#NFSU2 (Need For Speed Underground 2)
1 messages Β· Page 15 of 1
Too bad, the road textures in underground 2 are highly specialized, so a generic road texture won't do much.
It can be used as base at least
ok it's really a shame I think to help or give help if someone is looking for textures tell me what type of resolution type you are looking for I am very good at finding textures
Yeeeh we've a bunch of artists in here who make textures ourselves
I'm good at creating presets for reshade
I know I specify
Remix and reshade just aren't quite the same thing
Common mistake people are making
ReSHADE, as the name implies operates as a shader tool, it allows you mess around with and implement new shading methods
ReMIX, has basically 0 shading functionality as for now
and remix tells u to do the work in the hard way by coding, stuff
Having to code things ourselves isn't even really much of an issue
It's just that we simply don't have access
It's not an open source project
i mean, you got what i am sayin,
Aaye!
you guys do stuff in remix, and that guy does make reshade presets, and i just play whatever that is suitable for me lmfao-
@jade briar when i am home it will be 1.30am for you. Any wishes for lights?
They look pretty good. Just keep adding more because some areas have no lights at all.
Also I sleep very late anyways
Can't stop me
Cranking up Exposure in Tonemapping also an issue
I have it at 10, no issues
Adam have ae enabled, no issues as well
It is for me
I posted a video about that
Ae = extreme ghosting
Even in burritos video ghosting is clearly visible
Without ae in my video there is no ghosting at all
I didn't mean ghosting at any point
What then
The fact you place dimmer lights as a result of using +10 exposure. Is it wrong?
Wirhout 10 exposure the game would go blackscreen
That has nothing to do with the lights
I suppose idealy you go with +1 exposure
No, +1 without lights only skybrightness and game = black
Actually the most ideal scenario is to look at what default remix settings are
Can you test it?
@cloud crypt You've got all the race icons (these things) set as UI which breaks rendering because they should be set as World Space UI
Oh, my fault
I don't set them as anything. They look fine as is since they're glowing anyways.
yeah they can be left alone
Still ae is a bad feature which increases ghosting
Default Post-Processing tab
hmm. Now the game is crashing when I enter a race. Weird.
Defaults and +10 exposure. That's literally what any modder here would get after merging any of your lights into his project. To be fair, difference between 5 and 10 is not noticable at this point
check out these textures - these were dumped as-is from the game
E
Omg, I hate these UVs
update to tail light emissives
and emissives for a buttload of neon signs
how to work with emmesive ? there was another emmesive on this one i removed it
looks wrong
What emissive intensity you got in configs?
didnot even got there yet
what did you do?
Either way I'd recommend to place lights instead of using emissives, if you have already started this workflow
then i have to place evry light manualy on emmiseve3
Emmissive meshes produce a lot more noise than real lights. Always try to use real lights.
Adam placed 58 lights in career garage. Ceiling there is populated with a ton of them
things like this should use emissives. Almost everything else should use real lights.
I placed 3 to 4 rect lights
why here there are two textures
huh. Yeah races are crashing. Can anyone else test with the latest dxvk?
that's why I was asking you what you did. Because that shouldn't happen.
i did nothing this already in game too have seen before
Huh. You're in NFSU1 right? I have no idea.
yea i think this is a mistake from ea
could be.
i just had an interesting thought looking at those (sexy as fuck) road textures.... maybe the guys at nvidia could add a feature to randomly choose texture replacements from a set of textures, so that would break up any repetition, or even just iterate through a set of textures for a given hash everytime it is drawn/spawned, i think that would be absolutely massive in many games that have lots of texture repetition
submit a feature request
https://github.com/NVIDIAGameWorks/rtx-remix
thats what i plan to do just wanted to hear a couple opinions on it π
Random rotation with noise-based edge blending is also a need
now THAT would have an performance inpact π but just randomly picking textures should be essentially free
yea
Yea
hmm. something in my mod.usda is causing crashes when I join a race. Investigating...
@jade briar do you still use my floors?
The garage?
yes
done c:
this could also be useful for just having multiple variations of meshes at a later point
no reason for it to be constrained to textures only
Do you think it will be resource efficient?
there should be basically no difference
it will definetly use more vram tho, so probably not something you wanna do on every single texture
If I understood you correctly, that's about loading multiple materials for single mesh, which is just multiplication of textures
basically yes, each being seamless with each other
for something like road textures: absolutely huge
It will definitely bring up the idea to add other popular methods to make textures seamless after all, so no complains
what do you mean?
Like existing ones
Accidentally missed a bunch, here's the fixed batch.
it looks like nfs2015 with TAA off, lol
i like it
huh. ok so it's not my textures, game is crashing to desktop anytime I join a race with any mod.usda, whether Adam's, Hellravens, or mine.
Have you checked logs?
