#NFSU2 (Need For Speed Underground 2)
1 messages · Page 19 of 1
so here is the lightpack for 240sx (included all stage1 lights]
Have you recreated like exact light shapes of them?
oh wait, do you have to set up manually light sorces for every single car?
whole game
yes/no only one lightsource per headlight but all got her own position
new parking place
You generally don't want to do that because as you see in your screenshots it makes them way too bright. I've been either recreating them by hand or manipulating them with brightness and contrast to get the right result.
You can just lower emissive intensity in material properties
Yes i set it to 1 instead of 10 And now its good 👌🏽
Are you sure you got concrete or asphalt material there?
Looks more like cardboard after all
its really stretched
Can you show texture?
Ah, just a screenshot of that, please
These are damaged parts which got flooded with sand. All of your road is kinda wet. That means this sand part also have to be wet. Wet sand is dark colored. And overall reflectivity seems to be overshoot for my opinion
it is allready dark
Considering sand is lighter + less reflective on your image, gives the result of light, not dark
hm ok
a few updates and improvements for neon signs
There was a GDC talk about switching to a PBR workflow from the devs behind Detroit become human that had a nice breakdown of how to avoid problems with the process. I can go dig it up if anyone is interested.
They're lookinh great, @sage wraith . Think it would look even better if you tile/repeat the base asphalt texture a few times so the cracks have a proportional scale to the vehicle. Is could be easily achieved by using the Clone brush (that one which allows you to sample the texture and paint another region with the sampled one). In krita, this is it's Icon:
Well, rn my biggest struggle is to hand paint all details and stuff in multiple layers in Krita and then having to replicate everything precisely to make decently looking normals and roughness maps from the albedo. I'd love to learn some improved workflows on that specifically for now, but if you have something else in mind, I'd love to hear about
It’s more orientated towards avoiding color clipping, light over/under exposure, and how to use the material properties. Since I’m more focused on lighting that’s what I was interested in. I can see if I can find a texture one of y’all are interested.
https://youtu.be/7dVv6XwkLbM here’s the one I was talking about
In this 2018 GDC talk, Quantic Dream's Guillaume Caurant shows how the Quantic Dream team transitioned their lighting system to only use photometric units based on real life measurements for Detroit: Become Human.
Join the GDC mailing list: http://www.gdconf.com/subscribe
Follow GDC on Twitter: https://twitter.com/Official_GDC
GDC talks cov...
I found a presentation on PBR creation for TLOU from this year that imma watch. I’ll let you know if it’s worth watching 👀
@cloud crypt You've mentioned that some regions in beacon hill would be darker due to light poles being too spreaded apart. Isn't it possible to copy and paste, rearrange them to better distribute the light sources?
updates and improvements to windows.
No we can’t do that just yet. 😦
I have an idea on how to get to work with what we got though 
headlights will help enormously too
The problem is:
1 - no one learned how to do that
2 - there is a restriction specifically to NFSU2
3 - RTX Remix itself doesn't supports that yet
?
It’s quite difficult to do so it’s more of case 1.
I’m starting to think we’re going to need multiple light sources for headlights till we can get proper shaping.
Oh I see. Just want to know if is possible, if someone tried and so on. I might give it a try later, if a I succeed, might make a tutorial as well
On that matter, I'm still trying to understand what are the biggest issues with headlights rn
I don’t have a photo metric web of a headlight currently but I hope this luminance chart helps kind of visualize it.
The bottom one is looking down at the distribution, notice how far it throws with comparison to how the beam is distributed in the upper image.
if only someone else had just said that...
Yeah. Skipped that :D
brand new category for y'all
What is that?
I’m not quite able to get that kind distribution out of the sphere source, yet, so you just get the initial hot distribution near the car. But none of the far reaching horizontal distribution.
I see
Fronts of buildings I presume. That’s what a storefront is.
But why is that separate category?
With IES based distribution it’s super easy, but with your standard spheres and such it becomes difficult. This is why there’s support for it in most 3D renders.
they're the ones with stores with big windows you can see into and are frequently lit up, as opposed to just plain building facades
Let's assume I understood .-.
storefront, building.
My idea being that we can use the scale tool to distort the shape of the light source to hopefully alleviate some of these problems, more so than just the angle. In addition to potentially using an additional source to help get better “throw”
But I’ll have to mess around with this cause I’m not sure how it’ll actually perform.
Have you tested the disk light type? It has some interesting shaping settings
Basically, they're supposed to be just the spotlights we're more used to
Yes I’ve tried them out. All lights have the same shaping settings I think. Only the cone softness and angle (for sphere and disc sources only in my testing) are recognized in remix.
Disc sources also aren’t supported by anti light culling so that kind of makes me less likely to use them 
I could try that, thx for the tipp
I atleast can test to add 3 lights to them and rearrange them that the area they illimunate is bigger
Because meshreplacesments arent possible yet
we don't need anti-culling for player cars though do we? In this specific instance wouldn't it be ok?
We need it, because tje headlights textures get culled
I thought we were attaching headlights to body meshes, not headlight textures
I just mean in general. In this case it’d be fine, at least for me, cause I don’t use the headlights as a host.
exactly - in this specific instance it might be a solution for player headlights, which is primarily what we're worried about. It doesn't really matter if NPC cars or traffic has proper light throw - well, at least not as much
Oh agreed, the traffic ones are just kind of for show in my mind. The player ones need a lot of attention to distribute properly.
So what you guys up to.
Texture work
Yapping
Light work for traffic, streets right now, playercar i wont spent my time on for now and shop lights: i think adam does a good job on them
I still need to do a second pass on my lighting for the shops.
@cloud crypt do you mind if I package any of the textures you've shared here previously in my packs I'm putting together? Or would you rather I leave them out?
I might focus on redoing the industrial park to the south cause that has a lot of detail I wants mess with.
Its fine
Thanks. Didn't want to look like I was trying to pass your work off as mine or anything
I'm just trying to make this easier for people to sort out.
Ok shure, why not. Could you share your lights when you finished. I want to try to adjust my lights to yours so its more compatible. Only if you dont mind doing that
No worries. I Only changed 2 or 3 textures
It’s in my repo 👍 I update it whenever I make changes.
