#NFSU2 (Need For Speed Underground 2)
1 messages · Page 20 of 1
look at the reflection on the pole above the windows
Thats a OpenGL normal map i guess. So if the deepness looks inverted, its OpenGL. If it looks correct, its directx
it's now reflecting towards the light instead of away from it
Law of conservation of energy and all that.
you know, I can almost believe there are stairs there too
I may not be the brightest man here. But I know my renderers, and my pbr.
it's better from this angle
Vram💀
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.
Looks Really good
I love staring at random shops while playing my favourite racing game. If you stress about all the details, then we'll be stuck here for a long time.
I'd love to be on if I'm available but if it needs to be a time when I'm not go ahead without me
8GB cards 
I haven't slept in the last 32 or so hours, so my body is close to giving up.
Eeehy nice, holds up fairly decently for being a flat texture hah
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?
Adam, show this gentleman your light tutorial
Tap the short cut key again to change the origin reference. For example, W is for moving, so tapping that twice changes to the mesh origin.
Note: you usually don’t want to use the gizmo in the viewport as that’s likely an instance of the light and not the actual mesh one
The actual mesh one is near the origin, likely far away from where you are.
I see. It has to do for now
I'd say, hopefully 20 hours from now.
Because timezones and all that
You can turn the mesh one on temporarily and be able to see it at the origin if it’s a tricky one.
Learning a new software is always a cakewalk
Then you can use the gizmos in the viewport to align it.
But I still think we should take it easy on the development. Remix tools are still cooking (allegedly)
Ah, you need to add the preserve draw call.
Huzzah! Nicely done.
I've said it before, I'll say it again. Omniverse create is humanity's worst 3d software right next to source filmmaker.
You can add it via the attributes in OV. Rather than a text editor like I showed
Nonsense, you haven’t met ||Revit||
Guys, lets switch do ZModeller then
At least OV is multithreaded
I've never even heard of that name. Which is to be expected.
I bet I will have a better time using sketchup.
It’s for buildings and it’s tech debt hasn’t been paid since 2003. And rivals the sims 2 in the nonsense it does. || And is also the reason why you don’t have curved walls in buildings as much anymore ||
It's Zbrushes new polymodelling tools
Blender 2.79 pls. New UI is too easy to understand.
Oh yeah. Pre 2.8 was uhhhhh
A thing
Too bad I still sometimes have to deal with it
Right click select 
Let there be light
Aaaah my eyes
I see whatcha trying to do
After achieving a minor burning degree of my retinas, this one looks decent 🤔
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 🤔
Do you guys see a limitation to this?:
That's how it could work.
Yea that’s how I have mine setup to be.
Oh we could use submodules to reference repos 
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
Slownly the team gets organized
We better get started with organizing stuff.
One thing I'm worried about. Is how are we going to deal with duplicates
Because there are some things that a bunch of people have attempted.
At least as far as textures go that's why I've asked for a standard naming scheme based on hashes
Okay, well that's done. But what about things that multiple people have tried doing.
Like at least e people, at this point have attempted textures
oh like where we have multiple versions of the same road texture?
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
uncleburrito asks: hotdogs
1⃣: mustard
2⃣: no mustard
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.
Ok polls work
Now a PM role makes sense. If everyone work on their own feature branch, we all will know what each one is up to
Yeah.
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.
Before merging, someone could review the work and approve...
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.
don't abuse features i didn't know existed 😛
Haha, I believe we're up to something really great here
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/
try replace NEON SGN its texture on Fountain like neon strip
Yeah that's what I'm thinking. But the act of sacrificing copies of work done will be through polls. Don't want anyone to feel bad because I said no.
It's a basic features for most discord bots.
works for me
just joking
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.
i'm tired so humor ➡️ 🪟
Problems start when you start getting comfortable. Always sit in an uncomfortable chair
Haha, I'm just reading the chat and it all sounds perfect until....
Well, EMAN obliterated my textures. That's for sure.
I still have a soft spot for your textures, but his are looking REALLY promising
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.
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.
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
I'm waiting for mesh replacements so that I can start giving the building some depth.
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
I'm honestly quite overwhelmed right now. So much happened in the days that I was wasting playing GTA for 8 hours straight that I can't make myself open up omniverse and actually start doing things.
I see. Ur burned out
do you want someone else to take the lead with creating a git repo and moving forward with that?
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.
I can do that.
It's about doing the artistic stuff. Things I mentioned above.
