#NFSU2 (Need For Speed Underground 2)
1 messages · Page 14 of 1
Are the emissive car lights on the version uploaded to github?
If it's been updated in past 7 hours then yes
Sweet.
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NFSU2 - NFSMW - NFS 2015 favourite NFS Games
(NFS 2015 because it reminds me of U2)
Probably because Bayview is based on Los Angeles just like Ventury Bay, just downtown is missing
for the modders in here, if you need some good 3D scanned ground textures, this site will help you:
it has not only ground textures. Materials like metal plates and other things too
and the best thing: all are free
I've actually been finding a lot of good stuff from there just today. This is another good one:
https://ambientcg.com/
Adam's lights are just real light sources in the game world. I'm working on emissives and they're not on github - search through my posts here for the latest zip files
All free too?
yeah, public domain
Uh nice, then we have 2 free sites now
yeah between them I've found a lot of good stuff I'll upload soon
This does not fit
No? It's pretty close to the original texture
Hm ok, i dont remember much
has anyone else that the game is crashing like crazy lately?
new mud texture for the muddy streets
Yeah the original texture has similar color and shapes, just lacks detail
I need to add an emissive map to the GPS arrow
No, pls dont do that. The arrow is a world space ui texture
Show us in-game!
I cant rn, i am in bed now. But i will tomorrow, have to do some tweaking, some maps dont work right
It's just really hard to see when it doesn't have the default game light effect. Go down a dark alley and it disappears.
Ah ok
I'll keep it really subtle. I don't want it overwhelming and obnoxious, it just needs to be visible
Then do it. 0.1 as exposure should be enough
Yeah that's what I'm thinking
I made that already
And it is crap (no offense)
it is not tiled, has weird shapes and the color doesnt fit
Which one are you talking about
#showcase message
This?
Need to see it to know which one exactly you're talking about
In the side streets
Can you make a screenshot?
ok.
i've been told you will do a suprise reveal
he's not muted
just deleted the spam
also ATTRM left at some point. dunno why. just noticed
lol
His cat is also working on nfs remix.
that was in response to someone else who spammed the channel
but yeah, cats using Remix is cool too 😛
oh i thought burrito........... nvm.
cats are much better than all of them.
i mean they work but they seem oddly strange to me
the wheel prnts are also way to big in relation
What is that?
Burritos muddy roads
That's how the original game works with its texturing. A looot of textures are mirrored. It worked fine for simple textures, but you can see mirroring in more complex ones.
oof
and thats how mine would look like
but theyre pretty big, 4096x16384
1 map size:
Yep. Mirroring.
That's not good.
32 bits per pixel... i could decrease that a bit
Ehm, I think bc7 can export only 8 bit
vram usage didnt change at all, i generated mip maps for these textures
but for gameplay i dont think it's that good
what's your gpu
just curious
4070Ti
damn that's one chonky boy
thats how it looks when downscaled
so does this remix work on underground 1?
Remix doesn't use high but depth textures
which should i use?
The one that's selected
Also you might want to render Spec map twice as bigger in some cases
Linear is for black and white
ah ok
spec map? I dont have a spec map
Roughness
doesnt make the normal more sense to get more detail?
Well, I mean such cases where you have contrasting Roughness. It will add details no matter how bumpy Normal map is
not this one, you'll have to make one yourself
k thank you
@spark moon is working on underground 1
I don't know how world space UI elements are handled, you actually made me curious, but we should wait for NVIDIA to allow them to emit light
This is world space UI with a very low power emissive. I'm gonna bump it up just a little bit but it's a step in the right direction.
What did you do to the arrow
I gave it a dim emissive map
but something else looks off about it, I'm gonna redo it
i also wonder if theres much progress on nfsu1 front.
i'm afraid to ask baaz as it seems like he's the only one working on it xD
If you want to contribute, don't hesitate to start yourself. Most of the info to get started is already here
if i had any usefull skill for this sure.
@tawny elk Hi. I'm trying to merge your lights into my .usda and I got a few questions about that. Here on picture I just replaced both .usda and .conf with yours and I get these overlit spots all over the place. Is it the intended way?
Gotta adjust the auto exposure settings. Change min to 3.5 or so, max should be 20
Under post processing
Well, the thing is - default one is 15. And 20 doesn't help
I found it helpful to turn the sky brightness down to about 1-2
Min is the one that needs changing
Yeah, you're right. Something like Min:5 and Max:20 worked
Can you help me with one more thing. I get noisy lights apparently. Do you also have them with his setup?
I posted it somewhere
Is it about expossure?
Well, no big difference. It is yet present but more smoothed
No Upscalers here
Thats weird
I mean, what makes noise more noticable? I assume it is caused by recent changes of Exposure. Have someone discussed that before?
I dont use exposure at all, or eye adaption... its just pure shit.
I just use the sky brightness with 0.200 and my own lights which are tuned without any exposure settings
Thats why i dont have any noise at all
Yeah, like take a look at no ae. May be we should discuss like an overall standart for .conf settings so we can use each others assets without adjusting things too drastically
Adam's latest setup?
My own
Let me take a guess. Your main light there is something like -5 Exposure value?
Bu i only placed lights at highway and city core yet
Nope
What settings there?
