#NFSU2 (Need For Speed Underground 2)
1 messages · Page 21 of 1
Please brother
Do it for me
Thank you
I'm waiting on EMAN and then I'll make the screenshots for Nvidia
I can add it to the specials usda, but it's not getting added long term.
I can kinda see an angle in the volumetric lighting
Also the bug with lights reverting to 1 intensity and such is that OV 2023 adds inputs: to every parameter in the usda
aw man
i like that
Sorry to derail the conversation, but I wanted to know where this place was in the map.
yes I borrowed from someone who posted the screen here, no I don't remember who it was
My repo is updated with the changes
That's me
Fort union I think
Is it an apartment building of sorts?
It's a hotel
Ah. Are there any buildings in Fort Union that might be an apartment?
It's all mixed use for the most part. I don't know of a building that's all apartments
Could this be an apartment?
It's for a fan work. I'm just trying to figure out where the stairs would be, or how'd you get into the rooms above
The stairs would typically be inside.
That's one hd screenshot
Alright. Almost all the things that I need to be in the game are in the repo. Only waiting on @ember river , and then screenshots for Nvidia
Will try not to wake up at 5 pm
How did you put the lights in the headlights???
Magic
jaajajja Magic
Very. Carefully.
Does Quatro K4100m support this RTX Remix for NFSUG2?
Nope
Quatro
Are you going to implement the lights in the headlights?
Is it a very difficult process?
the time I've been playing the game with the RTX Remix i like it
It already is. Wait for the next release.
It's a great job
A ok Thanks
This looks kinda cool
@safe patrol If you suggest to name materials by their meaning, then we will end up with 20 types of 'asphalt' texture and nobody will ever know where each one used. Also the same object/material can be named differently, which will make you scroll through every sign to find that exact 'pole', which someone named 'lightStand'. But I believe most of the textures are unique to their Stage at least, so my separation is not absurd
Hi @jade briar . Guess you haven't slept well
Haven't slept.
City center west tunnel retexturing progress.
I've got to sleep, its 3am now. I won't be able to finish even this tunnel right now before the screenshots, and there are others to work, and then the casino area...
I'll try to hold out as long as I can. Try to finish the roads at least.
Or are they finished?
Looks gorgeous
Thanks!
The seam in the first screenshot is not the best sight
Kind of, there are a few here and there which aren't done. Think I'll merge this branch and go back to roads, which accounts for guard rails, fences, some sidewalks, avenue medians, maybe some vegetation, as well as some dirty roads south city center which doesn't use the same asphalt as everywhere else
Yeah sadly I' not sure if I can do something on the texture side, the model for this tunnel is all crooked
So the you have finished working on the basic roads.
Aight. I'll focus on roads then, later on I'll go back to tunnels and if I have enough time before the screenshots, the casino area
No, you got the basic roads done. I think you can continue to work on the tunnel, as long as there's nothing missing in the basic city center area.
Amanha ja jogamos ? lkkkk
muito foa
foda
Ohh
English please 🥲
so sorry...
Gotcha. I'll keep it up then. There is the east tunnel. Think I'll take the time to work on those iconic "sine wave" walls too
im saying the game its VEEERY Beltyful
Yeah definitely those walls.
You see those a lot
Remix doesn't really support anything past carbon atm
You could mess with shadermodel in dvxk config or whatever but no idea if it will do much
Well. E-man is probably asleep.
Who's up? I need info.
i guess ill bite the bullet and download everything in the github.
What’s up
wanted to know how many of eman's textures were in the repo
Adam im once again here to bother you
Whicj areas have you covered with lights?
The majority of the map. Hand crafted (?) areas include that gas station, the bridge to to beacon heights, and a couple buildings in fort union.
The river front road of beacon heights has a ton of lights, but I haven’t really gone over them by hand. It’s just the global light sources.
Thank you. Also. Havbe you converted all of the warm lights to be the temperature I told you
Something that matches hellraven's?
has anybody tried making VRchat rtx?
Wouldn't work
Not necessarily. I adjusted some global ones to be 4500k to 5000k but the more residential ones are in the 3000s
pls change
lego dx8 games
Wrong channel you want #game-compatibility
ok
Take ur ass to general. Some of them work. That's all I know.
ok
You’ll have to find that script that Kim wrote. I could do it by hand but I’m going to be away from my workstation till Monday night.
Femur breaker noises
I think you can do a replace all in vscode.
Hi, Im waking up
Hi waking up.
Idk, Ive grown kind of fond of some yellowish lights, depending on the region. Specially the low profile, residential non-central ones. I think it depends on the vibe. The tunnel region I'm working on right now looms pretty decent, but maybe for the casino it wouldn't. For Fortunion it sure looks amazing, but the main avenue it might not suit 🤔
Anyway, I think would be better to do a hand work for adjusting by region vibe
Hey, I'm drowning!
Hi, I'm Elfo!
So how many textures have you added to the repo?
I'm just downloading the whole thing and will put it into the game. Gonna replace mine.
Just that one tunnel roof I've sent. I went to bed after that
I was going to merge, but you said to keep working on the tunnels so I didn't merge yet. If you need the tunnel texture I can send you manually soon
The only thing that'd be great, is the highway wall texture.
I'll on them next, they're rather easy to do
I'm sorry if I'm asking you guys for too much, but I want to send the best screenshots to nvidia.
I might be away from my workstation, but I’ll still have some tools to sketch up some lighting if anyone could be on the lookout for some unique locations that need some love. Or point me to a video of someone driving through the map in the vanilla game or something.
I might be able to remote into my computer while I'm away.
I hope
Because I have to leave and will be out of city for the next 3 days
anyone can share the texture files my game is like this
I think the majority of the better stuff I've got completed is merged or has pull requests ready. The stuff in branches that don't yet have pull requests need some more work from me before they're up to snuff
Are you using the .2 download or did you install using git?
@ember river do you need me to review your pull request for the tunnel?
Nope, I opened but decided to keep working on it
Disable road reflections from the game graphics settings
I think there's far more re-use of textures in general than you think. But I'll see what I can do to at least get general regions specified for most of the textures. It probably won't be as granular as for lights but hopefully will be a good compromise.
Can you explain the suggestion to change gameReadyAsstes naming?
As for roads use that 03_global/01_roads thing. Dunno if you need to separate materials inside this category
Hey @jade briar, now it occurred to me, would you like me to take those screenshots for you? You could take the RTX off now and send to me so I know exactly where to take the RTX On version.
That way you could take your time and we could take some more time to rework the regions
Btw, could someone send an updated rtx.conf file with appropriate settings? There are texture that weren't marked, other settings for lighting and stuff on mine
I have my rtx conf on my repo
@tawny elk I have uploaded a map. Please check it
Can you place it here
Thanks 🙏
Perfecto 