Yeah okay enough self loathing for today. I'm gonna sleep before I remember something I did years ago and mourn over that.
is there any info of when asset swapping will roughly be available
Nice thanks for reply
I’ll still have my little repo with everything in the meantime. 
My bad i was giving some suggestions 😊
I saw your yt progress videos
This looks v v cool
update 0.3 when 
soon™
I get my RTX 8000 so I can use 1,000 light sources per frame
I Made new Road textures for street x racefields. That was the biggest shit i ever Made 😅 Really stupid meshing. 🤦♂️
Sweet, looking forward to them
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.
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.
We can vote on what gets included by default but the others can go in a separate download or something for alternatives.
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
ReSTIR allows for millions of lights without slowing down the game
I know, but I have no idea on how to reach that ||yet||
But I have ideas 
Wait till we release an update
Not sure if I like how this came out
Crane
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.
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.
On the other hand, I noticed a lot of my things that look like crap and I need to fix
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.
U need to ask nfs modders for that like osdever, elaymm4 etc.
No I know the memory addresses to edit. They’re listed here as well.
Just haven’t tried it yet.
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
U mean extra options? (For debug camera)
https://nfsmods.xyz/mod/290
NFS Underground 2 - Extra Options v5.1.0.1340 (Build 5.1; Rev.00) Source Code: https://github.com/ExOptsTeam/NFSU2ExOpts ----...
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
Guidance for Texture artists Naming and paths Texture names should match material hash with prefix added: Prefix list: ..._albedo; ..._roughness; ..._normal; ..._emissive; ..._metallic; ..._opacity. Example: 1290B1ECE63951FA_albedo.dds, 30AB9D52A75E6601_metallic.dds, 53B3E936B785E132_emissive.dds...
@ember cobalt Can we also get this pinned for some time being?
maaaaaybe
USDA naming is part of project managment, so it requires further discussion later
after some time.
If the Name is in the usda ‚s, it a Lot more easy See, who made it, in case of issues
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.
RGB 🤤
That's cool
Emissives?
Nah. At first I placed rect lights facing outwards, but it didn't work. So I just faced them to the lamp itself
Ah ok, good to know
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.
Just as Adam said, Normalize doesn't work as of now. It is still driven by the size/shape of the light 🤔
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)
If that’s what enables it, yes
any people running this on a 2060? what should i expect performance-wise?
is like dlss performance 1080p60fps achievable 
Probably not, but do try out and tell me.
I dont use normalize and didnt even mentioned it
Thats the thing i am working on too. For me 0.5 works fine, 0.01 gives me flashbanks even though my lights are very small and not as bright as adams
Prolly not 60, but maybe a 30.
later on tonight most likely, after work 
even 30 is like fine, i played u2 originally on a fx5200 and a sempron 2500+, it was pretty much the same
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
You’ll have to adjust your radius of lights if the 0.01 causes over brightness. My lights tend to be 0.3~0.05
Radius is in meters from my understanding for context.
You mean he has to make them bigger or smaller?
Smaller I presume.
They are between 0.4 and 0.2 for now
But i am currently at work. I will do ther when i am back home
What do you mean?
like in the garafe and stuff
Middle mouse
My mouse is broken 
Welp.
Rebind MMB to other button
Nah my mmb just needs a little warming up
Just click it for about 50 times and then it'll start working
Whatcha cooking ? 👀
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
Well, check pins first
I got an error code
Bug hunting
What is it?
I have managed to get the game to load but the problem is that it throws me to the windows window
i don't know to do
Install it to a fresh install of the game. Do not install the game in the c drive. Follow each step of the tutorial carefully.
I have the game installed on drive D
YEah read the tutorial
I have followed the tutorial several times and the same thing happens to me, I will do it again and I hope it works for me
Strange
What graphics card do you have? My bad. It’s my first reaction when I hear about errors.
I’ve run into a bug where if I stay in the main menu or garage too long the game locks up.
For how long?
Oh yeah. I discovered it today.
Like 10 seconds?
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.
Nah it can definitely last longer than 10 mins for me
i got it
Hm. Wonder what’s the problem 
All you had to do. Was follow the damn tutorial, cj
Which dxvk version you use guys?
Latest builds 
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.
Well, I'm yet on build#94. And I haven't got such an issue after 10 min test
oh god... no...
No way the chains share a texture?
That basically means even if I do prerender, it will look fake (so no engine hanging there from now on 👍 )
Hang something silly instead 
See that red chain part? I'll hand another chain on the end of it
Gold chain?