I will look when i am at home, i am at work rn. In 3 hours i can give you the exact value
Yeah, would be great
In ov my setting for light exposure are about 7.5 to 10.5
And i dont use any textures as lights
Thats what i can tell now, the rest i do when i am home. I also could send you my rtx.conf then when you want to test it
A single light with exp:7.2. No ae, tonemapping for expossure is 1
Well, rect light with size of 1x1 unit
uncle burrito new showcase when
When its ready
Set intensity to 10 and exposure to 0.5
I named it false before.xD i meant the intensity not the exposure
I tested .5 exposure...
To be fair I prioritised to change exposure more because Intensity is way to hard to adjust with slider
Looks about rights, but a bit to much exposure
Just double click the value and put the number you want in there
Yeah, but not ideal for speed placing
Same result you get with 15k intensity(which is default) and -2.2 exposure
Yeah no, i always fine tune my lights.
For me speed placing = shit
Okay, next question
Ok
Have you set up a somewhat accurate preview in ov?
What you mean exactly?
So your light setup in OV matches what you see in game
Visually
Like somewhat matches
Well no, i tune it with ingame lighting and only change settings in OV. If i set the intensity below 10000 the lights will not be displayed anymore in OV
But i am ok with that since i have 2 monitors
If it looks good ingame its ok that way
Okay, can you post a picture of what you get in OV vieport when switching to 'RTX-Interactive' mode and doing so. As well as you lights settings
I'm finally done with exams. I'll get to work tomorrow.
Well not now😅
Yeah, when you get back home
Tho I don't know how long I can keep working
Each day, the weather keep getting hotter
And running a 4090 is straight up cbt
ok the arrow is actually rather tricky. I'm not quite sure where to go from here. The arrow is made of two separate textures and they unfortunately are either used for other things in the game world as well or just have really strange effects on them.
Here it is by default.
You can set the arrow to UI but for some reason it lights up the game world around it.
kekw
Well, thats correct looking
The arrow is correct, but it washes out the lighting on the car
You can set it as world space UI but all that does is disable the emissive map
Is it effect light or emissive light?
Normally emissive
Wait. Have you tried to save these settings and restart the game?
no but I will, let me just finish showing you what's going on
The second texture is what gives it the glow around the edges. Unfortunately it also adds a ton of other unwanted see-through effects when you tell it to be a UI texture
setting it as world space UI does nothing.
That's the thing happened to me recently. Your car is not 'lit up', it got no enhancments at all. Dunno why this happens when you select\deselect textures
oh setting the arrow to UI also makes a ton of other things in the world screw up and show through walls. Check out the difference:
So just setting that as UI doesn't seem to be an option. I don't know why it's doing that, but...
Try restarting
k
nope, does the same thing after restart. So setting as UI is clearly not an option.
Don't set in-world objects to UI
It will put everything that renders after that into raster mode
I see that.
I just don't know how else to get this dang arrow to show up like it's supposed to
This is how my arrow looks like
I think the best way forward at this point is to muck around with the emissive map for the arrow again to find something that works well enough.
I haven't touched my arrow actually. Just vanilla one
Settings as world space ui?
Not normal ui
look at my pictures again, already tried it
Also make sure you don't forget this orange boi
Which supernova exploded there🤮
man that looks goergeous ... lots of apreciation for you guys
Adam's lights have values of +15 exposure...
He set them up with -4 and +15 ae settings
Yeah, but auto exposure is stupid in all ways. It makes your game brighter and darker evertime you pass a light, it increases ghosting drastically and many other things
Right. I'm aiming for turned off ae and 1 in tonemapping
Looking good.
3500K and 5000K in 1 picture
the reason Adam has it set up that way is to reduce ghosting
But it causes a ton of noise D:
it shouldn't be, that's weird
Just turning off auto exposure eliminates ghosting nearly completly and turn down noise lol
Take a closer look at spots right near the light source
i also haven't run into that bug with AE causing ghosting. i tried it on multiple games
it was identical on/off
I have explained it already to marl and even posted a video if you dont remember
yes, i saw. but did you only test it in this game?
i tested across 5 games and couldn't reproduce it
so i dunno
are you running at ultra performance DLSS?
this one. I have a light source facing that U2 sign
what resolution do you play at?
1080p
Yeah, on ultra Performance is always much noise
i always had noisy visuals at 1080p unfortunately, even in Portal RTX
does turning off auto exposure actually fix the issue? or does it just make it less noticeable
It makes scene like Hell said 'an explosion of nova'. You can't literally see anything
well, yes. because Adam set the lights up to be ultra bright, then uses auto exposure to reduce it
this should reduce ghosting
i don't think any of us know the right way yet to be honest
That moment when you haven't experienced ghosting either way
Ghosting mainly happens at low fps using dlss and still only getting low 60s
Frametime is too big
Like 20ms or even higher
On some frames
You all are incorrect
And you are more than incorrect
Making the lights brighter does not affect the ghosting in any way
that isn't the only reason ghosting occurs though
it does though. more rays in a scene = more hits = less work for the denoiser
The ghosting should still be there
because the denoiser contributes to ghosting, not necessarily
Yes, but a lot of the ghosting comes from upscaling
the improvement is noticeable without any upscalers
i observed the improvement myself in Barnyard when i implemented Adam's suggestion
Or without auto exposure xD
Okay, why in the world I got a ton of noise with Adam's lights and conf, and no noise with my non-ae setup?
