in order to have it not be too bright. https://github.com/adamplayer/RTXRemixGuides/tree/main/Need For Speed Underground 2
okay, but how to do it? Place multiple files in folder or just combine file itself?
lol
||What am I supposed to be looking at?||
Showroom/ shop i think
In the back
that's the garage
from behind the stairs
oh wait
that's clearly written in the screenshot
🤦♂️
Like that?
I dont see name of screenshot in on mobile …
It's written on the image :D
Im blind 😁
or more like that
Im dont see that
on the right using 5000K and on the left 10000K. In the back its 6500K
which temperature would you guys prefer?
5000k is commonly used in car showrooms. 6500k in places where there's paint inspection.
I'm not
I'd personally design a repair area with 4000k or 5000k depending on the client's wishes. But 4000k would be my first choice
you know that remix handles light temperature different?
thats 4000K
5000 looks better for me here
Cause it's locked to a super high white balance
I'm just stating what I'd do with the actual design.
yeah i know. real life and remix arent comparable. so if you say 4000 i have to aim for prabably 5000
astounding how detailed the engines were in ug2
wow
Needs some enhancement pill
8k textures and super high poly quixel scans will suffice
Well, you can't see this part when not rotating :D
Talking about that, I'm really concerned about the package file size
about 10GB
Yeah .-.
Somehow NFS U2 RTX will be as demannding as modern games
Ngl my best guess is 40gigs if you replace models and terrain
Good thing is that it will be fun, unlike some modern games
yeah xD
true
Stated like this sounds fine I guess :D
You have to open one mod.usda in Omniverse Create, open the second as a sublayer, and then save flattened as mod.usda
I haven't tested it yet, but there's also a way to add more .usda files manually by editing the mod.usda like this
#1116120726903197926 message
What about copying a text content of one file to other?
You'd better be really familiar with the file format so you don't screw it up up doing that. I wouldn't recommend it.
Also is it possible to drag-n-drop from one layer to other inside Create?
Maybe? I haven't tried it
Also, I wouldn't recommend combining the original mod.usda with Adam's new lighting he just shared. There's a bunch of stuff in it other than the textures that will screw things up and look weird. (Source: I already tried it)
The better option is to make a new textures.usda using Kim's script and add that to Adam's lights.
I've already reformated the roads to work with Kim's script but they're too big for Discord without nitro so I can't share them here
If anyone has nitro I can PM you the files for you to post
Thanks!
Looking great! Whenever I see this image Snoop Dog song start to play in my head 🤷
eh i would just use neutral white
Could someone tell me how to change the default text editor of create? I'm tired of using the windows text editor
I think it's based off the default editor for a usda
I use vs code
im reinstalling create but idk why the downloand speed is so slow
Was there a solution to the ghosting when using dlss?
More light was my solution
Seems to work in my case
Oh nice ill give it a go
Running at max res was my solution.
I consulted an exorcist and got rid of the ghost.
When I jump on tomorrow I'll see what works im still getting used to it but admit it's quite simple to navigate than I was expecting btw the cars ik there like matte atm does it require assigning of textures to get them to be somewhat reflective or is it rendering settings
Lmaoo
Cat textures are fucked up atm
:(
Yea iirc the textures in ug2 always have been for cars because when I tried to do hq versions they just broke to fk
But tbf
Might be to play around in binary and change the texture properties

The problem is that materials are separated based on texture, In remix
So changing anything about the car resets the textures
where's the download link Mr. Not fake
The worst way to make someone not believe you is by insulting them
He started it
the man was already in denial the moment he saw actual RT, let him recover
And what did you gain from insulting him back?
All convo was alright until the end.
RESPECT ++
Yeah yeah, there are already no insults anymore in the comment. Changed it directly after the screebshot
Verily, I must convey unto thee that thy GIF hath elicited great mirth and delight within mine humble countenance.
'Tis the most amusing spectacle mine eyes have beheld in many a moon! Thy jest has granted respite from the dreary toils of life, and for that, I offer thee my heartfelt gratitude.
@ember cobalt can u slap these two bozos?
step 1: make Remix Mod (before remix modding tool even releases)
step2: profit
Wtf
I uploaded a remix video and did not got that much attention
Only 2400 views and 100 new subs
All media/news is about uncle burrito all alone
recently installed rtx remix for nfs ug2 but light is not stable any fix?
