#NFSU2 (Need For Speed Underground 2)
1 messages · Page 18 of 1
Okey can you make a mod.usda where only pathes to the single “…”_mod.usda’s is?
Then everyone can work on his own thing ans upload it here and all can download the files without any changes by himself
I guess that would make it a lot easier to handle multi-person progress
this lines
so basically you can add several sublayers
but for that a normal mod.usda is needed
because that mod.usda connects to the game
Yes that’s what I allready tought
i can create you an empty mod.usda with these settings
so you can add your sublayers yourself
So let’s create a mod.usda, where only the pathes to sub mod.usda inside and no game changes
thats what i would do
Okey Nice, But then all have to use this System
that would make hotswapping mod presets way easier
Otherwise its useless 😅
only one line has to be added or deleted then
Absolutly
but first i make sure this system works
Yes And when you brings a new mod.usda, i can simply replace it in my folder, without And more work to make my Stuff compatible
That would be good^^ i cant help you now, Because i am at work
I will Upload my stuff later with a gu_mod.usda where only my textures Are included
hotswap system works
Okey easymode 👌🏽
And when you Add the Path to a Not existig .usda ? Will it get an error?
i am loojing into it now
If it will simply ignor this lines then, it would be mega easy to delete Single modparts too
minecraft road texture
well, it works somewhat, but somehow the textures dont getting displayed anymore
Can you Send me the mod.usda ?
looking like that then
When in the mod.usda is a Path to a kot existing sublayer?
does anyone have a d3d9.dll file that is compatible to the mod?
only the one from bridge remix
ok ill see how it goes
just rename the bur_mod line to yours
copy bridge.conf to the .trx folder and dxvk.conf directly into the game folder
modular mod working now just fine
okey i guess i works, i will create a new usda with only my textures now and will it upload then
still the same :'(~
you renamed dinput8.dll to dsound.dll right?
can you send me a screenshot of the full folder?
there are files missing :/
which ones?
Access Google Drive with a Google account (for personal use) or Google Workspace account (for business use).
download this file. and tell me when you have downloaded it so i can delete it again
in this file everything you need is put together
oh, and delete the other files you installed
and if you get asked to replace smth just press copy and replace
@sudden stag does it work?
It is loading!
but it seems to be it is crashing during when a race is about to start
finally! thanks
pls show me your tonemapping and auto exposure settings in post processing
it looks fine when im not racing however when im about to start racing it goes daylight 
your tonemapping settings are strange
what is recommended?
@sudden stag , use these pls
but still should look bette
about the lightingissue i dont know whats happening there
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.
https://drive.google.com/file/d/1SpekrQrcfS-hD7z1-JemMRg44uUKcwVA/view?usp=drive_link
here you can test if it works with my textures if you want, the changed textures are not final yet, i have to make some crossover textures, but its to late yet^^
that would be great 🙂
yeah, just use the mod.usda i shared and rename the bur_textures to your mod.usda
and then just add other mod.usdas
yea
thanks for the help! @cloud crypt
no problem
turn on dlss and select perf or ultra perf
once again thanks sir!
no problem
Okay, so thsese files worked. I have no idea what's going on.
And I'm too tired to try to figure out
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.
||BURRITO IS DONE.||
Ok, good to know
i hope this fixes the url racing lights issues 🙏
i did not have added lights there yet
yeah i just noticed
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.
Do you do any texture work? 
Yup, my major expertise in illustration is reallistically recreating the look or real life materials using PBR principles from a blank canvas

Hey, give it by the albedo texture a Colorspace Limitation or something Like that ?
rip burrito
If you wanna dip your toes, there’s a lot of low res textures that need some love. Like traffic lights.
@ember river Lets start from simple. Do you use Photoshop?
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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
Nice 👍 I can handle the conversion to DDS for ya then if you’d like, since it’s not implemented well in Krita
@ember river Read this to get started
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
We don’t have any ability to do model swapping yet. 
I use TGAs in my workflow if that works for you.
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
@tawny elk Do you know if this standalone can export mimap exposure thing?
With command line yes
Diffuse, Emissive, and Transmittance textures all need BC7 with --mip-gamma-correct.
Normals and Tangents need BC5 with --no-mip-gamma-correct.
Reflection-Roughness and Metallic need BC4 with --no-mip-gamma-correct.
First one can be done with this Textuere Tool Exporter. Others are present in chaiNNer
Make me textures man. I'm fucking tired.
|| If you send me the tgas/png I can cover them for ya
||
I have photoshop, no worry :D
Finally. I can safely quit 

The rise and fall of Burrito
Nice. According to chat GPT, it is possible to easily convert any image format to DDS using a simple python script
Just use chainner
Pillow doesn’t handle the ones we need sadly.
||I tried||
Here
You should use this. Probably not the fastest method, but the safest.