For me
I dont have any noise either. And i also dont use ae
i asked Mark
I'm not getting any noise with Adam's lights
We have to standartise some config settings
that probably shouldn't happen until the proper toolset comes out
Yeah
We pray for that
That is because of the world lods. When meshes reload, the denoising data gets reset. It caouses the denoiser to visibly flicker. Really bad.
And high noise means less overall light in the scene, so the time it takes for the previous frames to set up new dn history, the world visibly changes in brightness.
yes, other games have this issue too
Eh, you mean scenery in garage always updates?
it's not necessarily the denoising data alone, it's also the motion. without motion vectors (even temporarily), lots of things look bad
I don't see any artifacts in the garage
Yeah, I bet a lot of things get reset when the world in front of you updfates.
Just want to clarify. This much of noise I got without moving camera or anything. It just flickers with a ton of noise while scene being still
I have a feeling that you messed up your settings.
yeah, something isn't right there
it does sound similar to motion vectors being reset, but i don't think that's it
Warm lights in menu... pls no...
Is it something that is not affected by mod.usda and rtx.conf?
Nah debug mode is stable
And now that you've mentioned
I see that too
I think I know what's up
Give me a sec
Thats not happening for me either
Seems so
you guys should try to aim for the settings most people will be using
But less noticable.
like... not 8 bounces
4 is enough i think
sure, but that won't even run on most 3000 cards
sounds good
Okay so you guys may or may not remember that the other day I was asking why the normal map looked so bad
Well now I know
And why
Adam had set EVERY FUCKING THING to low
Hahahahahahahaha😂😂
Thats my normal map right?
Where is this tab?
i think he may be using those settings
Ok
do you both have 4000 series cards?
Probably
Yes
i can barely run games at 1440p with balanced on my 3070 ti
I'm stupid so I bought a fortinity
I bumped up texture and denoising quality to high and light bounces to 4 and it runs fine on my 3060 ti
and looks much nicer
Yeah, 4 should run on everything
No ae and low denoise
@balmy chasm . Don't care that you deleted the message. I made this anyways.
ya, there was no reason for it to all be on low unless it's like a 2060
So much effort
ok here's what I've come up with just using emissive maps. I might bump the brightness of the edges up a bit even higher to make it closer to the original
without rain in the way
Reference mode gives me really much noice
You have to wait for it to calculate.
yeah
it just accumulates to get a nice screenshot basically
just increase ray count to 1000 😛
Nah just wait that many frames
ah yes
Or enough frames that the image is clean
1000 seconds per frame
If i only could turn modding into my work instead my actual work...
Yeah just like trying to render a 100 megapixel photo as a texture in blender
I learned the hard way
XD, try 200MP from my S23 Ultra
I've had a BSOD from remix. Good times.
Same
It bsod so hard that the bsod screen was semi transparent
impressive!
I can almost taste the jpg compressiong.
Yeah, thx discord xD
Looks way sharper on my phone
I started messing with remix as soon as portal was out, but never got a bsod
I've gotten one so far
Through omniverse
Not bad
I dont get bsod from remix, only game crashes
@cloud crypt Did you share this texture yet? If not, would you mind?
it happened a lot with Renderware games
i got 5 from THSP4 alone, lol
I want to rework it since i get better with materialize
fair enough. How about that asphalt texture?
I shared it to buritto, he uses the normal map from it
I don have nothing
@jade briar is that something that's ready to be shared or you still tweaking?
If you're talking about walls
no, street
Dont lie, you have my normal map
Only the road
This one
#1103377328530276403 message
can you share it?
He isnt done with it yet i think
I mean
Yeah?
#1103377328530276403 message
You can use this
I had to scroll through 7 pages of HellRaven mass image posting™ to find this

Sry😒🙃

Mf is sharing around a fucked up rtx.conf
😂😂
Stop bullying adam. It's not his fault.
It's his GPUs fault
Lol, thats not supposed to happen...
Whatcha you mean
they're just complaining about your method of making everything super bright and then using auto-exposure to compensate
Fuck it. Computer has lost the right to stay on.
Y’all gotta add enough light to the scene to help reduce ghosting 👀
celsius????
@tawny elk read a bit from here
in germany even 30 is way to hot, at 35 no one will work anymore
We hit easy 45+ here
damn, i wouldnt survive
oh, right, my bad. They're complaining that you had the settings set to super low quality everywhere.
**Replies to the wrong person
am i getting better with materialize?
Oh 

Mf
Stop using it
Idk why I said mf
But still
Materialize is not that great with figuring out height. It says. Light = high. Dark = low
Which is not always the case
You can see that on the white highlights on the bricks
yeah i know that, thats why i tune the diffuse first to flatten it out and then i set the height map as a displace
its not usable on all textures, but on most
But then, you're removing all lighting and depth from the image and feeding it just the raw color info
Which is worse
i dont use it as color map... i still use the og color map
i only do that for the height and normal map
You don't get what I'm saying. Let me explain it to you.
im dumb
thank you. there's something off with the textures made with it
and no offense @cloud crypt. your effort is appreciated
yeah, you guys and girl just try to help
Imagine bricks. They are placed in a pattern. The areas between the bricks are dark. Because not much light can get in there. "Ambient occlusion" and whatnot. Now you remove that darkness from the lines between the bricks. You have raw color data, and nothing else now. We know that materialize works by figuring out the depth by comparing the textures bright and dark spots. If you edited the texture. To remove any shading from the image. Now you give materialize just the raw color data. It won't be able to figure out the depth of a texture. And make something completely wrong.
