#NFSU2 (Need For Speed Underground 2)

1 messages · Page 18 of 1

cloud crypt
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main file should be mod

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wait, i search it

sage wraith
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Okey can you make a mod.usda where only pathes to the single “…”_mod.usda’s is?

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Then everyone can work on his own thing ans upload it here and all can download the files without any changes by himself

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I guess that would make it a lot easier to handle multi-person progress

cloud crypt
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this lines

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so basically you can add several sublayers

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but for that a normal mod.usda is needed

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because that mod.usda connects to the game

sage wraith
cloud crypt
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i can create you an empty mod.usda with these settings

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so you can add your sublayers yourself

sage wraith
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So let’s create a mod.usda, where only the pathes to sub mod.usda inside and no game changes

cloud crypt
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thats what i would do

sage wraith
cloud crypt
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that would make hotswapping mod presets way easier

sage wraith
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Otherwise its useless 😅

cloud crypt
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only one line has to be added or deleted then

sage wraith
cloud crypt
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but first i make sure this system works

sage wraith
sage wraith
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I will Upload my stuff later with a gu_mod.usda where only my textures Are included

cloud crypt
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hotswap system works

sage wraith
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Okey easymode 👌🏽

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And when you Add the Path to a Not existig .usda ? Will it get an error?

cloud crypt
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i am loojing into it now

sage wraith
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If it will simply ignor this lines then, it would be mega easy to delete Single modparts too

open atlas
jade briar
cloud crypt
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well, it works somewhat, but somehow the textures dont getting displayed anymore

sage wraith
cloud crypt
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looking like that then

sage wraith
sudden stag
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does anyone have a d3d9.dll file that is compatible to the mod?

cloud crypt
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only the one from bridge remix

sudden stag
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ok ill see how it goes

cloud crypt
sudden stag
cloud crypt
cloud crypt
sage wraith
sudden stag
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still the same :'(~

cloud crypt
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you renamed dinput8.dll to dsound.dll right?

sudden stag
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yes

cloud crypt
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can you send me a screenshot of the full folder?

sudden stag
cloud crypt
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there are files missing :/

sudden stag
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which ones?

cloud crypt
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download this file. and tell me when you have downloaded it so i can delete it again

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in this file everything you need is put together

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oh, and delete the other files you installed
and if you get asked to replace smth just press copy and replace

cloud crypt
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@sudden stag does it work?

sudden stag
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It is loading!

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but it seems to be it is crashing during when a race is about to start

cloud crypt
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uninstall extra options, inlimiter and car sound tuner

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all are in scripts folder

sudden stag
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finally! thanks

cloud crypt
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no problem

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so i can delete the files from g-drive then

sudden stag
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but i am having a problem now occuring aswell 🤣

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Im really sorry to bother you

cloud crypt
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why is it daytime for you xD

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have you installed any other mods?

sudden stag
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nope

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just the good old plain widescreen

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thats it

cloud crypt
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pls show me your tonemapping and auto exposure settings in post processing

sudden stag
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it looks fine when im not racing however when im about to start racing it goes daylight lol

cloud crypt
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your tonemapping settings are strange

sudden stag
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what is recommended?

cloud crypt
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@sudden stag , use these pls

sudden stag
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done

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but still making this dodgy lighting 😄

cloud crypt
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but still should look bette

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about the lightingissue i dont know whats happening there

safe patrol
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I like the idea of modular mods using this method. When I re-upload my stuff I'll separate them all into different texture categories too to make replacements easier.

sage wraith
cloud crypt
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and then just add other mod.usdas

spark moon
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yea

sudden stag
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thanks for the help! @cloud crypt

cloud crypt
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no problem

sudden stag
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last question

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Is there any possible that this could go as performance mode?

cloud crypt
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turn on dlss and select perf or ultra perf

sudden stag
cloud crypt
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no problem

jade briar
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Okay, so thsese files worked. I have no idea what's going on.

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And I'm too tired to try to figure out

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From now on, I'll send you my mod when I make changes, you'll combine yours with mine, and then I'll use them.

elfin beacon
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||BURRITO IS DONE.||

cloud crypt
slender sail
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i hope this fixes the url racing lights issues 🙏

cloud crypt
slender sail
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yeah i just noticed

ember river
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Hey guys, sup
I'm a 10+ years game dev & illustrator and a big fan of NFSU2. I love what you've been doing. If there is anything I can do to help on spare time, I'm now unemployed and looking for stuff to put on my portfolio too 😉
If it is appropriate, I can send a link to my online resume. If not, I'll delete the message asap.

tawny elk
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Do you do any texture work? PeepoInvestigate

ember river
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Yup, my major expertise in illustration is reallistically recreating the look or real life materials using PBR principles from a blank canvas

tawny elk
sage wraith
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Hey, give it by the albedo texture a Colorspace Limitation or something Like that ?

severe solstice
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rip burrito

tawny elk
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If you wanna dip your toes, there’s a lot of low res textures that need some love. Like traffic lights.

balmy chasm
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@ember river Lets start from simple. Do you use Photoshop?

ember river
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Cool. I work primarily with raster softwares like Krita, free open source alternative to PS which suits me on everything I need

tawny elk
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Nice 👍 I can handle the conversion to DDS for ya then if you’d like, since it’s not implemented well in Krita

balmy chasm
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@ember river Read this to get started

ember river
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I don't have any experience with the softwares you've been using (Omniverse, I believe?) and how it works, but as long as we can share standard file formats and assets, we should be cool 😉
Also, if necessary, I can do some basic 3D modelling, texturing, animation, have a deep expertise with python, can create scripts to procedurally generate all kind of assets and so on

tawny elk
ember river
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The DDS conversion thing will be sweet, have suffered from it in the past and would like for it to stay in my past lol

balmy chasm
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@tawny elk Do you know if this standalone can export mimap exposure thing?

balmy chasm
jade briar
tawny elk
jade briar
balmy chasm
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I have photoshop, no worry :D

jade briar
tawny elk
tawny elk
ember river
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Nice. According to chat GPT, it is possible to easily convert any image format to DDS using a simple python script

tawny elk
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||I tried||

ember river
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Yup, this pyDDS one seems to be the charm

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I'll try that one

jade briar
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You should use this. Probably not the fastest method, but the safest.

tawny elk
jade briar
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Ah

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Finally

balmy chasm
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Like I showed on my ss

jade briar
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That's good to know.

tawny elk
# ember river I'll try that one

|| I wouldn’t worry about converting the textures over to DDS btw, I think everyone here has some automated tool to do so already KEK ||

ember river
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Awesome. I'll focus on the painting and upscaling then

tawny elk
jade briar
ember river
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Sure guys, I'm not sure for how long I'll be engaged with the project, but for now I'm free and would love to help

jade briar
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I know. Many people have tried helping, and then lost interest.

ember river
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I'm looking for my next job or gig as game dev or illustration/concept art and stuff, so while I don't find anything, I'm free to do some work

jade briar
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Here's what I threw together in like 10 minutes. Try to use these colors.