Google viewer won't let you zoom in enough
I reuploaded to reduce size
K. I'll work on this but it'll probably have to wait until Monday before I can start on it
Thing is that the camera angle and the car placement must be exactly the same in both on vs off. But don't worry I have setup remote desktop. I'll be able to work.
You take your time
Does that also include starting a computer...
Or someone have to start it physically then u can remote...
Oh, you can use WoL if your pc in Sleep mode. And you can even set up your pc to stay in sleep mode after electricity shutdown(or it somehow worked for me)
I got everything covered
I have everything I need. Dw
I am also out today for 3 weeks but I don't have a laptop...sadge

What about connecting keyboard and mouse to your phone? :D
Yeah, it saved me when I had to work with client far from my pc as well, even though I regret not having any stand for phone
Came to my mind but I will avoid working or playing in that smaller screen...
Fine for filling up an excel sheet :D
That is the prize of all times
Nah, 1,0,0000.0 is the real prize
So this is how casinos fool us
@safe patrol How long have u been doing texture work in the project?
I've merged hundreds of them in you PRs already
I don't think my mod file is needed anymore.
Count is the person who started merging all of usda's. So I guess he pulled everything people posted here
Oh I see. Just merged a neon signs branch with 334 files
There's a few additions I'm thinking of doing
Can somebody tell me why my Game look like this, when i installed it acordently to the tutorials ? (GitHub tutorial and https://www.youtube.com/watch?v=U32QaB23Mws) (error only appears in the selection screen of the career mode) would be cool if someone helps me out on this, I´m new to the RTX-Remix bubble and can´t solve this one on my own.
This project is still in very early development stages. It may not look good right now, but things will change.
You may want to visit @UncleBurrito15 Youtube Channel for WIP 1 to 3.
We are several Poeple working on this mod and it still will take much time until its perfect.
We have to ask you to wait.
If you still want to play the unfinishe...
Strange
College*
ok.
Yes.
Your welcome.
You're*
and ingame it looks like this
Those are all of my making. I've been working on this pretty regularly since we started
Yep it goes red if there's a texture referenced in a USDA that it can't find. Wrong name or path
I'm not a very good artist at making things from scratch but I'm pretty good at GIMP and can manipulate things. And I've found a number of good online PBR repositories that offer free and public domain materials to work with.
My main goal is to find as many things that I can improve with my meager skills that will significantly improve the overall look of the game until someone with actual talent (read: every other texture artist here) replaces it.
I can stick nodes into other nodes and eventually end up with full textures
Speaking of, I've been working on the gas station. And as I've been driving around I've been looking at real world buildings and getting inspiration for what might work. I'm pretty sure our red-sided roof is inspired by Circle-K, pictured here.
It's also not actually lit up in the real world example. I have a couple of options. I could copy the Circle-K look like this. I think it'd look pretty decent once all the other lights are in place.
Alternatively, I could do a plaster or stucco or something side with 2 or 3 neon bars running all the way around, and these would obviously be emissive
We need to
Bake a thickness map
To soften the light glow
Around the edges
Because the version that Adam made
Was solid red
All around.
Something like Sonic
that'd look nice
countbuggula asks: Gas station roof design?
1⃣: Circle K
2⃣: Sonic
I like glowing stuff in this game. Sometimes an artistic liberty works best
That is really good. I use PureRef to create some good reference/mood boards before start working at something. It really helps and inspires a lot. Ex: I wouldn't think on adding blind bumps on the sidewalks only from the top of my head without bumping in some pics online
Real world pics are the best. You can't beat nature on its own game
I think adding blind bumps is anachronistic
Talking about that, are these bumps intended?
A fellow artist friend of mine once said. If you're ever looking for inspiration/references. Try to use real life as much as you can.
I can see in your roads board that you're using a lot of images from other 3d renders.
I add stuff on the board for many different purposes. Some of that is to remind me of some cool aspect I'd need to add later, but how it is shaped exactly I tend to use real life footage and stuff. Also, those normal bumps in the concrete annoy me a bit
Right
Also, kind of needless to say but, avoid using the real textures as is, due to copyright stuff. I use real pictures and textures a lot, even some with watermarks, but I mess with them so much that they become almost unrecognizable, or at least changed enough to pass the laws' limitations so the artwork becomes original again
The only place I'm using any photos or textures from as a base are sites with clearly stated licenses to do so.
Another tip, the trend nowadays is photoscanned 3D environments. You can find pretty good looking texture and stuff online by searching for photoscanned stuff too.
The sides light up depending on the franchise owners budget and local building codes from my experience.
I do like a sonic neon look.
I don’t know how useful the materials are or the legality of using them, but you can get a ton of textures and materials from the manufacturer of the category of thing your looking for. Such as bricks, walls, paint…
Also anything the government does is public domain by default. NASA has a whole collection of 3D assests and materials that are available for example.
Lemme check if FHWA (the highway department) has anything. Nope

I got a desire to make some mood boards now 👀
Get some sleep then fam 
Could browse building textures till it puts ya to sleep: https://www.bimobject.com/en/categories/building-materials?software=3dsmax
Lots of inspiration in there 👀
|| The real world is just kit bashing that site together in CAD
||
this problem was happening to me
the git repo is pinned and the instructions for downloading the release are in the readme
the released version isn't
Vote is currently tied at 4-4. I'm happy to make it either way, but I'd like to do what people think will be better, so go vote!
oh we should change the instructions for players to point them to the release instead of downloading the git zip until things are cleaned up a bit more.
The repo is kind of unstable, since it is not a release tag. If you want the same zip file that was pinned here on discord, that would be the 0.2.0-alpha that u mentioned
also, this is currently VERY VERY VERY alpha right now. You're better off waiting if you're not willing to put some work into getting it working yourself at the moment.
The repo download will contain the very last "in development" files we're working on at the moment. The release tags are releases that should be more stable and ready to copy and past in the game files
yes, im just saying that when i downloaded the repo, the release wasn't in it, what i am saying is that this should be pinned to people download it instead of the repo like i did
this link downloaded the repo too
Hmm I see. The repo is pinned for developers, maybe we should add a pin to the releases page then 🤔
i got lost when i tried to download the release, please fix it to the others
Go to our GitHub repo page and search for tags/releases somewhere, there should be the file you need to copy and paste in the game files. But follow the video tutorial by hell, it explains step by step really well
i didnt explain well sorry
im already downloading the release
i just wanted to ask to pin the release for the other people won't get lost like i did
english isnt my first language too, sorry
I gotcha. Don't worry I'll make a post for someone to pin
the video say to go to the pin messages and look for the release
but the only thing pinned that looked like, was the repo
then i just scrolled down from there and found the message about the release
thanks 😄
Could someone pin this message plis 🙏
You’ll want Kim for that
@ember cobalt