[13:35:35.195] warn: DirectInput: unable to translate VSC: 0 [13:35:38.413] info: DirectInput keyboard unacquired [13:35:38.417] info: DirectInput keyboard acquired [13:35:41.658] warn: [SharedHeap][findAllocation] Unable to allocate 64MB. Will continue retrying until timeout... [13:35:41.659] info: [SharedHeap][findAllocation] Attempting to increase SharedHeap size. [13:35:41.665] info: About to unload bridge client. [13:35:41.665] info: Sending Terminate command to server... [13:35:46.933] info: Server notified that it has cleanly terminated. Cleaning up. [13:35:47.245] info: Shutdown cleanup successful, exiting now! [13:35:47.245] info: DirectInput8 hook detached. [13:35:47.246] info: DirectInput hook detached. [13:35:47.246] info: [Uptime]: 285s
Now i hate my 4070Ti... They should have give the 4080 about 70tflops and the 4070ti about 60...
@jade briar your Video is broken
I found out
I thought about it. I think keeping up the same number on two different channels is a bad idea.
Which codecs do you use? I record in HEVC, then encode to Apple Pro Res 422HQ with 24bit Audio for editing and then encode to av1 nvenc 120mbit/s
idk I just used these
Oh, you dont use media encoder and premiere pro with voukoder
I guess I can fix a few things and re record. Now that I've got the chance.
I'm using blender 
Blender for video editing? And encoding?
2 gb
Hi, is this project runnable with amd cards like 6700xt?
If it supports raytracing, then yes
I could shrink it to 400mb without quality loss
No need. I got it.
Ok
yes it does support hw rt, just wanted to know if it runs so i could give it a try
You have to test it. As long it can run RT in vulkan there shouldnt be any problems
@cloud crypt How quick can you cover this area?
Well, i am at work now, but when i am at home, probably half an hour
then i'll test it after the next release(added lights?) hopefully thanks to u guys and update on it
Thx, because some areas have literally no lights
Yeah i know, i will cover it when i am home
Thx. There's also some other weird things going on with my textures, so I'll fix those.

It's a good thing that the video broke. There's a bunch of things that can be fixed.
thanks, i had something to do while im lazy, so i just....did something, not for public use of course
this is realy badly upscaled
yeah
The lines aren't even straight
is this even worth upscaling its so simple i bet someone could easily remake it in Photoshop or something
No
Especially when people have already done exactly that
there is a HD UI mod already
i could try to reach out to the modder and ask if we could use his textures
oh @jade briar i am home now and will work on the lights again
i mean if it's free to download
giving credits should be enough imo
nah, i made some mods a long time ago based on other mods. I gave credits to the original author and he still copyrighted me
top unos momentos bruh
i have that problem everytime a new gpu driver gets released
i heard you're planning on remixing the notorious race game need for speed general in 2 months only how are you doing it
thats not true lol, this project will take way more time
2 months and 3 weeks?
not again...
Imagine updating your drivers
Prob a year
2 months and 40 weeks
Many many moons
i cant fucking install ov create anymore..., always failing
π π π π π π π π π π π π
what's wrong?
i always get the error comand failed or blocked
Oh that error. Straight up go delete the file was my solution.
You can use power toys to figure out whatever decided to lock it, but 
omniverse try to work challenge (hard)
i now try to install an outdated build and update then
doesnt work...
even after restarting my pc... fix your god damn software nvidia
Command failed: "D:\Omniverse\pkg\create-2022.3.3\omni.create.warmup.bat" --/app/environment/name='launcher_warmup'
UsdE57FileFormat
i wasn't serious lol sorry
finally it is installed... back to work...
Can you get me this texture but without the markings?
you mean the generic one?
yes
should it be as detailed as possible or more flat
Can be like this
Yeah that looks about right
Logos for @spark moon 's project (can be not used, i won't be offended)
These are actually pretty neat
is there any recommended tutorial for this? i cant seem to get it to work, and im not sure exactly where, so starting fresh may help
This one
What if I say mine's better?
hey, just wanted to say i admire what you're doing, i tried messing around with rtx remix and uncle burrito's preset yesterday and the game looks incredible, took me right back π anyways i do graphic design and today i tried to come up with a couple of logos for the project, i'll send you a preview and i'll provide you with full res png's if you decide that you like them - even if you don't, you're doing an incredible job, keep going!
6500K, 5500K, 4500K
i prefer 6500K for these since they are white in the OG game, but tell me @jade briar
yeah, make it 6500
Yeah that's cool
Oh, missed the message above the black screen lol, mb
huh
i found that exact video
on YT
perhaps im just dumb lol
sp yeah, the lights are placed very often in the city center
my 3060ti is crying rn lmao
looks good
I'm using a 3060 ti and it does just fine with dlss
Really nice work on the city lights but you're still using the tail light emissive with the reverse lit up even after I fixed it for you π
sry, hadnt time to change it yet. I try to push out my lighting update for burrito as ast as possible...