I hate typing on touch screens
I hate typing on touch screens
I hate typing on touch screens
I hate typing on touch screens
I hate typing on touch screens
thx for explaining. i keep that in mind
What is this even supposed to be?
mud
Ngl
a muddy road
I couldn't tell what it was meant to be
its clearly to see lol
to me it looks a lot like a heavily degraded/unmaintained pavement road
Yeah that's what I wanted to say but couldn't find the exact words
"sorry for bad English I'm not native" and whatnot
its that one here
mud texture should have tire marks, i think
wouldnt make a dirt road instead of a muddy road more sence, like a only a bit wet?
found this one (seamless and 3d scanned)
2 i found
https://youtu.be/f7TBppqHM6k
Great progress everyone! Thanks to everyone who's been contributing!
Progress with remix, thanks to all those who are working on improved textures and lighting.
Doesn't look to bad cool stuff 1 thing i will say though watching it at 1080p didn't seem to do it much justice though and oddly unsure why but had watched ubisoft and capcom showcase and they were limited 1080p which also didn't do the showcases any justice either.
I will have to reinstall NFSU 2 thought i still had it installed but turns out it was only Carbon and Mostwanted
this looks just way to wrong...
Light Pop in im assuming theres away to prevent it? I also noticed a alley way was very dark but had street lights down it but wasn't emitting enough light as for textures in the video im not gonna judge as the video at 1080p didn't do it any justice
Culling problems we're still trying to fix.
Saying this without any other details really doesn't help.
I only have a 1080p monitor and likely wouldn't be able to run any higher than that on my 3060ti anyways
there are no details needed, i mean everything except the textures... way too much volumetric lighting, some lights dont even emit light... and the overall light intensity is just off the scale...
but it is not good looking at all :/
Fair enough it would look a lot better for you oddly my pc is in living room and i don't use a monitor i'm using a 58" 4k tv and yes I know people maybe like wtf lol
i just opened an issue regarding the geometry flickering (regardless of LODs or culling)
it's visible in that video and contributes heavily to the visual instability
i meant to do this before, but forgot
the OG texture isnt even a mud texture
Well voice your complaints at @tawny elk as it's his lighting setup, I haven't touched any of the lights or such. And if someone else wanted to share their version of lights I'd be happy to show what that looks like too.

I think it looks good 
It wasn't directed at you either. I was just expressing my opinion on it. And after reading several articles and reports and their comments about this project, that's pretty much what most would say. Of course it's just speculation, but at least that's what it looks like.
> Reading comments
Well there’s your problem 
I just reinstalled NFSU copied all files over to the folder but can't get remix to open?
NFSU2 sorry
I have widescreen mod
Watch the stickied video tutorial
Obviously this isn't production ready. We're still missing more textures than we've replaced by far, we're still missing a ton of lights that need to be manually placed all around the map, we're still tweaking things like light values and balance, and still dealing with culling issues that make lights pop in and out.
My only intention was to show the current status of what we have working and to show off some of the hard work some of you guys have been putting into this, and to see how far we've come already.
Yes there's still a long ways to go, but I think what we've done so far is impressive!
😅
I thought of a title
“Underground 2 (20th Anniversary Remix)”
Unless if that’s too long
i heard burrito is doing surprise release full game remixed late this year
@tawny elk I set all of your lights to -5 exposure and recorded a test footage to ask if you can see any ghosting after such changes. As it was told earlier, I'm running on no ae settings. Some lights appear to be really dim and some too bright after all, but that's caused by unregular intensity values. Nothing I can really do here
Burrito has got a whole team.
Thank you will do it later
Light popping in like crazy is caused by mipmapping. If you add lights to the mipmapped textures it isnt that noticebable anymore. Ive tested it on some lights.
But yeah, geometry culling is still a problem. For example: A light behind a geometry that is only blocked partly. If you pass the geometry the light will go full power and gets brighter...
gotta agree on that, it can sometimes do a bit and is still better than nothing but what would make more sense is to at least use the texture + stable diffusion depth map as input for materialize
best would be if we find real pbr textures that have the same vibe and modify if necessary
Ive found a free site for that. Buggula shared also 1. These gave good 3d scanned textures.
That's what I'm doing
Thats what i have done with the garage floor
Yeah it makes more sense
also there was some open source node based procedural texture generation tool with which some people have great success, but it's a steep learning curve to get anything reasonable out of it, probably better off just using blender and texture nodes
PBRoven yeah is that open source program... i dont like it... the resolution of the textures remains shitty
nah not that one, it's fully nodebased and you can procedurally generate textures even without any base
some people do crazy stuff with it
but it's really tough to get anything good looking out of it unless ur a pro at procedural art xD
talking about those
WHO THE FUCK?