Same
pinning this will just push the other one with a very similar link down
I see. It is just to point ppl to the releases page instead of developer repo like @fallow pier asked
I took my son to a ball game
Sure. They're doing fireworks at the end of the game, should be a good show!
Thx
There's even an empty seat by me. I'm sure they'll just let you in
Still 1-1, going into extra innings. There's still time for you to get here!
Give me time, bro. I'm thousands of miles away
We lost in the 10th inning after the other team scored a 3 run home run. We're getting ready for fireworks though!
I completely forgot about shiburya map from assetto corsa
Nissan Skyline GT-R R34 V-Spec | No Hesi #assettocorsa #gtr #shorts
We can take a lot of inspiration from this
Is it special with its... traffic?
Huh
I just saw a crash today.
I can add a separate usda with Japanese style lighting. They have their own unique characteristics to it. https://youtu.be/Iy8hNAUZd3o
4K 1x speed night drive on Tokyo Metropolitan Expressway. (Shuto EXPWY)
The drive starts at Rainbow Bridge, makes a round trip on Inner Circular Route (Inner Loop) then heads to Haneda Airport through Bayshore Route. The road was wet as this drive was after the rain.
Google Maps route: https://goo.gl/maps/6C4cTUcWssdJEPvp7
1:17 Rainbow Bridge
...
https://youtube.com/@jutah has a bunch of videos around the world of driving around if anyone has a particular style they’d like imitated in an alt usda
Driving around the world, 30+ countries, 700K subs on YouTube, 180 million 'rides' and counting. Subscribe, grab a coffee, and lets go for a drive.
If you enjoy the videos, subscribe or leave a comment with your thoughts! Have an idea, want to create a new show, or work together on a project? Send an email to [email protected]
you should update your instructions post in that case
Hello sorry to bother, do I have to just copy and replace these?
why mi game is like this? i have a 4060 ti MSI, please help
looks like the texture is not loaded
sorry for bad english
from where u download rtx files? obv u donta have all files, so textures not loading in, u need burrito textures
where can ai download the texture?
yep its broken (no textures)
where i download this textures?
If you have any .dds file in your game folder, it means textures are there
btw to there is 2 guys doing main job Uncle burrito - textures guy, and Adam Player lights so just use this Lights mod first https://github.com/adamplayer/Underground2RTX, than add textures that i send before. Also player car headlights from GulliUlli #1103377328530276403 message + another texture pack #1103377328530276403 message
The thing is u have a bunch of .usda files inside gameReadyAssets folder, to make work any of these u need to write them into main mod.usda folder like this, the top will have priority over button.
They're all referened in E-man's repo 👀
Yea you can use e-man’s repo and then toss my usda into the sub layers and it’ll be a lot easier.
So get the e-man repo, install that, and then grab my repo and place it at the bottom of the sub layers.
That should work.
actually does someone have link for burrito textures?
First place I’d check is e-man’s repo. That’s the place to find textures afaik.
ok man i coundt find burrito textures in discord (but had them on pc) so here u have it All. is setup and running just fine: put it Need for Speed Underground 2\rtx-remix\mods: https://drive.google.com/file/d/1EPwNPnbg96GcYBD6dyrjtgUH_YZ9wQT_/view?usp=sharing
Discord user try to click on the releases page challenge (impossible)
omg
Can we distribute all the mod files into a single file (including rrx-remix, bridge, dxvk, widescreen fix)?
With all setup. So ppl would only have to download and extract one single file and be good to go
I mean, license wise
Guess you have to contact each dev to get an approval
Well, it is all github stuff, which usually all have a License file. Think it is time to sit down and read each one of them
It would certainly simplify things if we can package it all together in a single release
I was thinking of just using a script to download them all.
I mean for all the plebes who show up and ask how to get this to work
Yea just have a Python script that downloads all the bits.
oh I see what you mean. Still, just giving them a zip to dump in their game directory is far easier than following....any instructions whatsoever. Which seems to be a problem for people.
||Id argue that if they don’t want to follow the simple instructions, then this prob isn’t for them||
But that’s just my take. Not a reflection of everyone.
I don't entirely disagree. I'm just tired of them popping in here and complaining because they can't follow directions
You should look at my YouTube comments asking where to download it. (The first sentence is the download link.)
I wrote the directions on my repo in the sense that you’ll need to know what rtx remix is to use it and I feel that’s all the “gatekeeping” I would like to apply.
Need a video how to do that
I started the work to migrate all my stuff to shared file hierarchy standards and got sick of waiting for my slow hard drive so I finally dug out a spare 1TB SSD and added it to my PC. Now we're cooking!
Y'all have spare ssds?
I have a ton of hard drives laying around but no spare ssds
When new showcase
Bout to go to micro center and get a new nas though, cause my three (?) year old external drive started clicking 
This is the stack I pulled it out of. They're mostly 2.5" SAS drives but I had at least one SSD mixed in there
Soon
I think it's the old one I had in my laptop before I upgraded to a bigger one.
I’d have to round up all my mechanical drives and post them, I have a ton from work.
re-organizing and renaming texture files to conform to our rules for shared file hierarchy.
I have stacks of SAS drives in the basement next to my rack - I used to use them for shared VM storage in my fileserver but replaced them with SSDs when they got super cheap.
Thats nice
Whats in there?
Tons of Linux distribution isos of course.
I need to create the lighting folder structure.
nothing, I don't think. I'm pretty sure they're all wiped
Must be aside due to low health.
no, just no longer needed in the systems I was previously using them in
Ahh i see.
@balmy chasm started something which I already merged in the main branch, if u wanna take a look
Yeah, I mostly started with stuff nobody will complain about
@balmy chasm I'm trying to make some progress with the naming scheme in our document for Shared File Hierarchy. Should we use 04 for the base number for textures? Or are textures getting wrapped into materials and I should put them all in 02_materials?

