#NFSU2 (Need For Speed Underground 2)

1 messages · Page 20 of 1

jade briar
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But still

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\

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Ahh

safe patrol
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look at the reflection on the pole above the windows

sage wraith
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Thats a OpenGL normal map i guess. So if the deepness looks inverted, its OpenGL. If it looks correct, its directx

safe patrol
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it's now reflecting towards the light instead of away from it

jade briar
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Law of conservation of energy and all that.

safe patrol
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you know, I can almost believe there are stairs there too

jade briar
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I may not be the brightest man here. But I know my renderers, and my pbr.

safe patrol
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it's better from this angle

graceful heron
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Vram💀

tawny elk
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Okay I’ll contact them about it and see about a time for them to chat. Please let me know if you’d like to be in on the meeting.

sage wraith
jade briar
safe patrol
tawny elk
jade briar
surreal ruin
ember river
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Awesome man. Another thing, is there a way to visualize the axis gizmo relative to the mesh wherever it is instanced or it will always be at the world's origin?

jade briar
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Adam, show this gentleman your light tutorial

tawny elk
tawny elk
tawny elk
ember river
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I see. It has to do for now

jade briar
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Because timezones and all that

tawny elk
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You can turn the mesh one on temporarily and be able to see it at the origin if it’s a tricky one.

ember river
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Learning a new software is always a cakewalk

tawny elk
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Then you can use the gizmos in the viewport to align it.

jade briar
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But I still think we should take it easy on the development. Remix tools are still cooking (allegedly)

tawny elk
safe patrol
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Huzzah! Nicely done.

jade briar
tawny elk
tawny elk
ember river
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Guys, lets switch do ZModeller then

tawny elk
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At least OV is multithreaded

jade briar
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I've never even heard of that name. Which is to be expected.

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I bet I will have a better time using sketchup.

tawny elk
surreal ruin
tawny elk
jade briar
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A thing

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Too bad I still sometimes have to deal with it

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Right click select mfwdesolate

ember river
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Let there be light

jade briar
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Aaaah my eyes

tawny elk
ember river
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Anyway, TIL how to replace textures and can proceed on my own to make more changes. Think I'll keep a eman.usd file alongside mod.usd on gameReadyAssets and only work with it. Since mod.usd can reference mod_lights.usda and eman.usd without having to mess up with mod.usda itself, everyone can have their own usd file just like that and the project as is could be uploaded to github already 🤔

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Do you guys see a limitation to this?:

tawny elk
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Oh we could use submodules to reference repos PeepoPlotting

ember river
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Think a single centralized one might be enough. So we could frequently open PRs, reviews and merges into master for final release builds and stuff

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Slownly the team gets organized

jade briar
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We better get started with organizing stuff.

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One thing I'm worried about. Is how are we going to deal with duplicates

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Because there are some things that a bunch of people have attempted.

safe patrol
jade briar
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Okay, well that's done. But what about things that multiple people have tried doing.

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Like at least e people, at this point have attempted textures

safe patrol
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oh like where we have multiple versions of the same road texture?

ember river
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Maybe we should take a moment to organize everyone's attempts into their own usd file and chose which one, say, garage textures should be included and everyone else delete theirs. Rn The project seems pretty small so we can deal with it rather easily

jade briar
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Yes. Someone will have sacrifice.

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I guess that's what polls are for

bold bayBOT
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uncleburrito asks: hotdogs

1⃣: mustard
2⃣: no mustard

safe patrol
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the more I'm looking at this, the more I think git has the tools we want to do this properly. Because we can do merge requests where there are conflicts like that and discuss which versions we want to go with.

jade briar
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Ok polls work

ember river
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Now a PM role makes sense. If everyone work on their own feature branch, we all will know what each one is up to

jade briar
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Yeah.

safe patrol
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I'm not that impressed with mudstack so far. There's no support for dds - you can't view them without downloading them. There's no icon thumbnails or previews. There's no way (at least that I can find so far) to sync between your PC and mudstack.

ember river
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Before merging, someone could review the work and approve...

jade briar
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To think it all started with a YouTube video because a guy wanted to show progress off to his friend, but his friend didn't have discord so he asked me to upload it on yt.

ember cobalt
ember river
safe patrol
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And honestly if you guys aren't fans of git due to command line stuff, GitHub Desktop makes the whole process stupid simple.
https://desktop.github.com/

plain stag
jade briar
jade briar
safe patrol
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works for me

ember river
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Idk guys, it all sounds perfect for us now

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For me

ember cobalt
safe patrol
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honestly I know my work isn't the best out there so I feel like most of the stuff I'm creating is just gonna sit there until someone with actual talent comes along and replaces it. So I won't be offended by pretty much anything I make being replaced.

ember cobalt
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i'm tired so humor ➡️ 🪟

jade briar
# ember river For me

Problems start when you start getting comfortable. Always sit in an uncomfortable chair

elfin beacon
jade briar
safe patrol
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I still have a soft spot for your textures, but his are looking REALLY promising

jade briar
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There's still a number of things that I'm gonna do.

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Yeah

safe patrol
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I feel like there's a lot of low-hanging fruit that I can help with that while not super impressive by itself, can make a huge difference in the overall look of things.

jade briar
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Also. Who's gonna look at all the remix bugs. Like that light flahbang that happens after a few minutes of gameplay on weaker cards.

ember river
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Please guys, that is a work we need a lot of ppl, I can't do all the texture and whatnot alone. You textures also loom great, keep doing them please, whenever you have some sparetime from the PM role haha

jade briar
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I'm waiting for mesh replacements so that I can start giving the building some depth.

ember river
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I'd like to understand the replacement problems a little deeper. Meshes are stored as usd files, but their content is in binary format. Maybe we can get something going with that Pixar API to convert, say, .obj to usd meshes

jade briar
ember river
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I see. Ur burned out

safe patrol
jade briar
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I still gotta work on the other car windows to match with the ones that you made. I still have to figure out how to fix the car interior materials. I still have to replace the skybox. I have a solid plan on how to get around doing that. I still have to verify that black hawk down doesn't work for the nv team. These are just the things off the top of my head.

jade briar
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It's about doing the artistic stuff. Things I mentioned above.

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Yeah okay enough self loathing for today. I'm gonna sleep before I remember something I did years ago and mourn over that.

soft isle
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is there any info of when asset swapping will roughly be available

soft isle
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Nice thanks for reply

tawny elk
odd dome
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My bad i was giving some suggestions 😊

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I saw your yt progress videos

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This looks v v cool

severe solstice
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update 0.3 when aww

safe patrol
tawny elk
sage wraith
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I Made new Road textures for street x racefields. That was the biggest shit i ever Made 😅 Really stupid meshing. 🤦‍♂️

safe patrol
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You know, I was thinking about voting on textures when we have more than one person make the same thing. In cases where it's not a clear matter of one being vastly superior to another and when it's more down to individual artistic choice, it's really easy to provide alternatives. As long as they're named with the same convention it's literally just a matter of dropping your preferred version into the texture folder and overwriting what's there.

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That way if there's two really good sets of roads, for example, but one is mostly dry and one is pretty wet, it's no big deal to have both.