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Especially for the background

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And no alpha.

ember river
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Awesome. I'll be right on it. What is the thing with the gray bg, is it "chroma key"-removed in shader or what?

jade briar
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If that makes sense

ember river
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I see. Just trying to understand how all material data is encoded in the RGB channels

tawny elk
jade briar
jade briar
balmy chasm
jade briar
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Because I'm stupid.

balmy chasm
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omg

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Make lines thinner

jade briar
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I'm very comfortable with 3d modelling, so it was the fastest way to do things. For me.

tawny elk
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Uses RGBA for the diffuse and emissive, and Grayscale for the rough and metallic.

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Normal maps are in a octahedral format, but there’s an easy way to convert it to that if it’s in DX format.

ember river
jade briar
tawny elk
ember river
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Oh I see. That is an exception

jade briar
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This is what my texture ended up looking like

jade briar
tawny elk
ember river
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haha game modding in a nutshell lol

tawny elk
jade briar
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Okay. Make an object use the translucent shader.

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NOW

tawny elk
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I told ya how, you duplicate the translucent MDL shader in the materials folder, rename it, and then that on your existing material.

jade briar
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Yes. What other sane 3d application requires that.

tawny elk
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I don’t know. Most of these kind of large software packages have their own charm that you just gotta work with. shrug

ember river
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speaking of performance, is it possible to adopt other resolution aspects than the original ones while doing the swapping magic? So that we could snap them to powers of 2 (128x128, 256x256, 1024, 2048...)

tawny elk
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Yes

ember river
jade briar
jade briar
tawny elk
# ember river

We don’t have to worry about fixed function limitations on the remix side

ember river
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If the swapper together with DirectX still only cares for normalized texture coords, the UV of a mesh shouldn't interfere 🤔

tawny elk
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You have to maintain the aspect ratio of the original texture till mesh replacements are possible (soon(tm)) and we can modify the UVs like Burrito said.

ember river
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I mean, texture coordinates going from 0 to 1 on x and y, so changing the aspect ratio shouldn't interfere, unless some computations are done on the absolute resolution which breaks the UVs

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Anyway, I can shrink at least one coordinate (like just width) to better accomodate the texture in memory and keep the aspect ratio of the other for now

tawny elk
balmy chasm
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Like making 512x512 out of 128x512?

safe fossil
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"normalized texture coordinates" ugh, yeah, that's uvs

ember river
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Nope, if a texture is, say, 100x150, it could be upscaled proportionally to 170x256

balmy chasm
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They're all 128/256/512 sizes

ember river
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Oh ok, that already helps a lot then

tawny elk
ember river
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Yeah like, at least the U/X coordinate would be in power of 2, so less wasted memory space

safe fossil
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Im not sure what you're trying to say here, if what the saying is if you had a texture that was like 2:1 ratio and you changed the res squashing the image to an aspect ratio of like 1:1, then yeah it would be all squashed in the game

tawny elk
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In theory it would work, I haven’t tried it personally.

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||Since remix requires so much vram to run in general I don’t think anyone has been too concerned with memory space||

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||At least besides avoiding 8k textures||

ember river
# safe fossil Im not sure what you're trying to say here, if what the saying is if you had a t...

That is the thing with the UV mapping, it shouldn't change the image since UVs are normalized coordinates (doesn't care to texture resolution). In a 200x100 texture, a U coordinate of 1.0 would be the pixels at coordinate 200 and in a 1587x249 texture, 1.0 would be pixels at 1587. This is why changing the aspect ratio shouldn't change the final look of the texture for meshes specifically (not UI elements), unless some other shennanigans are being done by remix

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Anyway, it doesn't cost me anything to adapt to use or not a power of 2 workflow, at least in sofwares like Krita, Photoshop and so on. If it becomes too much of a PITA we might as well just stick to proportional upscaling then 😉

tawny elk
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@zinc meteor pls help

safe fossil
safe fossil
balmy chasm
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hehe

ember river
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The other way around. I thought the resolutions were weird, but EAWorld said they're already in powers of 2, so no problem

safe fossil
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Yeah, idon't know of any game that doesn't use powers of 2

ember river
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@jade briar Could you try this big buoy?

safe fossil
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There's no point not to, you'd just be wasting mem on like padded boundries in dxt compression and shit and probably performance from hardware having to manage wack resolution

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Though it's not like the texture samplers are the common bottleneck i guess

ember river
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Yup, that is the point. Although it might be pretty much an overthinking aspect nowadays, it doesn't hurt to keep using the convention

cloud crypt
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Whats happining here, seems like i missed smth

jade briar
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Nah

ember river
# jade briar Strange.

And what about those yellow stripes in the asphalt. Can you find them so I can mess with them?

jade briar
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Man's helping with textures.

cloud crypt
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Ah ok nice

cloud crypt
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Then i keep working on lights

balmy chasm
ember river
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Hi @cloud crypt , great work u've been doing btw my man

jade briar
jade briar
balmy chasm
ember river
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Haha yeah, the cross walk, I can do that in krita

balmy chasm
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Would you make them thinner than what we have in original(which is 1.5m)?

ember river
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Should be just a matter of shinking the image to say, 1/4 of it's width and repeat 4 times to fill

jade briar
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@ember river This is what I created with blender. Not the best, but I was running out of patience.

ember river
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Awesome, great start already

jade briar
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I was planning on redoing all of these. They don't really look that good. Maybe you can do a better job than me.

balmy chasm
jade briar
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It is the final texture used in game.

balmy chasm
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That long?

jade briar
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Yep. Look at the textures in game.

tawny elk
jade briar
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With all those lights baked into textures.

tawny elk
balmy chasm
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Good work. I like you using common sense :D

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buritto and hell just speechless

hearty delta
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burrito was aiming for july release the plan was set to fail (/completely made up)

ember river
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@jade briar Sorry, what would the transparency channel be for those road textures again? Roughness? If yes, what is the mapping from 0 to 1?

tawny elk
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0 being smooth and 1 being completely rough.