Hm?
hm?
From who is that
No idea. The mod page is deleted
i know just thought i'd mention it since as much as i personally love blender, many people have a really hard time getting into it, and those are built specifically for this task so maybe easier for some, definetly better than just slapping some jpegs in materialize and tweaking parameters and praying for it to produce something useful
I followed the steps to install the rtx remix for NFSU2 in the pinned comments but the game refuses to launch
I'll try to get a log but the game queitly fails
Which instruction exactly?
Did you rename dinput8 to dsound?
Please follow this one
Most likely you have dx9 dll and dinput8 i think they conflict.
That was it , thanks
this is messed up tho
that's what happened to me too
You will need to mess with settings oddly I had it working but I thought something was weird so reset to default then after that I couldn't alter brightness, Radius or anything of lights oddly but stuff like bloom etc... Worked as for that issue maybe go in scripts folder and edit the .ini file change resolution and go with number 4 for windowed mode it worked fine for me.
Also make sure your using latest Widescreen patch as I thought I was and I wasn't and some features were missing.
Yeah it was like that for me Ctrl + X and mess with lighting etc... You will eventually see the cars colour and stuff.
bruh
Start the game
The main menu is kinda dark because no custom lights
Messing with the lighting in main menu will mess up what things look like in game.
Also you didn't turn off road reflections from in game settings
I had the main menu after tweaking to be to bright could see everything but the in the screen after in the showroom it was a whole different story I kinda wish I had kept the settings to show it. Also it didn't help I had every setting in game cranked up AA, Textures etc... All maxed out and was only getting 10fps lol with my 3090.
Turn on dlss
I turned it off because I don't need it.
That was with DLSS lol I had it on quality and had reflex boost, oddly had somewhat massive ghosting effect could of been due to low FPS but oddly game didn't seem like it was running at 10fps but that's what steam overlay was saying.
I guess you got 4090 if so is it worth me upgrading or wait for 5090 cards.
TBH I think my 3090 is bottlenecked by i9 10850k
The 40 series is mostly disappointing
I had a feeling it was only decent thing is DLSS 3.0 with frame generation.
That's a shame I thought it was I know in games that use DLSS 3.0 it's unaccessible with 30 series cards but oddly someone had DLSS 3.0 Working with them not officially but it was somewhat working.
What you mean?
It was😂
You know what I mean
maybe
the rasterize performance is good on 4090, but the RT performance could be better
The 20 series did not have a huge performance leap than the 10 series. Then the 30 series had a huge performance boost. And now the 40 series doesn't have such a big performance difference again
It's like
Every other release is actually good
4090 has double the rasterize performance of the 3090 Ti and you say its not good lol
its not good in RT performance yes and gets mainly bottlenecked by every CPU out there
the bottleneck is the bad thing
the best performance with a 4090 has the Ryzen 7 7800X3D
and the 4070 Ti only has the same performance as the 3090, not the TI like they stated, nope only 3090
BUT: the 40 series is way faster in rendering and editing, like 3 times as fast
Before this pc I have now I use to have a GTX1060 6GB and honestly don't know how but I could run a huge amount of games 1440p max settings at 60fps (Except AA and odd few Nvidia Specific settings that tanked performance) but pretty much full max settings. It was paired with a i7 7700k and 16gb ram.
As for my 3090 honestly it's some what a good card but I was a little disappointed in the leap really when it comes to Rasterized performance I tried Tomb raider at 4k max settings with AA and it ran like crap. Thanks to DLSS now though being added to the game I can get a good stable 60fps.
Thing is the Price for Rasterized performance doesn't seem worth it.
Yes, but how many people are buying a overpriced GPU that costs 3 times a current gen console. When I'm talking about the 40 series. I don't mean the 4090. I'm talking about all the other ones that are not that great.
ah ok, then its mainly true
i only upgraded from a 3070Ti because of rendering and such stuff
Because only rich enthusiasts and professionals will buy a 90 card
Same
8 GB vram is not great
12 neither, but better than 8 xD
16gb Vram isn't great either there's games pushing 16gb and just over now.
only 1 as far as i kow
even Cyberpunk with no dlss and pathtracing on 4K only eats 11GB
ok, maybe 2 games. I forgot there is Microsoft Flight simulator
xD
yeah, its bad Optimized i think
and high Draw distance with parallax textures in 4K will take a huge amount of performance
not to forget abou Volumetric Clouds
TBH I made a texture pack once for PCSX2 and it was so demanding it used all my RTX3090 Vram up and manage to hard crash my PC it was funny honestly they were .PNG in the end I had to convert them to .DDS and oddly never ended up with that issue and textures loaded a lot quicker as well.
even in GTA with no enb/reshade, only volumetric light, parallax roads and volumetric clouds my 4070Ti will only output 45 frames in 1440p
DDS means direct draw surface. Game engines are optimized for that standart and it was basically invented for games
Yeah I know .PNG had higher quality however I didn't lose much quality. When going to .DDS
DDS files with no compression have a higher file size then png without compression. You probably gain quality instead of losing. Only when you use 8bpp compression in linear or sRGB with BC compression you will lose quality
@cloud crypt Have you looked at your lights settings by any chance?
oh, wait, i do now
Yeah, you can send them as plain text if you'd like
what you mean? sending the ov light settings as text?