All you have to do is copy it over your original one and make sure it's named the same
That said, we really appreciate the work you're doing on the lights
Has anyone else experienced the game crashing entering a race event or still just me?
nvm i just had wonky settings
though i have no idea how to make my game look like HellRaven's
also does anyone know how to fix/lessen popins for lights? not sure if this was already done, im still very new to modding things lol
these small ones are in 2500K, they are pretty warm to give a good contrast to the bright white lights and let it look more alive
They could be a little brighter
better
Raven, how did you get your game to look so good lol
Through manually adding lights in NVidia Omniverse
ohhhh
ok
also, i used the settings and mods in the pin, and for some reason i cant see race starts / garage entries
which one?
This one im pretty sure
also im not sure entierly how to add/update the asset replacements, sorry for asking so many questions lol
Could be a little brighter, but this is also fine
That first logo is fire π₯
@jade briar should i keep that tunnel area that dark or should i add lights somewhere?
because for now i atleast lighten up nearly all roads in the city core (only 1 mud road has no lights near the paint shop)
billboard lights i would do after i slept
Is there no place for lights?
well, there are no light poles or anything
I think it is time to add a fake light
Put it lower so I gets some light onto the structure π
I thought I had it looking nicely in my mod doing that
are drift events tied to frames? or do i just have a major skill issue
i think theyre good like that
#1103377328530276403 message
in yours are no lightsource visible
Is that bad?
well yeah, if you want to add realism, then yes
|| Typically youβd want to tuck the lights up there in real life to minimize the height of the tracks. If you put a light right above the road it interferes with the clearance requirements for buses and trucks. ||
i dont think that trucks have a problem here
in which city NFSU2 is based on? (assuming it is based on something)
maybe getting a real reference would help configuring the lights / textures
looks bit off.... light source not coming froml bulb and why light is not on wall too
needs improvement
What improvement
California/Los Angeles Iβd say
Ventura Bay from NFS 2015 is also based on Cali/LA so using that for reference would be cool too
not sure... looks too flat...just keep the orignal font....needs to eye catching
not thinking about the logo now...
Pal, it IS original font, i even checked, its same one that was in Rivals words
Because i took logo from UG Rivals
ok try what u can do more to look better
geez, not that shiny!
Somewhat similar spacing to original text and adjusted M and I letters
That will work...i guess
@jade briar did you get your textures back?
You know....i take my words back, it won't work, background is not transparent and resolution is much lower than mine
But idea is good
Hi guys you can take this for an example for road texture
it looks nice
@cloud crypt
What an interesting .dds. 1024 textures go for 1300KB and 2048 textures for 5400KB file size π€
But is it true to original (UG2)?
why not? it goes hand in hand with the original aesthetic of U2
Personally I like second one a lot
Its TOO shiny, even for aesthetic, original logo was shiny enough already, and you basically make it even more shiny (i prefer "Remix" from first variation)
well the new lighting is a big part of the remix, i wanted to reflect that in the logo, it doesn't necessarily have to be flat considering U2's design style, I could of course make it a lil bit less shiny so it's more legible but I think it fits the vibe (the left one is more based on NFS, which i prefer, the right one is using the GeForce font)
I noticed that you used GeForce font, and its kinda the reason why i don't like right one, i used non-game cover font for "Remix" word only once, it was with Driv3r, but with rest i always tried to use same font so it would look more consistent, and also i just don't like that 'table' at right for Remix, its just looks weird for me
yeah sure, the right one doesn't work that well, I agree
and this is why it isn't for public use
Have you replaced any texture?
no
Default road reflection is kinda realistic π
just using the config what felt right
Lookslike flat concrete not asfalt
Nope, burrito is the man for textures and he does a really great job with that.
I do the lights
This looks Nice but maybe change font
for which one?
First
The 2nd one is better 1st had to much spacing great stuff this was the original I liked most out of the 3 you had shown off.
I haven't posted anything π
This i was meaning someone posted 3 different varients 1 with a glow and anyway this was my favourite out the 3 but think this one has been altered.
Oh yeah, I just didn't want to explain which changes felt necessary π
XD
Yeah spacing was pretty bad in the OG posts but nice to see it's fixed and looks great. also the white has like a woodish feel to it in my eyes.
Thats Aluminium, not wood
Well, brushed alumminum looks kinda like brushed wood .-.
I think it was the colour that made me think it was wood lol my bad.
I will fix spacing, i don't want to see EAWorld's fixed edition to be used mostly because of resolution and the way he fixed it letters, its rough cut
alright, I'll try to make a few different versions
Hi, is it possible to replace the traffic Cars with Some high poly Models? Or is Remix limited?
Not yet
Ah oke but it is on the Todo list?
We believe so. It must be a feature in future releases
Ok Nice, then i will start with other things
And why Are the npc racer cars Not reflectiv? Only the windows, is it needed to edit every car/Color?
Every car has its own color hashes, and the paint material are shaded in the og game. We cant use shaders. And for now changing the car material will make it random which color you get because the colors are getting stacked in remix. We have to wait for meshreplacements...
Aah Okey i understand
Well, i now have to loot the shop near my house. After that i will work on the lights again
Also i like how you mentioned me as "someone", even though my nick is on screenshot you dropped
Chill bro it's not that deep
I'll make my own take on the logo tonight bruh
@jade briar some more lights for you
im not angry, its just funny
have you tested the new lights burrito?
