#NFSU2 (Need For Speed Underground 2)
1 messages Β· Page 17 of 1
i cleaned my system once in 3 year after they were aout of waranty
xD
This man really loves his setup
I do xD
I was planning to clean mine. Now I gotta wait for my burns to heal.
Sry, its just a S23 Ultra xD
now typing it
nothing special

amazing phone
nah, i wait for 6000usd 5090
point to be noted
If only you didn't waste money on those overpriced light things and other random doodads
i just baught it because i needed smth better than my 3070 Ti.
And these lightthings i had already with my Zotac 1070 AMP Extreme
now wait nvidia will launch 5090 soon get that direxrtly
5090 will be my next card. after that i'll wait 2 generations for a new one
Maybe I'll buy a 5090. It gets really fucking hot in my country
And the 4090 is too much for my body to handle.
xD. Pakistan, right?
thats way to hot

we also get that much for some time
any way i will get preety fast this time
for us most of the time humid is 100% due high greenary
Damn
Version 0.2
god, i love what i did with the lights xD
its amazing and much better than the old 0.1 version
only bad the dlss ghosting its massive and the metallic/pearl colours in the car they all look matte
turn off dev settings
i turned them off when i opened the game yes
only enable dlss
thank you for fixing the menu too no more dark they all look excellent
with DLSS 3 the fps would skyrocket in the game
there are still many lights to be added
yeah true
and somehow to fix the motion vectors from the dlss upscaling there is another one car behind ours when running fast from the ghosting
the road the lighting all look way more realistic than the 0.1 version
your work with burrito and adams is amazing
Need for Speed Underground 2[RTX Remix Update 0.2][4070ti/5700x/[3440x1440 Ultrawide]
racing fans in general enjoy his content. I belive I found him through forza myself
Go to the last tab in the settings, and disabled developer settings. I think that might be the problem.
Bro noooo green
What is the emissive intensity in your config?
Why does he look like Andrew Tate
Can you do smth with it?
I am not that good in creating logos xD
I already done what i could, i still can't get rid of NFSU1 logo that i tried to do multiple times
if it helps: all leters have exactly 10 degrees of inclination to the right
How to install the mod for Nfsu2?
Check the pinned messages.
When 1 is default
If i could do that in programm in which im doing then there would be no need to say that, and someone still didn't gave me a simple answer
XD, same setting as burrito is using
new update?
Try restarting.
How long did it take to happen?
after 1:30
What are your dlss settings?
What did you change in this one?
its the one where i deleted the added lights to the textures
same bro
strange
Does the sky also disappear?
hm ok. then disable restrir gi
yes i think It happens when it starts to rain
Interesting.
Look at vignette which is super sharp
Stefem writing a poem over there
seems like that xD
PC internals components aren't designed to be handled by anyone like plugging the vacuum cleaner to the wall socket, it require some skills, albeit some really basic one like ensuring a correct insertion of a connector which apparently some lack or they simply decided that halfway was enough and thought "nah, it will be fine". Mishandling of internal of any electrical appliance pose risk of damage or other hazards like fire and electric shock, the old connector isn't an exception and it becoming the point of failure is way more common than most think.
People should rely on a professional or skilled person that know what's doing if they don't, faulty parts will ever be a thing but the design itself looks to be fine, it's been put through some nasty torture test without failing https://www.youtube.com/watch?v=hkN81jRaupA
Canais recomendados na Live:
Hardware Busters:
https://www.youtube.com/c/HardwareBustersInternational
https://www.youtube.com/watch?v=jNreBLVP6NU
Buldzoid:
https://www.youtube.com/c/actuallyhardcoreoverclocking
https://youtu.be/9I7U4kdc0V4
Link para nossas mΓdias sociais: https://lkt.bio/TecLab
Our social media link: https://lkt.bio/TecLab
Ah yea, the guy that drilled a hole in the motherboard without considering the possibility to struck a trace... which he ended up doing π
That was fun to watch, I though he was joking at first but he did it for real π
ah ok, so i stay with Linux and some german techyoutuber you might dont know
but i think B8uer you will know
B8uer certainly know what's talking about due to his job and studies
by chance did i screw something up? I put all the stuff in the correct folders
its normal, just ignore
cool, and i love this. Gonna update my drivers to see if i still don't crash
crashes can happen when using HD reflections plugin
I meant my PC going black
oh ok xD
thx
Why it looks so... Like the one from Substance?
I don't know it's textures I had in my HDD a long time ago I share for people here it's all nothing wrong
this is a texture for sidewalks
instead of sharoing them loose could you pls put them in a rar or zip?
I have a rotten connection that's why
you know, if you got NFS 2015, you could rip it's textures for this project, somebody even ported the textures to NFS Carbon, they look pretty good
Omg, banned website .-.
road textures
fixed the lightspread on the signs
??