Ok guys, so I'm finally figuring out mesh replacement, after a long day of trial and error
Huh. You actually figured it out
We just straight up gave up
It'd be wiser to wait for the creator toolkit
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:
Yep
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:
Yeah, I'd rather wait for the right tool
Oh, the game only works with triangles btw. No quads in the final topology
I can do the replacement bit in omniverse but I can't export my USDA file correctly. Could you show me how you do that please?
Yep. That's how graphics work.
We got this earlier today with marks help converting my mesh himself
#1096847508002590760 message
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
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
Could you give us some helps? If I only could get materials to work I could find my way with some python automation scripts and such
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
MDL file is 3rd from bottom in the list
Add a diffuse or it won't work
I'm done for today but I'll record the process tomorrow in a video.
My man, thank you very much. I'll be working on that
What to light today 
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
Think I'll, wait for @sharp sinew to come up with something they've solved with Mark
U're off center
Way off
keep that in
reject modernity
return to monke
I’ve allready load up a usda. Which adds light to all cars in all variants
Where?
"in all variants" nope( UPD: looks like it doesn't work at all. I putted it in nfsu2/rtx-remix/mods where all other .usda are, maybe i did smth wrong idk.
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
Suure
Should I break my lights usda into usages/categories today? 
Yes
Say no more
How about defying categories first?
Let's see...

Do we want to go with:
- Name (Model, Identifier..)
Are you talking about .usda name?
Yea and what goes in the usda
Give an example please .-.
Lights_CityCore.usda/FancyBuildingXYZ.usda
Lights_Cars.usda/RX7.usda
Or maybe
Lights_Buildings/CityCore/FancyBuilding
I'll type up a whole structure no matter what
May be it makes sense to separate Lights into global category, everything else under it
Lighting/Buildings/CityCore/FancyBuilding ?
We can also nest usda files. Lights_General.usda/Lights_BeaconHill.usda/Lights_BH_Garden.usda
Yea I was refencing the nesting structure
Global?
Lights that go everywhere could be in general
May be can make an 'exclussion' list of meshes that are falling into this category?
Roadways devided into areas?
They don't really get divided into areas. More usage than anything.
How to separate them from others then?
Usage
Where Roadways lights end up and building ones start?
Roadways are these boys. Things that are meant to light up the road only.
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?
Ye
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.
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
So then that breaks the poles up into the Poles bin
Would it be helpful to add pictures to describe what goes where?
For the roadway ones?
Which one you'd put purple light to?
Roadway\Global(?)\Urban\ReallyTallPole
If it's unique to Zone 1, then maybe have it zoned that way?
It can be a part of roadway zone 2 as well
If it's in both then move it to globals?
And oh god, some blockhead will place that into zone 3 somehow
How do you identify which part of global lights is it?
Would it be better to have global be a top level category?
May be we just tell people a list of hashes which cannot be touched and probide the only one possible .usda for Global lights
So Global\Roadways\Urban\TallPole
What is the problem you're trying to solve? Maybe it's easier to approach it that way
So there is no chance 2 different people include same light into 2 zones
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
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.
||I can't figure out how to word the relation to that here..||
https://www.scribd.com/doc/263364208/Peta-Map-Need-For-Speed-Underground-2#
Okay, here's zone's list. Some indepth separation can be done a little later
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
Say no more
That's what the document is for
As for garages, I'm using such naming right now:
garageLobby*(main menu)*
garageSpec
garageCar
garagePerf
garageBody
garageCareer*(career garage...)*
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
@tawny elk , you've been using git with it, is it working nicely?
Wait wait. Isn't roof there like one total neon light?
Yes but emissive doesn't throw light
Yeah, so you just set emissive to some 'clearly visible' value and illuminate its surface with rect lights

Ah I see what you mean now
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
or light can be faced outwards :|
Wait, I mean putting albedo map into Emissive mask
That animation it plays messes with the mat hash
Oh god
That is what I mean
Yeah, that's what Adam said
So if you capture all the different mat hashes it uses, I'd love to use emissive for all of them 
So I guess you just use an array of sphere lights to light up both roof and road
Needs more light at street level cause it feels super weird just having that bright roof
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 🤔
Yea I need to add more street level illumination to that stretch
Aight, I got lucky:
02D25411A759106F
0832E79968295639
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

yeah gonna try and make something that looks halfway decent at 4k so it's less...crappy
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
Sorry, nothing I can do about that
yeah the whole game is suffering from wah wah effect
I don't have vertex coloring in OV to compare to so I just typically use base whtie till I add color.
Poor taxi on the left one
Dang. I found one that's like a perfect replacement on a texture site...sadly it's not free 😦
Bloody purple?