I mean, I can't blame people for not wanting to download a random Python script but I guess if you don't want that you can download the stuff yourself
Are you guys using Nvidia game drivers or studio drivers for this project?
I only ask because i've has major issues with game ready drivers and another game.
Game ready 
I mean if they don’t wanna go grab the zips from the repos then I don’t know what else to do 
When I updated the game ready driver and the rtx files for splinter cell, there were some funky lighting glitches that got fixed by me installing the studio driver. I'm not sure what's going on there as I didn't do a clean driver install.
Interesting. What card are you using?
I'm using a ASUS RTX 2060 paired with an i5 8400.
It's worth noting that i'm using windows in a Linux KVM environment with GPU passthrough so I've only got 5 cores assigned to it.
Yea that might be it.
With game ready drivers I had weird rendering issues on splinter cell but the moment I installed studio drivers it went away. I wouldn't class my experience as conclusive since I have such a complicated setup (my VBIOS has been edited and I had to do some trickery to get all the Nvidia control panel settings showing up). I get near bare metal performance out of my hardware with the benefit that windows update won't fuck me over whenever I want to connect to my PC whilst i'm out.
I noticed @cloud crypt had issues with Omniverse Create launching after updating game ready drivers so it may be worth using studio drivers for development and then testing with game ready drivers when the project is close to release.
I've been deep asleep 🥲
Yeah, textures go to '02_materials'. So you have a path like this .../usda/02_materials which content structure is the same as .../textures. Which basically means .../usda/02_materials/02_cars/23_RX7/020223_RX7.usda is referring to textures in .../textures/02_cars/23_RX7 folder
That's deep
Before we begin moving stuff around, could you guys write a README.md inside this usda explaining, as briefly as possible, how this structure should work? Something for us to keep as a reference index
It is already a part of a Document. Will do that when merging document over
Ok I think I understand. I'll give it a try
Can we trust that the texture path is case insensitive? If so, how much? Only the first directory or the full path?
asset inputs:diffuse_texture = @./textures/
asset inputs:diffuse_texture = @./Textures/
I'd like 'Texture' folder to be renamed to 'texture' actually
One concern: putting .usda files outside the root gamereadyassets directory broke all sorts of things for me the last time I tried it. It might only work with absolutely references to texture paths, which we can't do.
Yeah in windows it won't matter but Linux or Mac will freak out. We need to go through and ensure everything is lower case
Adam has already tested such references in his repo. Seems to work
I think it depends on how the usda files are layered. In create, if you add mod.usda as a child of a capture.usda (by accident), it will only catch references based on capture.usda location. Did that yesterday and got confused for a while
Well actually forget what I've just said. Don't know what I did yesterday. It will grab the references relative to the lowermost .usda file, so if roads.usda is textures/haha/whatever/roads.usda and it needs to reference textures/roads/sanic.dds it should be something like asset inputs:diffuse_texture = @../../roads/sanic.dds
ok that makes sense and lines up with what I experienced before. I'll give that a try.
in other words, if we move usda files around, there will lots of .., unless we find a way to call textures/ our home directory globally and reference it in the inner files. Somethinig like:
asset inputs:diffuse_texture = @[MOD-HOME]/roads/
if you find out how to do that, awesome. Otherwise yeah, we'll have lots of ........
ok @ember river pull request for new directory structure. I've included all the directories for usda files and textures as specified in our design document.
This is STILL stuck at a 4-4 tie guys. Please vote.
Circle K because I said so
I guess I'm the tie breaker
Well, I've been searching for a while and can't find a way to do what we need: reference the files by a global variable $TEXTURES_ROOT without setting environment variables in the user's machine.
Guess the best we can do is making a usda file only reference textures directly in the same directory as it is, and the subfolders should have their own usda files referencing theirs 🤔
Is that what you guys were thinking about doing? sry if I'm repeating haha
no according to the document we should have the usda file in
gameReadyAssets\usda\02_materials\02_cars\01_240SX
and the textures in
gameReadyAssets\textures\02_cars\01_240SX
which means the usda needs to reference its files using
..\..\..\textures\02_cars\01_240SX
It can be discussed as a suggestion though. Like if it has any cons compared to the existing one
hmm I think I've been missing which document u guys are talking about
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...
My only concern is the paths having lots of leading .. which can become a problem if we decide to move stuff around having to re-reference everything 🤔
Say we decide to add a subdirectory to 240sx and move all textures inside it, something like that
yeah in theory I like the idea of organizing our usda files so the gameReadyAssets directory doesn't get too cluttered, but it adds a lot of additional complexity and potential for things breaking
ok I've tried everything I can to get create and remix to exist happily together on my machine and I just don't think the 3060 ti is up to snuff for it. Even using the pixar renderer, this is what I have:
and the remix/game window is like...2 fps. And key commands mostly don't register. And I've got DLSS set to ultra-performance
If I got it correctly, E-man suggested something like
/gameReadyAssets
/.../mod.usda
/.../Lights
/.../Materials
/.../Meshes
and just keep any material .usda with its textures in one of the Material folders
How is that 4.6 gigs .-.
Well yah you're kinda screwed with a 4gb gpu. I have an older 3060 (non-ti), but 12gb, which I'm able to open everything, Create, the game, Krita, Blender, all the stuff
it's not a 4GB GPU
it's 8GB
weird, it is registering 4.6
It uses 4.6/8
might that be becuase I have a lot more textures replaced?
Almost, I'm not suggesting anything regarding where to put orther assets, only textures, because of the relative paths. If the .dds files are referenced only by the usda in the same directory as them, we don't need to count how many .. we need to find the texture directory, and we can move the whole directory somewhere else without having to change every single texture reference in the usda
🤔 But does it matter if they're not on the screen?
@tawny elk Here's the suggestion on structure
putting the usda in the same directory as the actual texture files would GREATLY simplify things
ok I changed to these settings and restarted and it's still maxing out my vRAM but at least it's playable now. Thanks
What I visualize is something like this:
mod.usda -> references textures/textures.usda
textures/textures.usda -> references textures/roads/roads.usda
textures/roads/roads.usda
textures/roads/road_1.dds
textures/roads/road_2.dds
textures/roads/road_3.dds
textures/walls/walls.usda
textures/walls/wall_1.dds
textures/walls/wall_2.dds
textures/walls/wall_3.dds
...
And then if we decide to move all walls into a subfolder concrete, it is only a matter of moving everything to textures/walls/concrete/wall*, rename walls.usda to concrete.usda, create a new textures/walls.dds that references concrete.usda and we're good to go.
With such a tree data structure, we can enable and disable whole sets of features in the mod
oops, spoke too soon. I screwed up naming something so my texture replacements weren't loading. Once that was fixed, I'm back down to a slideshow
omg
I'm the pm circle k or death
Oh the names (walls, roads, etc.) are just for example, it is meant to be in the same structure with the Johnny's decimals which you guys are designing
yeah I set everything down to low and still can't do it. Absolutely refuses to do remix (with texture replacements) + create at the same time.
What display setup you got?
1080p
x1 1080p display, that's it?
no I have 3x1080 displays but I'm only running NFSU2 at 1080p
Is your VRAM usage over 1gb when you don't run OV and game?
maybe, I'll have to check
What's the total textures file size you have referenced?
1.65GB
🤔 ok ok. That's just 215Mb for me
This theory needs checking. If all textures load up into memory at once, no matter if they're used or not
yeah
At this case we shouldn't go over 5.5Gb texture size :D
I haven't been going overboard with making every single texture 4k or anything. In most cases I've been pretty conservative.
That's not good for such a huge game
Otherwise only 8gb+ VRAM holders can run it
We might need to get some feedback from Nvidia about it. I wonder if any of the other remix projects have gotten this far with texture replacement as we have.
@safe patrol Do you have most of the game map loaded in OV?
Only tadpole's project comes to mind.
Or entity's
Those are the only other 2 projects that are doing stuff and not just playing the game as is
But they're one man projects
This one is the only big one I think
No, only a single capture with a pretty small view area
I wonder if running remix windowed at 720p would make a difference
How did you work with emissives then?
I mostly don't even touch create - you don't need to for emissives
Oh, so you have just captures of all the map?
Capture, grab the texture from the capture folder, work from there, create a USDA file including it, test in remix
I just drive around capturing textures and working on them directly
Well, I thought we could count a rough estimate of how many materials might need textures, but seeing my own Material folder having over 400 usd's captured, I guess it is not possible
If only Adam did something about the culling smh
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Interesting stuff
It’s on the back burner
I like it 👍
@ember river Can you check updates in document real quick? And tell me if it is correct
ok I made new textures for a bunch of stuff for the body shop and pushed to a new branch with it. My game keeps crashing whenever I leave a shop/garage though so I'm taking a break.
there's a new carpet, sofa, tire stack, rims, and tiles
when body shop is literally the last garage left :harold:
I will not complain even a little bit if you want to replace my stuff with your own.
There's no lights in there yet and I'm really bad at placing lights which is why I didn't attempt to take a screenshot
These are all proper remakes though and not just AI upscales though. FYI
Sry, was taking a nap.
I don't see where the Johnny's decimals will go. Or wasn't the plan to use that for textures?
Who is johnny
Joe
That's Adam's suggestion with 102322_name naming
I believe it is how article called
@ember river Here in 'Shared File Hierarchy' section
I see, it is just that I thought the textures would also be placed in johnny decimal encoded file paths too, and the example says env/garageLobby and so on. Either way works great for me
My point was just on the usda placement beside their textures
I gave an example in the desccription
Give an example
Put the USDA in the textures/01...etc folder right next to the texture files themselves
Oh im stupid
That's how I set that up basically
There might be more than a thousand dds files rn. We have some work to do
Oh I see I didn't see that it'd been updated. So textures will now all go in the 02mat directory alongside the USDA files now?
Right right
Ok. @ember river I'll cancel my pull request for the folder structure, do another update, and try again.
I'm ok with the current folder layout as described in the doc, with USDA and texture files sharing the same folder.
Ok. No need to cancel, just change what u need and commit, use the same already open 😉
Have you guys managed to do material replacement? I mean, creating a new material from the same AperturePBR_Opacity.mdl file and assigning it to the mesh? I'm experimenting with it a little bit but no success, back in the game it shows the same material
Are you editing instance? Have you done all the same but on parent Mesh?
oh boy
#1096847508002590760 message
these pictures were very helpful for me
Awesome. Thanks
make sure you're following the tutorial shortly above it too
#1096847508002590760 message
Iirc, mark told me that'd be possible if I replace a mesh with itself
Tell me if you get it working
you should just be able to replace materials without replacing a mesh though?
Well it kind of works, but since the casino roof is an animated material, I think the replacement only applies to the exact animation frame in which I took the capture so it is blinking on and off
I tried replacing the material alone and this happened, ad now I replaced the whole mesh with material and still blinks
ah, okay
So I guess the game is swapping the whole mesh (new hash ids) for each animation frame :/
That's exactly what's happening. If you open the mesh hash debug view, you can see the hash changes every animation frame
Rendering tab
(second option)
stupid game
Yepp
So basically we need to capture exactly the animation frame it is using
I think it has 2 frames?
all of them
capture all of them, and replace
All of them
sounds like fun
click 😛
4 times
click a lot
Aight, the casino roof hashes are, indeed, 4 frames:
mesh_CA3C8B3FE28CE0FA
mesh_C0DC38B72DFCA6AC
mesh_F7884154604768DC
mesh_359E5AE2AE6A8FAD
Next step is adding materials to this big boy
I've been struggling to understand the 3rd requirement:
Requirements for a replacement model:
- All Mesh prims in your USD must be triangulated
- All primvar type attributes in your USD must use vertex interpolation.
- All Material and Mesh prims in your USD must have a single common parent (i.e. RootNode)
- All Material prims must use either AperturePBR_Opacity.mdl or AperturePBR_Translucent.mdl
basically that they all have to be classified under a RootNode, which omniverse does by default i believe
over "RootNode"
{
over "Looks"
{
over "mat_61C1982E67FFAFF3"
{```
looks like this in the usda file
if your replacement mesh is also classified in a "RootNode", you're fine
Hmm I get the steps now. The material should be defined inside a "Looks" scope INSIDE the mesh.usda file, and then be applied to the mesh, yet still, it all shows nothing, and the UVs are all messed up, but one problem at a time 😓
And here is the mesh.usda open in Create, with all the happy warnings
Oh I got the materials to work, it is just the textures paths that aren't being found by the runtime, only in OV
Try clicking on the arrow looking one next to the path in ov
Nah. It works well in OV, it is only the runtime that doesn't recognizes. I gave up, went back to work on tunnels and highways
Fair enough 
I'm already mostly done with it
Unless you're redoing the mesh, in which case carry on
Ure working on the casino area?
I'm working on all sorts of areas.
I've already done emissives for most of the flashy lights in the casino area.
Cool. Can't wait to see that. The casino area is one of my favorites in the game. The vibe surely is wallpaper worthy
Do you guys also experience the car body not having materials? Is there a fix for that or a workaround? I'm going to register an issue on GitHub so ppl can follow and help debug/fix
You have to set up textures or materials for your car and redo it every time you change parts or paint
I created a roughness and metallic map for my car because I'm better with textures than I am with Omniverse
It's not really something for Nvidia to fix, it's just that everything possible paint and part combination has its own unique hash and we haven't come up with a good way to handle that yet. So those of us who are developing/testing/creating just have to do it ourselves for the time being.
I'm sad. But I had a feeling that it would be a problem
The good news is the car render structure has become quite documented.
My game no longer launches 
Might need to restore from a backup. Something broke with my install or windows has decieded to be over protective again
Nope that didn't even help