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We can vote on what gets included by default but the others can go in a separate download or something for alternatives.

pearl pike
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guys i have a question, how can i know that i have the build with the lastest changes?, because i installed NFU2 RTXRemix once a while ago and i was wondering how can i update it

blazing bone
tawny elk
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But I have ideas KEK

safe patrol
tawny elk
tawny elk
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Not sure if I like how this came out

tawny elk
safe patrol
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I spent a lot of time this afternoon driving around and finding new things I need to work on. I have a lot of new materials to do.

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On the bright side, a lot of that time I was really impressed with how cool so much of it looks. Honestly, a lot of it is getting really good.

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On the other hand, I noticed a lot of my things that look like crap and I need to fix

tawny elk
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I wonder if I set the LOD distance to the maximum amount and debug camera out way above the map if I can capture it all in one shot.

dusty grove
tawny elk
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Just haven’t tried it yet.

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Honestly, I don’t have the plug-in / mod that has the debug camera so if someone else would like to test it I’d be happy to give the values/memory addresses

dusty grove
balmy chasm
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General Guidance for Creators

I'd like to introduce some basic rules to follow while creating content for Remix and I'd like everyone who's working on anything to follow them. As it is first version, changes can be suggested, use either 'comment' or 'suggest' tools of Google Document. Or we can discuss any question right here. Also I'd like it to be updated when we have some shared repo(or something like that) with in-depth details on how to join the workflow.
@cloud crypt @ember river @sage wraith (just to make sure sctive artists see that)
https://docs.google.com/document/d/1zdvHEN4o750BIjtnF2lvZGRUblZWg2AMZcj6RCfBHkM/edit?usp=sharing

balmy chasm
ember cobalt
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maaaaaybe

cloud crypt
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No

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  1. Point with textures, yes
    Point with usda naming: partly accepted
balmy chasm
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USDA naming is part of project managment, so it requires further discussion later

elfin beacon
sage wraith
balmy chasm
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Well, I see some potential in leaving credentials inside a file instead. I'll test if it is possible to make it not disappear every time you update usda through OV.

balmy chasm
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RGB 🤤

jade briar
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That's cool

cloud crypt
balmy chasm
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Nah. At first I placed rect lights facing outwards, but it didn't work. So I just faced them to the lamp itself

cloud crypt
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Ah ok, good to know

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I currently try to figure out some stuff to improve my street lights etc. I want to make them compatible with as many of your (adam, eaworld) lights so that combining stuff is quite easy.

balmy chasm
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Just as Adam said, Normalize doesn't work as of now. It is still driven by the size/shape of the light 🤔

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Have you tested if there is any issues working on 1.0 and 0.01 scale captures at the same time?(and I mean exactly captures)

tawny elk
floral hinge
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any people running this on a 2060? what should i expect performance-wise?

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is like dlss performance 1080p60fps achievable prayge

jade briar
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Probably not, but do try out and tell me.

cloud crypt
cloud crypt
surreal ruin
floral hinge
floral hinge
ember river
# balmy chasm ## General Guidance for Creators ## I'd like to introduce some basic rules to fo...

Seems pretty decent to me. We've been discussing and agreed on @jade briar creating a git repo. With that, no one needs to touch the nod.usda file anymore, only their own personal .usda
Also, would be nice if we had a workflow to know what everyone is working on exactly at each time, so we don't have problems of 2 or more working on the same thing. Working with feature branches within github was suggested, so a branch/PR would be open for, say, gas station lights, and no one else would open a branch for the same purpose. At the end the branch gets merged and deleted. The commit history of who did what will remain in the repo 🤔
That is some professional workflow that should solve many of our problems. Maybe Nv_Mark could assist on how they did that with portal rtx + perforce, if we need

tawny elk
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Radius is in meters from my understanding for context.

balmy chasm
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You mean he has to make them bigger or smaller?

tawny elk
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Smaller I presume.

cloud crypt
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They are between 0.4 and 0.2 for now

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But i am currently at work. I will do ther when i am back home

jade briar
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Yo adam how do I rotate the car

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@tawny elk

tawny elk
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What do you mean?

jade briar
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like in the garafe and stuff

tawny elk
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Middle mouse

jade briar
tawny elk
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Welp.

balmy chasm
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Rebind MMB to other button

jade briar
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Nah my mmb just needs a little warming up

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Just click it for about 50 times and then it'll start working

tawny elk
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Whatcha cooking ? 👀

final knoll
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Hi, I have followed the installation of the RTX Remix mod and when starting the game it stays loading without starting the game, I have an RTX 4060 ti

final knoll
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I got an error code

jade briar
jade briar
final knoll
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I have managed to get the game to load but the problem is that it throws me to the windows window

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i don't know to do

jade briar
final knoll
jade briar
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YEah read the tutorial

final knoll
jade briar
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Strange

tawny elk
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What graphics card do you have? My bad. It’s my first reaction when I hear about errors.

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I’ve run into a bug where if I stay in the main menu or garage too long the game locks up.

balmy chasm
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For how long?

jade briar
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Oh yeah. I discovered it today.

tawny elk
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Like 10 seconds?

jade briar
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I left the main menu open so that my cat could dry on top of the computer and left for like an hour. When I came back, the game was frozen.

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Nah it can definitely last longer than 10 mins for me

final knoll
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i got it

tawny elk
jade briar
balmy chasm
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Which dxvk version you use guys?

tawny elk
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Latest builds NODDERS

jade briar
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I upgraded to the latest build just now because it fixed the skybox motion blur bug that I reported a while ago. I was using a weeks old version.

balmy chasm
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Well, I'm yet on build#94. And I haven't got such an issue after 10 min test

balmy chasm
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oh god... no...

tawny elk
balmy chasm
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That basically means even if I do prerender, it will look fake (so no engine hanging there from now on 👍 )

tawny elk
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Hang something silly instead KEKW

balmy chasm
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See that red chain part? I'll hand another chain on the end of it

tawny elk
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Gold chain?

ember river
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Ok guys, so I'm finally figuring out mesh replacement, after a long day of trial and error

jade briar
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Huh. You actually figured it out

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We just straight up gave up

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It'd be wiser to wait for the creator toolkit

ember river
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Yeah it was a lot of headache. Materials aren't working yet. Meshes are just usd files, which are binary encoded, but if you convert to .usda, a Cube mesh would look something like this:

jade briar
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Yep

ember river
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On Omniverse Launcher, there is a Blender version built specifically to integrate with usd stuff. From it, it is possible to export the mesh usd directly, but the replacement itself I still need to do by hand in the mod.usd file, like this:

jade briar
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Yeah, I'd rather wait for the right tool

ember river
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Oh, the game only works with triangles btw. No quads in the final topology

sharp sinew
jade briar
sharp sinew
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We got this earlier today with marks help converting my mesh himself
#1096847508002590760 message

ember river
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Well I couldn't even do the replacement correcly in Create. To endup with this layout on my layer I had to edit the mesh_replacement.usda mod file by hand in a text editor

sharp sinew
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It's the same process as a light. Instead of making a light right click the mesh_hash and go to create>xform then in the xform click add>reference and find your usda

ember river
sharp sinew
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Open the USDA file. Click create at the top and go to material, add MDL file or something like that. Go to remix/captures/materials and pick the aperture opacity material save the usda