You can save multiple files at once in chainner btw.
Like I showed on my ss
That's good to know.
|| I wouldn’t worry about converting the textures over to DDS btw, I think everyone here has some automated tool to do so already
||
Awesome. I'll focus on the painting and upscaling then
Would you mind if I DM you about the source textures? ||I don’t wanna break any server rules||
Hey if you're actually serious about making textures, then I can give you one to get started with. I do appreciate all help.
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
I know. Many people have tried helping, and then lost interest.
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
Here's the texture, and where it is supposed to be used
Here's what I threw together in like 10 minutes. Try to use these colors.
Especially for the background
And no alpha.
Awesome. I'll be right on it. What is the thing with the gray bg, is it "chroma key"-removed in shader or what?
Pretty much, yeah. White means that the glass is fully transparent, and dark means translucent.
If that makes sense
I see. Just trying to understand how all material data is encoded in the RGB channels
That’s for the translucent material correct?
They said I was crazy.
Yes.
There's no fancy orm textures used here. Just that the glass works in a strange way.
Why you do this in 3d?
Because I'm stupid.
I'm very comfortable with 3d modelling, so it was the fastest way to do things. For me.
The render uses a metallic PBR shader that has separate textures for each material property.
Uses RGBA for the diffuse and emissive, and Grayscale for the rough and metallic.
Normal maps are in a octahedral format, but there’s an easy way to convert it to that if it’s in DX format.
Alright, so wouldn't the gray background from the back window texture make the window look gray, as the albedo color? @jade briar
Black = fully opaque, white = fully transparent
No idea, he’s using the transparent material which I’m not familiar with.
Oh I see. That is an exception
This is what my texture ended up looking like
Everything here is an exception. The whole workflow is wild.
||Translucent materials are computationally expensive so I wouldn’t encourage their usage.||
haha game modding in a nutshell lol
ur mom is expensive.
I wouldn’t say so, it’s pretty straight forward 99% of the time imo.
I told ya how, you duplicate the translucent MDL shader in the materials folder, rename it, and then that on your existing material.
Yes. What other sane 3d application requires that.
I don’t know. Most of these kind of large software packages have their own charm that you just gotta work with. 
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...)
Yes
Strange.
Once mesh replacements are possible, the uvs can be tweaked.
We don’t have to worry about fixed function limitations on the remix side
If the swapper together with DirectX still only cares for normalized texture coords, the UV of a mesh shouldn't interfere 🤔
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.
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
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
I personally wouldn’t worry about vram usage that much. I don’t know the breakdown of the gpu memory space, but textures isn’t the biggest hog of them afaik.
Like making 512x512 out of 128x512?
"normalized texture coordinates" ugh, yeah, that's uvs
Nope, if a texture is, say, 100x150, it could be upscaled proportionally to 170x256
They're all 128/256/512 sizes
Oh ok, that already helps a lot then
Ohhhh you mean jumping out of using powers of 2 for resize?
Yeah like, at least the U/X coordinate would be in power of 2, so less wasted memory space
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
In theory it would work, I haven’t tried it personally.
||Since remix requires so much vram to run in general I don’t think anyone has been too concerned with memory space||
||At least besides avoiding 8k textures||
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
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 😉
You can summon the NV people if you wanna get confirmation on it. ||Might take an hour or a few days tho||
@zinc meteor pls help
Ok i brainfarted and misunderstood you
What, you want to use wack resolutions instead of powers of 2 or am i getting it wrong?
hehe
The other way around. I thought the resolutions were weird, but EAWorld said they're already in powers of 2, so no problem
Yeah, idon't know of any game that doesn't use powers of 2
@jade briar Could you try this big buoy?
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
Though it's not like the texture samplers are the common bottleneck i guess
Yup, that is the point. Although it might be pretty much an overthinking aspect nowadays, it doesn't hurt to keep using the convention
Okay.
Whats happining here, seems like i missed smth
Nah
And what about those yellow stripes in the asphalt. Can you find them so I can mess with them?
Man's helping with textures.
Ah ok nice
suure
Then i keep working on lights
Now you have to say that 'NO'
Hi @cloud crypt , great work u've been doing btw my man
These are all all the default road textures.
Project wouldn't have looked half as good as it does without hell making all the custom lights.
Lets imagine you have a cross walk with 1.5m wide lines. Would you fix them to be more real scale?
Haha yeah, the cross walk, I can do that in krita
Would you make them thinner than what we have in original(which is 1.5m)?