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It’s gray scale, I don’t remember the bit depth tho

balmy chasm
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8-bit

ember river
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Hmm ok. I'm trying to make sense of that each of those textures mean, and almos all of them have a weird transparency that seems to be a roughness map

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Like this

balmy chasm
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Nah. That's just transparency

ember river
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Oh, they can be ignored then?

balmy chasm
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Well, I dunno. But you should set up Omniverse and game for sure to make test runs yourself

ember river
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You're right, I think I can't go much further without it

cloud crypt
zinc meteor
tawny elk
zinc meteor
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I'm not sure what the question is. power of 2 resolutions are always the best option - in general, anything else cost almost as much as the next larger power of 2.

jade briar
ember river
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How are you sharing the USDs?

jade briar
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You can take a look at the file I distributed. It's in the pins.

ember river
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I see. Did you guys consider setting up a dev server to develop in realtime to test that live syncing thing they talk about?

tawny elk
safe patrol
tawny elk
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I could host an instance that allows two people to use it but that’s it.

jade briar
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Uhh. The usda files are really finicky and break often. The only way is to make a shared omniverse project, but it's like $6k for each user.

safe patrol
jade briar
ember river
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Wow, ok. Is it some restriction by the tech or there is a self hosted alternative that we can do for "free" or something?

balmy chasm
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Well, create some free sharable storage where eveyone can upload their .usda will be a great start

tawny elk
tawny elk
zinc meteor
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Shared live editing over OV is done via a nucleas server, and it's how Nvidia actually funds OV development.

For Portal RTX we actually just used a perforce server to share assets.

jade briar
safe patrol
jade briar
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mod.usda is my file, and mod_lights is hellraven's.

ember river
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Oh good to know. I see. Maybe later it might become a viable solution for the project to use the Nucleus server, but for now, best we can do is a git/perforce repo like @zinc meteor said

zinc meteor
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And yeah, some of our development had each artist using their own replacement layer, to minimize conflicts

ember river
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How is the merging done? Could it be automated easily, say, with a python script maybe?

safe patrol
zinc meteor
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If you're all working on separate layers, than it's just a matter of which prims are edited in which layer.

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the "merging" is just using USD's built in composition system

safe patrol
ember river
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Hmm I see. If is easy to parse, a post commit hook could trigger a merge whenever someone sends a change to their layer usd 🤔

safe patrol
jade briar
safe patrol
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That's just how I like doing things though

jade briar
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I'd say set it up when The creator toolkit is out. We don't even know if our current usda files will even be useable.

safe patrol
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Makes sense

tawny elk
zinc meteor
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git is good for text files, but it's not great for binary assets like textures - it's generally bad at handling really large files.

cloud crypt
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@jade briar my mod usda is looking like that

jade briar
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Well, yeah

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It's weird

cloud crypt
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why weird. basically its an empty mod.usda with 2 seperate layers

jade briar
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Your editing layer is gonna be the one you're working on.

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Oh wait

jade briar
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Yeaaaaaaaahhh

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You have 3 layers

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That's one way to do it.

cloud crypt
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"hotswap function"

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for example someone different made texture, then i just put his textures in there

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and the mod.usda itself only have to be edited in 1 line

balmy chasm
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Also I'd like to suggest calling textures according to their material name

cloud crypt
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yeah, so like road etc

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that what buggula said

balmy chasm
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Like 'mat_5E8BFED9A80F0450_emissive'

safe patrol
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Or if we keep a standard naming convention, say <hash>_diffuse.dds, then no USDA editing is even needed. Just copy in the new texture

cloud crypt
safe patrol
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Why not?

cloud crypt
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i tried it that way

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only got black roads

balmy chasm
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But I mean exactly 'mat_<hash>_diffuse.dds'. This is the format any Substance user will come up with

ember river
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Just installed Create and opened the mod.usda (and mod_lights too) but nothing is shown, I can see UI gizmos for some sphere lights and stuff but I'm kind of lost. My goal is just to see road meshes with the textures that I'm remaking

balmy chasm
cloud crypt
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yeah

safe patrol
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Well it only works if the USDA already has everything in it to start with, but then if you want to update it all you have to do is replace the texture file

balmy chasm
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Ah, right

cloud crypt
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basically what burrito has to do is rename all his textures and dont use the captures anymore

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because in his files there are still captures needed

safe patrol
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Yeah that's a no-no for server rules

balmy chasm
ember river
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Well think that is a lot to take right now. I don't even know what is a capture exactly, no idea where to begin with. The 10 videos series tutorial by NVIDIA seems to cover own projects, not opening old games and stuff so I'm trying to link infos from one side and another

safe patrol
cloud crypt
balmy chasm
cloud crypt
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nope

safe patrol
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Not the captures, those are original assets

cloud crypt
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we would be copyright claimed if we continue to distribute them

balmy chasm
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So upscaling will do and that's it?

tawny elk
safe patrol
balmy chasm
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I'll stop on upscaling :D Because we basically use captured textures to bump up roughness slider or emissivity

ember river
jade briar
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Also this

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Tutorial was made by

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uhhhhh

zinc meteor
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I actually recommend keeping mod.usda empty, and just putting all you replacements in a series of sublayers. Not a big deal, but it does make it easier to do stuff like turning off any layer at will, or testing them out in different orders. helps with identifying when there are conflicts, as an example. If you have changes in mod.usda, they will always have prioirty over the changes in any sublayer

safe patrol
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Even though upscaling isn't ideal, in order for me to legally distribute functional emissive maps, for example, I have to provide an upscaled diffuse map. It's illegal for me to provide the original diffuse map, but remix won't pass through the original asset if I want to add a normal, rough, emissive, or metallic map. So you end up with just a black object because remix is looking for a new diffuse map and can't find one.