Hm.. I shows the main loading screen but freezes for a couple of seconds and quits?
I resolved that by assigning my user as the owner of the game folder rather than admin
and restarting the machine
Hey @tawny elk
Any chance of you merging all the lights work soon before the screenshots?
Merging the branch?
Yeah, u said there still more work to do before merging. Also, you'd like to keep working on your repo or migrate to the project's?
I mean there's still plently of lighting to be added before I'd consider it "releasable".
I'll keep my repo going and just mirror it on yours as well, since I don't want to flood yours with all my commits.
I see. I'm afraid of having to merge and solve conflicts of a huge branch and end up several days to get it to work
don't worry about commits, I commit every single change I do. Usually more commits == better

It is just a matter of which one you feel more comfortable working with
weird, shouldn't it be loading remix's d3d9?
Okay so I need to convert all my usda's over to the standard format, and then I think it's okay to merge. I don't think it'll be every light usda thankfully
Cant wait to play the game in other regions and new lights
Aight ill go to bed. See y'all

but why must it be called muse
is this a reference to their "drones" album
Anyone get it to launch under WINE?
Process just hangs for me on launch. Can get it to crash out if I force it to launch under Portal RTX's working proton prefix
Wheh that's a lot of USDAs nesting 
Subfolders people. Subfolders.
Can't wait for creator toolkit to say fuck you these usds are useless
Those are in subfolders
Hmm
My Linux laptop only has a 1070 so no remix there, sadly
Okay I think I got the system down
The majority of my things are in global and roadway by the way
Facade lighting
Adam doing a good job
These storefronts seem like they're closed from how dark they are compared to the road 
Ah it's just the window texture missing an emissive texture that makes it look that way
Onto the Liwen
I see
Do I do the typical facade spot light or ...
Something where the whole collumn emits light?