There is light anti culling option
let me check
good reply kek
Is already changed kek
An issue of skill
Maybe, maybe because of the Intro🤣
Intros are a 2015 thing
L
Yeah, because of RTGI there are way to many non believers
If it's that type of intro then god help you.
its that type of Intro
i am not good in creating intros, but i have good video editing skills
i also can create "car porn" in games like that: https://youtu.be/0M2mKQw5jzo?t=20 (starting at 20 seconds)
Hello folks,
This is a big update. I adjusted many things. I have corrected the car performance meta data like weight, correct torque and torque split. I also reconfigured the cash rewards after races, fixed some bugs and problems and many more.
!IMPORTANT!:
Create a new Profile, if everything is unlocked from beginning press F5 for disabling...
second 20 to 35
huge xD
the video editing skills are good but these intros are not really on trending tbh.
yeah
Lucky that all news websites call his name
he posted before any of you thats why i think his video got that much views.
yeah thats funny.
don't worry you all are working togather.
Just curious to see the final product.
How much time do you think it will take?
thats hard to say, Texture and light work take a huge amount of time. Lights still are simpler. I think maybe a few month until we can get a good alpha version
Help stepbro, I'm stuck.
Oh, Yeah .
It means this will a lotta time.
yeah, 1 to 2 months for a stable and good alpha i would say
but these are all suggestions. Maybe burrito can make a more clear statement on that because he does the environment textures
He play games most of the time that i can tell.
and about that , Whenever i open firefox the search engine is like that.
I did all the scans for virus , no use.
What do you think?
go to the firefox settings, search for the search settings in there and set the search engine to google
and this one?
🫡
You fixed it.
Let's see how long will it remain the same.
career garage floor, left is og and right is 4096x4096. is that good looking enough?
to much you think?
which one is new
idk i prefer the old ones
Looks great though
💯
Honestly I think you guys should wait for model replacements, there will be more to do than this
I know it looks good but have patience, we can make this look even better
Only if it was less expensive
🥺
They look good though, but that price. Thats way to much
i'd be willingto contribute 10$, idk how many here would want to crowd fund
for what. thats is for unreal engine. and mesh replaces arent possible yet
i remember i had some mods installed hd ui and roads n stuff
is this because of that? should i fresh install?
you need a fresh version. HD UI shouldnt be a problem. Car mods at the current state of development also should work. But any other texture mods which changes roads should not be installed
alright tysm
Where could i get a version of the game that is compatible with the remix?
disc version with patch 1.2
also widescreen fix is needed
is the version from oldgamesdownload right?
oh ok
mine looks same as this, am i doing something wrong?
You should go in developer menu using Alt+x and find a option where it says "anti light culling" and turn it on
Set the maximum number of anti culled lights to around 3000 otherwise performance issues
Yeah no need for extremely high values, you only need the lights behind the camera to not get culled instantly
I have a question for the developers though, couldn't we save the coordinates of lights in some format so that remix doesn't have to save it in the memory when playing the game
Since when are the texture details in marble a bump?
as far as i know adam tried to disable culling completly
what you mean
The dark details in the marble
They're turning into bumps
Marble, usually is smooth and polished.
oh wait, lol, the problem is, in order to create a normal map you need a height map
And how are you creating a height map?
That's just super huge ceramic tiles, not marble
There are oprions for bumpy tiles on the market
i will see if i get this fixed, but thanks for telling me
I can only complain that they should be more uniform across the surface, but that's yet to be a result

more like this?
no more bumps
oh, and i would recommend to set denoising from laplacian to normal difference when using DLSS. Nearly all noise is gone with that setting
what you mean exactly?
it is as clear as it sounds
ah i see, that because in the main hall of the garage are placed 2 rect lights. Each on one side and 1 coming from behind
shouldn't it be straight
i cant control reflections lol. You have to ask remix itself why it is that way
That is not right
You probably have your normal maps fucked up.
i cant remove them completly. the textures are that way... i would need plain textures without any dirt. then i could create the height and normal map and use the og texture with the others textures maps
Nah that normal map isn't encoded properly.
i used chainner
Can you send me the dds file that you're using.
Actually
Don't do that
Show me what your chainner setup looks like.
burrito is computing a generic response, please wait
check dds file :D
16 MB 👀 Is it 8k?
What's the og texture look like?