NITRO PLEASE
showcase when
just wait
nah, @tawny elk and @safe patrol are also working on it. But as far as now i am doing the light stuff and burrito the texture stuff. Buggula is doing emissive for traffic cars.
Adam also did some lighting but they were a bit off the scale
I still have to add plenty of lights... even in the city center not all are placed yet. Many billboards need lights and some other stuff too. When the city core is done i will head to the upper part between the heights and the core
Not yet
allright
I have two areas that I hadnβt gone through and added lighting. If you give me the parameters for what EV/Exposure I should be adjusting them under, I can put out another mod usda that has them set with that.
i never gone above 11 intensity and 4 exposure for lights. and my remix exposure settings are flat 10.0 without ae
Thatβd be a max of 11^4 intensity right?
yes, its the maximum i used
Did you lock the exposure in OV?
if you mean that i maybe used that on all lights, then no. 11 intensity only on highway lights with 1 exposure. 11 intensity with 4 exposure only was used for the one beamlight at the city entry and for airport beamlights
No I meant that in the preview window, you can lock the exposure to a set value. As in turn off AE and have set to a value.
another re-edit of mine, this time with fixed spacing and adjusted letters, I can't even count how many times I'm re-editing this
or i still dont understand what you mean xD
I see how you ended up with the light values you use now 
|| I still have no idea how AE causes all this ghosting you guys have. ||
because of light intensity changes. it still calculating for deleted pixels
thats what i think
because the car moves. it chages postion all the time and the change of brightness that causes wil create the ghosting
Itβs annoying that I donβt get it at all, but yβall do 
Thatβd be fixed with the adaption speed though? If you crank that up, itβd shorten the adjustment time to basically a frame.
the "EMIX" is skewed at a different angle than the R and the rest of the text
i tried it, but it couldnt fix it really, it was still noticible
Wonder if using your rtx conf ends up causing ghosting for me 
Fancy light posts
The sides are illuminated.
Main light source is to be shot up onto the bottom of that curve.
But since we canβt count on bounces, I put it at the top of the diffused part.
You can see how I did in my mod usda if youβd like.
No it is. Itβd be an emissive.
ah ok, so one emissive and one light for these?
Thatβs how it actually would work
I moved the source up to the top of the diffuse bit because we canβt guarantee bounces lighting.
Yes
I want to say that texture is reused for a window somewhere too
oh, that makes sence. so i would need a sphere light with a cone angle of what, maybe 45 degrees and a 180 degree rotation to light upwards
what's the hash of the texture? I can make an emissive map for it
no need, i figure something out that doesnt need an emissive
Are you putting it at the base?
Those will be wildly expensive to calculate if you do it properly for all of them just a heads up.
that will be easy, you will see the results soon
Iβm almost certain that material is used elsewhere, so I wouldnβt suggest making it a transparent one π
thats not planned, you will see
so basically it emits light like that
Yea itβs meant to diffuse across the whole arc.
But we canβt count on bounced lighting, so we canβt do it from the base.
Itβs wasting a ton of bounces in the actual tube.
yeah true... let me see
You can move it up to the top and bounce it off the arc
ok I need an idiot check real quick - for a roughness map, 0 is black and 1 is white, right?
It looks accurate, itβs just that unless youβre looking to run with forcing at least 1 bounce, it wonβt look right.
well, i not dit it that way. i set up a cone angle and rotated it 180 degrees to face upwards
that way we dont waste bounces
like this
Youβd wanna use a cone angle of something like 270 so you can get light on the surrounding area.
These kind of light fixtures rely heavily on the fact that actual light has infinite amount of rays and bounces.
wont get better than this. i think it is quite good
still needs an emissive in that case though
Hereβs what they look like in use.
it doesnt, just wait
yeah i know
like this? i cranked up the intensity to 12 with 1 exposure
Those things would illuminate a big space. Theyβre quite tall.
I think thatβs an alright distribution
i've did everthing pretty much i could, i even recreated EAWorld's words positions, but im definitely exhausted now
If I keep trying to fix and fix everything with my current feelings, I will drive myself to the grave
I like that one. Can you share just the logo with transparant background?
sure no prob, would you mind if i shared in like 3 hours though? it's got some rough edges i want to fix and right now i've gotta do some other stuff
these are placed quite often... and as much as they are placed they get culled...
Also, wasn't official Rivals logo doing the same?
I like this
use it
It's nice and simplistic
nah, you can see that the angle is the same (or atleast very similar)
I like this a lot
thanks!
yeah that's the rough edges i was talking about, imma fix that
shouldn't take long, i just wanted to send a preview cause now i gotta do other stuff, imma come back to it in a bit
still not same angle?
nope
Nope
why im not surprised
now it is too straight
send this how much you want, but you should perfectly understand it won't do anything at least by me, i CAN'T change their angles
Do you use Photoshop?