tawny elk
jade briar
zinc meteor
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you can change the existing setup by saving your mod.usda as a new file, deleting the sublayers from it, and making a new mod.usda that just includes all the layers

jade briar
cloud crypt
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they overide everything

jade briar
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Oh you already answered that.

safe patrol
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I put in a feature request to pass the original diffuse map into remix, but it's not how things currently work.

balmy chasm
cloud crypt
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@jade briar in the mod.usda are the others linked up. so basically you can rename your current mod.usda to mod_streets_bur and replace theone i include here. Should work fine that way, but still pls make a backup

jade briar
cloud crypt
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XD

ember river
jade briar
ember river
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Is there something we can do about the scene camera being upside down, sideways, etc.?

balmy chasm
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Capture scene with Scene Z-up setting enabled

tawny elk
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Not really, it doesn't get put back into the game afaik, so you can do what ever you'd like with it in OV

jade briar
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I usually delete it.

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Hover around the scene myself to look around.

balmy chasm
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I used this camera to render a shelf in career garage because it's FOV is 'special' :D Nothing more other than that

ember river
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idk, everything is upside down still, the game created camera and the "Perspective" camera too

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anyway, no big deal

jade briar
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Who was working on car lights?

ember river
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@jade briar did that back window texture work?

jade briar
safe patrol
jade briar
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Dimensions should be in multiples of 4

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Also While you're at it. Make the brightness of the dark parts around 0.5. Otherwise, the glass gets too dark.

ember river
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I did that single coordinate snapping thing to preserve the aspect ratio. Only the width is power of 2, while the height was proportionally upscaled to keep aspect. I can change it if you want and make it square 1024x1024

jade briar
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It can be any multiple of 4. Otherwise it just won't work.

ember river
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Alright then, I'll stick to it. Just stopped for lunch now

jade briar
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Sure. Also don't forget the brightness of the background. Currently, It's a bit too dark.

ember river
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Hey @jade briar , you said you have created your own roughness material for the roads. Tell me more about it. I'd like to understand the level of freedom we have regarding materials. Can we write our own shaders and bind any textures to textures slots as we want?

jade briar
ember river
jade briar
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And color diffuse, and emmission.

ember river
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Got it. Makes sense, it has to be something compatible with what the raytracer understand in the pipeline, can't go too crazy on shader effects

jade briar
jade briar
ember cobalt
jade briar
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@ember river I added your texture. It looks good. There's some bugs that I need to sort out regarding the car's interior. The rest looks beautiful. I'll also have to adjust the darkness of the rest of the windows.

ember river
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Nice. From the pics is hard to see the lines, but seems cool

jade briar
jade briar
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Also if you ever feel like doing the roads. Make them brighter than mine. Mine are look wayyy too dark in game.

jade briar
ember cobalt
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never heard of a car made entirely of glass 😛

jade briar
cloud crypt
ember river
jade briar
jade briar
cloud crypt
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well for me they dont pop in, but i can try

jade briar
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Because only the closes version of the vehicle has those lights attached to it.

cloud crypt
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ok, i will see what i can do about that

ember river
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also, the paint of the yellow stripe also produces a bumped region that would be nice to mimic using normal maps

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should be easy to produce using blender nodes + baking, only the wheel lanes probably need to be hand painted in the mesh in Texture Paint mode

safe patrol
# jade briar Because only the closes version of the vehicle has those lights attached to it.

I've noticed the same thing for emissives. The LOD doesn't use a mipmapped version of the original texture, it appears to have its own map. Either that or it's something with the way remix handles LODs. I'll try and see if I can make a capture of some of the traffic cars with their far LODs so I can experiment with adding emissives to them. Getting rid of popping would be good

jade briar
jade briar
safe patrol
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Is this your latest lights?

cloud crypt
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yes, its lights only

safe patrol
jade briar
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Probably.

safe patrol
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but if the LOD counts as an entirely different item, remix might not recognize that they're related to each other.

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so it's just the original diffuse texture and nothing else, because it's a different object

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so we'd need to put an entry in the maps to apply to every LOD

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I'll bet that's what's happening, but I'll need some time to test and I don't think I'll have time today

jade briar
safe patrol
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I'll have to test whether it even has the same UV map

jade briar
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So why do they not share the material.

safe patrol
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because remix doesn't know that they're related to each other. They're just two different shapes

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and so they'll have different hashes too

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which means the material for the closest LOD won't apply to one further out. Different object, different hash.

ember river
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Looking different already

safe patrol
#

that is....a very good question. I have no idea, I'm just saying my theory. I need to test.

safe patrol
jade briar
ember river
safe patrol
#

it does look more like concrete

jade briar
#

3am

jade briar
cloud crypt
#

so basicylly concrete vs fresh asphalt... let me see

#

should be more greyish like this

jade briar
#

Yeeah

jade briar
cloud crypt
safe patrol
jade briar
#

Just compare to the actual lighting in the original. Looks like 4000-4500

tawny elk
#

@safe patrol am I able to use these in my own distribution? With attribution ofc.

safe patrol
#

absolutely

#

I honestly don't even care that much about attribution. As far as I'm concerned these are pretty much public domain. But I certainly would appreciate a mention if you use my stuff somewhere.

#

I don't have a huge online presense, I don't have a ton of followers on my youtube channel, etc. Not something I care about.

tawny elk
#

Still need to give credit to your hard work NODDERS

safe patrol
#

which I appreciate.

#

I just don't require it.

#

Reminder: if you want to use all these, grab HellRaven's mod.usda and the sublayer section should look something like this (depending on which packs you use)
subLayers = [ @./mod_lights.usda@, @./traffic.usda@, @./signs.usda@, @./headlights.usda@, @./windows.usda@, @./game.usda@, @./tires.usda@, @./lights.usda@, @./tail_lights.usda@ ]

#

oh and these all just extract into gameReadyAssets folder

severe solstice
#

🫂

tawny elk
#

This is how I have mine setup NODDERS

safe patrol
#

and yeah if you know how to use omniverse and want to do it there, go for it.