As it is stored in mod.usda
I'd prefer those which you have in first garage(not career)
ah thos, ok wait, let me see
Should be these 3
over "mesh_B3BE5C134A533293"
{
custom int preserveOriginalDrawCall = 1
def SphereLight "SphereLight" (
prepend apiSchemas = ["ShapingAPI"]
)
{
float diffuse = 1
float exposure = 1.5
float intensity = 15
bool light:enableCaustics = 0
bool normalize = 0
float radius = 0.15
float shaping:cone:angle = 90
float shaping:cone:softness = 0.1
float shaping:focus
color3f shaping:focusTint
asset shaping:ies:file
float specular = 2.5
bool treatAsPoint = 0
bool visibleInPrimaryRay = 1
double3 xformOp:rotateXYZ = (0, 0, 90)
double3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (-3.62, 12.51, 3.300000049173832)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
def SphereLight "SphereLight_01" (
prepend apiSchemas = ["ShapingAPI"]
)
{
float diffuse = 1
float exposure = 1.5
float intensity = 15
bool light:enableCaustics = 0
bool normalize = 0
float radius = 0.15
float shaping:cone:angle = 90
float shaping:cone:softness = 0.1
float shaping:focus
color3f shaping:focusTint
asset shaping:ies:file
float specular = 2.5
bool treatAsPoint = 0
bool visibleInPrimaryRay = 1
double3 xformOp:rotateXYZ = (0, 0, 90)
double3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (2.571173912917642, 32.637754800895, 4.400000065565109)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
}
over "mesh_CF0F4B847A80131F"
{
custom int preserveOriginalDrawCall = 1
def SphereLight "SphereLight_02" (
prepend apiSchemas = ["ShapingAPI"]
)
{
float diffuse = 1
float exposure = 0.5
float intensity = 2
bool light:enableCaustics = 1
bool normalize = 0
float radius = 0.8
float shaping:cone:angle = 180
float shaping:cone:softness = 0.5
float shaping:focus
color3f shaping:focusTint
asset shaping:ies:file
float specular = 2.5
bool treatAsPoint = 1
bool visibleInPrimaryRay = 0
double3 xformOp:rotateXYZ = (0, 0, 0)
double3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (0, 0, 2.500000037252903)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
}
Thanks
Looks fine even though I haven't removed my lights on the back(which are probably a bit brighter)
When i will be able to use my laptop again, i'll try to make it visual
So can i Maybe help in this project? Maybe with Some textures?
That would be great. Are you willing to learn Omniverse app?
Yes, but im absolutly new in it And i am German, with semi good english knowledge 😂
- To get started you'd need to setup game first. HellRaven explained it clearly here #1103377328530276403 message
- After that you also need to download and setup an editor for game files. Omniverse Create does the job well, so here a little tutorial on how you work in it(watch both parts) https://youtu.be/j-JPMgcyfvI
- And the last step is to browse this server for more guides and tutorials. They can be found in #1095534398134300682 #1055002308649427004 and in pinned messages here as well
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...
yeah nice
Okey nice thx 🙏 I will take a look and Try it 😊
there is also a video tutorial i uploaded if you need
did anyone play nfs unbound? I was put off by all the hate (plus the steep price tag) but got it a few days ago and genuinely enjoying it a lot.
The graphics overall also look way better than my expectations
Modern nfs is dead to me.
they are not good, and not near as good as the old ones
Played 8hrs, stopped on 1st week saturday. Was too boring to play
I think one of the bigger flaws is balancing, some cars make the game too easy because of how the class system works
my second car I chose was the Nissan z prototype and regretted it, top speed from the better stock gearbox put it just in the class but in reality it was falling behind a lot on the straights because accel was so low you don't reach that speed
dont know what ya talking about... the type z was the car i played the game 3 time with
I believe multiplayer isn't fun because of meta cars from what I've heard
the new one right? not 350 or 370
I spent all my cash on the car and no upgrades
just couldn't keep up with the leaders
depends how you built it. You have to built it that it goes straight directly after corners but still can drift in them without losing speed
corners were great
just straight line speed was awful compared to what I was up against
this is true, always leaned more into cornering abillity
a couple upgrades to get to mid-class and it was fine
but I see how it can be quite easy to put yourself in a bad spot and make the game less enjoyable
I didn't like the look of the new z at first, it is growing on me
lowering it some and giving it a different bumper made it feel more like the 350/370
give them an angle more towards the street and add a cone angle and it would look good
this one is a bit too bright
because 4 pole together
i did
how much coneangle?
thats to less, go for a 65 degree with 0.2 cone softness
i will try how these look
looks better now
Yeah
did u figure out vehicle lights
only backlights... i still have problems with headlights...
but i have an idea for them. I can create my own sprites for the different colors and add lights to these. So the sprites wont get lighten up themself and emit light maybe somewhat correctly
but have to reinstall OV now...
dont think so adding to sprite is good idea...better to ignore sprites..makes game look ugly
why>?
the problem then is that we cant change the headlight colors like in the og game
i could add an opacity map to them
i will check was reading create documentation i think there a setting in over to work it out
edit wont work anymore
not editing...we can add textures as a refence or something like that to light
you misunderstand. I mean the edit from create... normaly you could right click on mod layer and select edit to add the preservedrawcall
this doesnt work
strange will try myself
i understand why colors dont work but dont know how to fix that yet...
lol
reedited the city entrance when you come from the airport
This high power beam light ok like that?
or more like a bit wider with more softness?
any download link? or can I have to setup 1by1 so i need guideline for that
Softer
thats now 0.6 cone softness
Well, make it equivalent brighter
looks amazing not sure about the cone area
Wish we could get that nice sharp shadow that some street lights give off while in motion.