Oh, may be you can't yeah
i believe there are some plugins for skewing in paint.net but you should probably be using a vector program for a logo like this
great done, now it looks like shit by the way you done it, no offense
yeah I only spent 30 seconds on it to show you it's possible
i already doing a last race thing
yeah. I've got an emissive on those textures for now but if you put lights there I can get rid of them.
yes
of course then those diffuse textures REALLY need to get replaced without the lights baked in
I might actually be able to do that. I'll look into it
But it will be hardly visible because lights are placed right over them
damn looking good. this is nfsu1 right? or is this also in the second one... don't think so
Yeah if they at some point turn OFF then editing the abledo would be good, but if they're always on then there's no need to bother
yeah but I'll know it's there and it'll bug me π
yes, it's first underground
so i decided to check aaand.....yes, you literally just stretched a letters, great, the last thing i wanted to do is the thing you've done......okay
these behave strange
Itβs cause the texture doesnβt really show how the light would be distributed in reality.
only 3 of them light up when normal view, but when passing 2 the one that not was lighten up gets lighten up
Itβs a wide soft distribution, but tilted towards the ground.
you can stretch them back other ways to get the sizing right, I was just showing you how you can get the angling correct. Calm down, we're just trying to help.
seriously, im really interested why you always interpreting my words as angry and so on, even though in fact i just tired
if there is a way to stretch them back and keep same angle, could YOU please to say me how and possibly to show?
if not here, then in DM
any ideas?
yeah give me a few minutes
ok, fixed it, i had to add the light to the poles themself
edit: still does not work
I think my PC needs a reboot.
just moved 1 inch
hate that thing
Thats not have light i think Its just Reflect or LED Emission idk if in game cast light
well no
π hm
i know, i tried that, but there is always one which has no light and that sucks
that is in the actual game
Welp
even with max settings they dont cast light
so well, that means i wont add light to them
rather have no lights then shitty looking ones
What if you reference them to other mesh?
i already tried them. first i used the white spots. after that i tried the poles themselfs
Sphere lights?
yeah
And you have placed them inside a pole?
like this
try treating them as a point ones
still no
Bruh, just make it emissive. And not strong enough to actually emit light
but looks good when emitting light
It can be that type of pole light which is there to make sure you don't ride over it
well, already have it
you just made the whole texture emessive?
is yours an emissive map?
yeah
ill try it
*map. They're not masks
Theyβre called bollards 
TIL
no, just no, no no no
you have to replace the diffuse too. Remix won't automatically pass through the original diffuse without one
that's user error there
Here I just finished a diffuse of that very texture without the light baked in. Try it.
Anytime you want to add a roughness, metalness, normal, or emissive map to remix you have to also provide a diffuse map or you'll get black like that.
i sued the og albedo map
that poor map. It didn't deserve to be sued.
share please?
wait, i have to convert it
Is it this texture?
yes
Have you stretched it so it is not an oval shaped?
This will be way better when we can replace meshes. That part really should be inverted geometrically and be behind glass
the emissive probably needs to be a bit brighter. Let me adjust it
reflections
purdy
should be enough
Hope that's ov viewport
no
It is an oval after all
yes, because the mesh gets shrinked ingame
That means you shrink the texture to get it looking as a circle
no lol, the original texture is a circle, but the mesh itself shrinks the texture
What is the point to do so instead of unwrapping mesh in 1x1 scale and making texture oval shaped instead?
dont tell us, tell the game devs
This 'lazy' UV unwrap is met all over the place. I'm working on Car Lot scene now and you don't want to know how warped the ceiling is. But it doesn't mean I have to follow this weird stretching
just look at that
Vastly improved lights courtesy of HellRaven. Thanks again to everyone who's contributing lighting and texture work for this project.
Same race as last time with Adam's lighting, but this time with HellRaven's lights.
Amazing. How to use the latest road textures and lights?
why the hell is it that dark?
well this emmesive looks good..
I don't know, I didn't touch any of the lighting settings
Talking about that
Something has changed in this that makes lighting on the car completely different
With your rtx conf
maybe because I'm using different road textures than you?
Mine
can you show me your tonemapping settings from remix conf?
Some denoiser setting seems to be changed and causing issues
not for me
uh...it's super complicated. It involves renaming the textures to match their hash, running them through Kim's usda generator script, loading the lighting usda in Omniverse, loading the script generated usda as a sublayer, and saving the flattened as mod.usda
It could be how you're working with so little light. The denoiser doesn't have any points to use
Which is why mine causes ghosting with yours, the denoise points get bright enough to want to be reused
which also caused a big performance hit for me... when i used yours i got 10fps less then with mine
from the rtx.conf or from in-game?
ingame
where's that setting?
Cause there's way less light to deal with in yours, so there's less calculations to be done
Not neccessarily. All that frame savings comes at the cost of now you're just blowing up the exposure to compensate for less light.
the only settings I changed was DLSS -> Auto
He could lower that to .75, but adjust his lights. No differrence
do you still use my rtx conf?
yeah
ask burrito if he gives you his one
No it's not how the light appears to be in the game that I'm talking about
The actual light in the scene is will be so little, that you lose a lot of detail and information.
burrito uses my lights and has no problems
You're talking about scene scale?