I assume that's a hotel, so bright lights from outdoors are not perfect for good sleep
With a PBR brick material it'd lose a lot of light on the building since the surface is so rough. Plus the windows would be heavily tinted in real life so not much lights get in.
yeah I have emissives for them but they look like crap currently and I have to redo them so I'm not sharing them yet.
Gatekeeping
Those lights are looking awesome though, looking forward to adding them to my setup!
Haha, no trust me they're garbage. I tried to do a mostly automated thing and it didn't turn out. You don't want them.
But rest assured I'm working on them and I'll share when they're halfway decent.
actually they're all uploaded in the storefront branch if you really want to use them. I don't consider them ready for public consumption which is why I didn't merge them into main yet but if you REALLY want, they're all right here
https://github.com/Ekozmaster/NFSU2-RTX-Remix/tree/storefront
what's the point to make window if you negate its main usage - to be a sight into environment
Building codes require it.
They'd replace the windows with screens in a heartbeat if they could.
And building codes require it to follow insolation time, which tinted windows won't conform
Those all are looking really cool. Great job. You think spotlights can be a good replacement for all those ugly fake mesh lights all around the city?
I turned off that texture in my rtx conf. They're the spotlight light source in mine. I plan on going through by hand and adding their intended effect.
I think that's good for now
Those lights depend on vertex colors for the light color. So idk how we'll get around that
Find the unique building mesh and associate everything with it 
That's sub optimal
I wonder if
Remix will support basic scripts
Like
I'd prefer to do it by hand 
X mesh has y vcols. Then make a light attached to z mesh some color
Here's what they currently look like in their "global" state
Well, there is not a single day I don't find myself thinking about the box of wonders we would unlock by figuring out mesh replacement for this game. The possibilities are endless
I tried to replace the textures for those spotlights, but the UV is so cursed I had an aneurism
I checked out, no where to be seen haha
They're so warped that you can't find them
the thing is, the mesh shape is sort of a cone, but the UVs are mapped somewhat like a quad. I tried to add a soft falloff to the edges so they wouldn't be so hard cut and look more natural with how volume scattering works, but the UVs go all wrong, diagonally breaking the shape
What about the whole staircase UV being a 1x1px size on the giant map of brick wall?
They did that just for you
You can actually spot it
You see cursed UVs a lot everywhere in this game.
Texture mapping out of love
Is there a way to see material hashes instead of geometry hashes with debug cam? I'm not finding it
I would literally start remodeling the buildings. Giving them proper interiors.
Like. Nothing detailed
Just extrude the windows in
Ah
💀
Getting something
Getting ||Burger King|| these buildings all nicely lit
A few of the traffic cars use part of the headlight UV for the rear view mirror. I haven't spent the time to identify the bit but it's annoying because it means some of the cars have glowing side mirrors
Looking gorgeous alerady
Looks great
I think I have time for one more, any suggestions?
The world is your oyster
Don't think so. I have an old set of Count's textures so he'd likely know 
Do you have this thing finished?
No not yet. Looks like a fun one
Guys, I'm thinking about something. Maybe there is a way to tell, via USD manual editing, that for the mesh of 240_sx, whatever material hash it is using in the moment, just go and replace the roughness attribute to what we want, via some over statement, idk.
Think something like that could work?
Something like:
over "mesh_5C7E0DFCDB1EF99C"
{
over "mat_*"
{
*replace only the roughness value*
}
}
Guess you'd need a quick replacement for that statue. Something like adjusted Metallic
Ask mark

What is the channel we use to bother him?
Called 'DM'
Oh ok
Or you can actually ask in #general-remix if it was discussed before
Should I keep this green tint?
How do you put headlight??
Looks matrixesque
i say the car
It is already available on our github repository for developers. There are no releases with headlights yet
That gives some matrix vibes
Oh, original one is cyan, not green 😅
Tada
I like the very saturated cyan color, seems fitting at least nostalgically speaking
Hmm.. maybe more intense? The original one seems to have a white start with the cyan falloff
I can't do falloffs from my knowledge but I'll try it again
I mean, it must be a matter of adjusting range and intensity to a balance point 🤔
Also, does anyone know how to stop OV from adding inputs: to everything?
Breaks remix
From what can be seen in the screenshots, the headlights are very well implemented
But it isn't ready for the public. The high beams are stuck on and it's rude to the ai drivers.
Huh guess they work
Fuck'em, it is underground racing. No laws allowed
I'm gonna do the fountain real quick and then I gotta let things cool down ||and go get ice cream||
Eh not too happy with it
I think there's some vertex funk going on with it as well
👆
I comitted all the changes I've made today to both repos, so ya'll can play with the changes
I'm gonna go get ice cream 
Hmm yeah, the towers are cyan but the bottom seems more like aqua. Isn't quite working as expected
Hey @tawny elk , which branch did you commit? Can it be closed after merging?
Wouldn't I need to open the branch again once I add more lights?
It's the lighting branch
It can be merged afaik. There's still quite a few quirks ||and features|| that I still haven't ironed out though.
It is to keep commits organized and tied up in short lived branches. Nevermind, I'll create another branch from yours and merge it. Later on when you add more stuff to the lighting branch I'll think of a strategy to grab the new stuff into another new branch and merge. Maybe using git's cherry pick functionality
Maybe a branch for each area? I can try to focus on one at a time.
That would be awesome. For now I'll just merge the whole lighting branch into main
Also I noticed that the USDAs that were being using as placeholders didn’t have the bits that OV wanted in order to be added as a sub layer. I replaced all the lighting ones with ones that work if you want to copy them to the material ones.
Material ones have different naming
Y’all keep finding spots that need some lighting love. I’ll probably stick to the hotel plaza and city core unless I want to get adventurous.
bless u
Did it just snap into place ez?
like that I tetris on a 4 row hole
A bit too green, innit?
What is in LasVegasBlv? Roughly speaking so I can drive around to check
What the hell??? That looks so good!
Oh that’s the covered part with the emissive roof
It’s modeled after whatever that boulevard in Vegas is called
Uh. My repo has the correct layout for it in adamplayer.usda
It’s a bit hard to describe 👀
I see. Hmm the USDA hierarchy must be built yet
Yea I tried my best 
Let me see what I can do to merge it all
Oh I merged the various 100_blah USDAs already
The ones that aren’t standard that i had as a stop gap
I thought I had removed them from lighting branch my b
I see those changes when comparing to main. The usda inside the Lights directory aren't linked to anything, so I think I will reference them as adamplayer.usda' sublayers 🤔
On the otherhand @balmy chasm started a directory structure inside the usda directory which looks like this:
├───01_lights
│ ├───01_buildings
│ │ ├───01_jacksonHeights01
│ │ ├───02_jacksonHeights02
│ │ ├───03_jacksonHeights03
│ │ ├───04_beaconHillWest
│ │ ├───05_beaconHillEast
│ │ ├───06_pigeonPark
│ │ ├───07_hotelPlaza
│ │ ├───08_cityCenter
│ │ ├───09_stadium
│ │ ├───10_southMarket
│ │ ├───11_fortUnion
│ │ ├───12_elNorte
│ │ ├───13_airport
│ │ ├───14_coalHarborWest
│ │ ├───15_coalHarborEast
│ │ └───16_garages
│ │ ├───01_garageLobby
│ │ ├───02_garageCareer
│ │ ├───03_garageCar
│ │ ├───04_garagePerf
│ │ ├───05_garageSpec
│ │ ├───06_garageBody
│ │ ├───07_garageGraph
│ │ └───08_garageDyno
│ ├───02_roadways
│ ├───03_cars
│ │ ├───01_240SX
│ │ ├───...
│ ├───04_unique
│ └───05_global
├───02_materials
│ └───02_cars
│ ├───01_240SX
│ ├───...
└───03_meshes
Oh yea you can delete the lights folder
'usda' folder is no longer a thing
Just follow changes in Document :harold:
Nothing in there is used anymore
Where are those lights now?
We now have mod.usda, 01_lights, 02_materials, 03_meshes only in gameReadyAssets. They mostly migrated from previous usda/01_lights folder
In their respective usdas in the standard structure
Think I've got it now