Oh ok nice
I only ask that if my lights are used to give me credit or be attributed.
Yeah dont worry, i only want to look how you are doing yours. And yeah of course if i do any changes that are inspired by yours i will credit you
My rtx conf is in the repo as well if you wanna use it to see how I have it looking in the game ||since OV isn’t a 1:1 translation for whatever reason||
||Sorry I can’t remove embeds on mobile||
Thx
Texturing. Finished the crossings ("clean road puddles" folder) and I'm now moving on to sidewalks. Haven't done the puddle version of the roads yet. Just want to finish everything and then make a wetter version
are you using a shared normal map/ roughness map or is it unique for every texture?
shared. I didn't study how to make new textures yet aside from the ones already present in the gameReadyAssets, so I'm basically just working with them rn
I don't know how to work on a shared mod.usda file like you guys have been doing. Didn't had the need for that so far
I mean, merging and stuff
right
oops, missed something in this. If you already downloaded it, grab this instead.
edit: 3rd time's a charm? Maybe?
stupid typos
thx 🙏
First i wanted to use the clear Asphalt from the street, but my texture ist 4096x4096 so it would have a Lot of repeat And the driving rills have no logical background on a parkingplace😅 And this Texturen is for a Lot of parkingplaces so i wanted to generate a texture which is Fine enough for good parking places And Bad enough for rotten parkingplaces 😅 And the meshscaling is horrible in this Game 😅
But that will eat a Lot of performance i guess
Eh, I’m not too concerned with performance, if you run it with high preset instead of ultra it runs pretty good.
Oh I see. I've created a texture for the road crossings which are large areas of asphalt without an actual coordination for wheels to smooth the asphalt, so since I have the original editable files with layers in Krita, I created another version with randonly distributed tire lanes all around:
So i saw in the remix config, you can Change the roughness ingame, And the sidewalks Are has a Kind of roughness, That they get puddles if you lower the roughness. I Telling you that, Because i guess it will be possible theoretically in future to bind a roughness slider to the weather I guess 🧐
I see. It would require some kind of "Injection" to read the weather valur from somewhere in the game and update the shader's uniforms 🤔
Hm but I prefer higher quality instead of much lights. Above all, if you have a bad graphicscard. Think about that a lot of textures with a lot of shading maps are missing now, they will eat a lot of performance too
Yes, but I guess remix will be able to do that
I mean if I use the default high setting I get like 60fps with my 3080.
That applies it globally though right?
Yes
So I have to use dlss performance now to get ok frames with a 4090
And there are missing a LOT of textures
This is actually really weird. I have a 3060 non-ti, playing on balanced and the game runs smoothly 🤔
If you’re using the ultra preset, it kills performance like crazy. Using high is way better for gameplay.
so by me, i added allready 1gb of textures
and my resolution is 5120x1440, but thats not the thing
but the denoise is not so good
Sacrifices compromises have to be made
it that a new one? or will it replace another one?
yes but less noise and one lightsource per headlight is in my eyes a better deal, than multi lightsource per headlights and noisy rendering, for example 😄
oh then i will add it
I mean the more light the less denoising you need typically
The shadows and such will take longer to resolve tho.
I’m not too familiar with the implementation of the denoisers so I don’t really want to mess with their settings.
my pc says virus and quit the download
more rays per lightsource yes
how can i show my fps?
Your PC is excessively paranoid.
Are you using Edge?
nfs underground 2 rtx remastered download no virus descargar punjabi no halal
Forgot the .exe
yea i dont know what he want^^ the other files were fine
https://drive.google.com/file/d/1TNUO4dSAUV6-oJqF-RV6niiB5IxpTZIT/view?usp=sharing
here are all my texture, i added yet.
what i added:
-tunnel-walls, etc
-conductive concrete
-digital arrow-sign
-waterbuckets
-surroundings like trees, grass, stones
-road crossingstripes
-parking place
-construction site buildings
-construction site road
-unpaved street
-blue metalfence
-brickwalls
-maybe some more
Haha yes 😂
For a lot things it needs new models to look good 😅
I really should learn how to use the substance pipeline for materials one day..
I started 2days ago with substance, before I only used gimp for all.
Are you using sampler or going through the process of using designer and such?
So I spent the last few days playing through GTA v
Lemme tell you something
The road textures in that game
Tile a lot
I mean
A LOT
But the tiling isn't super jarring
I wonder why
@ember river
Got any ideas
My bet is shaders, vertex painting, and clever texture work.
@jade briar 🌯
Truly

I guess
As several of us are sharing textures now, can I PLEASE ask that everyone name their textures after their hash for consistency? It will make it far easier to avoid running into duplicate problems, which remix currently does not handle very well at all.
||I like to give my textures their own names. I named the road Philip.||
<hash>.dds, <hash>_normal.dds, <hash>_rough.dds, <hash>_emissive.dds, <hash>_metallic.dds
Jameson.dds
Im using Designer
Puuh but the hashes Are so shit Codes 😅
It's hard to figure out what the textures go to without them 
yeah it's a pain in the butt to cross reference your usda with your textures instead of just looking at the filename
So im looking in create if the texture is allready changed. If yes i dont Change it ^^
you have a small-bush-4.dds that's not even used in your usda...
I have Some unused textures in my folder, i created Some variations but didnt Need all of them
sigh. tree1 isn't used either
They're bonus textures 
When i find in Future another Tree i have a texture for ;D
that's fine. Just...like I said, if you name things by their hash it will make things for everyone else way easier.
Please.
Can i copy the hashname out of create?
I think so. I've been avoiding create lately because I find it clunky and annoying
Oh ok
Ok without create it will be Hard to See which texture is used on the meshes 😂
I'm doing it all through remix
Ingame?!
yep
it can load changes made to mod.usda when you re-select the game
You can live edit everything in the mod.usda
When I change the mod.usda my game freezes
this doesn't work in every game however, and sometimes it breaks for no reason
sometimes that happens to me but alt-f4 and restart is quicker than most tasks in OMV create
what's your GPU?
4090
How much ram you got 👀
haha, see I'm running a 3060 ti
22gb
I have 64GB ram - that's definitely not a problem. But vram on the other hand...