I've been eye balling it but I think I'm washing out the actual color
#E6334F
#E02E4A
How's gitlab?
Why not github?
idk Just wondering.
Soon, got distracted haha. Damnit adhd
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
I’d suggest GitHub since we already have to have an account in order to get the CI builds 
No the RTX ones
I’m not quite sure what a CI build for mine would be since it’s all just text files 
ok I haven't looked at it in game yet but give this a try.
oh and I screwed up the roughness map on the last one, here's the fixed version
fixed and cleaned up the emissives for the running lights in the casino area
In the case of the albedo, rough, and normal maps, you can point all 3 materials to the same file - they're identical.
the only one that's different is the emissives
ok here's a pack of the updated emissive lights all fixed up with a usda
https://www.mediafire.com/file/0uq4br7ewtg10tw/lights.7z/file
@tawny elk where's that gas station we were looking at the other day?
never mind, found where it is, I haven't unlocked that area on this save. Time to download one with everything unlocked...
I'm working on the red lights of the side of the roof now
Is it bloom?
yeah that's just the emissives doing their thing.
Also, Emissive Intensity 1.0 is config?
can u guys why its not authoring layer and default layer
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
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
It'd be real nice to be able to edit the vertex colors 
Look at blue chunk of vertex color on the chain
Oh wait that was vertex colored? I thought it shared it with the neon tubes 
Sadge
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
Duh, I don't believe there is way to mess up a plain text document
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.
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
i just learned about def vs over in usda files
Educate me.
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
Better go with blur only
looks awesome
Mesh replacements?
Depth of field
Thought that was already added?
nope
||mark pls||
I know it's a joke 
I know it's a joke 

Did you Add the usda Name to the mod.usda?
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.mdcontains 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_lightsande-manas sublayers ofmod.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.

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
And here we have our first release (the same file as pinned here on discord):
https://github.com/Ekozmaster/NFSU2-RTX-Remix/releases/tag/v0.2.0-alpha
I took the liberty to name it alpha since it is not production ready yet
So would I want to add a file/folder containing all my lights and then reference it in the main mod usda?
Idk, I just did the kickstart. My idea was to make mod.usda a neutral layer, just to reference sublayers with actual content.
I’ll push my current usdas once I get back from the store
Invite Sent
Hasn't shown up yet
Hmmmm common github
That took a while
It won’t let me accept on mobile
github's having a lot of issues the last 2 days
PM sent
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
ok so we should each have our own working branch then? sounds good
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
IF YOU SEE THAT AN ASSET IS ALREADY TWEAKED. DON'T TOUCH IT.
What if we have our own take on it? As in the variations of road textures?
I don't see why we can't have alternative texture packs in the official repo too. They just won't be default
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
exactly
That could work
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 👀
ok I'm pushing my initial commit to my branch
Oh day time lighting branch!
sex event uhhhh
#showcase message
Do it Mr burrito 🌯

#1103377328530276403 message



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
ok first pull request is in
Now I gotta learn github
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
If you're new to the whole thing, I highly recommend using github desktop - it makes everything really easy.
ok, got a few categories uploaded and created pull requests for a few that are ready.
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

Ideally it is not the intent haha
I had a shower thought: Can my lighting “pack” be called ReSTIR level of lights?
Rip my 3060
If you set your preset to ultra and then to high and then back to ultra, you can gain fps for some reason.
No hurry, and I don't care if I can't approve my own pull requests

Hey @safe patrol , did you change the region barriers to white intentionally or was it a bug?
Just approved and merged all of them. It is all on the main branch now. Just renamed to game.usda file to world_sprites.usda, to better describe what it does. Later on we all could take some time to organize stuff. Lets just merge everything first 😉
Mark those as particles to make them display properly.
Sounds good. I'm done for tonight, I'll push a bunch more stuff in the morning
What are you showing me here?
Hahaa nothing, just burritos mexican restaurant
He should change it to uncle burritos.
hello how to install the light mods??/
Check pins
The best you wait for an Update
belotao vc descobriu como coloca as luzes de farol novas, to apanhando aqui
A parte dos farois ta com alguem aqui, tamo juntando as partes pra fica td num lugar só, aí qdo tiver juntado da pra lançar uma nova release ou te passo os arquivos prontos pra colar no game 👍
Ta cheio de issues, mas tamo aos poucos reesolvendo
ai sim
Let me boot up my translator
Its not becuase game load different pack of data when you go from Menu / to map Its must be Two merged files
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
Temporary fix > disable RESTIR
#1103377328530276403 message
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
You end up with stolen assets and can't distribute the mod, that's what 🙂
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
I think it would look awesome in theory at least
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
Mmm. I love waking up at 5 pm
09:54am here
EST 
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 🤔
wut
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
no, idk what is ISO haha
Camera sensitivity
Ye, I have left some tips on that in document, but not sure if it is optimal
I couldn't find the panel settings menu u said
It's really not, I typically add all my lights in OV and then adjust them side by side with the game running
@ember river Have you replaced all the road textures yet?