Adam, have you seen my message?
Check out pings please
That you're not fighting ghosting by doing overbright lights and enabling ae

And please check the pings before the last one
who do you mean?
I have posted a video with explanations
When I reduce the lighting I get lots of ghosting 
because of eye adaption and no tuned lights
when i turn ae on i get extreme ghosting
hm, looks great i think
So if I turn off AE, ghosting will disappear, regardless of the amount of light in the scene?
But you would need to lower your lights first
Weird. It has no effect on ghosting for me.
its not C
😂
that's really difficult to read imo
Silly question I'm assuming all those extra features are from using Omniverse? with custom lighting?
yes
Nice I just grabbed Omni I'm gonna see what I can come up with as using Just remix on it's own seems really a bit tedious to get looking right specially when only using in game light sources. Maybe Custom Lighting Main Menu also could help it look better
Message for you either, I guess
Oddly I had read that it's why I grabbed omni but I was just curious as all if that was the features from within Omni as I haven't ever Used it before and honestly thought you had to buy it lol but apparently it's free for single users Which is pretty neat.
if u need any help in german HMU
@tawny elk
never got the hate on that game, it's the first NFS in a long time that's actually trying to have fun for once
Do you have motion blur enabled?
Is it eye adaption causing weird ghosting
Oh, I guess Adam also has it enabled. Well, I don't. So, the theory is about Motion blur causing ghosts?
yes it is
what font did you find?
first pic looks hot, but the 2 should be on the right
woah
so i'm the only one having difficulty reading the bottom section?
seems so, do you need glasses?
this part
it just isn't "easy" to read
the A looks like an H for example
the X also looks like an H, lol
for me it is easy to read xD
I wish we would have somewhat of car performance and sounds in UG2 like that:
Drag Racing in SA, Tarlton Raceway/ ODI Raceway/ Smiles Raceway/ Street Racing AND much much more
@balmy chasm
here are my Tonemapping settings
I don’t get that at all 
100pts for ea stupidity
i mean
you guys should exchange configs and mod.usda files to see if it's a per-person issue or a config issue
warmer
ok
I found that one too
after adding those lights performance got down...still my 2060 super doing the job
new lights for streetsigns. They no longer lighten up the street, only the signs
why though xD
i havent even done the city center completely
but here you have anyways
I just wanna see.
dlss could be set to ultra performance
I'll fix that
Does this call towards any textures?
Yes, ive changed the Floors for Career garage and main menu
i can sent them too
Just put the textures folder into your game ready assets folder
ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
fuuuuuuuckkkkkkkkk
I deleted all my textures
you did whaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaatt??????????????
i still have the old ones from you
did you delete the texture files themselves or you deleted their entries in the mod.usda?
The textures
how did you even manage that?
if he would have deleted them normaly they would be in the trash
i think with OV
and with OV they are gone forever
So I was installing hellraven's textures. I accidentally installed them in the wrong place. So I quickly deleted the "textures" folder before verifying that I was actually deleting mine.
recycle bin?
I always shift+delete
well that doesn't seem like a good idea
yeah...
oh boy... you know for next time
good luck with that.

how long will this take?
At least 2 hours
@cloud crypt I fixed your tail light emissive. It should only be lighting up the white part while reversing.
I'm working on integrating my textures to yours and then I'll test too.
i know that, wanted to do it myself, but thx anyways
It was quick and easy since I've already been working on a bunch of them. Sorry if I stepped on your toes
and these are no original game backlights anyway. They are from archies mod
oh no kidding. Well either way.
@cloud crypt your mod.usda calls a bunch of assets in /gameReadyAssets/meshes/ that you need to share to make this work.
hm??? that shouldnt happen. I dont implemented any assets. I always youse preserveoriginaldrawcall = 1
2023-06-14 23:09:10 [Warning] [omni.usd] Warning: in _ReportErrors at line 2830 of C:\b\w\ca6c508eae419cf8\USD\pxr\usd\usd\stage.cpp -- Could not open asset @D:/Program Files/EA GAMES/Need for Speed Underground 2/rtx-remix/mods/gameReadyAssets/meshes/mesh_F6D1DD4F7199E7B3.usd@ for reference on prim @D:/Program Files/EA GAMES/Need for Speed Underground 2/rtx-remix/mods/gameReadyAssets/mod.hellraven.usda@,@anon:000001C08A5882B0@</RootNode/meshes/mesh_F6D1DD4F7199E7B3>. (instantiating stage on stage @D:/Program Files/EA GAMES/Need for Speed Underground 2/rtx-remix/mods/gameReadyAssets/mod.hellraven.usda@ <000001C0E085C0D0>)
you can ignore that one. Its a config error i didnt fixed yet
ok I'll see if it works anyways
thats the error
good start. Definitely got your tiles in there.