Welp I'm out of ideas
Okey 😅
But this card has 8gb?
Or 12
8
I'm not sure on the precise details that rockstar used but usually a combination of well painted textures with decals, as well as some terrain blending shaders and other shader effects are used to add variety. Best we can do now is make the texture very neutral with not many eye-catching details that makes tiling obious 🤔
In Krita, there is a very useful tool when you press W, it tiles the image endlessly so you can zoom out and paint so the tiling becomes less obvious:
Speaking of which, make sure you adjust your shader cache when using OV
Needs to be set at 1GB plus
It resets every driver update as well
Ok then I understand your problem with it 🥺
i forgot to re-enable it
That'll mess up OV like crazy
It prevents me from using anything but OV
i've been using it like this for a month now
So I can't run the game and OV
i could barely do that to begin with, so i guess it didn't change much for me? i dunno
anyway, i'll re-enable it
Ohwe 🙈 now I realize my luxury😅🙈
I’m using remix, substance and create at the same time
says the guy who bought the single most powerful and expensive GPU on the planet (not counting enterprise)
That would kill me🙈
😅 so mainly I bought it for Minecraft 😂
I might be getting an RTX 8000 from work so soon I might have 48GB of vram.
But I didn’t tought that smaller vram brings that big shit of issues
For working like that I guess it’s good 👍🏽
No I’m buying it off work, they no longer need them and they have 10 of them I believe.
send me one while you're at it please 😛
If y’all wanna buy one too. They were 10k new so I don’t know how cheap they’ll let them go.
Yes I understood.^^ but this kind of card is not good for gaming. But for working like this remix stuff I guess
It’s a 3080 with loads more vram so it’s about where I’m at now. 
Yes and kosts 4times more then a 4090 ;D
And I don’t know if you can use the normal GeForce Treiber with it so maybe you get issues with some games
I mean I’m not going to buy it if it’s more worthwhile to just buy 2 4090s.
I think you can, we have some test benches at the office I could check and see if it does nonetheless.
wassertonnendeckel translates to water butt cover?
Haha yea 😂
what...is that?
Is this an intersection 
Those are crash barriers 
Yes 😂
So my English is shit^^ I don’t wanted to translate for every texture I made 😂
Is that the German name for them ?
see if you used hash names you wouldn't have to!
No ^^
Aufprallpuffer would be more correct
But then I had needed 10min per name to tip it in 😅
Yup. Their roughness map
You can use middle mouse click to copy them from the categorization part of the remix ui.
And in create?
😄
So maybe I will do it tomorrow or for the next upload ^^ for me is it much easier to work with textures, where I see what it is
New sidewalks! LA inspired. With that I'm finished with the first roads assignment, I guess. Next I'll make the puddle/wetter version of them all
Nice! I Like them
Ok now I realized the normals for the background base texture are a bit weird. Let me fix them quickly
That looks pretty good
But it’s no high res? The black stripe looks a bit blury
Damn. Now that we have EMAN doing his thing. I'm out of a job
Now its a bit better. There is a hatching pattern on the concrete that I'm not sure about yet.
Tuning shop time
I wouldn't mind the hatching going away. But otherwise it looks awesome
Kind of. It is 512x4096. They are being rounded a bit by the sobel algorithm in chaiNNer
I have a texture I was gonna share for the metal diamond pattern there but now that I look at the size of the orizinal texture, I need to adjust mine. I don't want it to look ridiculously large like that.
Aah Okey 👍🏽
Here are the dds files. I just now realized there are muddy roads and the cobblestone pavement that I didn't touch.
To you convert the albedo from png to dds in chainner?
Muddy Road i ve allready Made new
Nooooo, we need you here man 🥲 🙏
Take a Look befor you do it
Thats Not good
Yup. I paint a bump map on top of the albedo and feed it to chaiNNer to generate a decent normal map
It is not fed straight from color to normal
No i mean that you get the albedo.dds out of chainner
Anyway guys, I've got to go. Will be on the phone. Later...
I appoint myself "Project manager" and if anyone has an issue
Jk
whoever made the thread by default is the ruler
Nuh uh
Uhrray! We've got a PM now. A growing organization
To be honest tho. I've been the one making a lot of the calls on what's gonna be added in the main version that we have right now.
Most notably the lighting work.
what's the hash for the diamond plate there? So I can make sure I'm looking at the right one?
ok try this, it might help
I'm still not sure about the scale
Oh no I led you astray. 77C85.. is the ssides of the dyno. Not the metal diamond
mat_FDA84ADD9D36EF65 is the diamond metal
haha, ok thanks
do you need me to throw together a usda for it to add as a sublayer or can you swap them in manually from there?
Aw my game crashed 
L
I can manually swap them
I'm putting together an alternative so you can choose which looks better
I think the blue base coat helps ground it a lot if you're able to retain it.
ok give this one a try
I think we'll like the scale of it better too
and I adjusted it to better match the original color
Wonder if the rest of the shops are the same, I never used the debug camera to look around tbh
Did I mess something up?
it looks like the normal and metal maps aren't applying correctly. I might have messed it up
Oh I meant the color 
oh no that's about right. I can adjust it - it might have turned out a bit too pink
Game crashed again. Guess I got that bug that GulliUlli had with materials
I like how this lighting setup came out tho 
I don't have a capture of FDA84ADD9D36EF65 original texture - can you post it here so I can grab a more accurate color sample?
TY
ok I have two options. I can make the whole thing tinted that color, like the original, or I can make it so it looks like it was painted that color but the raised bits have worn off to bare steel
or I can give you both and we can see what we like
here's the painted version
here's the version with the whole thing tone-mapped
how to install
uh...if you're not familiar with remix, usda files, and/or omniverse, I'd hold off until we have a new alpha version that includes it.