Should be just a matter of shinking the image to say, 1/4 of it's width and repeat 4 times to fill
@ember river This is what I created with blender. Not the best, but I was running out of patience.
Awesome, great start already
I was planning on redoing all of these. They don't really look that good. Maybe you can do a better job than me.
Is it just squre texture but you repeat it for presentation?
It is the final texture used in game.
That long?
Yep. Look at the textures in game.
||Should I just stop working on mine and abandon it? I feel like it’s just a waste of time anymore
||
I was thinking that you can help make the lighting that the buildings use.
With all those lights baked into textures.
Can you provide an example? I likely already did them if I get what you’re saying.
Like this
burrito was aiming for july release the plan was set to fail (/completely made up)
@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?
Roughness it’s own texture.
0 being smooth and 1 being completely rough.
It’s gray scale, I don’t remember the bit depth tho
8-bit
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
Like this
Nah. That's just transparency
Oh, they can be ignored then?
Well, I dunno. But you should set up Omniverse and game for sure to make test runs yourself
You're right, I think I can't go much further without it
Nah bro, dont do that. You would be a really great help when you could add lights to building that are illuminated in the og game. And you could help me with head and rearlights. Would be very much appreciated. If you want i can share my lights with you
Umm, help with what?
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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.
Don't use the transparency. It's used by the original game as specularity. I made my ouw roughness maps.
How are you sharing the USDs?
You can take a look at the file I distributed. It's in the pins.
I see. Did you guys consider setting up a dev server to develop in realtime to test that live syncing thing they talk about?
We need big piles of money for that.
That's better done with diffuse maps
I could host an instance that allows two people to use it but that’s it.
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.
Nvidia will sponsor us, I'm sure. ...right? 😉
That'd be crazy.
Wow, ok. Is it some restriction by the tech or there is a self hosted alternative that we can do for "free" or something?
Well, create some free sharable storage where eveyone can upload their .usda will be a great start
I’ve already done all that over a week ago for the most part. 
$$$$ it’s meant for commercial usage.
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.
It is a restriction in how usda files work. Only omniverse is capable of handling them correctly. The way we're doing it right now is that hellraven is working on his own file, and I'm working on my own. We then combine them.
And... you're gonna share that with us, because why not, right?
mod.usda is my file, and mod_lights is hellraven's.
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
And yeah, some of our development had each artist using their own replacement layer, to minimize conflicts
How is the merging done? Could it be automated easily, say, with a python script maybe?
And I'm in the process of breaking down textures by category, so we'll have traffic.usda, streets.usda, headlights.usda, etc
If you're all working on separate layers, than it's just a matter of which prims are edited in which layer.
the "merging" is just using USD's built in composition system
Yes.
I've suggested a git repo and Adam has one he's set up for his own use but we haven't agreed on anything communal. I'm all for it personally.
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 🤔
There's python hooks in the sdk for Omniverse, and Kim has a script she's written that makes use of some of it.
Well, we don't have that many people working on it full time, so doing things manually isn't that hard. Maybe if we have a lot more people working on it then, yeah.
I feel like setting it up now when we're relatively small and easier to manage is the right time to do it instead of waiting until there's way more crap we have to merge from so many different sources
That's just how I like doing things though
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.
Makes sense
Prob gonna close that one or at least make it private. I have a better way of creating them now after getting started with pathologic if I were to make a new one.
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.
@jade briar my mod usda is looking like that
why weird. basically its an empty mod.usda with 2 seperate layers
i know
"hotswap function"
for example someone different made texture, then i just put his textures in there
and the mod.usda itself only have to be edited in 1 line
Also I'd like to suggest calling textures according to their material name
Like 'mat_5E8BFED9A80F0450_emissive'
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
ah, you meant that
its not that easy
Why not?
But I mean exactly 'mat_<hash>_diffuse.dds'. This is the format any Substance user will come up with
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
You need dedicated capture for that
yeah
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
Ah, right
basically what burrito has to do is rename all his textures and dont use the captures anymore
because in his files there are still captures needed
Yeah that's a no-no for server rules
He can just copy used capture files to his texture dir
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
No we're not allowed to distribute original assets
nah, he cant. these are EAs own things
But they're generated by us
nope
Not the captures, those are original assets
we would be copyright claimed if we continue to distribute them
So upscaling will do and that's it?
I can walk you through most of it if you'd like.