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MDL file is 3rd from bottom in the list

#

Add a diffuse or it won't work

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I'm done for today but I'll record the process tomorrow in a video.

ember river
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My man, thank you very much. I'll be working on that

tawny elk
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What to light today PeepoInvestigate

ember river
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Well, I'm being very unhappy on my attempts right now. No matter what I do the mesh simply won't assign the material in Create. No errors on console. I'm getting tired

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Think I'll, wait for @sharp sinew to come up with something they've solved with Mark

tawny elk
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God damnit they're off center Madge

jade briar
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U're off center

tawny elk
valid geyser
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reject modernity
return to monke

pearl pike
sage wraith
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I’ve allready load up a usda. Which adds light to all cars in all variants

sage wraith
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In this Chat Here

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Here

dusty grove
ember river
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Hey @jade briar, about that git repo, if you'd like, I could create that and setup everything for collab, so we don't miss anymore files and stuff

jade briar
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Suure

tawny elk
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Should I break my lights usda into usages/categories today? HmmNote

tawny elk
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ChatterTyping Say no more

balmy chasm
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How about defying categories first?

tawny elk
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Let's see...

severe solstice
tawny elk
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Do we want to go with:

   - Name (Model, Identifier..)
balmy chasm
#

Are you talking about .usda name?

tawny elk
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Yea and what goes in the usda

balmy chasm
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Give an example please .-.

tawny elk
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Lights_CityCore.usda/FancyBuildingXYZ.usda

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Lights_Cars.usda/RX7.usda

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Or maybe

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Lights_Buildings/CityCore/FancyBuilding

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I'll type up a whole structure no matter what

balmy chasm
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May be it makes sense to separate Lights into global category, everything else under it

tawny elk
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Lighting/Buildings/CityCore/FancyBuilding ?

balmy chasm
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Right

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What about lights that are used elsewhere but some region of the map?

ember river
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We can also nest usda files. Lights_General.usda/Lights_BeaconHill.usda/Lights_BH_Garden.usda

tawny elk
ember river
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Lights that go everywhere could be in general

balmy chasm
tawny elk
balmy chasm
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Roadways devided into areas?

tawny elk
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They don't really get divided into areas. More usage than anything.

balmy chasm
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How to separate them from others then?

tawny elk
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Usage

balmy chasm
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Where Roadways lights end up and building ones start?

tawny elk
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I think where you're talking about drawing the line is something that's on a building, but ends up lighting up the road. Right?

balmy chasm
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Ye

tawny elk
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In my experience, I'd keep it out the "roadway" bin since it's on the building rather than a standalone thing. But that's more from construction POV.

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If it's used globaly for lighting roads, but is typically on buildings, I'd say it should fall under something like Roadways/BuildingBased or similar

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So then that breaks the poles up into the Poles bin

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Would it be helpful to add pictures to describe what goes where?

balmy chasm
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No :harold:

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I assume we will end up signing each hash to specific parts of the city

tawny elk
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For the roadway ones?

balmy chasm
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Which one you'd put purple light to?

tawny elk
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Roadway\Global(?)\Urban\ReallyTallPole

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If it's unique to Zone 1, then maybe have it zoned that way?

balmy chasm
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It can be a part of roadway zone 2 as well

tawny elk
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If it's in both then move it to globals?

balmy chasm
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And oh god, some blockhead will place that into zone 3 somehow

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How do you identify which part of global lights is it?

tawny elk
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Would it be better to have global be a top level category?

balmy chasm
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May be we just tell people a list of hashes which cannot be touched and probide the only one possible .usda for Global lights

tawny elk
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So Global\Roadways\Urban\TallPole

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What is the problem you're trying to solve? Maybe it's easier to approach it that way

balmy chasm
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So there is no chance 2 different people include same light into 2 zones

ember river
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I don't see that much of an issue with that, we could all be sure that a lot of stuff will end up in wrong categories. It is just a matter of adapting the process organically after some kickstart

tawny elk
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I was talking with the dev team at work, and they gave me the advice of making the [workflow] opinionated and favor a specific way to do things rather than try to accommodate everyone's way.

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||I can't figure out how to word the relation to that here..||

balmy chasm
ember river
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Hey, I ended up screwing up lighting in the casino fountain while doing some mesh replacement tests, but I really like how it ended up looking. The thing is, it is really bright, like, the fog burns bright in the sky, but I like how light bounces off the purple ceiling and lights the ground and the bright fountains too. It'd awesome if some lighting artist could make it happen the right way

jade briar
balmy chasm
jade briar
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So who's gonna fix my messed up mod.usda

ember river
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For now, one thing I think would be important for us is to everyone work on their own personal .usda file, to avoid conflicts. I'm not really sure about the "git"ability of usda files yet, so if everyone only touch their own file, we avoid merging conflicts and naming conventions would be less of a problem and more of a organization hint

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@tawny elk , you've been using git with it, is it working nicely?

tawny elk
balmy chasm
#

Wait wait. Isn't roof there like one total neon light?

tawny elk
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Yes but emissive doesn't throw light

balmy chasm
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Yeah, so you just set emissive to some 'clearly visible' value and illuminate its surface with rect lights

tawny elk
balmy chasm
tawny elk
ember river
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I just tried that for the casino roof:
1 - It works, the roof does light up the road purple
2 - For some freakin reason it blinks 255 white in your face every half a second

balmy chasm
#

or light can be faced outwards :|

ember river
balmy chasm
#

Wait, I mean putting albedo map into Emissive mask

tawny elk
balmy chasm
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Oh god

ember river
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That is what I mean

balmy chasm
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Yeah, that's what Adam said

tawny elk
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So if you capture all the different mat hashes it uses, I'd love to use emissive for all of them KEK

balmy chasm
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So I guess you just use an array of sphere lights to light up both roof and road

tawny elk
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Needs more light at street level cause it feels super weird just having that bright roof

ember river
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Wtf, I need to disable enhancements to do the capture, but then it stops blinking, which in turns means you need to have a really good timing sence to capture precisely when it swaps materials 🤔

balmy chasm
# tawny elk

I'd make lights brighter. The level your headlights are merely visible

tawny elk
ember river
#

Aight, I got lucky:
02D25411A759106F
0832E79968295639

tawny elk
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All the supports with marque lights change mesh hashes monkaW

safe patrol
#

I made (actual hand-made) a replacement for one of those crappy roof light arrays that gets used all over the place. Starting work on the next one now

tawny elk
safe patrol
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working on this one now
6C2A624D99A0A3E4

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this one

tawny elk
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That's the most abused texture in the whole game

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Poor thing gets distorted like crazy

safe patrol
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yeah gonna try and make something that looks halfway decent at 4k so it's less...crappy

ember river
# tawny elk <:PeepoPlotting:1026313262524022855>

I would say this region is more of a "glamour" colorful casino area. The yellow lights are everywhere else in the city. These ones seems pretty bright (more kelvins), and the purple ceiling is the finishing touch that makes it so iconic. Can't wait to take a magazine cover pic on it

balmy chasm
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Sorry, nothing I can do about that

ember river
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yeah the whole game is suffering from wah wah effect

tawny elk
balmy chasm
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Poor taxi on the left one

safe patrol
#

Dang. I found one that's like a perfect replacement on a texture site...sadly it's not free 😦

tawny elk
#

What hex color should the ceiling be?

balmy chasm
#

Bloody purple?

tawny elk
#

I've been eye balling it but I think I'm washing out the actual color

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#E6334F

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#E02E4A

jade briar
#

How's gitlab?

tawny elk
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Why not github?

jade briar
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idk Just wondering.

ember river
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Soon, got distracted haha. Damnit adhd

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Ahh, I've used the three: github, gitlab and bitbucket. They all have their pros and cons, but github ends up being the most famous and adopted, at least by open source projects

tawny elk
#

I’d suggest GitHub since we already have to have an account in order to get the CI builds shrug

ember river
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CI builds?