So octahedral encode doesn't invert values?
but it isnt linear
bc5 for normal
bc4 for any non color maps
bc7 for color data
ok.
@trail quail
bc for attrm
if they keep spamming, let me know
then @vague sparrow @elfin beacon please take it to #offtopic or knock it off. spamming a project channel isn't great
now it looks like that
Photoshop?
I believe some normal directions can negate reflectivity completely
i can make a new R map, that should fix that
But is orange an intended result?
yeah, its octathedreal. DX would be blue
Should I be worried about that if DirectX works as well? 😅
Until you do anything else, I'll do background support and goof around/lurk
it might look like it works, but its technically incorrect
Hey guys , i tried Uncle Burrito's pinned tutorial but after i install the bridge-remix the game doesnt start anymore.
Remix only considers the red and blue channel, it will mess up the texture in a way you won't want it to
And Octahedral is only supported in Chainner?
there's a python script for converting it as well
chaiNNer is the only GUI that supports it rn afaik
Ok, thanks -_-
the remix editor will once that comes out, but nobody knows how long that'll take
Make it rough
no matter what i try, the new normal map destroys the reflectivity
Eh, simply bumping up reflectivity without texture doesn't work?
nope
Really? It did work on car paint last time I tested
it doesnt
Specular map?
funni monki
still nothing
.-.
Dunno why, but I never opened Reflectivity tab. May be you try to reset changes on material?
yeah, i will redo it
got a bit reflection back
nfs just opens for me, uses 3.7mb ram and some cpu then ends itself

was working yesterday great
Get rid of normal map
Great success
lets polish them up
the last 2 pictures are 2 different normal maps. Pls tell me which looks best
This :D
Wait wait. Angle is the same, you just yaw the camera
This is very wrong
what exactly
i know, i dont know where this come from...
Go to material options in the remix menu, and turn the normal maps off
You said that's metalic effect
everything worked right before you said the n-maps are bumpy
created new tiles
Shaped concrete
Have you ever seen marble used as garage floor? If I'm not wrong, it will crack in an instant
ok, what should i use then
Ceramic tiles, just as used in game. Or granite tiles as alterntative
found these
i could edit the color in photoshop, and maps are already in there
would look like this, but then in yelloewish
This one is great
I will do that when i am home again
Where did you get this one from?
Created myself with materialize lol
Assuming this thing should be mostly flat as a floor, this normal map is way too dark to just face upwards along the normal
It's pointing a bit forward which tracks with what you got with reflections looking like the floor is tilted towards the wall or some shit
daytime bayview 💀
Yeah, thats why i searched for a good 3d scanned tiles texture
Hmm looks Nice but try more White
yellow
yeah, even the reflections get lost in yellow
More to cold temperature maybe for Modern RTX maybe try something new idk maybe White grey
Idk why but i much like this one i know Its from beta i think but coloring and White shiny floor like luxury
wanted to do that for paint shop
Oh okey
white doesnt fit here...
brown was best so far
why my game is running at 10 fps?
my pc:
i9 9900k
32gb 3600mhz
RTX 2070s
because 2070 and not using dlss
is it possible to me acess this menu?
Tks
21 fps now LOL
Changed to ultra performance, playable now!
Remix is really intensive, and the 2000 series cards don't have the best ray tracing performance
I figured it out, time to upgrade
What about this warning
Anything I could do to fix it?
or just ignore
looks good though
just ignore, thats normal
why the cars are so dark?
Is there a way to add a blinking light?
ugh... we cant change game mechanics...
and yes, its normal that some areas have no light
this is a work in progress graphic mod
no other mods are implemented
nothing else except graphics will be changed
I wanted to see if I could add a blinking light on that sign, it has a blinking texture so I thought it could be done
if the texture is blinking in the og game then just add a emissive to the mat. when its not blinking in og game it will bea static light
@tawny elk Trying to load your latest mod.usda and got this error in create:
2023-06-12 00:12:20 [Error] [omni.usd] Runtime Error (secondary thread): in textFileFormatYyerror at line 3110 of pxr/usd/sdf/textFileFormat.yy -- syntax error at '' in </RootNode> on line 3785 in file D:\Program Files\EA GAMES\Need for Speed Underground 2\rtx-remix\mods\gameReadyAssets\mod - adam.usda
open it in vs code, find the red marked line and search for the missing "}"
adding that in its line will fix it
Hmm. I can't find a mismatched bracket, and VS isn't flagging anything
when selecting edit in ov it does for me
for example, here is one } missing. that would probably cause the error you get
has to look like this
what line is that?
can you link it?
omniverse should also tell you which line the error is on
it just says the end of the file
the last line
edit in omniverse doesn't do anything for me. Maybe I don't have VS linked properly
send the file, i fix it for you
you are very helpful. lol
i actually don't see the error either
it marks you the error directly at the start lol
how could you select edit when omniverse won't even load the file?