Upscaling or completely replacing them is ok
I'll stop on upscaling :D Because we basically use captured textures to bump up roughness slider or emissivity
Oh that would be awesome, really. Let me just try by myself a little longer, I just realized I had a lot of captures on my game folder from previous usages of the mod and manage to open my 240sx in the garage. I'm getting closer 💪
I mean. If you want, you can just send me the textures, and I can implement them. Otherwise, I can also help you. I have spent multiple hours annoying Mark with annoying questions regarding the whole process.
Also this
Tutorial was made by
uhhhhh
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
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.
Kim
thats what i did
yes.
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
So. What if. Hypothetically. I made all my asset replacements in the main layer.
they overide everything
Oh you already answered that.
I put in a feature request to pass the original diffuse map into remix, but it's not how things currently work.
But you can simply drag-n-drop them into your mod.usda layer
@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
There's more backups than I can count 
XD
I was going to do that, but realized that I need to see the textures in place to understand how they're used, this is why I need to open in create. I'm still going to just provide the final PNGs directly to you
I think kim's tutorial is the best thing. The one I posted above.
Is there something we can do about the scene camera being upside down, sideways, etc.?
In OV?
Capture scene with Scene Z-up setting enabled
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
It's just remix messing up the camera settings. The fov is inverted. Just remove the "-"
I usually delete it.
Hover around the scene myself to look around.
I used this camera to render a shelf in career garage because it's FOV is 'special' :D Nothing more other than that
idk, everything is upside down still, the game created camera and the "Perspective" camera too
anyway, no big deal
Who was working on car lights?
@jade briar did that back window texture work?
I'm adding it right now.
HellRaven. I have emissives to add to his - I'll get those to you later today
This is incorrect.
Dimensions should be in multiples of 4
Also While you're at it. Make the brightness of the dark parts around 0.5. Otherwise, the glass gets too dark.
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
Alright then, I'll stick to it. Just stopped for lunch now
Sure. Also don't forget the brightness of the background. Currently, It's a bit too dark.
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?
We basically have the bare minimum of pbr. So no fancy shaders. Regular b/w roughness, metallic.
And color diffuse, and emmission.
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
Yeah, the more complicated the shader, the lower the performance.
mm just so you're aware, it's not using it quite yet. still trying to figure it out
right now it's just annoyingly complex string manipulation
@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.
Nice. From the pics is hard to see the lines, but seems cool
The orange lines are a bit too dark. I don't know why. I'll have to look into it later.
shiny
Also if you ever feel like doing the roads. Make them brighter than mine. Mine are look wayyy too dark in game.
That's glass for you.
never heard of a car made entirely of glass 😛
That's a problem for mark to help solve.
i was working on traffic car lights,
and count buggula had made emissive maps for them
Sure, I started with the most frequent ones. Here is a WIP
Oh yeah. This looks great. I'm gonna work work on the road roughness map, because it doesn't look that great with all that repetition.
Right. Also I wanted to say. Can you maybe try to add lights to lower LODs of the traffic's vehicles? The pop in is extremely close to the player, and doesn't look good at all.
well for me they dont pop in, but i can try
They do pop in when the closest lod loads in.
Because only the closes version of the vehicle has those lights attached to it.
ok, i will see what i can do about that
About the roughness map, I have an idea in mind. If you look at the texture, it has those wheel lanes, regions in which wheels usually run over more frequently, that makes the road smoother, and they kind of draw a bump map where darker regions are slightly elevated while the wheel lanes are a bit lower due to traffic pressure
also, the paint of the yellow stripe also produces a bumped region that would be nice to mimic using normal maps
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
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
Problem here is that the textures tile. A lot. As soon as you get on a long road, you can see the textures repeating all the way down. That's why I was kinda thinking of stripping away a lot of the unique details like the puddles, and making most of the roughness map homogeneous.
I think each unique lod stores its own lights. Ones that are attached to it. Materials are shared as long as they use the same texture.
Is this your latest lights?
yes, its lights only
right but emissives aren't lights. I would think the emissive map would be applied to the other LODs too, unless those LODs are using an entirely different map
Probably.
but if the LOD counts as an entirely different item, remix might not recognize that they're related to each other.
so it's just the original diffuse texture and nothing else, because it's a different object
so we'd need to put an entry in the maps to apply to every LOD
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
Yes, but if you go and take a look in #general-remix, I asked mark about the car body and interior sharing a material. They're completely separate geometries.
and the LOD is probably its own geometry too
I'll have to test whether it even has the same UV map
So why do they not share the material.
because remix doesn't know that they're related to each other. They're just two different shapes
and so they'll have different hashes too
which means the material for the closest LOD won't apply to one further out. Different object, different hash.
But then why these two are sharing a mat?
Different objects, right?