#

ok that's it for now. I've got a couple more categories that are heavily WIP that I need to touch up a bit better before I share them.

safe patrol
#

I think there may be a syntax error in one of my usda files. If someone finds it before me I'll re-upload, otherwise I'll get to it when I get to it. Wife is feeling sick so I'm on kid duty.

ember cobalt
#

i don't see any errors

tawny elk
ember cobalt
#

lol

tawny elk
#

Not sure what it is HmmNote

safe patrol
tawny elk
#

Weird considering my exposure is set really low.

#

Maybe a bug with volumetric fog?

safe patrol
#

I have no clue to be honest. Maybe @zinc meteor knows?

tawny elk
#

I haven't narrowed down what caused it yet so

#

More tweaking

safe patrol
#

Hey I just identified something else that needs an emissive just from that picture!

#

Also I'm jealous of your headlights

tawny elk
#

I need to go throught and redo my mesh associations

#

I need to get the textures into an archive or something to make it all work

tawny elk
safe patrol
safe patrol
tawny elk
tawny elk
#

I might get even more crazy and just add a few light sources to kind of shape it myself

cloud crypt
#

With my mod.usda you should be able to do your own lighting mod. Poeple can then decide wich tjey prefer

#

So pls keep up your work mate

safe patrol
#

Exactly. By making everything modular like this people can pick and choose their setup

tawny elk
cloud crypt
#

Same for mine

safe patrol
#

And now HellRaven's is too

tawny elk
#

I still need to tweak my exposure to get out of the flat/"raw"/ungraded look.

safe patrol
#

That's my reasoning for separating my textures into different categories, too. You can easily chose one road style or another without messing with everything else

safe patrol
#

And it just helps my work process to have things a bit more organized

cloud crypt
#

Good thing that idea came up to me xD

safe patrol
safe patrol
tawny elk
safe patrol
ember river
safe patrol
#

hahahaha check out the brick scaling inconsistency. I don't know how I didn't notice this before.

tawny elk
#

Funny that it's on the main screen

safe patrol
#

ooops I misidentified a brake texture as a tail light. In my defense, it's all red.

#

I'll fix that.

tawny elk
#

I mean if it stops hard enough they can become like a tail light.

safe patrol
#

yeah for now anyone driving with that particular brake will just be burning their brakes a bit.

tawny elk
spark moon
safe patrol
#

Nice. The whole tail light shouldn't be emissive though. The white part only lights up for reverse.

#

And usually half of the red part is reserved for brakes

#

I should install NFSU again to help with some of the emissives there

spark moon
safe patrol
#

Probably won't be able to until Monday or Tuesday. Have a busy weekend planned. But I can totally do that

spark moon
#

no worries...

safe patrol
#

Especially now that I have my workflow figured out a bit better and I'm getting better at the whole process in general

spark moon
#

can any1 explain texture replacement how to do it properly as didnot replaced it yet

spark moon
#

ok updated to HDRI Sky

elfin beacon
#

Looks like dawn.

#

Right?

balmy chasm
balmy chasm
jade briar
spark moon
elfin beacon
#

From sol planner.

elfin beacon
#

Yeah but it's not in the game , it's a mod.

#

But i think it will be way difficult to do that.

jovial quartz
#

Hey guys and gals i got into tinkering with RTX remix a while back when it was released in portal but never had any luck getting things going but i saw the screenshots of NFS and i gotta ask is it playable currently?

sage wraith
#

so something is wrong with the chainner albedo converter bc7. if i export it with that compression, some textures will be gray ingame

balmy chasm
spark moon
sage wraith
#

the count of mipmaps are important i guess?

jovial quartz
balmy chasm
jovial quartz
#

@spark moon is RTX remix currently a drag and drop solution for NFS?

sage wraith
#

So i cant enable gamma correct

spark moon
jovial quartz
#

@spark moon Thanks big time

sage wraith
balmy chasm
#

You mean Substance Designer?

sage wraith
#

Yes

#

But there i cant select bc7

balmy chasm
#

Eh. Don't specify it. Ideally it should be 6 min

sage wraith
#

what do you mean

balmy chasm
#

6 mip levels minimum. But ideally you don't specify it at all

sage wraith
#

Ah ok

#

And when the albedo habe different mipmaps then the Normalmaß for example it doesnt matter?

jovial quartz
#

@spark moon last question does it require any specific game version ie: 1.2 vs 1.4

balmy chasm
#

Should not I guess. You can play with rendered mip levels in your config actually

sage wraith
#

Ok

#

okey now it works 🙂 then i will export the albedo directly as dds out of Substance 🙂

#

so how big can i be with the
file storage size?

balmy chasm
#

Uncle and Hell agreed on 2k/4k textures everything, so their budget can go over 10Gb. I stopped on 'minimally required' sizes, starting from 512 to 2k res. This way I plan to go much lower, 1Gb max ideally. So it's up to you basiccally

sage wraith
#

for all textures or per texture? 😄

balmy chasm
#

For all project

sage wraith
#

so i guess my textures is to large

#

i need to compress it

#

wich compression can in use in substance? bc7 isnt avaible

#

and without compressen, only the albedo has 256mb

balmy chasm
#

5Mb per material(including all types of maps) average, someting like that

balmy chasm
sage wraith
#

puuh so im far away from that

#

Is that the correct way to Export the Final texture?

#

I use it since yesterday so im new in it😅

balmy chasm
#

Never used Designer. I work in Painter only

sage wraith
#

Oh Okey

#

But i guess the export mechanism is the same

balmy chasm
#

We have no .dds export in Painter at all :D
And textures are exported through 'Export Textures' tab

sage wraith
#

Oh ok 😅

balmy chasm
sage wraith
#

Ok i understand

balmy chasm
#

@jade briar Do you have captures of this part of the city?

jade briar
#

why

balmy chasm
#

Just want to ask if one material is present there(the one used in main menu)

jovial quartz
#

jesus christ guys

#

yall are wild

#

Never in my life

jade briar
#

Never in your life.

hasty plume
#

I need to get this installed already

jovial quartz
tawny elk
tawny elk
tawny elk
#

Does anyone have a game map with labels of the areas?

balmy chasm
tawny elk
#

Perfect

#

I want something to mark what I’ve gone through.

#

I’ll test out my vectorization skills and share it with y’all aww

balmy chasm
tawny elk
#

Likely. Not at home right now though.