The one where it was painted all that baby blue and then the raised bits are worn off is what it's intent was
That's how those diamond metal surfaces come from the factory
ok cool use that one
If you want the latest release version of the project them check pins. Otherwise wait until I compile the 50000 usd files that everyone has posted into one mod file.
and in case I wasn't clear, I meant this one
#1103377328530276403 message
How is that process exactly? I've been reading the usd docs and seems to be easy to integrate using their python libs. Maybe that git hook idea I've mentioned isn't so far from us. I've been having some other ideas to improve our workflow too 🤔
I'm gonna be honest. I've got no idea. But, the manual process isn't so difficult either. The process is as simple as drag and drop.
The usd files are in "USDA" format, so they should be easily readable in any text editor. Maybe you can study one.
Honestly, pretty easy imo. Just rename the other people's usda's and add them as a sublayer.
Yeah I've managed to overlay some USDs from my captures with the mod.usda file on top in Create. I've read the NVidia docs and there is this python lib to "officially" manage and overlay usd files. Think I'll give it a try. With that, everyone could have their own usd file on a repository and upon commit, a hook script could use that lib to merge everyone's usd files into a final one.
Whoa. Car lights.
Nothing that a 16k texture wouldn't solve lol
Sketchy gas station's be like
Gotta save on work. And memory. Mostly work.
I think the UV map is fucked tbh
Oh yea that little edge defiently wants to be lit up
Is that using my replacement? I only bumped it up to 1k but dang, if they're using it here I can make it much bigger
oh I can add an emissive there
I think so
That texture is used everywhere
ok I'll work on that tomorrow. Gotta wrap things up for today.
Like the entire parking garage ceiling is that texture
Add lights to it
Say no more
<cough>emissive</cough>
Emissive gives it the glow, and lights give it the throw
ok fair enough
I'll do the glow, you do the throw.
Honestly I didn't think that would need much throw personally, but...
but that poor gas station will look much nicer with some good lighting
Lemme do a comparison
That's how I describe my ||penis||
Mark said I can use all the lights
DOOO IT
I was talking about loong rect lights on the rims
Oh I'm adding that now
oh @tawny elk what did the garage look like with the new metal texture? you never posted a picture
I got tired of the game crashing and went over to coal harbor 
I might go back to the garage after dinner
ok fair enough. I'll poke my head in later to see. I've gotta go for now.
Hey uh. Adam. Can you like just make a separate file for all your new lights except for the ones hellraven has already made
Also don't make them bright as the sun
Should be compatible with hell's
No idea which one he's done
I can break it apart by usage / unique location
Notice for everyone making custom textures.
Textures should be placed in
Rtx-remix>mods>gamereadyassets>textures>[subfolder]
||I like to keep mine in system32||
Keep all assets nice and tidy before managing things turns into a shitshow
Unicode names for all my lights. Got it
syswow64
Rect sources kinda bleh when put sideways. Lemme try it again.
The wow part makes it go faster
For sure. I just set it as emissive to see if it looked good.
Looks great so far
yeah I'll play with it tomorrow and see if I can come up with something that looks semi-realistic
I've updated all my stuff to this standard and my next releases will be in this format
Thank you
Looks great.
I'm gonna stop for tonight. I'll do the port tomorrow 
How got you the headlight in this Form?
@ember cobalt @tawny elk @safe patrol Just wanted to share my setup on 4k display. I have a youtube window open in Chrome on another display, but it's not a big difference. As you can see, I give myself plenty of space for anything but viewport in OV because it is most resource intensive as well as game itself. Hope it helps. As for DLSS, I haven't noticed difference between modes, it creates hallow in each one
Well, the same way i did with traffic
And how did you do that?
I Tested it with the focus etc but then the lightsouce stops his work ingame
Just adding light to the mesh with preserveoriginaldrawcall = 1
Dont use focus, remix cant use that
Is that a textline i have to Add?
Just a coneangle of 65 with a bit softness and really bright
Yes
Basically it looks like:
over mesh ********
preserve....
Light
Which Kind of lightsource Doesnt matter i guess?
Ok thx 🙏
Only sphere and rect doesnt get culled
Ok Good i used disc
custom int preserveOriginalDrawCall = 1
this line i allready added, otherwise the light doesnt work at all#
but where can i change the sharp of it
Shape tab in light settings in OV
that was what i tried, but then the light doesnt work anymore ingame
Don't touch cone angle for rect light and adjust softness
Can you ss shape settings for it?
ss?
ScreenShot
ah ok wait
Shaping tab please
Height and Width of 100 is no good
i changed nothing it it, because then the lights doesnt work ingame anymore
ah no wait
that i changed^^
but i dont know why anymore
maybe to get more light ingame, without to have little suns in the front
Set it to 1 first so it's not the size of the entire map
last two days*
Lightsource cant be binded to textures?
Nah. Only offset from mesh origin
Softness is not
okey
nvidia sweating right now as they created the 4090 for the sole purpose of being able to run Omniverse Create
love the accessibility features ❤️ (for visually impaired npcs)
maybe we can vote
i'm for whoever made the call on warm lights and staying true to the game and naming things by hashes
That'd be me. It was so hard to convince hell raven to not make every light its own funky color
I installed underground rtx remix but speed2.exe did not open. What is the solution?
I don't know. Follow the instructions carefully, and install it to a fresh copy of the game without any modifications. Also make sure the game isn't installed in the c drive or any other location where the game might need admin rights.
You can adjust the resolution scale in OV in the the viewport settings to as low as like 5%.
I ended up making them a child of a car mesh that never gets culled. If you search for RX7 in my lights.usda you can see how I did the taillights and headlights.
Is it installed on the D drive so it won't boot? step by step exactly how the folder name is in the correct location.
What graphics card do you have
so thats the best result i got for now
Why is it set up for each vehicle?
- Haven’t found a mesh shared between all vehicles that doesn’t get culled. I suppose the bottom might be the same mesh but not sure.
- Each headlight location is unique to each car.
that would be the alternate for a better outline, but the light semself is a bit weird then
so i tested it with the bottom, but then i didnt get any light?! ^^
It probably gets culled 
Someone help this man
If you install a camhack mod (or modify camera position using, say, Cheat Engine) so that the camera doesn't looks at the car at all, it might be possible to see what gets cullet and what doesn't
The whole car gets filled afaik. 
There’s no back face culling in the game, so there’s a lot of aggressive camera culling.
Honestly it makes sense. It is hard to find something that works
there is back face culling when placed by hand but it’s not automatic.