Update 9/10 All of my textures are now copyright free! You can find all of my textures on https://texture.ninja/ or download them here.52 free Fingerprint alphaseither 1024x1024 or 2048x2048Includes a .rar file with Jpgs and a photoshop brush pack. Any donations are appreciated! All goes towards upgrading my gear and enabling me to work on more ...
800 + TEXTURE
A set of photoscanned tileable textures. I shot the images with a Nikon D5500 and then processed them using Agisoft Photoscan and Photoshop.The pack is made of 4 bark textures, 3 ground textures, and 2 wall textures. Barks are 2048x4096. Grounds and walls are 4096x4096. Included textures are Color, Normal, AO, Height, and a basic Roughness map u...
If you use always on top with task manager that isn't an issue
Update 9/10 All of my textures are now copyright free! You can find all of my textures on https://texture.ninja/ or download them here.This is a pack of 111 Stone textures(non-tiling) for commercial use. License type CC-0If you have the means I'd appreciate any donation, even if it's $1. I'm no longer working full time so donations directly affe...
@jade briar 2500K. Should i go a bit colder?
3225K
here I have shared several sites for textures I hope it will help people here if I find sites with textures I share with you
nice
looks good
Hm, alright
Would not be surprised as the RTX i have i bought used
dont know why but in OV i placed them all...
3 out of 6 are glowing
ok, after i enabled normalize power 4 are working...
Aren't you using Normalize for every light?
well no
May be you should. Any shenanigan can make them work not as intended
what does normalize power anyways?
Hover over it
oh, ok
I didn't know about that either. Bless Adam knew
hm
hm
the 2 lights not working annoy me. But still lokks good
more and more lights coming together
small lights, that are emitting buildings i will do after i placed all road lights that are needed
these are no lights rihgt?
thank you will try it now.
These are
Hi guys, I installed the mod, following the tutorial, but the game doesn't run, is it common thing for some people?
did you renamed dinput8 to dsound?
y
?
o w8 what i thought i did but it wasnt
Looks good.
but now it crashes at start lol
in widescreenfix it has to be windowed mode 4 and you have to delete HDReflections if you still have it in there
it runs now, but its like vanilla game, maybe i should do it again everything
rtx remis seems to load beacuse i can ALT+x but no changes
amazing
a bit greenish tint to road lights are more immersive
kinda like nfs 2015 ones
Heights lights. Cant really change them since they are used elsewhere
i think on the highway
the heights will have different illuminated areas
Damn. I wish they were light colored.
Like. Bluish.
Ain't gonna happen, Adam corrupted him
I mean. I like yellow lights.
Looks good for the highway.
But adam's version looked like my pee on a warm summer day.
(even tho I suggested those values)
Don't look at me.
I wanted the hills to have a different color because of two things.
It is a green hilly area, so cool lights would make it look more natural/fresher.
And the second reason is that I kinda want every different section of the map to have its unique color pallet. This way when the player is driving in a new area, they know that it is a different part of the map.
it runs now!, but why no lights? :'c
I KNEW THE RTX.CONF WAS BROKEN
@cloud crypt You said that my files were working.
I gotta look into it.
Yea, the original game used kind of cold light for the hills if I remember
We should try to recreate the original mood
yes, for me they do lol. No issues no matter how often i uninstall and reinstall
I think I know why it is like this.
ok, what do you have in mind?
maybe because you seperated the 2 mod.usda's?
so only yours getting loaded
thats what i think
its the best i can do on some lights without destroying the look of other areas
and the biggest part of the heights are using these ones
looks ok for me atleast
i know what you mean. But the lights are reused everywhere. Its just not possible...
Yeah.
Hey can you replace this file in this folder
K, Iβll try after lunch, thanks m8
have you merged them together now?
Yes.
I did the fix anchorlight helped me with in #general-remix
They're not merged.
That'd be a bad idea.
I think different parts of the mod can be kept in their separate files for ever
Will help with organization
Been watching you lot improve this day by day. Been cool to see the progress
we do our best
Yo hell, how did you change the rotation of the capture layer?
no, the root layer
Still no lights, should I activate something in my gameconfig? I only had turned on Fog option.
That's strange. I'll have to look into it later. It's bed time.
there are some areas that have lights but its like some streets only
thats even more strange
same problem i have rtx 2080
wait
use this dxvk_remix build
https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/5272240553
k
k, after a bit of testing, it seems that works when i do it on admin mode (right click run as administrator)
@severe solstice test it that way
it looks a bit darker but it works
there are some settings that i can change to make it more brigther?
nice, yeah now works nice found
it seems that lowering World detail also make the lights disappear
new mod.usda only for @jade briar since he has to add that to his textures.
!!THIS SHOULD !!NOT!! BE DOWNLOADED BY OTHERS!!
sry for ping. gn
What does this add?
lights for the upper part of the map. its not completely done yet but it adds light to all roads

Man's a mod developer
uh nice
But yeah, i think i will pause it for now too. I will add more lights after i slept
only slept 3 hours last night xD
Hey uhh hell
Why not you start with trying to add headlights to traffic? They're one big mesh so there's probably not gonna be any culling problems.