So what’s in each usda? Or does the docs answer that
I've created this, which references it's children
Well, I wrote a little note about that
and then 01_lights should go to mod.usda directly. The same for 02_materials and 03_meshes, right?
Just to make it clear - 01_light/etc. is a folder name, not an .usda. If it was .usda, I'd write an extension in the end
I need to figure out how to add a variants usda. That’s what the unique was ported from.
Example: for Mazda RX7 materials, both 020223_RX7.usda and your textures will be in the same 02_materials/02_cars/23_RX7 folder.
Hmm... I see. I just created that to have a handle to enable/disable lights all together. What do you guys think? Otherwise, mod.usda would have to reference all the subfolders (buildings, roadways, cars...)
I think disabling the individual usdas was my thought
Yeah, it makes sense. Also this 'top usda' can overwrite some important lights in case we need something like that
That can still be done. Just by removing the reference from 01_lights.usda
You can mark them with the visibility properly so you don’t have to remove the reference
I'll only make that for lights rn to keep changes concise in the branch, without too much conflicting stuff all around, later on when working in materials someone could do the same linking for them, same for the so awaited meshes
Should I add adamplayer.usda to mod.usda?
That’s got lots of unorganized stuff in but sure 👍
Remix doesn’t reload the usda unless the mod usda gets written to so I work in that for the most part
Actually this one might need some thinking
Like I'm pretty fine with mod.usda referencing all of the .usda structure tree inside it
I just realised that 01_lights.usda(and such level 1 and 2 .usda) is really out of plans. Basically because we have a rule of adding sign after 2nd level of structure
Oh I see. Well, either way works fine. If it becomes too painful to manage and another hierarchy level is necessary, we could sort things later
@tawny elk The sky seems pretty bright on mine. Used with both mine and your rtx.conf
Can we? 🥲
Hm
Is it like this on yours too?
No. I have volumetric lighting disabled, so that might be what’s making yours look a bit brighter.
Oh it looks a lot like that. Let me check
Lemme know if y’all get a nice after rain fog figured out. I feel like remix is too foggy by default.

That would be my bad
Yeah that changed a lot
It works on my machine.jpg
This particular crossing has some culling issues, I noticed
It’s when half of that curved building gets culled.
Also, your rtx.conf is too powerful for my 3060 lol. Had to crawl back to mine
Adjust the presets. It’ll look fine on high and medium.
I want to believe there’s something in the wrong category that’s causing the perf problems.
Cause I can get 70fps and then 30fps in the same area
I'll check that later. Rn I feeling kind of weird about those lights. In your pictures they look real pretty, but on mine they're very overbright

Do you have auto exposure on?
Man this area looks too damn yellow again
I think the city center are should look cooler
Yeah I had. Now I disabled and got too much contrast. I'll mess around with AE settings untils it is acceptable
Hmm so the game is suffering from some serious culling issues
lol
Oh that might be a mesh I forgot to add the custom int to
In fact I’m almost certain it is
Yea the AE settings are flexible since everything is adjusted with a fixed exposure
Working on it slowly
Okay
It’ll get much cooler in lighting as I add the buildings as well
Well I couldn't make it work. There is something else making a lot of noise, culling poping in and out, too much overbright, eye adaptation goes all the way up and down from heaven bright to pitch black
I'm one of the curseds with the restir shine
Even with just straight up using my rtx conf?
Yup
Bizarre
I'll put without changing a single settings, even DLSS off and everything
Maybe it’s driver related?
I have that restir overbright problem that some have been reporting
Here’s a cat to hold you over. This took forever to upload and is meant for @jade briar
I have yet to update my drivers beyond 545.29
What driver version are you on?
535.98
Hm
you guys having fun?
i'm on the same driver
You have this problem too?
i don't quite understand what the problem is
but i'll try to reproduce it on my PC if you can explain it
Well there isn't much to explain in terms of steps to reproduce or anything
I'm using default Auto Exposure settings. Gets worse if I disable it. Here is my rtx.conf
I don’t ever have this issue on my setup so it’s hard to diagnose. Sad to see that’s it’s not some weird rtx conf problem tho.
Yeah, it is weird. Think I'll push the branch as is so someone else could pull and test :/
I’ll double check my drivers and see if I have anything unique going on
Here's one for you
I have reported this bug to mark in the past. He said the rendering guys are looking into it.
Aight, I'm tired rn. Gonna take a break and go back to textures later
thats ur cat?@tawny elk
No I volunteer at a shelter every week. So I see lots of kitties 
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11:23
I think I could learn a lot from this section of the video if it was released a few weeks ago
I've returned from ice cream
Where's mine?
Ate on the way back
Uh
Oh DLSS was disabled 