The front wheels have a texture placed that indicates to cull them off the texture is visible or something
I spent about a month and a half trying to reverse engineer the culling system with little gains.
I woke up the bed today thinking about that. What did you find?
Maybe some binary patching could neutralize it all together if it could be found
You should install zolika's mod menu. It has free cam, other custom cameras, and a whole bunch of other utilites that I find quite useful.

so i thing thats a good result!
it is useable for all headlights out of the box ( i guess)
here is the code with an example mesh:
over "mesh_5E5D42E3BF16CFE4"
{
custom int preserveOriginalDrawCall = 1
def SphereLight "Stock_VL" (
prepend apiSchemas = ["ShapingAPI"]
)
{
float diffuse = 10000
bool enableColorTemperature = 1
float exposure = 1
float height = 100
float intensity = 400
bool normalize = 0
float radius = 0.1
float shaping:cone:angle = 46.4
float shaping:cone:softness = 0.1
float shaping:focus = 7.1
color3f shaping:focusTint
asset shaping:ies:file
float specular = 500000
float width = 100
double3 xformOp:rotateXYZ = (46.30000068992376, 0, 279.900004170835)
double3 xformOp:scale = (0.1, 0.1, 0.1)
double3 xformOp:translate = (2.6, 0.55, 0.4)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
def SphereLight "Stock_VR" (
prepend apiSchemas = ["ShapingAPI"]
)
{
float diffuse = 10000
bool disableFogInteraction = 0
bool enableColorTemperature = 1
float exposure = 1
float height = 100
float intensity = 400
bool light:enableCaustics = 0
bool normalize = 0
float radius = 0.1
float shaping:cone:angle = 36.4
float shaping:cone:softness = 0.1
float shaping:focus = 5.4
color3f shaping:focusTint
float shaping:ies:angleScale = 0
asset shaping:ies:file
float specular = 500000
bool visibleInPrimaryRay = 0
float width = 100
double3 xformOp:rotateXYZ = (65.30000097304583, 0, 251.50000374764204)
double3 xformOp:scale = (0.1, 0.1, 0.1)
double3 xformOp:translate = (2.5, -0.55, 0.4)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
}
Bunch of camera transforms, LOD distance, camera location update Boolean.
Ur screen could fit the game twice
thats true^^
Honestly if I attempted to figure it out again, I’d probably get further.
With Denoise disabled
i just need know how to add volumetric fog and lighting
I was wondering, with that asset shaping:ies:file, wouldn't it be possible to add a custom texture so a single light source would have the shape of two headlights?
Something like this
hm i dont know if that works, but you can try it
No it’s not supported. I would love it to be.
I have tons of IES files for fixtures from work that I’d love to use.
i found a mesh (for 240sx) which will work for all configs i guess. so i found no tuning option, which will change the mesh (frontwindow)
guys, I'm sorry for that propably stupid question. I've installed rtx libs and bridge, but when I run the game I can see only extra glowing colors everywhere, and debug geometry doesn't show anything, any changes in these tabs make nothing. Should I reinstall the game? or should I try another game? I have gf rtx 3070 laptop gpu
Did you follow the tutorial?
Nice. Excuse me but, what is your job? Never asked
Lighting artist (allegedly)
Yeah I know about the tutorial and how to install current mod, but I'm just curious why I'm not able to change\edit anything on my clean version of NFSU2 'out-of-box'.
I found a very nice website with a huge library of links to manufacturers giving out their ies samples. It had nice previews and a fairly well made catagory/search section.
First thing should be that do not install the game in the c drive
Other than that, the tutorial is made with widescreen fix in mind.
I know of it 
It’s good for grabbing the generic visual distribution of a light but it really lacks the context of what the light fixture looks like imo.
The website I'm talking about links to the manufacturers websit
I'll give that a try
Yea but it doesn’t show the actual light fixture. So the context of what that looks like is lost. It’s a great for the light shape tho.
||Electrical engineer, but I do a lot of lighting design and planning on getting licensed in that rather than a PE. ||
blame nvidia's dumb a ss decisions
|| So if anyone wants a write up on how accurate the building systems in underground 2, let me know
||
holly shit is seems like y'all are moveing so fast with this thing, do you recon it would be playable in 3-4 months ?
But nowhere near finished
We don't even have all the tools from Nvidia to do the work that's needed yet
So im working at the Moment on adding light to all Cars, so with that you will „can“ Play i guess,
That will be awesome. I'm putting together a package with more or less everything that's been shared so far. If I can get Adam's shop lights added and your car lights, and maybe an updated lights from hellraven, it might be a good time for a new alpha build.
I'm trying my best to make Burrito's packaging job easier
Once I get done with Coal Harbor Ill look into putting a release package on my repo 

But its only lightsource, to all of them will Need emissive Textures
I've already got the emissives
well, at least a lot of them. I'm adding them as I find them
I got that too
For ALL Cars And ALL tuning Parts?
for a lot of them.
Did you join it?
Okey Sounds good
Like I said, I'm adding them as I find them.
oh hey, me too
I’ll go see what’s going on there 
Why diffuse, not albedo?
hmmm, i'll probably wait it out a little more, I wish I could help you all somehow (and if you are wondering what I am waiting for, here are a few things, the car paint looks a bit strange, the windows aren't transparent and the environments seem a little dark) not to dissmiss your work, in fact I love it, I just wanted to give you some feedback
because the chainner script I used as a starting point used diffuse as a naming convention and I didn't change it. And Kim's python script is happy with diffuse
love your work bro
sadly there's nothing that can be done about the car paint atm.
I’m back. It’s all in Russian.
it would be nice to have google translate built-in to discord for instances like that
nope.
one more question, would any work on U2 also help with a MW remaster ?
Nah
Maybe. Just maybe. Some textures could be reused.
@jade briar ok put on your PM hat. Are we releasing this under any sort of license? Creative Commons? Public Domain?
Im ssory
It's fine. JUST A LITTLE RANDOM.