Looking different already
that is....a very good question. I have no idea, I'm just saying my theory. I need to test.
awesome, but I've got to admit I sort of grew fond of the overly dark roads and I'm gonna miss them
Oh yeah. A lot brighter than before. I can actually see now.
Here is my progress so far, @jade briar . If you wanna take a look. I'm too thinking about it being too bright. Looks a bit like concrete roads rather than asphalt 🤔
I have to go now, will be back later or tmrw so I'll be adjusting that then to compare
it does look more like concrete
Alright. I really appreciate the help. It's also time for me to sleep
3am
Basically need to find a balance between super bright like the original, and extremely dark like my custom ones
so basicylly concrete vs fresh asphalt... let me see
should be more greyish like this
Yeeah
Also the lights in this tunnel are supposed to be warm
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they are around 6000K right now. i can make them a bit warmer like 5500
Just compare to the actual lighting in the original. Looks like 4000-4500
@safe patrol am I able to use these in my own distribution? With attribution ofc.
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.
Still need to give credit to your hard work 
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
🫂
This is how I have mine setup 
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.
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.
i don't see any errors
I think the emissive value for the bayview sign is a bit high for my settings 
lol
Ope it's some bug
Not sure what it is 
That's hilarious. Actually I think I noticed something similar happening when I was using your lighting setup. I didn't see it happen with HellRaven's
I have no clue to be honest. Maybe @zinc meteor knows?
Hey I just identified something else that needs an emissive just from that picture!
Also I'm jealous of your headlights
I need to go throught and redo my mesh associations
Here's my ⭐ new and improved ⭐ repo https://github.com/adamplayer/Underground2RTX
I need to get the textures into an archive or something to make it all work
I wish the denoiser gave it sharp shadows in realtime, it doesn't look too good in motion.
By the way you can use "his" for me
Still better than nothing, which is what I've got at the moment
Gotcha 👍
Once we get proper light shaping, I can really make them look good.
I might get even more crazy and just add a few light sources to kind of shape it myself
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
Exactly. By making everything modular like this people can pick and choose their setup
I mean mines all just in a lighting.usda file so its modular entirely.
Same for mine
And now HellRaven's is too
I still need to tweak my exposure to get out of the flat/"raw"/ungraded look.
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

And it just helps my work process to have things a bit more organized
Good thing that idea came up to me xD
You can pack everything up with the textures and distribute the archive as a release version
I had been thinking about it already but I couldn't remember where I saw the instructions for nesting usda files like that so I was really glad you brought it up and provided an example
Yea, I just wish it was continously integrated.
Yeah, I'm sure there's a way to automate that, but my git-fu is not that strong.
If you're talking about merging USD files, I've mentioned one possible solution for now which maybe could be explored in the future
this is our man, here, see?
hahahaha check out the brick scaling inconsistency. I don't know how I didn't notice this before.
I think that's the only spot that it happens tbh
Funny that it's on the main screen
ooops I misidentified a brake texture as a tail light. In my defense, it's all red.
I'll fix that.
I mean if it stops hard enough they can become like a tail light.
yeah for now anyone driving with that particular brake will just be burning their brakes a bit.
identified and fixed an oops here too
ok here's the fixed tail_lights without melting brakes

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
that would be great...
Probably won't be able to until Monday or Tuesday. Have a busy weekend planned. But I can totally do that
no worries...
Especially now that I have my workflow figured out a bit better and I'm getting better at the whole process in general
can any1 explain texture replacement how to do it properly as didnot replaced it yet
ok updated to HDRI Sky
Brick texture there is warped all around. And there is nothing you can do about it... Just unreasonable UV stretching even though unwraping there is super simple. Also do you know if it is used anywhere else in the game by any chance?
Road marking on the sides. Basically lines are thinner, spacing can be different and line angle is sharper
no ...in the pic brightness is little high...adjusted it now
I wish there can be an option like in asseto corsa where you can manually select the time.
From sol planner.
this is a way older game...
Yeah but it's not in the game , it's a mod.
But i think it will be way difficult to do that.
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?
so something is wrong with the chainner albedo converter bc7. if i export it with that compression, some textures will be gray ingame
As it's been told above, you shouldn't export Albedo and Emissive with chaiNner
depends on grahics card and yea with dlss on
okey and what can i use to convert from png to dds?
the count of mipmaps are important i guess?
Yeah i got an RTX card and wild i gotta see this
this
Are you able to specify the count?
@spark moon is RTX remix currently a drag and drop solution for NFS?
So i cant enable gamma correct
u can get the files from pinned section and its not completed ....work in progress
@spark moon Thanks big time
In Substance yes, in Gimp and chainner not
You mean Substance Designer?