Oh yeah. I ran into this a while ago
Trippy
If anyone is able to get the restir issue consistantly, could you see if it's showing up with this debug setting?
It consistent appears in ref mode
Yea but I'm curious to see what it looks like in EV mode, is it just everything exploding in exposure?
Nope, it seems as if there's a light source just outside of the camera view.
And it grows each frame
Oh I think I've had that appear before, some giant light source towards the bayview sign
Yeah
I think I turned off the bayview sign's emissive after that happened tho
Which NFS looks the most promising atm?
This one
Which is?
This
Unless I'm missing something this thread just says General NFS
Underground 2

Ok making sure lol
No luck on Source stuff until they fix shaderModel so I'll give this a go
Yea, I'm thinking something is being treated as transparent when it shouldn't be
Maybe
Do I do this roadway or The Regalle next?
I've got a bunch of WIP emissives for the store fronts along that road - wait until those are ready so you can balance the lighting with the shop lights
The first one, for sure
Gotta be quicker than that
Welp
Yea I'm going to wait till the storefront texture is done, cause I don't think it'll need much after that's added.
Right
If it tho
I think so. The buildings have a lot more depth to them.
👏 cold 👏 lights 👏
With/Without ReSTIR (don't ask about the taxicabs)
Interesting 
Think I'll register an issue
Might as well take some time to setup this thing in another game and see if it happens too
I need a color for this building
Or should it just be plain white?
Or maybe rainbow 
Hey @tawny elk , there is something weird with your lights. I noticed they're overbright ingame. I decided to check a little further and they seems waaaay overbright than comparing to the older mod_lights.usda file.
I did that by parsing the adamplayer.usda and mod_lights.usda files in python searching for substrings "float intensity = " and "float exposure = ".
In mod_lights.usda, the average light intensity is 9.8, and avg exposure is 1.75. Also, the highest intensity is 120, and max exposure is 8.5.
On your file, adamplayer.usda, the average intensity is 2398 (yes, 2k+), avg exposure 1.22, max intensity 120k and max exposure 12.
Here is an example of a seemingly weird setting:
over "mesh_1962E3CF04BF7E0B"
{
custom int preserveOriginalDrawCall = 1
def SphereLight "GarageSoftSphere" (
prepend apiSchemas = ["ShapingAPI"]
)
{
bool enableColorTemperature = 1
float intensity = 910
float radius = 0.5
float shaping:cone:angle = 54.5
float shaping:cone:softness = 0.3
float shaping:focus
color3f shaping:focusTint
asset shaping:ies:file
double3 xformOp:rotateXYZ = (10.700000159442425, 0, 0)
double3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (0, 4.500000067055225, 3.6000000536441803)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
Is it supposed to be like that and there are more settings to do ingame to work properly?
this one looks stunning!!
the reflection on the shadow is hhmmmff
Weird. I don't know of anything that has an intensity that high.
Also was the mod_lights.usda created with the nonstandard 10 tonemapper exposure setting?
Also the average will be skewed towards the many many hand placed architectural
There was a point where I was using nonstandard exposure settings which resulted in the intensities being quite high, there's most likey ones I missed. Especially if I haven't sorted them yet.
Ah I found it, I think it might of been something that wasn't updated when I was figuring out theinputs: thing.
RLMStreetLight is the 120000 light
Yep it's set at 500 now
let me see
Says it was modified this morning to be a correct value
Which one of these u're refering to?
Exposure level
Dear lord no. That was the intensity of the RLM light.
Oh ok hahhaha
so should I change something on my tonemapping settings? I'm just using what comes by default
I'm I cursed then?
That looks correct
Bright like this?
Here's roughly the same spot of the first one
I think the bloom messes with that chandelier fixture that appears in fort union. Lemme double check
What's your scene scale at?
0.01
Hm
Alright I'm going to bed rn. Tomorrow I'll keep working on it
That lighting on a player's car, DAMN
Hey @ember river. Don't you think the road textures should be higher res? They're looking a bit blurry.
Weird, in game they look fine. Probably the pic is being compressed and losing all high frequency details. The textures are already 4k
They look great in game
It’s annoying. We’re all getting this intermittent problems (ReSTIR nuke, massive lag spikes, etc), that seems to be independent of any remix setting.
Right
Don't worry. All of these bugs have been reported to mark.
I do have to ask do they visually look okay when using my rtx conf? I begged Mark to get some reasoning behind why remix handled lighting how it does, since it doesn’t really follow realistic values. I got the answer of they’re saving on memory by using FP16 for lights and not to worry about realistic values, just do what looks correct.
Valve Nvidia Mark pls fix
Nope, on my machine, lighting has all those problems I showed yesterday. My setup is cursed
Look at how they’ve massacred my boy!
It doesn't looks exactly like yours pic
Well that’s quite annoying. I thought that was what was going to let us be able to have compatibility.
Wonder if the game settings change anything?
Guess most people here followed Uncle's settings
Ill get out of bed, grab some coffee and keep exploring
Any recommendations for game settings?
Which had a tonemapper exposure of 10 afaik so that kinda threw a wrench into it.
This one
Hey, just did a fresh install following the repo guide and this is what I get
I'm talking about game settings, not rtx.conf
Do you have the game installed in c?
Ah my b. Yea I believe I have those settings for my setup.
You mean C: drive? Nah
Did you install release 0.2, or the repo?
Just followed the guide in the repo readme
Completely from start to finish, including dependencies
It is not the first to report the textures missing by following repo install
Absolute paths?
Are there dds textures in gameReadyTextures/textures/?
Yeah
If I remember correctly, previous guy didn't solve an issue. Someone other just sent him reuploaded archive file
What's the size of Textures folder?
Wow, you failed to download successfully
Also some context on intensity: 1 intensity is supposed to be 1 candela/m2, or a Nit. An iPhone 13’s screen is 800 nits. A new qled tv can hit 2000 nits.
It should be 1.85Gb
When I download the repo from Github, the whole thing is like 1.8 megabytes
Wut. If you know git, you could try checking out and pulling the textures
I think the LFS extension is doing some trickery
@ember river Why 'Download ZIP' does this? .-.
Installing Git to check if pulling works
Oh yeah
If you download the project as code from the website, GitHub only gives you a megabyte and a half as a treat
I thought you guys knew
I think end users should stick to the releases page
Well, ok then, git lfs is really tricking us. Think I need to update the install script
Cloning worked, unsurprisingly, but lighting is going crazy
Like how
Check the issues tab in the repo, see if it is the same I described
My guy just unlocked day mode
Did you copy the rtx conf from rtx defaults in the game directory?
Think that might be a missing step in the readme
No, it didn't say so in the guide, will try it next
Didn't help much with lighting, but some textures are better now, like tire smoke
I can't even watch these videos