Nope, stopped real quick to work on that main tunnel to the west of city center rn, planning to move to next roads soon
I have no idea how to reference it in other way .-.
I'm gonna remake my usda soon. I'll use your road textures.
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
Oh, I see. Both ISO and factor adjust brightness
How are you doing with git, getting the hang of it? I could walk you through some basics to get your work going
I need some guide .-.
I just woke up. I'm trying to figure out my physical form right now.
Think I should write a doc explaining the concepts and practical usage then 🤔
@ember river Also why rtx-default is not matching real defaults? :harold:
Yeah, it is now called uncle_burrito.usda, and is referenced by mod.usda (which is now a neutral file that only contains references to sublayers)
Hmm I think I might've copied mine instead of the one downloaded from the .rar release :/
Also, any default value just doesn't appear in there
I would suggest using a default rtx-conf. I worry that there's a lot issues stemming up from it being modified.
Thanks god we have Reset button which resets everyting to factory defaults
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
But things like AE, scene scale, etc should be included either way
Yeah I really don't know what would work best. Maybe we should include it in .gitignore just like dxvk.conf
Adam, have you done that hierarchy stuff?

I can share my .gitignore, it's setup to work for the game folder
How about an rtx.conf with ultra preset and the associated textures marked?
Yea, textures is a must have either
Is this going to be setup to live in the game folder or just a folder off to the side?
The .gitignore makes me think it wants to live in the game folder
I've put repo into the separate folder 👀
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
My bad
it should be setup so the .gitignore file will be right next to speed.exe
What symlink means?
first day using github
@ember river should I create a Lights folder and place my USDA(s) there? I don't wanna clutter up the main folder
Naming 👍
Well, for now it doesn't have too much of an organization, we're just merging stuff to get something going. Later on we will have to take that time to structure the hierarchy stuff, personal usda files, etc.
Gotcha. Do I want to make changes using pull requests or make a branch...?
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.
It's for the rtx.conf, it doesn't have the scenescale set
Does it mean we would have hundreds of branches?
potentially, but we can delete branches after merging if they're complete.
but it's good practice.
Can I push something without creating branch?
@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.
Also what is happening when I switch between branches in app? It takes so long...
Great. Doest it replaces the textures already present in the mod? I mean, the new ones I did. If the idea is to keep two alternate versions, we would need to chose which one will be in the main branch and which one will be on a alternate branch later
.dds files are huge. The repository is setup to use a large file storage server to upload .dds, so it takes a little while to download and upload stuff
I hope there is no need for checking other branches in future .-.
Rn it is not possible. The idea is that every change gets a chance to be reviewed by someone (preferably not the author of the change) before being merged again
I haven't updated it with your new ones yet. I figure let's get these in so it's functional and then we'll create a new branch with your asphalt. We can keep both branches active for people who want the choice.
Aight, is just that if this PR gets merged it will override the ones I created that are already in the main branch. I'd suggest to just leave the textures in another directory without being referenced by the usda files, and then create a special usda files to reference then, just to not lose the .dds files
I didn't know you already put your updated stuff in the main branch.
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.
check pins
Ok thanks
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?
Wait. But we have layer priority. That means you can just add everything into .usda on the last position and everything which is present in the top layers will be displayed no issues
top layer displays first, that's it
let's create a roads branch with your textures, but organized in the same way as the wet roads branch. Then we'll merge yours so it's default, and all someone has to do to use the alternative roads is to copy the files from the other branch.
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.
||Man this is confusing||
Ikr
Adam, have you finished hierarchy? :D
No not yet, I had to figure out how to symlink so I can keep my repo.
I know it kinda sucks but I really think this will benefit us all in the long run
Let me give it a try. I'll do that in document
I just created a separate directory for git and my working directory. That way I can checkout a branch, copy the stuff from my working directory into it, and then push to git without worrying about messing any of my current stuff up.
trying to do it all directly in your game directory might be a bad idea.
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.
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.