I mean personally I have a much better workflow figured out. So adding lights and such is way faster.
also
I just wanted to invite you to the showroom
Might be a good idea to make sure people can speak the language of the server you're inviting them too X)
It's not about communication, it's about demonstration
English is popular and this is not a language barrier
hmm. I really need to move my nfsu2 install to an SSD. With this many textures it really gets bogged down now.
where to put it...
how the fuck
I use this PC for a LOT of different things
Almost 16Tb space .-.
oh and that's not even counting network storage
9Tb of videos? What are you recording?
gyaaaaaaaaaat damn
for the most part this server is used to exchange cars
Elements are getting out of periodic table bruhh.
Oh I have more than 9TB of videos. I digitized my whole movie/TV collection when I had kids and realized they destroy DVDs. So I run a Jellyfin (like plex but free/open source) server and we watch everything on that.
Ssory for spam
not bad
Ah. the 40 yeart old file hoarder
great work @fallen pine
"Are you the accumulative type of person"
"No, not really"
there's some things that just take a rediculous amount of space too. I have an SSD that's currently almost entirely devoted to MS Flight Sim.
oh yeah. I downloaded that. Tokk 14 hours to download the data from in game so no refunds. Played in vr. Really bad performance (on a 4090). Never opened again.
Got a bad headache
I don't have VR but I managed to get it set up for halfway decent performance with head tracking.
Big thanks
We're definitely needing some help, lots of assets to swap.
In a nutshell, AFAIK, RTX-Remix intercepts specific API calls to the GPU in old games and performs some live asset swapping, which allows to replace many types of assets, add custom lighting, even supports ray tracing. What the guys managed to make work so far is texture swapping and custom lighting. In other words, if you work with assets on their own (texturing, modelling, etc.) it should be easy to join
Yes but not entirely! The reason why lighting and texture swapping is being done atm is because that's all that CAN be done
this isn't even counting the big cache file that's needed
Model replacements we don't have the tools for yet
that's like another 100GB
And texture replacements require an understanding of PBR workflows
You can't just grab a higher res photo and slap it in like you can with regular U2 modding
I'll shut up about my off-topic nonsense, sorry about that
mm. photoflipping. Oldest trick in the book.
I don't know how many people know about that.
thanks, that's how I understood it. What can I do to help? I can share my modified textures and suggest something in underground modding
Are your textures PBR based?
Well, your modified textures are basically just a single color image replacement. We need pbr textures.
i redid the smoke effect in order of animation to look more natural than the one left by the developers
No, it just replacement
yeah sadly we'll need most things remade from scratch with proper PBR materials
The texture is
No not yet sadly
Yes
Well all we need to do is replace the texture, don't we?
GUI stuff could be used, and maybe those giant billboard signs
Mark did mention they had considered implementing the Nvidia fluid sims, but that was just an internal discussion and nothign decided on yet
No I'm talking about remix. It's a whole other set of problems when it comes to replacing assets in remix.
||I can’t wait to put silly things on those
||
do you know how to open .bin files?
Oh I already have 😄
The game files?
Yap
Remix has its own pipeline for replacing assets, we don't need to modify the game files
Didn't mark mention that flipbook support is in rn?
Ik
If so we could easily render out some nice smoke flipbooks
hahahahahaha first test after moving everything to /textures/ and I very obviously broke something
but it might come in handy for other things
Love it. Ship it
I'd love to spin up some blender simulations. Have done in the past for space engineers and it was sick
Yeah, you'll have to probably redo the paths.
TRUE! But if done through a flipbook, we could also flipbook a normal for them
You need nfs texEd 1.7
I did but obviously not correctly
Which would help give the smoke some nice depth
Hold on. You saying that brought back bad memories.
Fluid sims are fun times
ngl, evo with red headlights is a vibe 
No we don't, Remix has its own tools for it
If the goal is to work with PBR stuff that is
You tried :D
I sure did
D.va RX-7? X)
the world files are in the TRACKS folder - in STREAM...BUN file
texture files for effects, particles and interface are located in the GLOBAL folder
Yeah, it's pretty cool.
ok that's better. It didn't like me putting the individual separate usda files in textures/. they need to be in gameReadyAssets/
I dig, I dig
lol
Appreciate the help but this isn't how remix works, we don't actually replace the games files, we normally don't have to touch them
New textures are added through the remix suite
They’re relative to the usda file. So they need to be in the same folder as it. 
In the remit pipeline, you drive until the place in map you want to replace assets for and hit a "Capture" button that will capture a snapshot of everything that is being rendered in the frame and will save in local files, all textures, models, lights, etc. as well as a Scene Descriptor ".usd" file. With that you can modify stuff to replace assets and load the replacement files live in game. No need do mess with original game files
I'm gonna ask mark about the status on the flipbook textures.
I’m certain they’re supported
well I specified that they were in /textures in mod.usda but it still didn't like that.
Bueno shit!
this is going to be a very, very long job
I don't know if it's a compliment or not, but I'm gonna take it as one.
oh hey who fixed the brick stuff here yesterday and did you share that with us?
but what you do is really cool
Yup, but that's how it works 😛
Oh naw it is! Looks nice mate.
guys i'm your fan
I didn't. Will share when I finish all the garages
Thx. HOWEVER. I didn't make the model. I was testing it for someone.
I'll take it as a "You're good at lighting and rendering"
Aah fair'nuff! Well the render's nice too
cool will look forward to that
nfsu2 deserves it
Shiish, a remix can add a 3d object? 😳 or only lights and textures?
Will be able to
I could create a 3d environment from the beta version of the game
*but not colission models
Yes
We can't edit 3D meshes yet
I show
Still waiting for the tools
Wrong texture pathes in the mod.usda
Speaking of asset replacements
Did anyone want to try out that storefront texture set I made?
oh. Sure
can you extraxct 3d meshes from the game though ?
Yes
Yes.
I mean. YOu could always do that.
maybe I can help you guys in the future
Well, model replacements aren't really working that well right now.
This is a beta map from the ps2 demo. If it was possible to find the files, then I would try to return these objects to the game (not the fact that it will work). There were balloons over the car dealer, the Morgan Hotel had a different preview, the bar and parking lot outside the Plaza Hotel weren't so empty, there was some kind of memorial near the audio shop near the stadium, Jackson High had additionally illuminated traffic direction indicators. The game events also had a steam effect. In short, I want to play and compare what was in the game before its release, because I didn’t show everything on the materials from the post, and I’m sure that I didn’t see it myself, it remains only to make it work
yeah I fixed it already
Did ok Change the path to the single usda‘s?