#

Getting tea and cake aww

balmy chasm
#

3B9F97E19F027AE
Can you look for this material please? It is present in main menu, but texture is really weird

trail quail
tawny elk
cloud crypt
#

Are you british or why tea?

tawny elk
#

Cause it’s good NODDERS

cloud crypt
#

XD

balmy chasm
#

Right. I want to know if it is used anywhere outside of main menu

tawny elk
#

I don't think so. I only have it from the capture from the main menu

balmy chasm
#

It is used on a single wall with a door way and texture gets cut like that 👍

tawny elk
#

The corner on the main menu?

balmy chasm
#

Ye

tawny elk
#

Strange that it's used only in that one spot PeepoInvestigate

inner fable
#

hey there

tawny elk
#

👋

inner fable
#

my game stopped launching after I installed the mod through the pinned tutorial

#

my gpu doesn't support neither RTX mode nor DLSS

#

but I've read on the net that I only need the Vulkan support for RTX Remix

tawny elk
#

No you need RT support

inner fable
#

rip then

jade briar
#

Where did you read just vulkan.

jovial quartz
#

I just want to thank you Lot for whipping this all up yall are the shiz definitely the best way to play NFS U2

tawny elk
#

I forget how to do three point lighting

jovial quartz
#

Decent perfromance boost on the latest DLSS library

tawny elk
ember river
tawny elk
#

Lighting

#

I'm not great with materials tbh

#

But I do lighting design for a living

plain stag
tawny elk
#

Less shadowing

ember river
#

Looks pretty good. One idea I'd suggest is to work with 3 point lighting, so a key light outlines the details, a back/rim light adds a little bit of a dramatic mood with a contrasting color (draws interest in the outside of the scene focus), and a fill light "glues" everything nicely 🤔

tawny elk
#

I was trying a plain three point for a bit but I felt like GT7s setup had a bit more car orentation to it so I tried to match it

#

I might switch to using rect light sources instead of spheres though cause mimick soft boxes

#

peepoSigh Rect lights are broken aren't they?

#

Oh my second attempt at three point seems to be doing better peepo_clap

graceful heron
#

Guys, any possibility of this mod running in the future on an RTX 3050?

valid geyser
#

should work on all rtx cards

ember river
#

You're actually right, the setup you're going for feels more like a garage setup

graceful heron
jovial quartz
#

30 to 40 fps

tawny elk
jovial quartz
#

?

#

i can drive like 40 miles then this any idea?

tawny elk
ember river
#

I see, interesting

tawny elk
#

There's a little bit of weird shadowing going on but I don't think I'll improve that much next attempt

graceful heron
#

this is normal ? sorry for many questions

balmy chasm
# tawny elk

Oh, I also posted my car lot setup some time ago. It is more environment oriented. And I usually just put physically real lights, like those which can actually exist in the scene

tawny elk
balmy chasm
#

Exactly. So only front lights which are out of camera view. And ambient back light for cancelling shadows

tawny elk
#

Ah I gotcha.

#

I still have to do more with the environment to that scene but it’s getting too toasty to trace the paths.

jovial quartz
balmy chasm
#

I made a few changes, but you see the idea

jovial quartz
#

Impressive stuff ill be keeping up you lads and keeping this installed cant wait to see what you guys do next take care lads

tawny elk
balmy chasm
#

Sometimes I'm impressed why so much environments(in original game) were built in garages even though they all not lit up

tawny elk
#

Yea there’s way more detail in a lot of scenes than expected.

#

There’s spot lights all over the place that I don’t think get used in the game originally.

#

I’ll probably do some more of the shops after it cools down.

balmy chasm
#

Just look at that. It is not even on UDIM.1001

tawny elk
#

They sample that texture a lot in the main menu scene I think

balmy chasm
#

Sure. Green outline highlights mesh with this material

tawny elk
#

Guess not KEKW

#

I thought they just used the little bit of brick on it for the other areas.

#

What’s the material for the brick for the brick on the other side of the corner?

balmy chasm
#

It has 1 material for most of the brick walls and around 5 materials for grafitti wall parts

ember river
#

Hey guys, good news.
I've just written a python script to help converting back and forth between PNG and DDS - BC7, BC5 and BC4 texture formats. It adds Windows' context menu actions, so you just "right click a PNG file > Make DDS - BC7" and it generates a file with the "same name.dds" beside the original, and works from dds to PNG too.
It relies on NVIDIA Texture Tools' nvtt_exporter.exe

The scripts are quite simple so any pythoneer should understand easily
There is a README.txt with instruction on how to install, and likewise, is very simple and straightforward

balmy chasm
#

Did you set mipmap exposure thing for BC7?

ember river
#

yup, according to what've said yesterday

balmy chasm
#

Oh, that's what Mark told us :D

tawny elk
ember river
#

Oh sorry, I've confused the thread then haha

tawny elk
balmy chasm
#

Also does it work for multiple files at once?

ember river
#

I think so, since windows "instantiate" one run of the nvtt_exporter.exe input_image.dds -o input_image.png command for each file in the selection context 🤔

balmy chasm
#

The last feature could be identify file name part to use specific preset on it. Like automatically apply BC5 to [bla-bla]_normal.png files

sage wraith
#

So i guess this looks Fine, if the carlights working

ember river
balmy chasm
#

Well, it won't be faster than chaiNNer bulk export then

ember river
ember river
cloud crypt
balmy chasm
#

Yeah. As example, I export around 20 maps all together from Substance and bulk convertion really helps me out this way

jovial quartz
#

I just uninstalled just curious

ember river
#

Hmm I could easily adapt the script to work in directories, so a custom context menu action for when clicking in a directory could run the script to loop on every file and convert them all 🤔

tawny elk
#

If it’s anything to note, you could use a batch file that calls the Python script to run for a file or folder you drag onto it.

balmy chasm
jovial quartz
#

So is the mirror supposed to not be working?

cloud crypt
#

Not currently

jovial quartz
#

weird works with HD reflections mind you a few issues

#

but without HD performance ups like almost 10 fps

cloud crypt
#

HD Reflections cause Performance problems and mirrors textures
So pls dont use it

jovial quartz
#

My mind instantly goes to why is it working with the texture replacement and not original