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U already have something set up then?

tawny elk
#

No the RTX ones

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I’m not quite sure what a CI build for mine would be since it’s all just text files KEKW

safe patrol
#

In the case of the albedo, rough, and normal maps, you can point all 3 materials to the same file - they're identical.

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the only one that's different is the emissives

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@tawny elk where's that gas station we were looking at the other day?

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never mind, found where it is, I haven't unlocked that area on this save. Time to download one with everything unlocked...

safe patrol
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I'm working on the red lights of the side of the roof now

balmy chasm
#

Is it bloom?

safe patrol
#

yeah that's just the emissives doing their thing.

balmy chasm
#

Also, Emissive Intensity 1.0 is config?

spark moon
#

can u guys why its not authoring layer and default layer

safe patrol
#

it might be 5, I'll have to check. I can certainly tone it down, I just wanted to test to make sure it worked

balmy chasm
#

Well, turntable and far-parts-stand are the only things that weren't sacrificed to the god of vertex color 🥲 also floor here is reuse from garageCareer

tawny elk
#

It'd be real nice to be able to edit the vertex colors peepoSigh

balmy chasm
#

Look at blue chunk of vertex color on the chain

tawny elk
#

Oh wait that was vertex colored? I thought it shared it with the neon tubes KEK

balmy chasm
#

Sadge

jade briar
#

Man my mod.usda is fucked up pretty bad.

#

I think I should remake it.

#

Add everything again. Do things by following the rules set in the document

balmy chasm
#

Duh, I don't believe there is way to mess up a plain text document

jade briar
#

No it's just that it has been the same since I first started working on the project and was figuring things out. There's a lot of errors. Many textures depend on the captures folder.

#

I was learning. Made a bunch of mistakes.

balmy chasm
#

Check this out. Every Photoshop-icon-dds is the one referenced in OV. I can easily go about converting them. May be that's same for you

ember cobalt
jade briar
#

Educate me.

ember cobalt
#

def defines a replacement, whereas over will overwrite an existing thing from captures (iirc)

#

lemme find my source of knowledge

#

A def defines a prim, which, for most consumers of USD, equates to the prim being present on the stage and available for processing.
https://openusd.org/release/glossary.html#def

An over is the “weakest” of the three specifiers, in that it does not change the resolved specifier of a prim in a LayerStack even when an over appears in a stronger layer than a def or class for the same PrimSpec. Over is short for “override” or “compose over”, and its purpose is just to provide a speculative, neutral prim container for overriding opinions
https://openusd.org/release/glossary.html#usdglossary-over

#

i changed my script to use def by default, but i'm reconsidering that

#

Portal RTX almost exclusively uses def however, so i feel somewhat safe using it

balmy chasm
#

Better go with blur only

safe patrol
#

looks awesome

jade briar
#

God

#

I'm waiting for them to add uhh

#

What's it called

tawny elk
#

Mesh replacements?

jade briar
#

Depth of field

tawny elk
#

Thought that was already added?

jade briar
#

nope

tawny elk
#

||mark pls||

jade briar
tawny elk
jade briar
#

I know it's a joke KEKW

tawny elk
sage wraith
ember river
#

Guys, a repo we now have! 😉🙏
https://github.com/Ekozmaster/NFSU2-RTX-Remix
Please send me your github username/emails to add as contributors to the project.
Those who don't know git or just don't want to use it, could still send stuff through discord and someone could pick it up and add properly to the repo.

  • The README.md contains installation steps which you can try, just backup your stuff first, and tell me what isn't working to fix.
  • I renamed mod.usda to uncle_burrito.usda and created a new mod.usda to reference it as a sublayer so now we have uncle_burrito, mod_lights and e-man as sublayers of mod.usda.
  • It is all outdated with the stuff you have in your machines, so now I need your help to download the repo, add, commit and push everything so we can start working in sync.
GitHub

RTX Remix mod for Need for Speed Underground 2. Contribute to Ekozmaster/NFSU2-RTX-Remix development by creating an account on GitHub.

severe solstice
ember river
#

Forgot to mention, it is using git lfs extension to manage large binary files like .dds and .usd (not .usda), which is really easy to install, and I had to upgrade my acc to Pro so we have enough storage to work with. It is 20GB afaik so our 500+MB will be safe for some while

#

I took the liberty to name it alpha since it is not production ready yet

tawny elk
#

So would I want to add a file/folder containing all my lights and then reference it in the main mod usda?

ember river
#

Idk, I just did the kickstart. My idea was to make mod.usda a neutral layer, just to reference sublayers with actual content.

tawny elk
#

I’ll push my current usdas once I get back from the store

ember river
jade briar
#

Hasn't shown up yet

ember river
#

Hmmmm common github

jade briar
#

That took a while

tawny elk
#

It won’t let me accept on mobile

ember cobalt
#

github's having a lot of issues the last 2 days

ember river
#

I've added some protections to the main branch, so basically now it is only modifyable by opening and approving PRs. If that gets too much in the way we could discard some or all of it

safe patrol
#

ok so we should each have our own working branch then? sounds good

ember river
#

I think so, so that we know what each other is up to by branch/PR names/descriptions and avoid working on the same thing at the same time

jade briar
#

IF YOU SEE THAT AN ASSET IS ALREADY TWEAKED. DON'T TOUCH IT.

tawny elk
#

What if we have our own take on it? As in the variations of road textures?

jade briar
#

Host it on your own repo??

#

idk

safe patrol
#

I don't see why we can't have alternative texture packs in the official repo too. They just won't be default

ember river
#

There are plenty of ways to do that. Ex: Wetter roads could have their dedicated branch just like main, and we build two releases everytime, or the project itself could have alternative usda to load based on user preference, idk

safe patrol
#

exactly

jade briar
#

That could work

ember river
#

I'm planning to develop a mod launcher at some time, so a GUI would automate the installation, updates, alternatives, later on we could even have season events, snowy roads for xmas 👀

safe patrol
#

ok I'm pushing my initial commit to my branch

jade briar
#

Season events

#

uh huuuuuuuh

severe solstice
#

sex event uhhhh

sharp sinew
#

#showcase message
Do it Mr burrito 🌯

severe solstice
severe solstice
jade briar
#

Where

severe solstice
#

here

jade briar
severe solstice
tawny elk
ember river
#

I've got something wrong, the acc only had 1gb of LFS storage. The 20GB was something else. Now I've bought a data package upgrade and we should have 50GB

#

If someone tried to push something and got blocked, try again, should work now

safe patrol
#

ok first pull request is in

jade briar
#

Now I gotta learn github

safe patrol
#

hmm. Ok actually don't accept that merge. instead of creating one giant branch with all my stuff, I think it'll be better practice to merge it in piecemeal. That'll allow me to have better control over pushing stuff that's 100% ready and tested.