yeah, and my lights too
yep
should be fixed now
looks good so far. Gotta go for now, but it works.
cool, I'll test that one when I get a chance.
the car headlights seem to be a little much. Might want to tone that down a bit.
i didnt have done anything to them yet xD
oh. I guess in Adams they were disabled. I think I'll get rid of whatever texture that is since I have proper emissive maps for those cars.
yeah, its just a sprite texture
overall I like the look and it seems to be working well. After some tweaking I'll make a video...probably tomorrow
the lights are already tweaked
oh I know, I mean tweaking my stuff
ok ok xD
you guys should probably install BadassBaboon HDRI sky textures
my rtx conf is optimized for them
here ya go
TY
haha, moddb is having cloudflare outage
I'll nab it later
Oh nevermind you just gave it to me here
yeah lol xD

thats bad, so probably 1 and a half hour left
It only took me once of having to do serious data recovery to change some behaviors for things I'd absolutely never ever do again. Hard lessons.
and always take backups
same for me
in my case I was getting a bit overzealous with my use of raid-0 in places I absolutely should not have.
I fear the day when I accidentally delete this folder.
this
Forgot to post the screenshot
I would just stop working 3d
WHAT
this is the worst thing. my keyboard merges . and Delete into one key. when numpad is on, delete is disabled unless you press Shift. holding shift + delete then does a normal delete.
so i've mistakenly permanently deleted stuff
need more
if u use quick heal therea feature file can never be deleted
aw
It is 7 am and I haven't slept
late night projects ending in failure is one of the worst feelings
I'm
Aaaaa
If I sleep now
I won't be waking up anytime soon
But then I have to give my cat his medicine
Fuck
😦
Its 4am for me
EST time best time 
Can't learn anything if it always succeeds 
pretty much
I learnt nothing
I just waited 8 hours for a progress bar to finish its thing while watching youtube shorts.
Hello guys and gals, it's me Mutahar again! This time we take a look at what appears to be massive gains and wins in the world of video game emulation. Some of the last key titles in the PS3 era of games are finally preserved under emulation technology allowing further generations to play these titles. We've also got games from nearly two decade...
Look guys
@tacit tusk thx for sharing with people.
Also the light culling is fixed
Your info is a bit old.
Okay... Is it default by any chance?
Oh Nice Okey thx 🙏
Hey so i saw in your Video, that car lights Are working by you. How did you fix that?
Have you added this?
custom int preserveOriginalDrawCall = 1
Where i have to Add this?
Oh, sorry. I thought you meant this. Check this one, please
Ah oke so he added it to the vehicle yet
So is somewhere a „collection of Progress“? Where i can Upload my files and Download your files (that not all do the Same😄) ?
Oh, you meant back lights. They are simple emissive maps. As he said, he just put albedo map into emissive and adjust the intensity
Aah oke I understand. But they don’t emissive light then right?
They can, but when intensity is really high
High enough to make it little sun as bright
Aah I tought the performance intensity😂
Ok i think I have to test it I bit for better understanding 😊
idk why but turning denoise off looks so cool.
lookslike more natural
yea agree
denoise soften lot of details
it would be amazing to have half denoising, but that will never happen
This kinda is half denoising.
@surreal ruin
wHAT ARE THESE FONTS?
Oh it's the Silent Hill 2 logo font, "Futura Bold Condensed"
ANd the smaller is uuh
Lemme load the PSD
The smaller is just Cambria
Thank you
Are these my lights?
yes
These looking awesome With your textures
Hi everyone, have you tried the road textures that I sent?
Hell, you're doing a very good job with your lights. I like the way things are going. I'd say you stop worrying about the textures. Let me handle them. You just kkep on adding lights.
where
Ok, i will
if you want to have water flowing over the car in need for speed underground 2 just recover the textures in need for speed 2015 with frosty tool
yeah just recover the textures
who needs the shader amirite gamers
at a time when need for speed 2015 and release with the frosty tool software I had to recover the textures to have a rain effect on the bodywork
Yes, but it'll need a custom shader to work properly.
nothing and impossible
at this time if it's the modders who bring a need for speed underground 2 back to life not EA billionaires
That's not how it works
Yeah
We will have to at least wait for the creator toolkit to release to even start thinking about it.
Can you show how this type of texture looks?
there is chatgpt at our disposal I created shaders for reshade alone without the help of anyone
Just a normal map of droplets
That's not the point, I KNOW how to make a shader
Remix CAN'T do shaders
We're kind of locked down with what Nvidia has provided us right now
And shader just offset it?
Pretty much, yeah
You COULD currently achieve the look by using a flipbook, however given how many frames would be needed to make it smooth, the drops would have to be GIANT
Which would look insanely dumb
There's also the issue of the current car UV's, they're not made to support an animated flowing water texture
So I'm sure there'll be lots of really bad looking stretching etc
AND, even if we COULD somehow make a shader, or animate them using the flipbook method
The current CAR UV's are probably not all aligned in the same direction
Which means the drops would all just flow in random directions on different parts of the cars