@cloud crypt
I think that'll add a lot of life to the city
wait, my map is a square???
its normal. Just turn on horizon fog in settings and it is fixed
yeah, i will see if i get that done
Aight, will do
Yeah seems like a low-hanging fruit that would make a pretty good difference. You can use my headlight emissives and it helps but real lights would be better
@jade briar On this image you can see white painted strips on the road with the width of around 1.5m. Doesn't really contribute to realistic road texture
Have you changed road roughness?
yea settings different now... mistakenly deleted files so created again
Previous one just hit the spot. Here it is more reflective π₯²
Now it is all about fixing that weird statue texture
for now only working on lights
Hey POM isnt Supported yet Right?
oh ok sad
can someone send the rtx config please, i clicked reset on rtx remix and got all config broken now
burrito Underground 2 Remix WIP4 you have it ?
Bus simulator 2023
So have you touched road marks?
They're custom made.
The cross walk one
All of them
So you left that 1.5m cross walk intentionally?
Yes.
Great great
If it is cross walk texture, then it is really UV stretched .-.
Every texture in this game is uv stretched haha
Just take a careful look at any road
I know I know :D
there was a bus in the game??
you should do the parking spot too... It just looks cringe when you are at the airport
like make them true scale
Exactly like original game means don't touch textures at all
Is it possible to Change tue repeat count of a Surface?
UV tiling?
For example i Made a pile of rubble, but on the Model its really big
Yeah that's UV tiling
Just shrink the texture twice?
Yep
Yes that would be possible, But the Resolution will be smaller then too
Nah. Your texture will be sharper
Double the resolution.
Then the textures will be really big
So its Not possible to change the uv Tiling?
Remix's materials don't include UV tiling do they?
If not, you'd have to edit the mesh UV's.
Eh? You can export same size
You can, but finer details will get lost.
He can export double the size or take it as is
Nope. You'll have to edit the uvs on the original mesh
But mesh replacements don't work
Yet
Ah Okey but will it come?
They're working on it
Because then i will make my textures smaller And Change later the meshes
Ah Nice Okey thx π
Hey guys I was following the video guide and I go to the links, but I don't see the option to download what I need from github.
You have to log into GitHub.
ah ok. thx
Fully out of context: right now i am glad that my GPU isnt from gigabyte.
Why?: PCBs are cracking like Crazy right now because Gigabyte used way too soft PCB materials
Whats gigabyte doing: Refuses to warranty them
yeah, zotac and asus are fine. only gigabyte has that problem rihgt now
probably shoud've asked about what graphics settings I should use b4 starting to play.
what should I use?
try to run the game as administrator
alright
From what I've seen they made some structural changes in that part which caused cracking. But they don't have any lines crossing that part of the board either
they have, just because you dont see them doesnt mean theyre not there
the mainproblematic cards are 3080 and 3080ti
Have anyone reported gpu malfunction? PCI lanes are always on the top layer
some 40 series have the same problem
everything explained here
https://www.tomshardware.com/news/gigabyte-gpu-design-details-emerge-about-pcb-cracking
ran as admin and still got this. I quit to the menu and resumed from save and atm everything is good.
strange, really strange. For the moment we dont know how to fix that because we somehow cant reproduce that problem. Ive tried it several times but for me it runs without problems
Turn off restir
It's all good I know this is still pretty early in development albeit with already awesome results.
If there's anything in particular I could help Lookout for or to help in this project let me know.
I have absolutely no coding experience so I can't help there unfortunately.
we always have restrir on and do not have any problems
Is that a in game option or the rtx menu?
rtx menu
Alright. For the moment it's entirely fine but I'll remember to look for that if it happens again
If u not dissable restir it will happen again in same place, currently there is no other way around it
that maybe, but still, its only a "for now" solution. We are trying to find out what is happening there.
somehow its mainly happening on older/weaker rtx gpus
That's not how it happened for me. It was entirely random. One sec everything is fine and then everything is like the sun. And I tried to replicate by doing the same race and it didn't happen.
I have a 3060ti
If you use the default rtx conf, does it still happen?
I have a feeling that the restir issue could be a bug in remix itself.
Maybe cuz weaker gpus using lower internal res like 720p?
Or maybe thet cuz 40xx series has a lot of cache ho knows...
cache maybe, but i dont think it has smth to do with resolution
I haven't changed any settings is that not default?
I believe the bright spots are the result of the path tracer being unable to calculate that point.
Have you installed the new lights yet burrito?
If youβre using the rtx conf that uncle and hellraven use, they have tweaks to the denoiser.
Yes, but I don't see any new lights
So it just happened again and turning off restir does make all the white go away and game looks fine.