I honestly think it looks darker because I'm using the replaced road textures and you've still got the vanilla ones.
could be, but you saw burritos posts in showcase did you?
@trail quail Check pins in here
You can use this tutorial
#1103377328530276403 message
could be because I've been replacing things with emissive maps. He's still got a ton of vanilla textures that remix makes overly bright in a lot of cases.
Because of lack of roughness map I suppose?
yeah, i think that too
but still, for burrito they work perfectly 
Because he has the exposure cranked so high to compensate for the lack of light, and the denoiser has so few points to work with as a result of the lack of light.
No the actual amount of light in the scene. Independent of any setting.
Can it be confirmed by disabling denoiser?
no, gets not cofirmed
Adjust your exposure to 1
.75
still noisy as hell
even more noise when it dont get culled
If you mean that Buritto's video about noise, I think he captured 4k or cranked sample count
@jade briar can you update it with your new textures lights and config?
yes right, its 1 Exp
That's how it will look for me π
Until at least the city center are is covered with lights
oh oks
im on it
Try going directly under a light and see if the shadow stays sharp
i was directly under a light lol
Okay, then see how the shadow isn't sharp at all compared to mine?
Let me test that as well. I have both turbo and no-turbo lights in city
@jade briar what are your tonemapping settings?
Sorry for the garbagy side by side
With the lack of light information, you get those kind of noisy shadows amoung other things
still i get more frames then with yours. i dont see the problem here
I can see no difference in noise. With buffed exposure it is just visible all the time
Also light softness can be different here
if smth works out in one or the other way make no differnce in the result
so why arguing about that
its like math... someone gets the same result with another method, only poeple who cant think outside of a box will tell its wrong
You need a github account
Now back to serious business. Lower down to default tonemap exposure π₯²
alright, i've fixed up the spacing and the edges, here's a preview
n o
and here's the png, lemme know if i missed anything or if you need me to change anything
They won't be visible at lower exposure.
why chhange smth that works perfectly
Everything is visible D: I build my garage scenes with default configs
So it works perfectly for everyone
it does lol
With your configs. Great option if someone try to merge some of your lights
Moving forward I'll get mine working with the default configs with AE off.
Why do you think I contacted Adam to remake his lights? Beause I don't have all the map captured to fine tune them if I ever decide to do so
they are still visible on 1
Here's mine at .03 
wayyyyyyy to bright
Not really.
yes they are
Here's defaults
Here's at the defaults with AE off.
I just have turn mine down a smidge and they're fine
nuke xd
default
I'll orient on them like on stars in the sky
with 0.75 it nearly looks the same
DLSS is a must
Use dlss
and nobody ever said that u have to do your lights the way i do mine. I only always mentioned that they are way to bright and can cause ghosting with ae on
My lights aren't causing ghosting. I don't know where this comes from but they don't. The config you're using is causing ghosting.
But the way I do my lighting isn't causing ghosting
Something with how your rtx.conf is setup is causing ghosting.
@safe patrol whistling
Sorry, it's bothering me that there's this idea that somehow that I am making the game have ghosting and that my work should be ignored as a result..
god dammit, i never said it should be ignored
It wasn't ignored, by me at least β€οΈ
i said it can cause because if someones intends to change smth on your rtx conf it could happen...
Then thatβs my bad. Thatβs how I interpreted it.
your work is still great though. you added way more lights then me at the current time
Which one? If itβs mine the exposure needs set a bit higher for the time being.
No the mod is correct. I didnβt update the exposure.
someones has the same issue that when he changes the menu twice the game shuts down? could it be a dxvk problem?
Adjust the exposure to your liking π
And lower down sky brighness?
@tawny elk what type of lights did you added to these? and only one or more?
alt + x
Eye Adaptation setting. And adjust sky brightness to your liking
Eye adaptation does anything?
i think i know what happening. the mod.usda does not gets accepted by remix
i currently search in his mod for errors, since that are many lights give me some time
test it again
lower exposure more. its in post processing > tonemapping
sky brightness should be 0.200 to 0.300
well, no, its the first build we had with no custom lights at all
just make sky and exposure low until it fits your needs
Think thatβs someone eless build not mine
All of them
Yea thatβs @jade briarβs build
this happens when u disable denoise
We were testing exactly that
cam eto any conclusion?
Guess no :D
Iβm just going to stick with keeping everything adjusted to a mostly standard remix conf going forward is my conclusion 
And Hell's conclusion as well
Hopefully Iβll have something out tonight 
dont stress it. Stress isnt good
Too late. || I already have enough to be a medical problem
||


Looks nice.
tunnel lights
its dark...in reality imagine how many accidents there wil be
doesnt look dark to me
I think I like the second one better
Hereβs the one I drive through everyday if youβd like a reference
damn, this is really bright
Itβs to avoid your eyes adjusting in the daytime.