Eh. Don't specify it. Ideally it should be 6 min
what do you mean
6 mip levels minimum. But ideally you don't specify it at all
Ah ok
And when the albedo habe different mipmaps then the Normalmaß for example it doesnt matter?
@spark moon last question does it require any specific game version ie: 1.2 vs 1.4
Should not I guess. You can play with rendered mip levels in your config actually
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?
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
for all textures or per texture? 😄
For all project
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
5Mb per material(including all types of maps) average, someting like that
Regular 8k 32-bit map...
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😅
Never used Designer. I work in Painter only
We have no .dds export in Painter at all :D
And textures are exported through 'Export Textures' tab
Oh ok 😅
Ok i understand
@jade briar Do you have captures of this part of the city?
I don't think so
why
Just want to ask if one material is present there(the one used in main menu)
Never in your life.
exactly what i said
You can look up the exact dimensions and colors for road markings in the MUTCD
The spacing and angles for that depends on the speed limit 
Does anyone have a game map with labels of the areas?
Perfect
I want something to mark what I’ve gone through.
I’ll test out my vectorization skills and share it with y’all 
Adam, do you have it?
3B9F97E19F027AE
Can you look for this material please? It is present in main menu, but texture is really weird
tasty
#offtopic message
Are you british or why tea?
Cause it’s good 
XD
This one?
Right. I want to know if it is used anywhere outside of main menu
I don't think so. I only have it from the capture from the main menu
It is used on a single wall with a door way and texture gets cut like that 👍
The corner on the main menu?
Ye
Strange that it's used only in that one spot 
hey there
👋
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
No you need RT support
rip then
Vulkan RT
Where did you read just vulkan.
I just want to thank you Lot for whipping this all up yall are the shiz definitely the best way to play NFS U2
I forget how to do three point lighting
Thoughts?
You talking about the car material?
Good
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 🤔
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
Rect lights are broken aren't they?
Oh my second attempt at three point seems to be doing better 
Guys, any possibility of this mod running in the future on an RTX 3050?
Thanks for the inspo 
yes
should work on all rtx cards
You're actually right, the setup you're going for feels more like a garage setup
I tested it recently, but the performance is pretty bad even with Balanced DLLS 😦
30 to 40 fps
Yea, the three point is good base. But the GT7 shows off the paint a lot better
I see, interesting
There's a little bit of weird shadowing going on but I don't think I'll improve that much next attempt
this is normal ? sorry for many questions
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
I couldn’t get the car looking real nice with using the actual lights in the car lot location. There aren’t any that I can find.
Exactly. So only front lights which are out of camera view. And ambient back light for cancelling shadows
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.
Big thanks to the guys in the RTX remix discord
I made a few changes, but you see the idea
Impressive stuff ill be keeping up you lads and keeping this installed cant wait to see what you guys do next take care lads
Ah, I like how that shows the supports.
Sometimes I'm impressed why so much environments(in original game) were built in garages even though they all not lit up
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.
Just look at that. It is not even on UDIM.1001
They sample that texture a lot in the main menu scene I think
Sure. Green outline highlights mesh with this material
Guess not 
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?
It has 1 material for most of the brick walls and around 5 materials for grafitti wall parts
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
Did you set mipmap exposure thing for BC7?
yup, according to what've said yesterday
Oh, that's what Mark told us :D
He’s got receipts 
Oh sorry, I've confused the thread then haha
Might wanna post this in the community contributions
Also does it work for multiple files at once?
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 🤔
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
So i guess this looks Fine, if the carlights working
Well it doesn't work. For some reason the files get corrupted, idk, the game crashes. So we need to convert file by file. But still, two clicks away is much better than having to open couple image editing tools
Well, it won't be faster than chaiNNer bulk export then
Nice one. That would require we using conventions for file types. Actually, now that you've mentioned, I think it would be better if, instead of specifying the conversion type (BC7, 5 or 4), we speficy the texture type (diffuse, normal, etc.)
I see, it helps for me since I'm frequently dealing with a single texture in Krita, saving the PNG and converting to dds to test in game
Dude, uninstall hdreflectins!
HDReflection plugin isnt needed, costs performance and mirrors everything
Yeah. As example, I export around 20 maps all together from Substance and bulk convertion really helps me out this way
Well shiii
Will this fix the issue i was having?>
I just uninstalled just curious
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 🤔
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.
Also there is no option to convert DirectX normals to Octahedral, right?
So is the mirror supposed to not be working?