Gotcha
that is strange lol, i defenetly added new ones xD
It sounds like the path tracer is unable to calculate those paths and gives up resulting in fireflies.
So the denoiser only gets those bright points to work with and makes everything super bright.
Gotcha. I can screen record if it helps any.
maybe because i didnt normalize the lights?
No that just tweaks the power output to be in total rather than based on surface area.
ah ok
If you can trigger it repeatedly in a spot, do it with reference mode enabled and then disabled.
This is what I got.
okay
tell me when still not working
Can you toggle reference mode on and off as well?
So i have this issue too when i enable restrir
But Not with the First Version i used (the files down below your Tutorial Post)
I thought I did that in my video. Hold on and I'll get on that
Is that with restir enabled or disabled?
That was with restir enabled.
Can you do it with it disabled? that was posted earlier my b
Last thing Iβd suggest checking is if you backup your current rtx conf and then remove everything besides the texture classifications and see if it still happens.
Alright I'll check that out later. It's not a big deal quitting to main menu and loading the game seems to fix it for a decent, but it does eventually come back.
How do u shift in xbox control?
Can't figure it out for the drag races
Somehow my controller settings are set up weirdly. Check yours too
Whenever I try to configure my controls in game nothing happens.
You have to save the profile. Basically go back to main menu after setting it up, so save popup shows up
Nothing happens. I try to change a button to something else and the game softlocks and I have to alt+f4
nice can you show me your config ?
So Iβm using the default rtx.cfg out of here. I only disabled restir gl because it brings heavy brightness issues
Told u they will keep having problem...
I didn't said the solution...just showed the issue...u guys don't even wana listen...
Its not the issues because it still happen
ok god help them...mobile app sucks message dont evensend sometimes
looks amazing
It also only happens on 30 series. So we think that the issues lies in remix itself
Smth with the denoiser not working right or smth like that
What happens with 30 series only?
What GPU u have?
4090
Ok, then it does not only affect 30 series
But still. The error seems to be in remix itself. No matter what rtx conf is used Flashbanks still happen on some systems
Maybe, but I had this brightness issue not from the beginning
I updated my mod.usda and added some emissive textures out here, and then I had this issue the first time
Can you post your rtx conf?
Iβve never had it happen π
Could this be a problem introduced with a new update?
Tomorrow I will set mz game back to to files out of the tutorial And will Look, if it happens then too, but guess its something in the mod. Usda
Because as i had this issue the first time i replaced Step by step And After i replaced the mod.usda with a newer one, i got this issue
None of the recent remix updates touched the lighting system afaik.
@cloud crypt You off work yet?
Hi guys, is there any tutorials on how to install this?
The thing I talked about yesterday
Headlights
Traffic vehicles headlights
traffic
do the lights work now?
I didn't check. I've been so busy annoying mark
xD
Trying to get glass to work
ah that part
You have to do it for every tint because every tint has its own hash. Like everything
No just traffic cars
in ug2 does vanilla lights works for u?
i meant the glass tint. thats what you are working on
no
Yes glass tint. Well, the first step is to get glass to work in the first place. Even that's not working. But once its done. I'll think about the tints.
who was the lighting expert right here? was it adam? i need to know what a common light temperature for headlights is
ez
oh ok, yeah thy, dumb as fuck i am XD
Hey whats about mods for nfs? For example other carmodels. Will it work or makes it trouble?
Blueish tint at 5000k for LEDs
for now they are working, but when we have this project fineshed they will not work anymore
well... i can add lights to the car, but only 1 side wil emit light
What
When this project is finished, i guess All Cars will be replaced with high Poly Models π
probably, but the engine cant handle more than 20K ploly per car. currently they have 9K
Upscaled sky textures when
Headlights for example will only emit light, when you can see them in the scene
just use badassbaboons hdri sky for now
Thatβs ok ππ½
I did not buy a 3300$ monitor for this+
So then play another gameπ
No I have a 3070 Ti any game to come out after 2010 will not run in 8K
Cant even enjoy Battlefield 3 in 8k
I allready tried to replace the skybox, but I donβt know how
> 8k
> 3070Ti
Become the Top G
π wrong priority i guess
Yea the 3070 Ti was faster than the 2080 Ti just less vram
I bought a 3070 Ti then I threw the 2080 Ti away
I mean I put it into the trashcan
Never regretted it
lol i played 7 games at 8k on my 3070 ti
very playable, about 3-7 FPS
I was talking about using it for RTX remix 
@jade briar
You're going to want to use something like 1440p with DLSS to get good performance
This game with pathtracing never will run in 8K
I finally found a calculator for getting lumens to candela
https://www.omnicalculator.com/physics/lumen
So you can't add more than one light to a single mesh?
Ah, there's a light grouping function that happens with remix
It might not take the scene scale into consideration?
now its better to see
No it's not something set in OV
well, when i move the light more away it works just fine
#1103377328530276403 message
Ah, there's a light grouping function that happens with remix
can you turn it off somehow?