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
completely up in the air right now with how new this all is and how fast it's changing.
Yeah I have to say, this is quite remarkable
Very good job everyone!
we can still provide two different .zip files - my reasoning for having them in different branches is so we can keep them named the same thing so there isn't a risk of duplicates
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
ok. Yeah I was just hoping to avoid having to worry about modifying the mod.usda file to ensure which one you're using, but I see your point. I'm fine either way.
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.
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
Good to know. I tend to like to keep it separate personally just for extra security and piece of mind, but I'm pretty weird and I know it.
@safe patrol Your emissives are not just .._emissive maps... That means you have upscaled and generated all other maps for material?
yes it's required for how remix works, as mentioned in our document
That means your emissives basically cover most of the map materials?
if I created an emissive for something, I did my best to create a workable roughness and normal map for it.
time for u to learn russian then xD
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
Most of my stuff is getting merged in main. If you created another branch before they were merged, you can merge from main to your branch to get up to date
I added fog lights 
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
Neat!
Don't you use them when it is foggy?
I'm meticulous about my lights, so I'll probably do them all by hand myself 
Those tail lights might be a bit much - unless you're breaking they're pretty dim and don't cast much actual light
Suit yourself
They don't really cast that much light in the game tbh. OV is (still) bad at representing what the game will look like
Even with the new found ISO 0.0
ISO 100 default?
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.
Oh yeah-yeah, that's for sure
Can someone briefly explain which folder is referencing to which usda? 🥲
It even got lights somehow
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
Oh, what's the content of 'world sprites' and 'lights'?
@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.
Have you guys checked how many road materials there are? Is it over 20?
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.
What is and How to use Git Git is what we call a versioning tool. It allows us to add, remove and change stuff in a project while keeping a history of every change, so we can go back in time, switch functionalities, fork/split and merge them, compare changes, and so much more… First watch this 1...
If anyone are still confused, feel free to pm me or even join a voice chat to get things working 😉
Now when you're free, check document please
@tawny elk And you please. Have you been talking about such structure?
Yeah, based on this message
In case anyone needs the link again, if you're new to git or otherwise averse to command-line work.
https://desktop.github.com/
Hey guys, what programming language do we use for rtx remix?
I’ve uploaded a first shot at structure to my branch and repo
You added RX7 lights to the Global?
Yes, I think I might add sub section like 110_Cars though now that you say that.
Your thoughts on my take?
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
Well, assigning numbers to them will shorten naming a lot
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/
No, don't get rid of the actual name, just append the number
I think of just adding a number in brackets
That works 
My work has a massive file structure for projects and having the numbers helps a ton
It will be 8-digit number actually, no need for any signs
01011601 for lights/buildings/garages/garageLobby
like that
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
Yeah, I'll do the thing and update it in the document. I'll use .pdf for vector image
Make sure to prepend the numbers so that way they sort properly 
hm?
Don't ask me why I'm not working on need for speed. I got sidetracked.
So it's 01_Lights.usda not Lights_01.usda
If you append it with the numbers, it'll be alphabetically sorted.
I will retain brackets. Just to make sure people understand where the cypher and name is

'nodders' is for no? :D
No it's nodding yes. Just make sure the numbers come before the letters and it will sort nicely
Yeah, works fine
You could write a script to do it for you by the way 
I'm a script god
Are we able to get a _ between the numbers and the string?
'usdaFolder' sounds fine?
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... :/
Yes I don't know why. The key is to speed through it [to the game world] as soon the game launches and then it's fine
Damn, thanks!
Can it be 010323_RX7.usda?
For some probably stupid reason, my game is crashing now, but I runs again if I delete .trex/NvRemixBridge.log file? wtf?
When doing that, you don't need the key to what each element is in the structure on a user level
Prob file permission is my guess.
You would either way look at this structure while searching what name means. You get RX7 repeats in few categories
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?
I'm afraid about its 3rd level of structure. If any 4th level appear, it would look like 020323_RX7_04
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
What about other categories?
As in there's 4 mats for a mesh, but only one light?
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
Hm I see what you mean
Number hell as it is ;D
01_lights
0101_buildings
010101_jacksonHeights01
010102_jacksonHeights02```
Is that the structure you're thinking of in general?
I think of negating signs, only numbers
Lemme think about this. I think in that case it'd be better to have the text after it.
Like in my case, the KEY word for naming is on 4th level of structure, while for RX7 it is on 3rd
0103_cars
010301_240SX
010301_MyCoolCar
```?