Nope
Not currently
weird works with HD reflections mind you a few issues
but without HD performance ups like almost 10 fps
HD Reflections cause Performance problems and mirrors textures
So pls dont use it
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
Old remix isnt supported anymore
Im just meaning like knowing how the menu works
Ah ok
And here's my fix 👉
Well, I'm not sure, the nvtt_exporter shows a lot of options when you run it's help manual (nvtt_exporter.exe -h). Worst case scenario, it could be incremented using numpy (a python lib to manipulate vectors and matrices) and make the computations by hand.
Mark has a Python script for it in the contributions
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
You can add them yourself if you’d like 
@ember river #general-remix message
Here's his message
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
I have the Peugeot and RX7 headlights and tail lights added to mine, but haven’t gotten around to the rest.
So is this already available or is it something ill have to whip up
Oh, I haven't found it. My searches aren't yielding any result in the #1095534398134300682 channel 🤔
Btw, just posted the scripts there too. If it is redundant, I'd like to take a look, see if I can contribute or just remove mine 😉
This looks like just a big ass diffuser straight above the car
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.
The game shouldn't be installed in the c drive. Or any other drive that may require admin access
Man I completely missed several hours of chat
Been playing GTA all day
I mean
ALL
Day
There’s a circular soft light and a few key and fills around I think.
It’s on my repo 
I’d have to dig around for it. It’s somewhere on here.
I think mine came out pretty decent. 
Nah, just a single huge area light above
Doesn't really matter circular or rect, it's more about the area size of it
The reflection could be either or
I have some professionally made setups in blender. I'll show them later.
I’ll have to go load up the game and take a look 
does it take a while for the first time to boot?
Should boot instantly
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
It's prob building shaders
💀
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.
F
Rip
You can use a lower quality preset. That should guve some gains
I am good with the 35fps, the problem is the DLSS ghosting. But without DLSS even on the lowest quality settings i have only 15fps.
Turn off AE
What is AE?
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
Without Eye Adaption i barely see anything on the screen.
Increase exposure in the tonemapper?
i like the progress gg
but wont greenish hue street lights look better
with a lil greenish dark sky
Thanks. 🙂
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
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
since the lights are reused everywhere it is impossible for us to change that. Atleast for the moment until mesh replaxements are possible
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
heyo is it possible to turn on frame gen in this game? i can't find the option? (nfs ug2)
I'm new here, but isn't what Omniverse Create allows you to do? AFAIK you can drive until the scene you want, save a capture to a USD and open that scene in Create and browse the materials and it's used textures
Whereabouts would i discover this
Yes but I don't have the video ram to run both a remix game and OMV at the same time and it's super annoying and cumbersome to have to quit one, launch the other, etc etc.
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
How do you guys have been converting stuff from RGB normal map to octahedral?
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
gtx 1060 6gb ☹️
Only RTX Capable GPUS can run the mod, sadly. I myself am struggling a bit with a 3060 non-ti here
oky 😢
Me with intel hd graphics😎
When I thought of combining both rainy and dry road, I came up with an idea of making sides of the road more wet and 'puddly'. Like if it's lower ground where most of moisture would stay for longer
The key to saving up a memory is simply making vewport smaller. I run game at 1080p with dlss Auto and it saves me up to 1Gb of VRAM. And my OV viewport is almost the same 1080p size. This way I get just enough memory to run both(unless I change some random texture and it refuses to update in the game)
I Really Like it, but there Are weird lines in the roughness 🧐 And Some Small puddles would be cool (i know it isnt realistic, but it looks cool in this Game^^)
this looks really good
Hm not even via some postprocess filter? Does the software allow that? Maybe reshade might work here
The headlights anda traffi lights are fixed?? and the car textures?
@tawny elk Check this out. Stairs is part of the brick wall material. And this is its UVs(white color)
Roughness looks great on that second and third
Much prefer that level of wetness i reckon
#1103377328530276403 message
Roads could be a little wetter. They look a bit too dry for a place where it rains for 5 minutes, for 5 minutes.
That's not how it works
That's how it is in my textures. But unfortunately, it doesn't work that well.
It would be perfect, but it's not possible. Not yet.
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
That still wouldn't work. Have you seen the multi lane roads?
Nah. All I know is from your posts here
Ah, that’s what I was thinking about
I think the scale feels a bit off. The cracks and the wear tracks seem really big to my eyes.
Here's a bunch of presets from an addon I downloaded. All are made specifically to show off vehicles.
This one right here
UV Map Projected
Might make the rest of the garage darker 
Much better
What is going on on the ceiling?
No idea
I used it as the mesh to add the lights and it got all wonky
Well, not with custom material though
Even with custom materials off it's broken
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?