No idea
I figured it out the first time you said that.
U2's scale being so tiny messes with all these things
Me too
Gigachad Roblox ERLC graphics
With minecraft concrete floor
i am only doing lights. Texturing is Burritos job xD
Haha so i Play in 5120x1440 And when i set dlss to Quality i get a diashow ππ
Yep. That'd fix it
yeah, thats working good
That's nice.
That'd also fix the cars only getting one headlight.
I think the scenescale is around 0.06
You can measure the car in OV to get the proper scale
yeah
For now, just do the civi vehicles
how?
The measure tool, its under utilities or something
Yea that's what I mean by the scale is really bad by default
But if you change it to be correct
OV still looks exactly the same

That size would explaine the never shown trailer
Trailer?
cars driving on woman body
Need For Speed Underground 2 Official Trailer [HD]
Gostou do video? Clique em gostei e inscreva-se no meu canal
Like the video? Click liked and subscribe on my channel
Al igual que el video? Haga clic gustaba y suscribirse en mi canal
http://www.youtube.com/SRmasazuka
Acesse a area no SuperTuto
Hi guys, I am having a problem launching the game due to only having a windows 10 OS
No, thats egypt
What a throwback
that was happening with adding light to texture too...
I tried it with just normal widescreen script it worked, but when I installed the files after the tutorial it just doesn't start at all
yeah, scale 0.5 fixed it
but i think (since the headlight sprites still get culled) colored headlights still arent possible
or can i set them as anti culling textures?
You probably missed something. Do it again. Fresh reinstall the game.
I've tried it for 5 times and still the same
Strange.
I think its due to having a lower OS than the tutorial has
Yeah, but I also have windows 10.
I have tried it with just widescreen fix and it worked fine
but after I installed and compressed all files from tutorial it doesnt start
If anything, is it possible to copy all of your files and perhaps put it on mega?
I'm really sorry if im being a pain
The files in the zip are all the same as mine
damn
thanks....sprite is a emmesive they dont cull
not in underground 2. Thex do get culled as soon you cant see them anymore
thats not culling ...the way headlights sprite works is when they are far they are not visible only in the case of headlights sprite have seen
better add light to the mesh behind the light
sorry sprite
how do i explain it for you: If i capture the car from the front they get shown in OV
if i capture the car from behind the mesh doesnt exist
they get culled
My question I wanted to ask is: Is there a reason why Mods are being disabled when using the RTX Remix? I didn't know if some modders could make mods that'd work in RTX Remix
im curious now
which mods you mean?
Mainly customization mods and cars
well, archies Skyline mod does work
Like Customization Plus, Unlimiter with that extra customizations thing
Oh nice
unlimiter also works. These mods should work with remix. maybe you want to try a new profile
Oh I haven't started with mods yet
i disabled the sprite...added light to texture in remix working great
Just RTX Remix. I just saw you guys talking about mods and possibly disabling it
Yo! That is sick!
thats not what i meant. I want to know if the sprites still get shown after adding as anti culling texture when capturing from behind, because i am busy now with adding proper headlights in different variation to the civil cars
new loadingscreen
Still not the original
Well, I'm gonna go to bed. I hope you'll have the traffic lights sorted out.
Nice.
whats the cone angle u are using for headlights
@safe patrol If you are still awake could you put the traffic car emissives with their albedo into a zip file and send them over? these would actually help us
50 degree
but i will change that
maybe i will do a bit more
i would recommend 60 degree
so i made a new mud-street texture
ok brake lights working now but opposite when i brake it goes off litt when i dont
what did you do?
rain fr only renders in front and back of vehicle and only what, like 3 meters
added light mat as emmesive
ah ok lol xD
for UG2 it doesnt work. Lights are contsant and brakelights are shaded
it works
there are 3 textures 1 probably not captures i guess cant find
hm ok
ok, if car gets culled lights stay where they were at last
let me see, maybe setting them as unticulling textures will work
fixed it
whats bro doing there
uhh... i hate culling
but yeah, they work...
but this traffic car has extreme culling, everytime it moves it gets culled
i hate this one...
did u added the headlights to player car
no, traffic
i am having dificulty adding
are u adding to sprite?
no, to the traffic car itself
and whem a different car passes me and i turn around the same is happening. But thats not as worse than the Taxi car
Plate lights
let me guess, you used the fix i found for this xD
Nah, I've always had the scale set to allow for multiple lights that close. I wanted to add more light to the back of the car.
yikez, why didnt you shared that knowledge with us
Ya'll never asked
i asked several times XD
They had the scale set too high to allow for close lights, they kept getting grouped and removed.
The scale should be 0.01 from my testing.
oh ok, good to know
well the default is 1.0
Yea and that makes cars 4cm long
thx adam, now we know what the overbright problem is
What do you mean?
set to 0.01 and lights go insane
Rip
Also, after digging into the exposure tools in remix I have discovered how AE causes ghosting.
but i nver changed scale not happened with me
AE will ghost when it clips black/underexposed
Which is why the back of a car constantly ghosts
i stay with 0.5, that works fine, car scale is 4.9 cm
i told you that xD
It was a theory no?