Count, can you check out traggey's storefront textures?
2K sound good enough?
Yep.
Might even be a bit much considering it's just a random storefront
We really need some way to keep track of everyone’s textures
I’ll ponder some ways
Remix can't render multiple cameras at the same time right now
I was typing when u said that.
Guys, look at that. I've managed to merge 4 usd captures using Pixar's python API. With that we could maybe create the One capture to rule them all. The whole city. But as I've mentioned, what I'm looking for is to create a more stable workflow for us to share stuff in a git repo
I am never in my life again touching git.
no, this is just a game through LAN emulation
Here is the code
If it's running on multiple systems then I don't see why it wouldn't work
Although to answer your question no I don't think anyone here has tested that
The orientation bit isn't working though. The scene is in right hand rule and the captures are left or vice versa
would you like to try?
i can tell you what it takes
potentially, so you can quickly capture territories
I'm personally not interested but someone in here may be! Remix just injects new visuals so I don't see how it would function any different from any other parts of the game
Well, I don't see a reason for remix not working in multiplayer, it only won't render stuff you have in someone else's PC, but it is a totally client-side mod
Indeed, and by the way remix does it, as far as the game is concerned, nothing has changed at all
well, or show the race on lan network with rtx mode, it would be interesting on YouTube
I generally found out about this project by accident from a third-party site like "a schoolchild-programmer made a remake"
damn
in fact, this game is still played online, on this occasion I even developed such an event
you: sneeze in the past
future:
@jade briarAlright I'm just dumping them here because I'm a lazy dick rn, yay!
In order, Albedo, AO, Metalness, Normal ( unconverted, duh ), Roughness
people even created teams
I've only tried them on the flat plane meshes I used when making it and what I showed of a few weeks back
So not sure how it will look on the in-game meshes, but I took their shape into consideration so things SHOULD be fine lol
I can share a more natural skybox with you. I drew it going out into the street, observing real weather phenomena
AO?
Ambient Occlusion
I mean... Did you actually create a model of it?
Yes
No the model was created with forced perspective skewing to align up with the original photo texture
So the stairs for example aren't straight like stairs would be
They're slanted weirdly
||You can drag and drop in ov to merge capture usds ||
Anyone have experience with https://mudstack.com?
Way cheaper than a perforce instance it seems
I see contact sales for pricing and I know that ain’t for us.
LOL ye
Okay gays, if you want to play, or just look at cool cars - come
https://discord.gg/D9EX2NQvpJ
(this is not an advertisement, but rather an invitation to game room. please do not be angry with me)
and if you need my help, in the technical features of old game - I will be happy to answer you. Thanks again for warm welcome
🫂
So if we get a DAM working, would we want to just have a branch for each “main” mod usda? So Burrito’s, Count’s, mine, etc?
when u posted it here i can see stop spamming peoples dm and u say this is not advertisement well yeah ...
The reason for an automated way is to run scripts in the repo, so it can automatically merge everyone's personal usd into a final one, which open new ways to setup pipelines, deploys, installation scripts, automatic conflicts solving and sort of automations
Oaky. Now get rid of the damn culling.
The way I see it is having eachone their personal usd file to merge automatically into a final one. This allows us to work in feature branches (say, new-roads-jackson-heights) instead of permanent branches. Short lived branches tend to be easier to manage
Blyat bad inglish
Eah boris
Ah, I understand what you mean. Once I have broken apart my light usda it’ll fit right into that flow.
I’ll contact mudstack and see if they have USD support
modern Russian folk dance
Damn, who turned on the hardbass?
i really need to figure out the USD python library
If you're up to make some texturing work, you don't need necessarily to deal with any RTX related stuff that much. @jade briar is our PM now so he can assign stuff to you 😉
Do you have RTX card in the first place?
I guess I have no experience with editing software. I will be glad if you tell me what and how I can be useful
No way. Which GPU you got?
Amd laptop
gg, well played
🇮🤡
I did not expect to play with such graphics to be honest
I would like to, but I can't
I'm gonna be honest.
#showcase message
Pretty sure the channel is specifically for posting results from remix.
Its right
Ok mod.
I know with my team we work on U2 map for assetto (i also release vanila) but we before want replace assetts .. and half year maybe maybe more some Buidlings so much different ones to originál i curently finishing another Project and i start work on and some assets i can send there and use it for this Project
I alredy make it for assetto 🙂
It’s on their roadmap, but not supported.
Do you have any texture/model replacements?
Oh 👋 its me BOMBOMHOLE
@balmy chasm mine textures what i alredy use send burito and hell raven
Oh hey 😄
I haven't followed your work for a long time. Have you decided to recreate beta objects?
nope cant even export they
like i said my fels they rework u2 map
i just have break and do another projects
hey, can someone send me a 100% safegame?
What
i need a profil where are all cars are unlocked^^
I guess zolika's menu have it?
wow. surprisingly chatgpt 3.5 knows of it and is fully capable of writing code for it
what's the hash for the mat this applies to?
I moved all the individual usdas back to gameReadyAssets/ and changed the references in mod.usda from ./textures/<something>.usda to ./<something>.usda
ah ok
so they're still all separate but in the root directory
does anybody tried RTX with car mods like this?
https://nfsmods.xyz/search?search=NFS&game=2&category=1&order=1&showAllNFS=0
"I've just made a commit to remove the requirement for invertedUVs, so in the latest runtime replacement meshes will no longer need that step. Once that works it's way into the github and a new build is available, I'll see about updating the manual mesh replacement writeup"
Yay
We can do model replacements through remix when the tools releases
Like really high poly ones without worrying about engine limitations
and with proper PBR textures
Thats an obvious lol
but for that we need models, which are 100% tunable
We really dont need any modifed models
ok I can't check in game until I know the hash but I've converted them to proper dds so they're ready to go.
ah. neat
who made this texture? I can't recall.