May be sign naming after 3rd level may help. 02032304_RX7_Bumper and 01011601_garage_garageLobby
Ah so like
0103_cars
010301_240SX
010301_240SX-MyCoolCar
Yeah
Thx. I installed in C since is the only partition I have. Just gave myself the ownership to the folder, restarted the system and is working again
The path for it will describe each level though just a heads up.
So the car for example
Hey, I haven't been catching up with the chat. What are you guys cooking up on that structure thing?
01_Lights/0103_cars/010301_240SX/010301_240SX-MyCoolCar
Figuring out where to put things in the repo
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
Interesting. Do you think it would be good on a portfolio ? (if i decide working on it too)
But it will be fun to search file called like 01020201161501.usda
Surely. That is what I'm doing btw. Many of the stuff you do here can be used on your an artstation, github, whatever. It is all opensource already. Just make sure to credit the right person for the right things
But if you add the string you can search for both?
I dont get the usage of those numbers
0102_RX7-bumper-front-leftSide-modded.usda
hm?
This is a good brief on it: https://johnnydecimal.com/10-19-concepts/11-core/11.01-introduction/ Note would not suggest the decimal point part imo if windows is the primary base
Johnny.Decimal is a system to organise projects (or your life, or anything else)
check out document
So what do you think would be better?
01020201161501.usda
0102_RX7-bumper-front-leftSide-modded.usda
Shiiii alright. I'll see if I can find some free time to sacrifice 😎
You combine them both. 01020201161501_RX7-bumper-front-leftSide-modded.usda
Fine
I'm not sure how we're getting down to that many levels though.
We don't know how Mesh hell will go
Ooohhh I get what you mean now
I think that'll be bridge better to cross when we find out.
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
That's why I use 01 instead 👍
Awesome, check the README for our repo to get started, as well as the pinned messages and tutorials at #1095534398134300682 . What are you good at?
https://github.com/Ekozmaster/NFSU2-RTX-Remix
Actually it will be great to either port everything grom Document to your Readme or leave a link to the document
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
@safe patrol are you using this PR? https://github.com/Ekozmaster/NFSU2-RTX-Remix/pull/9 Should we delete it?
Seems to have no changes at all
uh...that might have been a mistake. You can delete it if so
@safe patrol check out the document for hierarchy section
ok I'll go through and update naming
hmm. for textures there's very few that are unique to any specific location - most of them are reused all over the place
We will need to figure that out 🥲 As for garages I'm confident of this many folders, because textures there are mostly unique
garages yes, but most of the world textures aren't unique
If you feel like that's too much, you can shrink folder to Stages. I refer to those which game progression based on
ja ta pronto o beta
???
I really feel like the only practical way to organize textures is by category or material type instead of location
Hey @safe patrol , I'm looking at the "stone" PR and can't find where in the map I can see them
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.
Sweet! i'm almost finishing reviewing and merging all count's stuff. Would be nice the have more stuff to put together if anyone is hiding stuff over there 👀
I have way more lights that haven't been added 
Adam, brother, please separate your lights
Easier said than done
That's the other problem with trying to categorize by location. Sometimes I find things in my capture directory that is an easy or obvious replacement texture but I don't necessarily know where in the city it got added
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
Is there a specific category you'd like broken out first?
Right - for the most part I try and match the scale of the original textures and then as I'm driving around if I find things that look off I can try to resize or adjust it. A lot of the original textures are sized horribly.
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
Sized horribly, idk what ur talking about. I love the hand rails and fences taller then a Hummer H3
I want your misc lights, like the ones on the gas station, and the ones in the garages.
are each of you working on separate areas in the game?
Only for lights right now
Who has got the complete headlights pack?
For textures we're a bit more scattered
Lights or emissives?
yeah, that makes sense
Okay I'll see what I can do.
Both, if possible. Would be a great addition to drive around and debug stuff, specially in places not yet contemplated with light
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
I already added a lighting branch 
Any other locations you want touched up by hand? I don't mind putting prority on certain locations if you have any in mind.
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
Oh for car headlights? Sweet I'll add the other pack to there then
Where did he go
Hasn't he only done roadways pretty much?
Yes.
Well, I just sent him one screenshot. I'll wait for you guys to do stuff with the usdas
Almost 20k
Treat?
I broke the most of the lights down into some more specific usdas: https://github.com/adamplayer/Underground2RTX
Mere lun ka choopa laga whi treet ho gi.
Thx
Anyone have any suggestions on where to put some attention on lighting wise?