I proved your theory right in that case
yeah, but that doesnt matter anymore
so how much needs to be for headlights
Uh
0.5 is enough
in ov
Mine are 50,000 intensity and they work well.
Oh
Treat as a point
Doesn't do anything in remix
mine are 25 intensity at maximum for lights and 100 for headlights
strg and just select
https://en.wikipedia.org/wiki/Orders_of_magnitude_(illuminance)#Luminance Here's a scale for intensity by the way. Using the "normalize power" toggle you can create a light to use a reference on that scale. Note that remix has an exposure set at 10,000 by default, so most intensity values will clip
As visual perception varies logarithmically, it is helpful to have an appreciation of both illuminance and luminance by orders of magnitude.
or shift and select
well yeah, but i stay with my way as i mentioned earlier. You can do it your way. (dont get me wrong again here xD)
You're good, I'm just putting it all here in case anyone else wants to use it for refence
Since Remix has an ||absurdly|| high default exposure, it's really hard to use real units.
but we changed the scale in remix...i still not understand properly
its not for the scale, its for selecting multiple objects
?
I'm just holding control while clicking on them
thats what i tried to tell him xD
well, i think i will delete the lights for this one specific cab for now
@tawny elk could u disable culling yet? XD
the denoiser does its work, badly
and dlss...io have to use dlss 2060 super
ouch xD
Ya'll made me figure out this AE ghosting, I spent all my brain cells figuring it out
XD but you didnt need to do that because i already had that theory. Now i feel even more:
sry for fucking up your brain cells XD
hey guys how do i run this mod
Sorry I was away for a bit - the emissives are all in the pack I shared previously. Might have to scroll up a bit for it
pls help
I'm not sure why the cab is recreating it's lights each frame. Might be not moving smoothly enough for them to be grouped.
I'm away from my PC so I can't just re-share it sadly. I'll be back home Friday
Ah ok
I'll probably get back to trying to figure that [culling] out like mid july depending off anything comes up.
I'd like to go through and adjust the headlight color to more accurately reflect the slightly warmer tone that would be expected on late 90's vehicles in general for all traffic cars.
Back when everything was pretty much just regular incandescent bulbs
So I'll do that when I get back on Friday and upload just the traffic cars for you guys to work with
And while I can probably look that up, Adam if you have an accurate number you want to feed me I wouldn't complain.
Try disabling RESTIR.
RESTIR makes image more stable in static, but add ghosting while moving.
@tawny elk Okay. I've seen advice that everyone should work in consistent scene scale. Otherwise merging projects would be tough. Does that mean you always used .01 scene scale which caused all of these sunbright values? As reference, 50k intensity and 0 exposure will result in the super nova brightness just as your previous lights
Yes he did. I used 1 as normal but now switched to 0.5. This works pretty well
Have you tested adding lights with extremely low radius/size instead?
Hi guys, anyone here to help. I can't launch the game despite reinstalling the game for atleast 9 times
have you installed the remix bridge with "release" in zip name?
can someone tell my, why the container is black? my albedo is red and i allready disabled rough texture ?! in create the container looks fine
yep, even the latest one that @cloud crypt gave and still not starting at all
Yes, that didnt work either
Because you have to insert an Albedo map. Drak grey is default base color
i did
Check it twice
i create it looks fine
It can and will look different
In create it allways will look fine
The thing I'm afraid of is we can loose all the progress once Remix Create release, if we use non default values
I dont think that this will happen
I only changed scene scale value in remix, not ov
over "mat_570C7EF44091BC60"
{
over "Shader"
{
asset inputs:diffuse_texture = @./gu-textures/container.dds@ (
customData = {
asset default = @@
}
displayGroup = "Diffuse"
displayName = "Albedo Map"
doc = "The texture specifying the albedo value and the optional opacity value to use in the alpha channel"
hidden = false
)
float inputs:metallic_constant = 0 (
customData = {
float default = 0
dictionary range = {
float max = 1
float min = 0
}
}
displayGroup = "Specular"
displayName = "Metallic Amount"
doc = "Metallic Material"
hidden = false
)
asset inputs:metallic_texture = @./gu-textures/container_metal.dds@ (
colorSpace = "auto"
customData = {
asset default = @@
}
displayGroup = "Specular"
displayName = "Metallic Map"
hidden = false
)
asset inputs:normalmap_texture = @./gu-textures/container_normal.dds@ (
colorSpace = "auto"
customData = {
asset default = @@
}
displayGroup = "Normal"
displayName = "Normal Map"
hidden = false
)
float inputs:reflection_roughness_constant = 0.5 (
customData = {
float default = 0.5
dictionary range = {
float max = 1
float min = 0
}
}
displayGroup = "Specular"
displayName = "Roughness Amount"
doc = "Higher roughness values lead to more blurry reflections"
hidden = false
)
asset inputs:reflectionroughness_texture = @./gu-textures/container_rough.dds@ (
colorSpace = "auto"
customData = {
asset default = @@
}
displayGroup = "Specular"
displayName = "Roughness Map"
hidden = false
)
}
}
thats the code for the container, for me it looks all fine
May be you applied it to the wrong material in OV?