E-man
is the transparancy working for you with it? At least for me it doesn't seem to treat it quite right and I was wondering if it needs an alpha channel
NO CLUE! Someone sent the original texture in here and I replicated from that
I was pondering it first but honestly on high res assets putting fake details inside tends to look SO fake
I'm used to adding that stuff via interior mapping instead
yeah. hopefully we'll have the ability to do that soon
BUT if you guys have anything you'd like to put in there go ahead! Could just take a photo of someones room and set it as the emissive map
I'll leave it as-is for now
Yeh probably for the best rn
Gets even messier when you look at the original because it has open windows
And getting that to look remotely ok on a flat surface would be a nightmare hah
They don’t have support for DDS thumbnails for their application so I’m gonna go with a pass on it for now.

Did it work out? Curious on the results!
I haven't found it in-game yet, I'll post a pic if I do.
Aaah roger that!
Thank you ^^
is it possible to replace models with rtx remix?
Not yet, it will be
in any game yet?
It's the same for all games
It techincally IS possible atm
But it uses some very hard steps
Tools are coming though
so does the roadmap have anything to do with it?
Huh?
So I'm asking if this feature is officially planned for rtx remix
Yes, it's coming
because usually older game engines can't handle high polygon models
so modding the game doesn't work, rtx remix support is a must
NVIDIA showcases how you can remaster classic games with NVIDIA RTX Remix in this official tech demo video.
#nvidia #rtx #morrowind
17 cars are done yet
but 2 hoods are weird. they have a lightsource?! (one of them is the last hood in the list)
Idea for version control: Anyone wanting to contribute materials and binary files, would need to use something like Google Drive/Mega to host their files and then just reference the folder when it’s updated.
sigh. I just spent way too long searching for a free texture replacement on the internet for the fountain water.
that how i allready do it^^
I finally created my own private git repo too, mainly just so I have off-site backups.
thats an animated texture so i dont know if it is possible yet. i allready tested to replace the ocean water, but then its a hard flickerparty^^
we've got lots of animated textures that are already replacable. All it does it move the texture down. This is the original
Oh yea everyone having their own repo for art, as non best practice as that is, would work too.
yes the same like water
I had hoped to have a good central repo for art but since nobody has been able to agree on that as of yet, I at least have something
Those all cost loads of money to run it seems. 
in my texture upload is my water texture included. you can try it with that in the ocean, if you want to try
Mudstack might work but it’s not very compatible nor fleshed out and it’s $90/month
We could try it out if y’all would like, I wouldn’t mind. They’d likely be happy to offer us a free trial to see if it works.
it gives us 50gb to work with for free, is it just the storage that the paid version gets?
more storage, that is?
and whatever "private workspaces" are
I say let's grab a free team license and give it a try
Should we let @jade briar make it, be the admin, and have all the power to accept/reject/etc?
you wanted to be the PM afterall!
As long as you don't fuck up really bad. You're good to go.
the free team account only gets one admin account, that's why I'm asking
create an account and just sign up for a free team plan
and then invite us to the workspace
I'm tempted to put in something funny
supreme leader of the galactic empire
so under account on the left, select plans, and create a team account
oh, you have to go to settings first
So the team account will be the name of the project. That everyone will join?
I found it but I very obviously screwed something up
I think so?
Haha yeah I don't recall making the textures pure grey!
Although I'm known to be an airhead
oh....hahaha, I forgot to copy it over from my working directory to the gameReadyAssets directory
Thaaaat would explain it hah
No >: I
much better
Maybe there's another way.
yeah it's actually pretty good looking
now we just have to recreate every single other building in the game like this.
Well, it wants only, and only emails
ok PM sent
Well the game does re-use the textures a lot seemingly! So this same storefront should show up in a lot of other places too
I know it even loops in some places
from scratch?
There'll also be situations like..
That corner, where the texture is obviously just stretched
that's how he did this one
that will (hopefully) be solved when we can replace meshes (and by extension UVs?)
TRU DAT!
So. Do I delete the account now?
At which point this lil' texture I made here should ideally be completely replaced with something a bit more trim-sheet like
Why would you do that?
huh, I thought it would only let you be the admin?
It's the wild west.
it might try and make you pay for stuff if you give anyone else advanced permissions. Uncheck those for now for anyone but yourself.
Can't unless I give $90 a month 💀
sell 4090 💀
oh it must do it automatically then on the free version. I guess just leave it alone
"A man sold his computer to buy a 4090. Now, he plays games on his phone."
yeah I guess just leave it alone. Wild West it is!
Imagine furious clicking noises.
Well, all the furious clicking resulted in many copies of the same project?
Truly. One of the websites of all time.
Well, this is fucked up. I can not delete or edit any of the projects
At least I can create a folder.
Uh. We can get on a call with the people who make the software and have them walk us through how to use it, that’s no biggie.
If y’all want me to handle that it’s no big deal, I can get it setup and have @jade briar set as admin or whatever.
They said that there’s support for plain text files so usds will likely work.
Guys, could someone tell me what am I doing wrong? I'm trying to learn Create by adding a sphere light to the fountain's mesh, but in the game it simply won't show up 🤔
Can’t add it to an instance
Needs to be the mesh
Oh I see. So intances are kind of a useless entity for us?
Basically
Is it just me or is the normal maps green channel in the wrong direction?
The metal pole is lit from below
But the light appears to be coming from the top
good question. I used chainner to convert from DX to octahedral
yes its important to add the source to the mesh
I posted a video tutorial about how to add lights easily. It’s under the thread “adding lights the east way” https://discord.com/channels/1028444667789967381/1114665813866205194
i prefer weast, thank you
ah, your normal map was set up for openGL, not DirectX. Ok fixing
here's the fixed one
I can convert from either, I just need to know which it is and I unfortunately assumed.
Ooooooooh FAIR ENOUGH
The what setup?
So what about ass?
Setting up the projects and such. I can have the developers walk me through it, or we can have them walk us all through it.
Better.
That'd be cool.
I vote for this.
Oh yeah that's WAAY better, NICE
It's literally the same picture.
Am I stupid?
The answer is most likely yes
yeah this one just breaks the laws of physics...less