Typically the ones towards the end of the tunnel are brighter than the middle.
Underground 2s covered highway is more like Seattles than anything else.
famous tunnel near where I live:
Seattles used to look like this, which seems like the look they wanted to go for.
It's dark enough that automatic headlights will turn on but really it's quite well lit
yeah but the mesh for the lights is really odd
its this angled thing
so placing lights is really weird
I think you're doing fine
My congrats at good result
Ah youβve come across the multiuse spot light. 
It gets used everywhere if you look at my older screenshots.
oh... thats bad then xD
I'm gonna sleep. Will make a video when I get up. Hell, keep up with the good work
should i add lights to that mesh then instead?
another logo check, and yeah, looks good enough
lokks good
ok my game is crashing after i finish a race and press continue any idea ?
this exact tunnel in ug1
Iβm not sure if that mesh gets reused elsewhere.
help me
I don't know. I was having problems with my game crashing in UG2 every time I started a race but after rebooting my PC it went away.
le me try or its like my mod getting too heavy
still crashed
Any errors?
I think theyβre spaced out too far to use
are they?
Maybe not 
no error
personally i would not like to add lights where it not supposed to be...
keep the corner light visible
i made the same here and you saw the video of burrito in #showcase
thanks!
what would you say @tawny elk
Are these looking close enough to being equal brightness?
What's up
abaout these
they are close
Should I go brighter or darker in OV?
i little bit darker
It's very evenly lit like a tunnel. I'd suggest adjusting the focus to give you a hot spot to give more of an impression of speed.
yeah like that
10000.0 is the ISO value I guess then
If I disable volumetric lighting it gets even closer
yeah, thats why i said thats good now
Didn't someone make some good progress a little bit ago on working headlights by adding lights to the hood geometry or something? Who was working on that and what happened with it?
best i can do
I just thought of something...we don't have a way to have non-wet roads in the tunnels βΉοΈ
add the lights in the corner like before ...quite unnatural when light source is not visible
like this
Nope
You can add headlights by refencing a mesh that's unlikely to get culled on the car.
Something like the mirrors and body could be used
I got the culprit for my crashing... it was ExtraOptions
Hm?
i think i will take a half hour break to get my head free xD
What scene scale is everyone using π
what ya think?
Thats awesome
ah yes, culling... in front of me
Better than it turned out for me in that tunnel. It's a challenge
i just used a sphere xD
0.75 intensity and 0 exposure
I tried to bounce it off the roof of the tunnel and it just didn't work
@cloud crypt Bro what about nitro particles, its possible to make them work and create reflection and bloom?
they already have bloom, but i dont know about reflections. I dont have burritos latest rtx conf and textures
Ok I need to try this but I still suck at omniverse. What kind of light and intensity settings and such did you use for those headlights?
Maybe someday
xd
Bridge
ok turns out I have no idea how to add a light to a mesh. I'll have to figure this out later.
adam posted a tutorial somewhere in here
||Lighing in real life is pretty much like that for the most part.||
thats the same my look like
this tunnel, should i leave it dark or should i add lights?
in the og game there are no lights at all
I can barely tell what it is it's so dark 
its a construction area. there are no lightsources where i could add lights to
too warm? they are 2500K
I guess it would make sense that there's no lights there, and once we have working headlights it won't be as much of an issue for people wanting to drive through there
I think it works
Didn't someone find a way to make those orange construction lights blink?
those have no lights too
@jade briar all important lights added and adjusted (Citycenter only). If something is missing or off the scale pls let me know
the textures in the rar files is for the emissive poles
this
With the city center more or less complete, would now be a decent time for me to put together a new mod pack combining the lights with the textures that have been done so far?
Didnβt someone say that the demo had a different map?
Ok. This is HellRaven's lights, plus Burrito's roads, plus my emissives, plus a smattering of other stuff that's either been contributed here or I've replaced myself from free (public domain) assets or upscaling. Normal disclaimer applies: this is very WIP, is missing a ton of stuff, and isn't guaranteed to look good or run well.
To install:
First install remix as instructed in the pinned tutorials.
Make sure it runs.
Extract this file into your gameReadyAssets folder.
Move the rtx.conf into the base NFSU2 folder, overwriting if necessary.
https://www.mediafire.com/file/dx1omgazjoyo1fl/gameReadyAssets.7z/file
@cloud crypt I love being able to see in the tunnels! Thanks so much!
Yea but it shows up nicely in game strangely.
increase light radius a bit maybe
The lighting would be a lot better if the intensity was a bit more
~something is VERY strange here xD
Not sure what is going on here
reinstalling the entire thing, messing with options, moving things around, nothing works
i'il sleep
how come
Never see the top of the building in the game so
Has anyone figured out how to mod music playlists or change the songs or anything? I really liked the soundtrack of NFSU but most of the songs in NFSU2 really annoy me.
but either way
https://www.youtube.com/watch?v=DMAhbuux0Ds
#nfsu2
Learn how to replace the songs in Need For Speed Underground 2 with your own music easily
Download WinRAR here: https://www.win-rar.com/download.html?&L=0
Download the Music Replacer Pack here: https://www.mediafire.com/file/g54jq2s4czgofep/AVENGERSMAN_NFSU2_Music_Replacer_Pack.rar/file
If you enjoyed, like π, comment π¬, and subscribe π...