Double Check your DDS compression formats
50k for an object 10cm in radius and with a 45 degree spread is okay. The radius and angle changes how much light it emits.
You always set Normalize on, so it doesn't matter
Remix doesnβt respect that from my testing.
45 angle is quite a thin one though
And I have noticed the difference with Normilize on and off. Can you test it again with no shape changed light?
okay, i'll just drop this and will never return to it
:D
do we still have that issue?
I can test it again sure. Weβre both talking about in game correct?
You might want to learn some new software, becuase from what you said you just don't have enough tools to give yourself some freedom
Weird. It doesnβt do a thing when I toggle it in my game.
Oh it might be from the shape change if you get it working with no shape changes 
Ah yes. Here we go again. 0.5= 4.9cm and 0.01= 4cm
So basically both scales are correct to get lights close together without grouping them
I mean there's a true scale to be used. We have the car length as reference
Or am I missing something? Scene scale should be linear.
So do you capture scene in .01 scale or just set it in configs after capturing?
Set the scene scale in the game to 0.01
You can change previous captures scenescale as well
OV doesn't convey scale so it's weird
Now OV doesn't seem to want to allow for a scale change 
i know this will be such a foolish question but, do you need an rtx card to run this?
RTX remix
ye i thought so

@jade briar set scenescale in your rtx conf to 0.5. otherwise traffic car headlights wont work
Why 0.5 and not 0.01?
What size radius are your lights?
0.x
Weird
every light is below 0
At scene scale 0.5, an RX7 is 9.8cm long
at 0.5 my cars are 4.9cm long
Hotwheels Underground
somehow our scene scales behave really different
Try turning the exposure down from 10 to like 5 and see if it still flash bangs.
then the streetlights are not bright enough, already tested it.
i mean burrito can try to tune it himself
but for me it handles really weird
10 exposure where?
In the tonemapper
tonemapper
You use 10 exposure?
yes
They did yes
works fine
Who cares...
he has them already
But to dark I guess π§
they are only a bit weak to get them displayed in ov
Too bright and they look odd
here
so it isnβt possible that they emit the surroundings ?
They do
i think emisseves work best for backlights
I like to use both since emisseves don't "throw" light in a direction
yeah. so emissive for the glow and normal lights for illumination
well, idk what you did, but traffic cars don't have lights, and the particles are fucked up.
Even the hills area doesn't have any lights.
@cloud crypt
Okay I fixed it
But
There's only one headlight on most cars.
Okay I changed the scene scale, but you didn't get all cars.
bruh
thatts why i said disable the sprites
i dnt do anything lol
strange. I think the paths are missing. Because the main meny textures that you added are also missing.
all path are there in my mod.usda
So I had to remove and then re add your lights usd.
After that things are messed up.
yeah, then you did smth really wrong there
I've also found out that my road textures are too damn dark. Gotta lighten all of them up.
probably.
what you should have done is merging the mod usdas from me
not with yours, but the mod.usdas i gave you
Yeah that's what I did.
you didnt
your mod_lights merged with my new lights
huh.Lets see
oh and you are right. i missed 2 traffic cars. but the one taxi cab i will leave out for the moment
because it has really ugly culling problems
everything working for me
ah, maybe because of the added lights to the textures??
I think it was an error on my end.
I checked in ov create.
What was the error after all?
@tawny elk Can you at least do something about the lod distances?
Maybe. I have the memory address for that marked down, not sure how to implement to you guys.
i have to do smth about the low illumination of these lights. They are so far away from each other
Maybe headlights on player cars will help.
yeah xD
Also make the traffic headlights brighter, I guess.
butb still, smth seems to be broken on your mod usda
I tried that and it doesn't help as much as you'd hope unless you stop moving.
If we could shape the light more with something like an IES file, we'd be able to get it to look a lot better.
hmmmm
and adam, thats what burritos tonemapping is
i still use his exposure but i cahned the other values a bit
now it is a bit better
You said 10 .-.
What about adding 'moon light' finally. Some dim soften directional light
which cause this
NEVERMIND
Not for me.
First guess - missing texture path
From captures folder
nahh
I didn't replace that asset
So it should just use the texture that the game gives out.
You merged mod.usda where it could be replaced
this area is pretty bright xD
Wow, snowy hills
I believe nothing renders over 3 mips
0 mips
3mips
6mips
you can see that 3 and 0 is really blurry on the textures. 6 works best and everything over 6 will add to much blacklevel
and if you dont like 10 exposure 5 works also pretty well
Yeah my mod file was messed up pretty bad.