#

...and looks good

safe patrol
safe patrol
#

ok, got a few categories uploaded and created pull requests for a few that are ready.

ember river
#

I'm not at home rn, forgot to check your priviledges

#

Well i can see an option for setting privileges so I think u should all be able to push, approve and merge your PRs

tawny elk
#

Approve my own PRs?

#

Finally, I can live the dream of a intern working in prod.

severe solstice
ember river
#

Ideally it is not the intent haha

tawny elk
#

I had a shower thought: Can my lighting “pack” be called ReSTIR level of lights?

ember river
#

Rip my 3060

tawny elk
#

If you set your preset to ultra and then to high and then back to ultra, you can gain fps for some reason.

safe patrol
tawny elk
ember river
#

Hey @safe patrol , did you change the region barriers to white intentionally or was it a bug?

ember river
safe patrol
safe patrol
ember river
safe patrol
ember river
#

Hahaa nothing, just burritos mexican restaurant

tawny elk
#

He should change it to uncle burritos.

ionic prawn
#

hello how to install the light mods??/

safe patrol
sage wraith
ionic prawn
#

belotao vc descobriu como coloca as luzes de farol novas, to apanhando aqui

ember river
ionic prawn
#

tmk entao

#

pq to apanhando feio e seguindo o tuto dos pins o jogo fica todo escuro

ember river
#

Ta cheio de issues, mas tamo aos poucos reesolvendo

ionic prawn
#

ai sim

balmy chasm
#

Let me boot up my translator

plain stag
#

Its not becuase game load different pack of data when you go from Menu / to map Its must be Two merged files

obsidian plover
#

Hello,
thanks for the efford! Much work got into this mod!
If this is not a support topic, just ignore my posting.

  • I just installed version 0.2.0 from the github page but after a few seconds on the world map my screen looks like in the screenshot. It seems like a light gets bounced indefinitely and turns brightness up to 11. When this happens the skydome also becomes black.
  • The reflections of the cars are missing on world map and in garage. Is it normal?
  • The huge arrow borders in racing event are completely translucent and are barely visible. Also the event entries themselves are really hard to see due to this transparency and its colored light source is missing.

I am using a RTX4090. The game works normally if I disable RTX (rename d3d9.dll).

Greetings

dusty grove
mossy pelican
#

I ask myself

#

What happens if you put a high quality car model such as cars converted from Forza / Gran Turismo and put in NFSU2 with RTX Remix

surreal ruin
mossy pelican
#

i mean

#

As independent mod

#

If i was experimenting myself with mods

surreal ruin
#

Well, mesh replacement tools aren't available yet, and the current process of actually replacing models is an insane pain in the ass

#

So nobody is doing it

#

But once the tools ARE out, I suppose you could do that

mossy pelican
#

I think it would look awesome in theory at least

surreal ruin
#

You have to consider though that the games you mentioned rely on shaders to make sure everything looks good, from car paint to lights and windows etc right

#

Remix doesn't have shaders

#

So you would still need to do a lot of manual work and tweaking to the cars to make them look decent

jade briar
#

Mmm. I love waking up at 5 pm

mossy pelican
#

09:54am here

tawny elk
#

EST NODDERS

tawny elk
ember river
# tawny elk

Which settings do you use in Create so the lights shows just like they would in game? Mine only shows pitch black. I have to bump emission to like, 5 to start to see something 🤔

tawny elk
#

Turns out

#

ISO 0.0

ember river
#

wut

tawny elk
#

Don't ask questions, I had it at ISO 10,000 before trying to match it

#

But

#

ISO 0.0 looks like it's closer

ember river
#

no, idk what is ISO haha

tawny elk
#

Camera sensitivity

balmy chasm
tawny elk
ember river
tawny elk
jade briar
#

@ember river Have you replaced all the road textures yet?

ember river
#

Nope, stopped real quick to work on that main tunnel to the west of city center rn, planning to move to next roads soon

balmy chasm
jade briar
ember river
#

Oooooh I might've been dump. Didn't realised the full path Render Settings panel/Renderer ~ Interactive (Path Tracing)/Post Processing/Tone Mapping: cm^2 Factor: 10-800

balmy chasm
#

Oh, I see. Both ISO and factor adjust brightness

ember river
balmy chasm
#

I need some guide .-.

jade briar
ember river
#

Think I should write a doc explaining the concepts and practical usage then 🤔

jade briar
#

You should.

#

Tho I think you guys did put my mod files in github

sweet ingot
#

Is it in Fort Union?

balmy chasm
#

@ember river Also why rtx-default is not matching real defaults? :harold:

ember river
#

Hmm I think I might've copied mine instead of the one downloaded from the .rar release :/

balmy chasm
#

Also, any default value just doesn't appear in there

tawny elk
balmy chasm
#

Thanks god we have Reset button which resets everyting to factory defaults

ember river
#

Feel free to change it, I wasn't really using any optimal settings. I left it out of git so everyone could have their own setting, like free cam position and so on

balmy chasm
#

But things like AE, scene scale, etc should be included either way

ember river
#

Yeah I really don't know what would work best. Maybe we should include it in .gitignore just like dxvk.conf

balmy chasm
#

Adam, have you done that hierarchy stuff?

tawny elk
tawny elk
tawny elk
balmy chasm
#

Yea, textures is a must have either

tawny elk
#

The .gitignore makes me think it wants to live in the game folder

balmy chasm
#

I've put repo into the separate folder 👀

ember river
#

It is already setup to work with the game folder, it only tracks the same files as the release .rar provides. The only exception is the rtx.conf because of that personal detail I mentioned

#

the README.md explains how to install it properly

tawny elk
#

My bad

ember river
#

it should be setup so the .gitignore file will be right next to speed.exe

tawny elk
#

Am I able to symlink my usda's into the repo HmmNote

#

Yes I can Pog

balmy chasm
#

What symlink means?

tawny elk
#

Symbolic link

#

It makes it so a file appears in two locations

balmy chasm
#

first day using github

tawny elk
#

@ember river should I create a Lights folder and place my USDA(s) there? I don't wanna clutter up the main folder

balmy chasm
#

Naming 👍

ember river
tawny elk
#

Gotcha. Do I want to make changes using pull requests or make a branch...?

safe patrol
#

I'm doing my best to structure stuff well as I'm adding them. Adam, I would suggest creating a lights folder and then having subfolders for city regions.