I'll give that a try
Nope, there's nothing there. It's lighting the corner of the mesh for the ceiling or something
Also you might want to apply reflective material to car, so you check how reflections work with your light setup

Next stop the "Car Specialties Shop"
Which is the only canonical sprinkled building in the game?
The stripe lighting prob won't look good unless we get proper paint materials
Do we have clearcoat?
What's thinfilm?
No idea 
Doesn't look bad
Might be better suited for the paint shop than the specialities 
It can be used for materials, such as multitone car paint, burnt chrome or the reflective coating on a beetle
It doesn't seem to have an effect in game though
Might need to change a setting or something
There it is
The second controll over Thin Film should be IOR
They had the time to make photorealistic oil spill. but not clearcoat
Also the thin film applied to way more textures than intended
What do you mean?
Watch the shadows in this one: #1103377328530276403 message
_Just for you
_
May be that's just reflected light. You have strong upper light only there
It's also visible on the rear windsheild and such. I'd imagine it's just not a fully fleshed out parameter as of now.
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
You think? Seems decent to me. Took some special care to make them look at scale with the reference board I built 🤔
Also, the weird lines are patches that rise from asphalt being built in patches IRL, so i tends to break more easily, which adds a bit of a character/backstory (sort of) to the road
idk looks rad 🔥
Oh I was talking about everything but the car, I just threw a sphere above the car for the time being.
0 roughness and .2 metal works best for me.
Ohhh it's the FOV stretching that I saw, my B. I was looking at it on my phone and didn't notice you had a wide FOV.
That's a nice gloss 
Much better than the weird metal look I had
Is this a sconce or a bug zapper? I'm thinking speaker
Speaker is a good guess
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.
I'll wait until you make those two as well.
Wobbly UV
They seemed to have lots of fun with UVs per @balmy chasm
🥲 I don't want to talk about that
More glossy = better
Because the theme is glossy.
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
I'm done here. And textures are fixed(where it was possible) 👍
God damn
Weird. If I go between Ultra and High presets for remix, my FPS increases like 40fps
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?
Not implemented yet
Might go back and use this light setup for the body shop. I think the multiple rects kinda destroyed the denoiser too much.
Updated my shop/garage lights in my repo: https://github.com/adamplayer/Underground2RTX
Have you gone through all shops?
I believe so. Unless there's some I forgot, which is likely.
Garage, Main Menu, Graphics, Perf, Body, Speciality.
I remember Dynamo stand
hi
random question, is it possible to replace car models with the ones from newer games?
say nfs 2015 or heat
Not yet
Frame gen is currently disabled on remix
Thanks for that! I was not aware
@tawny elk are your shop lights a part of the full map lights that you added, or are they separate?
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
Are you german or why Zebrastreifen?
yes
Ah nett😅
lol ^^
I still don't get why you call crosswalks zebra stripes
They look like zebra stripes on the pavement?
how can i dupcicate stuff in ov?
hello!, is there any guide to install or download?
go it
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.
in Game development someone told me that is better to hide things than delete them and broke things on the way
bro here have a bug with a gama
I think the pc demo has a diff map as well
Go on…
Is that the one with the wild highways?
Maybe one day I’ll get around to remixing the beta map mod
intro teh game the gama bug and the gama go high before i close the game my pcc continues with problem
Yea but that would’ve cut into most wanteds profits, and EA would never allow that 
Yea, my brightness is still being standardized. Gonna take a bit to get it all figured out.
Most wanted defiantly cut into U2s dev time.
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
no it doesnt
Hi
Emissive texture is grayscale too Right? (White=glow, black= no glow)
nah, RGBA. You can specify emissive color with that
Oh Okey so i can use the albedo as emissive map?
Yeah, but consider gray value as a mask
so wich one would be the correct one now?
Left
Just as Albedo
okey perfect thx 🙂
It Works thx 🙏
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?
Even though I wouldn't recommend applying such unrealistic maps despite cases where light source is actually shaped like blured spiky sphere
oh ok how woud you do it?
Just as circles, that's it. Following the exact shape of the light source
ah ok
so thats the result with my emissive map now
Deserves some light placed over them
yes i will add a lightsouce later
so i added a lightsource
can u guys tell how to use debug mode i forgot ?
?
no nfs debug camera
Free cam?
yea
In dev settings
You mean each and every type of 240sx configuration?
i am on ug1 i can see in debug option dont how to use it
no because i dont know how i can handle it
how did u eluminate backlight?
so for example i added front lights and when i change the color ingame, the lights are glowing too
i added lightsource
nevermind leave it
ah ok i tested it and wenn i change the light parts it wont glow anymore
but when i add the lights to the main body instead of the single lights, i would work? i will try it