Deleting all the unused materials
idk how they became a part of the mod.
damn xD
messed up again
shall i send you both of your mod usdas again?
@jade briar if you still want to use ae could u use these settings instead?
okay
Thats what Said few times nowβ¦
Oh yeah. Smoke from under the tires(especially on offroad surfaces) causes so much lags. Any fix?
Not really, no.
its lagging as hell because for each particle new bounces get calculated
I know. May be a way to disable it
it would be enough if you reduce max bounces to 4
I'm on 4 already
did we ever figure something out on how to prevent the headlight culling?
nooooooope
Hey uncle is your game ok
adding the headlight to to trunk mesh would help. but then they get culled when switching cams
i can give this a try tonight and see if i can find a memory address for the headlight culling
been a while since i hacked assembly but it's worth a shot
I hope it is.
btw random idea, it's not a perfect solution but we could attach headlights to the neon strips at the bottom, better than attaching to trunk etc. since it's always visible + it's used in all cars
downside is it will force you to use neon to have headlights, but i think if all else fails this might be a decent workaround
that way it would be possible to have different headlight colors too i think
or maybe we can do some shenenigangs by replacing the shadow texture on the floor, prevent drawing it and instead just use it as a marker for the cars position in space
yep, could actually be sweet
because every color has its own mesh
did not know that π thats nice
BUT: we would need to do it for every car
so basically we would have to start with the starter cars
That give me an idea 
thats why i write my random ideas c: i haven't been able to contribute much yet, but i really hope i can get some ideas going
i feel bad when i just jump in when i notice something thats wrong or could be better but i do have some insight into how a lot of that stuff works so i try to help where i can without being annoying π
me backseating
I don't think using neon or shadow would work
Both of them stick to the ground
And don't rotate
So if the car jumps
The lights will be left behind
youre wrong here
the actual neon bars are sticked to the car
only shadow is sticked to ground
Yeah but the neon bars aren't always visible
The will get removed as soon as the camera goes above the car
Well , that work but fps its a problem
turn on dlss
hm,how
alt + x
actually is there any way to improve cpu performance? I have 6800k 4.1ghz and in some races i get drops to 15fps, if i try to disable crash fix in widescreenfix too use only one core, fps improves but game crashes.
crash fix should stay one and only 1 cpu core should also be on
and tgry dlss perf ultra perf mode
and use this dxvk-remix build
https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/5337524372
because in the latest builds a multicore performance fix is already implemented
what did you cook up π
Just some changes to which mesh I refence on the car for the on vehicle lights.
I still think the hood would be a good option because it doesn't get culled...if it weren't for the fact that there's so many alternate hoods we'd have to rig up.
afaik yes
anyone have a mod.usda with headlights handy? i'm on the headlight culling thingy
nah, only for trafiic cars, adam has one for the rx7
But for Player car isnt tintable then Right ?
mhm, when i attach a light to this mesh it doesn't get culled for me, am i missing something?
or is that known and we're trying to make a general replacement for all headlights using the "glare" billboard effect and we want to prevent that one from getting culled?
It depends on the car on what gets culled on the front.
Since the game doesnβt have backface culling, what does get culled in the camera frustum was set by hand.
Man I feel like quitting this.
no
yes
another idea i had is maybe we can mod the headlights of cars using model swaps to make them bigger.... so big that they never get culled, depending on how the game is coded this may work
but i have 0 clue on how to do that, just know that there are car mods for NFSU2
Model replacement arent working yet (with Remix)
I meant in the base game π replacing meshes with remix won't do anything about the culling
ah ok but then you Need car mods, which are Complete tunable etc.
why
toolkit release halt lesgo
The fucking usd man
After your last update. It has been full of issues.
you fucked it up youself, dont blame me
because for me everything works fine with the new lights
and i asked if i should send you both files...
and i am asking again. Shall i send you both working files?
π
nfsug2remix drama?
nvm, i just send them @jade briar
The mod_lights has all your lightsources included?
And the mod.usda can connect with it? Or do I need to connect them?
they are already connected
So copy all code in one file
no
Ah Nice that was I thing I wanted to ask ^^ if it is possible to seperate all changes^^
burritos mod.usda is connected with my mod_lights.usda
Ok so when I create a gu_mod.usda with only my textures, I can connect them with yours too?
should be possible. i can edit the mod_lights for you so that no texture are required for it
That would be cool, because then itβs a modular build and if someone donβt what new textures for example, he can only delete the texture.Usda
yep
And when you brings a update with new lights, i can update it, without adding all mz textures again
here it is
Then I will create a new gu_mod.usda where only my textures are included π
yeah, only lights now
Do I need a main file named mod.usda?
yes
Where I implement all pathes to mod_lights and mod_textures