@tawny elk will you send those to https://github.com/Ekozmaster/NFSU2-RTX-Remix or will keep them on yours for now?
My memory of this game is fuzzy so I don't remember lots of the cool locations anymore
I have that lighting branch that's symlinked to my repo on my local machine
The beacon hills garden, maybe?
That greenhouse?
I'll give it a shot. Can't promise much since greenhouses are just massive windows 
Ih yeah. That'd look cool. Once someone replaces the glass texture.
Ohhh I see. Thx
I'll merge it into main, although it is outdated from what you've showed in the pic
@tawny elk What's the name of the branch you've put your headlight stuff in?
||lighting||
oh
I have my own sort of categorization as a stopgap right now before I make it compatiable with the new structure
It's the RX7 and the Peugeot so don't get too excited
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.
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
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.
however you want to do it is fine with me. Already made the branch and pull request for it though because I didn't see this until after I was done
Global applies everywhere
And special?
Haven't figured out what I want to do with it quite yet.
So is it empty?
I have my mainmenu lights in it currently
You'll review and merge it? Just don't forget to rebase with main cz I just merged vegetation
What's the file with specific lights in it?
Like the uhhhhhhhhhhhh
Fuck
What's it called?
Gas
Station
It's in coalharbor
So do any of the files have streetlights in them?
yeah I can rebase it
Like any that might replace the ones made by hellraven?
I have no idea which ones hellraven has done.
Basically all streetlights in city ctr, and the mountains.
You can just turn off everything besides the ones you want
Yeah but for that I have to know which ones you have replaced.
Visually? You can see that there's light sources on top of each other typically

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
Want some help?
oh the branch is closed? Did you do that?
on never mind, I'm dumb
was looking at the wrong thing. Ok one sec.
Rebasing should be as simple as:
git checkout main
git fetch
git reset --hard origin/main
git checkout headlight-lights
git rebase main
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
ur working on it or want me to review and merge?
it's ready, go ahead
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.
not yet
merged
now it is
player_car_lights.usda
For when do you need the screenshots? Cause I've been focusing on reworking some iconic places in the city center to get screenshots like that, like the west tunnel to the beacon hills bridge, the casino + fountain and so on
it's already referenced in mod.usda too
I'll keep taking screenshots and send them as I make until tomorrow.
You made the emissives for the player car lights, right?
Another question is what does this file do?
yeah but that's not merged into main yet
I can focus on getting that updated so you can have that too
traffic is emissives for traffic
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.
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
What happened to my headlights? 
Me?
Yes.
Everything is hosted in my repo?
Then why u ask about urs?
Cause they broke (again) in game somehow.
Ahhh.
Typical Need For Speed: Underground 2 Remix™ moment
It's like any light source keeps getting set at 1 intensity?
(That's too big of a preview my b)
@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.
I'm going to lose my god damn mind
i thought you did last week
More so than usual
Even if I add a light it doesn't read the intensity or exposure properly
Adam Player. The master of God's brightest lights.
I don't think any of those are mine
what if you change it to over instead of def?
Have you set your exposure to 0.75?
Using ae
Is it the default -4.5 to 3?
No change
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
can i unpin this post, and delete the attachment? since it's mirrored on github
yes
mm that github page isn't pinned yet
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.

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.
The one on the wall?
Yes
Mark the "glare" texture as ignore
I've also yet to work on those areas so I'm not surpised that if I missed it as well.
It is.
hmm
We need to set up a standard for light values.
Your lights are also wayyyyy too warm
Also
ok pull request put in for headlight emissives
starting on tail lights
Yes... but currently no time, work fucks me up
Take your time.
How do you suggest that works? We already have a fixed exposure.
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.
They're normal color temperatures?
I don't know where Hell's lights are. Did he add them to the repo?
I think they made their way in
They were a part of version 0.2
This is basically perfect.
Yes
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
Is it the color temp? The distribution...? You have to give me more than my lights are bad, and then show me a different take on the game.
I'm literally telling you to go and study hellraven's lights
Nice song buddy.
ok.
Forgor
nah seriously.
I'm not really interested in just copying his entire style. What about it that makes it stand out? What's so bad about my lighting in comparison?
Studio Gangsters
thank you
It is just too damn saturated. If you look at the original, it wasn't like that. The low saturation on the lights looks quite nice to me. Hold on.
Here's 5000k
can adjust intensity and color temperature
I don't remember the exact values that hellraven is using, but it looks good.
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.
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
lights on url races when 🙏
It looks super cavernous with Hell's falloffs, and that's just not the look I'm going for.
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