#

Make a branch for the specific area you're working in, then merge from there.

tawny elk
#

It's for the rtx.conf, it doesn't have the scenescale set

balmy chasm
safe patrol
#

but it's good practice.

balmy chasm
#

Can I push something without creating branch?

safe patrol
#

@ember river I put in a pull request from the Wet Roads branch. This one's important because it takes Uncle Burrito's roads and reformats them into our proper organization and naming scheme, plus removing references to the capture directory.

balmy chasm
#

Also what is happening when I switch between branches in app? It takes so long...

ember river
ember river
balmy chasm
#

I hope there is no need for checking other branches in future .-.

ember river
safe patrol
ember river
safe patrol
#

I didn't know you already put your updated stuff in the main branch.

dapper root
#

Hey guys, I just followed the youtube tutorial on installing the RTX Remix mod on UG2 but when I launch SPEED2.exe, nothing RTX occurs. Just normal game.

dapper root
#

Hmm I don't see anything that refers to the issue I'm having... might you be able to point me to the right message?

balmy chasm
safe patrol
#

In fact I just created a roads branch based from wet roads. Put your textures there and we'll pull that instead of wet-roads.

tawny elk
#

||Man this is confusing||

dapper root
balmy chasm
#

Adam, have you finished hierarchy? :D

tawny elk
#

No not yet, I had to figure out how to symlink so I can keep my repo.

safe patrol
balmy chasm
safe patrol
#

trying to do it all directly in your game directory might be a bad idea.

tawny elk
#

For how my workflow works it's not bad to use the game folder, but all these branches and such aren't really compatible with my workflow.

dapper root
#

My poor RTX 2060 Super is struggling haha 🤣
BTW what would be the recommended GPU for RTX remix projects? When I had a 3070 laptop, the performance wasn't very impressive on Portal RTX.

ember river
#

Sry, sometimes I zone out, I'm wrintting the git doc. Alright, about the roads textures, I think the best approach would be to use a .usda file with burrito's wetter roads version instead of dedicating another branch for that, and upon release build we make two .zip files with different arrange of layers in mod.usda

safe patrol
dapper root
#

Very good job everyone!

safe patrol
ember river
#

I see. The problem is we have to maintain two "main" branches updated, merging PRs on both main and "main-wetter". With usda it should be easier to automate via a build script or just manually rearranging the usda and stuff

safe patrol
#

I'll create a wet_roads directory and point the wet_roads.usda to it for burrito's texture, and we'll just not reference that in the current default mod.usda.

#

You should still use the roads branch I created to put properly named updated versions of your textures in and merge that for default.

ember river
#

Oh and about the game folder, don't worry, it is the purpose of using git, and the .gitignore is all setup to only mess with the mod files. I already hoped between your branches before and the game keeps working fine 👍

#

Great

safe patrol
balmy chasm
#

@safe patrol Your emissives are not just .._emissive maps... That means you have upscaled and generated all other maps for material?

safe patrol
balmy chasm
#

That means your emissives basically cover most of the map materials?

safe patrol
#

if I created an emissive for something, I did my best to create a workable roughness and normal map for it.

bright hedge
#

time for u to learn russian then xD

tawny elk
#

Figuring it out HmmNote

#

Will I need to copy another branch to get all of count's textures?

ember river
#

Rn there are a few new open PRs that need to be reviewed and merged, Yesterday count sent 3 PRs and I've already merged them. The new 3 I'm not sure what will happen, might take a look at it soon

safe patrol
tawny elk
#

I added fog lights NODDERS

safe patrol
#

I've got a bunch of work I need to do on my headlights and taillights branches before I do a pull for them. If you want to add them manually in the meanwhile, you can just grab those directories and USDA files from those branches

balmy chasm
tawny elk
safe patrol
tawny elk
#

Even with the new found ISO 0.0

balmy chasm
#

ISO 100 default?

tawny elk
#

I think

#

But after begging for a reson why, Mark got a rant out of one of the render devs that there's some floating point math going on that causes it to be something wild like ISO 10,000 in remix.

balmy chasm
#

Oh yeah-yeah, that's for sure

#

Can someone briefly explain which folder is referencing to which usda? 🥲

#

It even got lights somehow

ember river
#

They're not exactly organized in usda per folder. The folders are describing regions, objects, stuff like that on their own. There might be some usda that span on multiple folders

balmy chasm
#

Oh, what's the content of 'world sprites' and 'lights'?

ember river
safe patrol
#

Lights are building or world lights that have emissives

#

World sprites are game things like arrows, locked area barriers, race makers, etc. Things that aren't UI but are placed in the game world without being part of the world.

balmy chasm
#

Have you guys checked how many road materials there are? Is it over 20?

ember river
#

Alright guys, I've written a quick introduction which points to a 15min video explaining the basics of git. I've watched the whole video myself, and even though it uses only the command line, I'd recommend to use the Git GUI, which is much more intuitive after you understand the concepts.
https://docs.google.com/document/d/1tc39pI6U0N9j4Ljyt-92nGa04Jv9BdRYZQBwbGphGjU/edit?usp=sharing

If anyone would like to contribute to it, please pm me ur email so I can add as contributor to the doc.

#

If anyone are still confused, feel free to pm me or even join a voice chat to get things working 😉

balmy chasm
#

Now when you're free, check document please

#

@tawny elk And you please. Have you been talking about such structure?

ember river
# tawny elk

We were talking roughly around those messages about the structure

balmy chasm
#

Yeah, based on this message

safe patrol
dapper root
#

Hey guys, what programming language do we use for rtx remix?

tawny elk
balmy chasm
#

You added RX7 lights to the Global?

tawny elk
#

Yes, I think I might add sub section like 110_Cars though now that you say that.

balmy chasm
#

Your thoughts on my take?

tawny elk
#

I'd suggest adding numbers to the front of your catagories. So Lights are 1000, buildings are 1100, Jacksonheights03 is 1130 etc.

#

That way instead of saying the file is in folder Thing2/Foobar5/Thing.usda

#

It's in 1130

balmy chasm
#

Well, assigning numbers to them will shorten naming a lot

ember river
# dapper root Hey guys, what programming language do we use for rtx remix?

There is not much programming regarding rtx remix modding. So far we've been doing texture and lighting work, so we make textures in the .dds format, and setup lighting as well as other mod stuff using Omniverse Create/Usd Composer. Usd being the Pixar format for universaly describing and sharing 3D scenes
https://www.nvidia.com/en-us/omniverse/apps/create/

NVIDIA

Accelerate 3D scene composition and easily assemble photorealistic simulations in real time.

tawny elk
balmy chasm
#

I think of just adding a number in brackets

tawny elk
#

That works NODDERS

#

My work has a massive file structure for projects and having the numbers helps a ton

balmy chasm
#

It will be 8-digit number actually, no need for any signs

tawny elk
#

Can you break down what each digit will signify?

#

8 digits seems like a lot

balmy chasm
#

01011601 for lights/buildings/garages/garageLobby
like that

tawny elk
#

Ah I gotcha

#

Works for me 👍

#

If anyone wants to play cartographer, here's a basemap taken from nfsmods that we can transfer the labels to

balmy chasm
#

Yeah, I'll do the thing and update it in the document. I'll use .pdf for vector image

tawny elk
balmy chasm
#

hm?

jade briar
tawny elk
#

If you append it with the numbers, it'll be alphabetically sorted.

balmy chasm
#

I will retain brackets. Just to make sure people understand where the cypher and name is

severe solstice
balmy chasm
#

'nodders' is for no? :D

tawny elk
balmy chasm
#

Yeah, works fine

tawny elk
#

You could write a script to do it for you by the way BinoculaRs

balmy chasm
#

I'm a script god

tawny elk
#

Are we able to get a _ between the numbers and the string?

balmy chasm
#

'usdaFolder' sounds fine?

obsidian plover
#

A bit OT but is it normal that the game crashes on every 2nd loading screen? I set CPU affinity to 1 core and even turning off auto save does not help. This is a major problem for me... :/

tawny elk
obsidian plover
#

Damn, thanks!

balmy chasm
#

I changed to 'usda' simply

#

010323.usda
That's RX7 lights

tawny elk
#

Can it be 010323_RX7.usda?

ember river
#

For some probably stupid reason, my game is crashing now, but I runs again if I delete .trex/NvRemixBridge.log file? wtf?

tawny elk
#

When doing that, you don't need the key to what each element is in the structure on a user level

tawny elk
balmy chasm
#

You would either way look at this structure while searching what name means. You get RX7 repeats in few categories

tawny elk
#

The number diferenates the versions of RX7 though.