#

also can barely drive anywhere now

#

Remix seems to completely lose what its doing

cloud crypt
#

Ugh, not again... turn off Restir Gi in lighting settings

#

Alt + x to open menu

jovial quartz
#

fixed

#

and yah i used the old remix

cloud crypt
#

Old remix isnt supported anymore

jovial quartz
#

Im just meaning like knowing how the menu works

cloud crypt
#

Ah ok

balmy chasm
ember river
tawny elk
jovial quartz
#

Yah i wont lie im a little confused there seems to be quite a few graphical effects not present compared to the HD reflections mod ie: headlights and such

tawny elk
#

You can add them yourself if you’d like shrug

balmy chasm
#

@ember river #general-remix message
Here's his message

jovial quartz
#

Im just curious is all, id definately love to start messing with it unfortunately i think my knowledge is rather limited in these regards and i dont know if id be able to render any success, and i likely doubt anyone wants to get into the nitty gritty with a hradware guy but ill definately tinker around and see IF i can come up with anything in any shape or form

tawny elk
jovial quartz
ember river
safe fossil
jade briar
# tawny elk I forget how to do three point lighting

Rim, fill, main. With path tracers, you don't even need fills a lot of the time. Since the gi will do that automatically for you. That said, I don't recommend 3 point for vehicles. Vehicles require some very unique lighting built specifically to show them off.

jade briar
#

Man I completely missed several hours of chat

#

Been playing GTA all day

#

I mean

#

ALL

#

Day

tawny elk
tawny elk
tawny elk
safe fossil
#

Doesn't really matter circular or rect, it's more about the area size of it

#

The reflection could be either or

jade briar
tawny elk
hardy maple
#

does it take a while for the first time to boot?

jade briar
#

Should boot instantly

hardy maple
#

then the only thing that might cause it, is amd gpu in my pc(drivers probably)

#

cause i re did the installation process 2 times already to make sure

tawny elk
#

It's prob building shaders

hardy maple
#

the cpu usage came down by 40%
game launched in no screen with only sound💀

severe solstice
#

💀

novel frigate
#

I am so sad i can't play this with my RTX 3070 😦 I have 35-45fps with DLSS Balanced, and the ghosting is disgusting.

jade briar
#

F

tawny elk
#

You can use a lower quality preset. That should guve some gains

novel frigate
tawny elk
#

Turn off AE

novel frigate
tawny elk
#

Automatic exposure under post processes

#

Sorry Eye Adaption is what you wanna turn off

#

The ghosting comes from the back of the car getting under exposed

novel frigate
tawny elk
#

Increase exposure in the tonemapper?

odd dome
#

i like the progress gg

#

but wont greenish hue street lights look better

#

with a lil greenish dark sky

novel frigate
severe solstice
#

you need 4090 for a 20 years old game

#

💀

safe patrol
#

I use a 3060 ti and it works just fine. But you gotta fiddle with the settings quite a bit - this isn't at a point of "drop in and play" yet

cloud crypt
# novel frigate

if you want i send you my rtx config which runs whithout ghosting

#

but seems turning of AE and increasing Tonemappung to 5-10 fixed it

cloud crypt
safe patrol
#

the most frustrating part of this whole process for me is sitting and scrolling through endless textures trying to find the one in the scene right in front of me that I need to work with

#

I wish you could mouse over things in the scene or click on them to go right to the texture in the list

cosmic mist
#

heyo is it possible to turn on frame gen in this game? i can't find the option? (nfs ug2)

ember river
jovial quartz
safe patrol
#

And often all I need to do is find a texture to tell remix to ignore it or set it to particle or something like that - which I really don't need Omniverse for

ember river
#

How do you guys have been converting stuff from RGB normal map to octahedral?

ember river
#

Asphalt Retexturing WIP
Going for a kind of wet, kind of dry asphalt look so it fits both clear and rainy weather nicely.
Any thoughts to improve?

#

If there were a way to change roughness based on weather conditions it would be perfect

toxic topaz
#

gtx 1060 6gb ☹️

ember river
balmy chasm
balmy chasm
sage wraith
odd dome
ionic prawn
#

The headlights anda traffi lights are fixed?? and the car textures?

balmy chasm
#

@tawny elk Check this out. Stairs is part of the brick wall material. And this is its UVs(white color)

plucky tapir
#

Much prefer that level of wetness i reckon

jade briar
#

Roads could be a little wetter. They look a bit too dry for a place where it rains for 5 minutes, for 5 minutes.

jade briar
jade briar
balmy chasm
#

But you have a lot of puddles spread across the texture either. It can be a smooth transition from almost dry-no puddles to more wet-some puddles

jade briar
balmy chasm
#

Nah. All I know is from your posts here

jade briar
#

Ok

tawny elk
tawny elk
tawny elk
jade briar
#

Here's a bunch of presets from an addon I downloaded. All are made specifically to show off vehicles.

tawny elk
#

This one right here

#

UV Map Projected

#

Might make the rest of the garage darker HmmNote

#

Much better

balmy chasm
tawny elk
#

I used it as the mesh to add the lights and it got all wonky

balmy chasm
#

Well, not with custom material though

tawny elk
#

Even with custom materials off it's broken

balmy chasm
#

I have all your 58? lights in my setup and it works well after all

#

May be some lights from main menu haven't culled off?

tawny elk
#

Nope, there's nothing there. It's lighting the corner of the mesh for the ceiling or something

balmy chasm
#

Also you might want to apply reflective material to car, so you check how reflections work with your light setup

tawny elk
#

Next stop the "Car Specialties Shop"

#

Which is the only canonical sprinkled building in the game?

tawny elk
jade briar
#

What's thinfilm?

tawny elk
#

No idea KEK

tawny elk
#

Might be better suited for the paint shop than the specialities HmmNote

balmy chasm
tawny elk
#

It doesn't seem to have an effect in game though

#

Might need to change a setting or something

#

There it is

jade briar
balmy chasm
#

The second controll over Thin Film should be IOR

jade briar
#

They had the time to make photorealistic oil spill. but not clearcoat

tawny elk
jade briar
# tawny elk

I love denoising artifacts. My favourite gender of all time.

tawny elk
#

Also the thin film applied to way more textures than intended

balmy chasm
#

What do you mean?

tawny elk
#

Watch the shadows in this one: #1103377328530276403 message

balmy chasm
#

May be that's just reflected light. You have strong upper light only there

tawny elk
tawny elk
#

Not liking how this comes out JoeyBleh

balmy chasm
#

Because you have black car on the bright background? And black car basically means you can't see what you put on your car?