I assume he meant this but it doesn't do anything for me
yeah, it won't work because the formatting isn't correct
try again
i get the same error
now?
it loads, but i'm not sure it's working right. it only lists meshes and lights
@safe patrol pls test it
also an answer for this would be appreciated. Edit for me just doesn't do anything because of the error
i did not opened it with ov. I opened it directly with vs code
vscode isn't showing the syntax error either?
not sure why
do you have a custom plugin for it?
i dont use any plugins
this was the problem
It looked like this before:
over "lights"
{
over "SkyDome_Non_Replaceable"
float colorTemperature = 3500
bool enableColorTemperature = 1
float exposure = 4.3
float intensity = 147.3
float3 xformOp:rotateXYZ = (0, 0, 0)
float3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
and this was problematic too
interesting
i had to open the file through the "Open" dialog. when dragging and dropping it doesn't work
Looked like this:
{
over "OmniverseKit_Persp"
float focalLength = 15
float focusDistance = 0
float fStop = 0
}
i will create a custom Loadingscreen for a more modern look.
Smth like this:
Nice
Does anyone know if it is possible to play with xbox controller? NFU2?
yes
.
I had to step away, will test as soon as I'm able.
Adam's mod only touches lights right now. To get the updated textures you have to make a second .usda with your script and add that as a sublayer in create, then save flattened as mod.usda
I can toss it all together in a nicely sharable version but it'll probably have to wait until the morning
Yes, and the widescreen hack has some settings for improved controllers
i don't even own the game, so don't worry about it for me
Ugh
Hmm
Slowly watching hellraven stray further and further away from the original style.

Huh, i keep the og style
Original style will look just like upscales of each and every texture. What do you mean?
Yeah but there's a difference between upscaled, and remade assets.
Do you really go for this original look? Because I see a potential for fixing what original game missed in the first place, and after that keeping to original assets
What do you think needs fixing?
I haven't done a lot. You can just see the point on my shared images above
then there's me wishing to try remix games on my gtx 1660
Facts
ok I'm trying to get the lighting right but can't find the setting you're talking about for exposure. Can you please elaborate? Also, please update your git repo with the fixed mod.usda here:
#1103377328530276403 message
👍
It's insane looking at some of the screenshots, RTX Remix is witchcraft in the best way
too much? honestly don't feel such way
i have no idea
i was making it RTX stylised, and RTX (as well as Nvidia logo itself) using Green
I like this
No big corporation specific branding
Max Payne feels good with that specific
also done by me
small alternative, its end for now
maybe same font be
im using known supposedly same font, its just was Modified for Underground
yea
and no Green as you see
What if someone told AI to deepfake remaster NFSU2 but you could actually play it
Then the game would be remastered
Probably NFSU2 with Red Dead Redemption 2 graphics
slightly fixed
That's it for sure now, my powers are over.
Is NFS 2015 Underground 3?
you can think such way
remux
I like this
Take it
I got an idea for a logo now, let me try something
I swear to god, move 'I' away. That's just a 'Remux' sign
Can work, why not
if you see "U" instead of "I", then why in the hell you still see "M" instead of "N" which would create "Renux", do you ever thought about it?
That's the point. How you see it from brief look, not from in-depth investigation
And still you writing "Remux" instead of "Renux"
Using 'I' in a shape of 'M' part is bad idea either
this is a feature of the font
But you have all the freedom to paint each letter from scratch
Like not even R looks like the one above, so how do people recognize it as somewhat legit U2 font?
I want to keep it as original as possible, i don't have modified version of font
Here, plesase, other font that i just found out
Cool font ngl
and another example how it could look in action
Using my pictures lol😂
Nothing against that
How would I go about having the road textures and lighting (with car emissive stuff) on my install? I don't mind it being quite manual as I have a backup.