#

So there's 020323_RX7 and 01032_RX7

#

So that's 01_Lights\0103_Cars\010332_RX7?

balmy chasm
#

I'm afraid about its 3rd level of structure. If any 4th level appear, it would look like 020323_RX7_04

tawny elk
#

You can keep adding levels that's the beauty. So if you need 4 rx7's is 02032301_RX7 thru 02032304_RX7

#

And it'll look fine in the structure

balmy chasm
#

What about other categories?

tawny elk
#

As in there's 4 mats for a mesh, but only one light?

balmy chasm
#

Wait wait wait. What if you put like 3 categories into RX7 named Spoiler, Bumper, Headlight. What would you call it after?

#

Just as example. Some random man can prioritise Bumper over RX7

tawny elk
#

Hm I see what you mean

balmy chasm
#

Number hell as it is ;D

tawny elk
#
01_lights
    0101_buildings
        010101_jacksonHeights01
        010102_jacksonHeights02```
#

Is that the structure you're thinking of in general?

balmy chasm
#

I think of negating signs, only numbers

tawny elk
balmy chasm
#

Like in my case, the KEY word for naming is on 4th level of structure, while for RX7 it is on 3rd

tawny elk
#
    0103_cars
        010301_240SX
            010301_MyCoolCar
```?
balmy chasm
#

May be sign naming after 3rd level may help. 02032304_RX7_Bumper and 01011601_garage_garageLobby

tawny elk
#

Ah so like

    0103_cars
        010301_240SX
            010301_240SX-MyCoolCar
balmy chasm
#

Yeah

ember river
tawny elk
#

So the car for example

ember river
#

Hey, I haven't been catching up with the chat. What are you guys cooking up on that structure thing?

tawny elk
#

01_Lights/0103_cars/010301_240SX/010301_240SX-MyCoolCar

tawny elk
balmy chasm
#

I don't think we should erase some numbers. In case someone use like 5 and more structure levels in the future, he may have a chance to just type in numbers, without a need to add like 4 strings in the end

dapper root
balmy chasm
#

But it will be fun to search file called like 01020201161501.usda

ember river
tawny elk
ember river
balmy chasm
tawny elk
balmy chasm
#

So what do you think would be better?
01020201161501.usda
0102_RX7-bumper-front-leftSide-modded.usda

dapper root
tawny elk
balmy chasm
#

Fine

tawny elk
#

I'm not sure how we're getting down to that many levels though.

balmy chasm
#

We don't know how Mesh hell will go

tawny elk
#

Ooohhh I get what you mean now

#

I think that'll be bridge better to cross when we find out.

ember river
#

Sounds really cool. Maybe we could create a README.md in the usda folder to document sort of an index to that

#

Beware that if sorting is a concern, in string comparison: 10 < 9

balmy chasm
#

That's why I use 01 instead 👍

ember river
balmy chasm
ember river
#

I like Markdown much better than docs. They're a smooth almost WYSIWYG text file with cool options for formatting, presenting code snippets, linking stuff, collapse sections and much more. Even plain HTML can embbeded in them

#

Seems to have no changes at all

safe patrol
balmy chasm
#

@safe patrol check out the document for hierarchy section

safe patrol
#

hmm. for textures there's very few that are unique to any specific location - most of them are reused all over the place

balmy chasm
#

We will need to figure that out 🥲 As for garages I'm confident of this many folders, because textures there are mostly unique

safe patrol
#

garages yes, but most of the world textures aren't unique

balmy chasm
#

If you feel like that's too much, you can shrink folder to Stages. I refer to those which game progression based on

safe patrol
ember river
#

Hey @safe patrol , I'm looking at the "stone" PR and can't find where in the map I can see them

jade briar
#

Alright boys. I've been contacted by NV Nyle. He asked for some RTX on vs off screenshots that he could share them with the press. I want you guys to assemble all the good mod.usda files, so I can make some screenshots.

#

There's no promises that they'll be actually shared.

ember river
tawny elk
#

I have way more lights that haven't been added KEK

jade briar
#

Adam, brother, please separate your lights

tawny elk
#

Easier said than done

safe patrol
ember river
#

I see. One advice I'd give is to always try to visualize how the texture is meant to look like, specially in PBR workflow, so you get things like scale, roughness, normals and colors all right 😉
Anyway, nothing is broken, just some new replacements, I'll merge and proceed to vegetation which is the last

tawny elk
safe patrol
#

Also, if anyone finds a texture that's been replaced but the scale is way off, please create a bug report in git and assign it to me with a screenshot and map location so I can fix it

ember river
jade briar
#

I want your misc lights, like the ones on the gas station, and the ones in the garages.

ember cobalt
safe patrol
#

Only for lights right now

ember river
#

Who has got the complete headlights pack?

safe patrol
#

For textures we're a bit more scattered

safe patrol
ember cobalt
ember river
safe patrol
#

Actually, I have both. I'll make a brach for the actual lights and Adam can add what he's been working on to it

tawny elk
tawny elk
ember river
#

Hey, one advice about branch and stuff, try to always rebase your branches with main, to any new commits someone else merges into main ends up at the bottom of your branch. That way we keep the commits of a feature all next to eachother and is easier to merge later

jade briar
#

To be hones, anything that doesn't overrite Hellraven's lights.

#

Speaking of

safe patrol
jade briar
#

Where did he go

tawny elk
jade briar
#

Yes.

#

Well, I just sent him one screenshot. I'll wait for you guys to do stuff with the usdas

#

Almost 20k

elfin beacon
tawny elk
jade briar
elfin beacon
#

Which language?

jade briar
#

bsdk

#

Madarhod

#

Github is being funny

tawny elk
#

Anyone have any suggestions on where to put some attention on lighting wise?

ember river
tawny elk
#

My memory of this game is fuzzy so I don't remember lots of the cool locations anymore

tawny elk
ember river
tawny elk
#

I'll give it a shot. Can't promise much since greenhouses are just massive windows KEK

jade briar
#

Ih yeah. That'd look cool. Once someone replaces the glass texture.

ember river
safe patrol
#

@tawny elk What's the name of the branch you've put your headlight stuff in?

safe patrol
#

oh

tawny elk
tawny elk
safe patrol
#

ok for now I think I will just put the car headlights into their own branch and you can put stuff there after you've broken them out.

ember river
#

Actually, instead of merging the branch, I'll keep it open and just hand copy the files to a new short lived branch to merge into main to avoid merging and continuing with the branch alive

tawny elk
#

Yea I'd prefer to keep a branch for mine going since I update it quite a lot and it spreads through a lot of the categories. I don't want to have to make a branch for each individual category quite yet.

safe patrol
jade briar
#

@tawny elk Whats special?

#

And global

tawny elk
#

Global applies everywhere

jade briar
#

And special?

tawny elk
#

Haven't figured out what I want to do with it quite yet.

jade briar