#

To be fair that's just metalic shader eating all the light. Make it just roughness

ember river
valid geyser
tawny elk
jade briar
tawny elk
tawny elk
#

Much better than the weird metal look I had

#

PeepoInvestigate Is this a sconce or a bug zapper? I'm thinking speaker

balmy chasm
#

Speaker is a good guess

ember river
#

Made them slightly wetter now. Much more than that and it starts to compromise compatibility with dry weather. I was trying to avoid the "wet roads" meme that graphics mods tend to fall for, but I'll add some puddles and effects later and make 2 versions, so you guys can playtest them and decide which one fits better 😉

#

Here are the dds as of now if you guys would like to take a look. I didn't touch the crossroads nor the pedestrian lanes yet.

tawny elk
#

Imagine

#

Omniverse

#

But

#

With proper Quad Viewport

jade briar
tawny elk
jade briar
#

Wobbly UV

tawny elk
#

They seemed to have lots of fun with UVs per @balmy chasm

balmy chasm
#

🥲 I don't want to talk about that

tawny elk
#

Rip the denoiser

#

If you stand real still, it looks neat

dusty grove
#

More glossy = better

elfin beacon
#

Because the theme is glossy.

ember river
#

Maybe if the car material were smoother the path tracer wouldn't struggle too much to solve since the "BRDF" would have only a few random directions to bounce rays off surfaces, sort of speak. My guess

#

The lighting is looking awesome anyway

tawny elk
#

KEK How long is this fluorescent tube

balmy chasm
tawny elk
#

God damn

#

Weird. If I go between Ultra and High presets for remix, my FPS increases like 40fps

ember river
#

This is looking so awesome

#

Is there a reason why we haven't done 3D model swaps yet? I mean, is there a restriction or is just a matter of someone taking the quest to explore it?

balmy chasm
#

Not implemented yet

tawny elk
#

Might go back and use this light setup for the body shop. I think the multiple rects kinda destroyed the denoiser too much.

tawny elk
balmy chasm
#

Have you gone through all shops?

tawny elk
#

I believe so. Unless there's some I forgot, which is likely.

#

Garage, Main Menu, Graphics, Perf, Body, Speciality.

balmy chasm
#

I remember Dynamo stand

tawny elk
#

Oh the performance tuning shop

#

I'll get to that one later today NODDERS

sharp sand
#

hi

#

random question, is it possible to replace car models with the ones from newer games?

#

say nfs 2015 or heat

tawny elk
#

Not yet

vestal drift
sage wraith
#

so i added a texture for the crossing if someone want it

cosmic mist
jade briar
#

@tawny elk are your shop lights a part of the full map lights that you added, or are they separate?

tawny elk
#

Part of the full set.

#

I should probably separate out my lights into separate ones.

#

They’ll be at the bottom of the lights usda I suppose

cloud crypt
sage wraith
cloud crypt
#

Ah nett😅

sage wraith
#

lol ^^

open atlas
#

I still don't get why you call crosswalks zebra stripes

tawny elk
#

They look like zebra stripes on the pavement?

spark moon
dense girder
#

hello!, is there any guide to install or download?

spark moon
tawny elk
#

0,0,0

#

Unloads the exterior world and loads in just the garage

#

What do you mean? It only loads one garage/shop at a time.

#

No they're not loaded at the same time in Underground 2 afaik.

#

I haven't used a debug camera to check but frame captures don't show any signs of that

#

Not surpised, seems like there's a lot of cut content that was left in the game.

pearl pike
#

in Game development someone told me that is better to hide things than delete them and broke things on the way

ionic prawn
tawny elk
#

I think the pc demo has a diff map as well

tawny elk
#

Is that the one with the wild highways?

#

Maybe one day I’ll get around to remixing the beta map mod

ionic prawn
# tawny elk Go on…

intro teh game the gama bug and the gama go high before i close the game my pcc continues with problem

tawny elk
#

Yea but that would’ve cut into most wanteds profits, and EA would never allow that KEKW

tawny elk
#

Most wanted defiantly cut into U2s dev time.

mossy pelican
#

i like the way that things have become

#

i would love a bigger ug2

#

but would hate a smaller MW

#

or even no carbon at all

#

3 smaller great games

#

i'm satisfied with it

open atlas
sage wraith
#

Hi
Emissive texture is grayscale too Right? (White=glow, black= no glow)

balmy chasm
sage wraith
#

Oh Okey so i can use the albedo as emissive map?

balmy chasm
#

Yeah, but consider gray value as a mask

sage wraith
#

so wich one would be the correct one now?

balmy chasm
#

Left

sage wraith
#

ah okey good

#

and convert setting?

#

bc 7 too?

balmy chasm
#

Just as Albedo

sage wraith
#

okey perfect thx 🙂

sage wraith
#

so i added headlights to the 240sx, is it possible to add it for the other tints of light too? or isnt that possible at the moment?

balmy chasm
#

Even though I wouldn't recommend applying such unrealistic maps despite cases where light source is actually shaped like blured spiky sphere

balmy chasm
#

Just as circles, that's it. Following the exact shape of the light source

sage wraith
#

so thats the result with my emissive map now

balmy chasm
#

Deserves some light placed over them

sage wraith
#

yes i will add a lightsouce later

sage wraith
#

so i added a lightsource

spark moon
#

can u guys tell how to use debug mode i forgot ?

balmy chasm
spark moon
balmy chasm
#

Free cam?

spark moon
#

yea

balmy chasm
#

In dev settings

sage wraith
#

so light for 240sx is done

balmy chasm
#

You mean each and every type of 240sx configuration?

spark moon
sage wraith
#

no because i dont know how i can handle it

spark moon
sage wraith
#

so for example i added front lights and when i change the color ingame, the lights are glowing too

sage wraith
spark moon
sage wraith
#

but when i add the lights to the main body instead of the single lights, i would work? i will try it