Thanks! I also just found this. I'll try them probably tomorrow.
https://www.nfscars.net/need-for-speed-underground-2/6/files/view/14210/
i guess its the thing that is used in a video
Black Betty is one of the least annoying songs. I'm mostly just not a fan of the shouting and screaming in so many of the other songs
oh well
I mute the game for the most part now ngl
yea check how bridge is going through the building or vice versa
@cloud crypt @jade briar how did you get neon working?
Are you gonna replace the songs with ug1 or other song?
i guess something is wrong in the mod.usda
this is how it looks, when i replace the mod.usda
So widescreen. I believe you see the edge of the world in main menu
Is it just config applied?
Everything glows just as if emissive texture was enabled, but without texture loaded. And you have bumped up emissives, ye
so the rtx.config is in the main folder right? or is a second one existing in the ug2 folder
Do you have enchancments enabled?
i changed nothing in the configs.
Just check it. It is checkbox where Capture Scene can be found
Crazy how this actually looks like some low poly unity game lmao
I cant find it^^
In which one is it?
Aah LOL
π€¦ββοΈπ€¦ββοΈπ€¦ββοΈ
Yes thats enabled
If i enable Force hr textures it doesnt Change anything
First thing, restart game .-.
Ok i will try t
Sry i come from the minecraft bubble^^ there is all a Bit different π
I cant enable Force hr textures
It won't do anything
Aah ok And why the restart?
Because issues here are not consistent most of the time
What have you done with mod.usda?
So i Downloaded the files from count buggula And in his GameReadyAssets Are a mod.usda. And if i replace this file, all is looking Like my Screenshots with this red tint
[your game folder]\rtx-remix\mods\gameReadyAssets
This is the path for mod.usda
Yes
Screenshot please
here now i replaced it with the old one (i think its only dark like thats, because of different rtx.conf)
Screenshot of the gameReadyAssets folder
aah ok
And always go to open world first. Some setups might just miss lights in menu and garage
That's out-of-the-box state?
thats only replacing the mod.usda with the old one
What .-.
Are you complaining on mod.usda that you modified?
not mee
here
So what you have here is exactly the content Buggula shared? You just erased these files from your personal install and placed his on its place?
so i had installed the version which is pinned under the installations tutorial, and now i have replaced this files with the new one out of the post from buggula
and the red light and glowing car issues is only, when i replace the mod.usda from the install tutorial version with the new one from buggula
so i guess something is wrong with this file
this dude has the same issue
Did you combine Texture folder or simply replaced it completely?
in the uploaded zip are all files in one so i placed mod.usda in gamereadyassets and tthe textures in captures/textures
because thats the only folder, where the texturenames are fitting
Ok, now you got me really curious with this .../captures/textures thing
why
Mod.usda is a plain text file in reality. You can find references to these textures in it. Looks sections is all about texture replacement
aah lol ok
so i have to put all these textures simply in the same folder like the mod.usda
Yes, but I believe it won't work because path is constrained. But test it first
Here is my signs. First is to [game folder]\rtx-remix\mods\gameReadyAssets\textures\env\garageCar, second to [game folder]\rtx-remix\captures\textures
ah okey i guess i understand
but then i have to change the path for every single texture right?
Right. Which is a simple thing
really?
Do you use Notepad++ either?
yes
Press Crtl+F and find Replace section
aah lol easymode
;D
thanks
asset inputs:diffuse_texture = @ /Need for Speed Underground 2/rtx-remix/mods/gameReadyAssets/1012DB19A8018014_diffuse.dds@
i changed it to this know correct?
No idea about syntax there... Just test what works and what not
ok^^
ok that doesnt work
but i replaced it with my complete path and now it works π
thx π
Yo, I posted that.
I mean the post you screenshotted.
It's from the TUFU thing.
Anyway, he does look like Andrew Tate.
Unfortunately, all the textures are missing.
Remix is working for me though.
Do you have an updated URL?
Read above
I see. The guy hard coded the paths to start at the root for his PC. lol. I'll fix it and upload the file.
All good now. π
Should work regardless of where the game is installed.
i downloaded thoose files (#1103377328530276403 message) and this too (#1103377328530276403 message) but still there is problem with overbright
Bruh
omg
It happens in specific places, if u drive away and activate menu it will disappear
Idk
its becouse anticulling thing with lights, if u install it only it will have this issue (#1103377328530276403 message)
Pretty sure that the mod file you downloaded is broken
can u share ur conf?
@jade briar before this goes under because of all the orher messages
Just turn off auto exposure (eye adaption) and set exposure in tonemapping between 10 and 20