#

So is it empty?

tawny elk
#

I have my mainmenu lights in it currently

ember river
jade briar
#

What's the file with specific lights in it?

#

Like the uhhhhhhhhhhhh

#

Fuck

#

What's it called?

#

Gas

#

Station

tawny elk
#

It's in coalharbor

jade briar
#

So do any of the files have streetlights in them?

jade briar
#

Like any that might replace the ones made by hellraven?

tawny elk
#

I have no idea which ones hellraven has done.

jade briar
#

Basically all streetlights in city ctr, and the mountains.

tawny elk
#

You can just turn off everything besides the ones you want

jade briar
#

Yeah but for that I have to know which ones you have replaced.

tawny elk
#

Visually? You can see that there's light sources on top of each other typically

jade briar
#

right

#

Alright. Who added all the car lights?

severe solstice
safe patrol
#

I was about to but git is freaking out. One min.

#

I wasn't the one who did it, I just have the mod file

ember river
#

Want some help?

safe patrol
#

oh the branch is closed? Did you do that?

#

on never mind, I'm dumb

#

was looking at the wrong thing. Ok one sec.

ember river
#

Rebasing should be as simple as:

git checkout main
git fetch
git reset --hard origin/main
git checkout headlight-lights
git rebase main
safe patrol
#

yep I don't know what I screwed up but I fixed it. New pull request is in for player car headlights

#

I'll rebase all the rest of my WIP branches as soon as that's merged

ember river
safe patrol
#

we really need to get burrito's usda out of there because it's referencing a bunch of stuff that no longer exists (not to mention stuff from the capture directory). We could just merge the road branch so stuff is at least functional and then you can replace the roads with your asphalt stuff in that branch and re-merge at your leasure.

jade briar
#

YES.

#

Also is the car lights usda merged?

safe patrol
ember river
safe patrol
jade briar
#

Okay thx

#

What is it called?

ember river
ember river
safe patrol
jade briar
jade briar
#

Another question is what does this file do?

safe patrol
#

I can focus on getting that updated so you can have that too

#

traffic is emissives for traffic

jade briar
#

Can you send it directly, because that doesn't seem like too much work. I want to get started with taking screenshots.

#

ahhhhhh

#

That's what I needed.

safe patrol
#

you can just grab them from the headlights and tail lights branches

#

they work, there's just a few that are missing emissives that I've been trying to get done before merging with main

tawny elk
#

What happened to my headlights? peepoSigh

jade briar
#

Well. If you prefer yours

#

Then host them in your repo?

tawny elk
jade briar
#

Yes.

tawny elk
#

Everything is hosted in my repo?

jade briar
#

Then why u ask about urs?

tawny elk
#

Cause they broke (again) in game somehow.

jade briar
#

Ahhh.

tawny elk
jade briar
#

Typical Need For Speed: Underground 2 Remix™ moment

tawny elk
#

It's like any light source keeps getting set at 1 intensity?

#

(That's too big of a preview my b)

jade briar
#

@ember river I'll wait till you add the textures that you've been planning to. After that, I'll delete my rtx-remix folder and install the version on github so that I also have the latest changes without bugging everyone to send me one.

#

Also Counts emmisives.

tawny elk
#

I'm going to lose my god damn mind

ember cobalt
#

i thought you did last week

tawny elk
#

More so than usual

#

Even if I add a light it doesn't read the intensity or exposure properly

jade briar
#

Adam Player. The master of God's brightest lights.

tawny elk
#

I don't think any of those are mine

ember cobalt
tawny elk
#

Have you set your exposure to 0.75?

jade briar
#

Using ae

tawny elk
#

Is it the default -4.5 to 3?

tawny elk
ember cobalt
#

that's very odd

#

i haven't had that happen

#

btw i'm gonna make a script that can adjust all of the intensity values in a usda file with a given percentage, like 75% or whatever. might be able to help here if any if your guys' light configs are too far apart from each other

jade briar
tawny elk
ember cobalt
#

can i unpin this post, and delete the attachment? since it's mirrored on github

jade briar
#

yes

ember cobalt
#

mm that github page isn't pinned yet

tawny elk
tawny elk
#

Set your AE min to 0 or something

#

I've gone through and had to redo all my lighting to make it work with 0.75 exposure. I don't know what else to do for you here.

jade briar
tawny elk
#

If you send me the mesh id's or names of the lights, I can see if I missed them when converting to the standard exposure if you'd like.

jade briar
#

So @tawny elk

#

Looks like you missed this light

tawny elk
#

The one on the wall?

jade briar
#

Yes

tawny elk
#

Mark the "glare" texture as ignore

jade briar
tawny elk
#

I've also yet to work on those areas so I'm not surpised that if I missed it as well.

jade briar
tawny elk
#

Looks like the light source I have marked as "railyardcanopy"

jade briar
#

hmm

#

We need to set up a standard for light values.

#

Your lights are also wayyyyy too warm

#

Also

safe patrol
#

ok pull request put in for headlight emissives

jade briar
#

Where tf is he

#

@cloud crypt

#

u alive?

safe patrol
#

starting on tail lights

cloud crypt
jade briar
#

Take your time.

tawny elk
jade briar
#

Hmmm

#

For one. I'm very satisfied with how Hell's lights turned out.

#

So look at his values

#

And make your lights less warm pls. Looks like someone pissed on my screen.

tawny elk
#

They're normal color temperatures?

#

I don't know where Hell's lights are. Did he add them to the repo?

jade briar
#

They were a part of version 0.2

elfin beacon
jade briar
#

Alright. I will go to bed now. Try to get your github changes finalized by the time I wake up. I will make screenshots for Nyle when I wake up. I will be afk for a few days after that so if you want your changes to be in game, then now's your chance.

#

No pressure tho.

#

Unless

tawny elk
jade briar
elfin beacon
jade briar
#

ok.

elfin beacon
#

Name plz

#

forgot it

jade briar
elfin beacon
#

nah seriously.

jade briar
#

I said

#

I forgor

severe solstice
tawny elk
elfin beacon
#

Studio Gangsters

elfin beacon
jade briar
tawny elk
#

Here's 5000k

ember cobalt
#

can adjust intensity and color temperature

jade briar
#

Also. Can you try to drop the lights angles down a little so there's separation between where one light ends and other starts. I assume you're using spot/cone lights.

tawny elk
#

Not really. I like how they're spaced now.

#

I can try making them have a bit more falloff between poles but it's not going to look like Hell's

jade briar
#

I would really love if they do, to be honest

#

It looks so nice.

severe solstice
#

lights on url races when 🙏

tawny elk
#

It looks super cavernous with Hell's falloffs, and that's just not the look I'm going for.

safe patrol
#

ok both headlight and tail light emissives have been updated, pushed to git, and I made a pull request for each. As soon as those are merged you should be good to go with them @jade briar