#NFSU2 (Need For Speed Underground 2)

1 messages · Page 21 of 1

jade briar
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Please brother

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Do it for me

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Thank you

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I'm waiting on EMAN and then I'll make the screenshots for Nvidia

tawny elk
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I can add it to the specials usda, but it's not getting added long term.

jade briar
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I can kinda see an angle in the volumetric lighting

tawny elk
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Also the bug with lights reverting to 1 intensity and such is that OV 2023 adds inputs: to every parameter in the usda

ember cobalt
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aw man

tawny elk
ember cobalt
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i like that

sweet ingot
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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

tawny elk
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My repo is updated with the changes

sweet ingot
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Is it an apartment building of sorts?

tawny elk
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It's a hotel

sweet ingot
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Ah. Are there any buildings in Fort Union that might be an apartment?

tawny elk
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It's all mixed use for the most part. I don't know of a building that's all apartments

jade briar
sweet ingot
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Could this be an apartment?

tawny elk
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Oh yea that's an apartment.

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Why do you ask?

sweet ingot
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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

tawny elk
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The stairs would typically be inside.

sweet ingot
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Wait. Those are windows, aren't they?

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Pfft

jade briar
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That's one hd screenshot

sweet ingot
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Lol

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I probably need an 8K screenshot for that kek

jade briar
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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

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Will try not to wake up at 5 pm

final knoll
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How did you put the lights in the headlights???

tawny elk
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Magic

final knoll
jade briar
woeful rock
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Does Quatro K4100m support this RTX Remix for NFSUG2?

tawny elk
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Nope

jade briar
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Quatro

final knoll
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Are you going to implement the lights in the headlights?

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Is it a very difficult process?

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the time I've been playing the game with the RTX Remix i like it

jade briar
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It already is. Wait for the next release.

final knoll
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It's a great job

final knoll
odd mural
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This looks kinda cool

balmy chasm
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@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

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Hi @jade briar . Guess you haven't slept well

jade briar
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Haven't slept.

ember river
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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...

jade briar
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Or are they finished?

ember river
jade briar
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The seam in the first screenshot is not the best sight

ember river
# jade briar Or are they finished?

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

ember river
jade briar
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So the you have finished working on the basic roads.

ember river
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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

jade briar
ionic prawn
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muito foa

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foda

jade briar
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Ohh

balmy chasm
ionic prawn
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so sorry...

ember river
ionic prawn
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im saying the game its VEEERY Beltyful

jade briar
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You see those a lot

red mist
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what i see after launching prostreet

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what do

wraith robin
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Remix doesn't really support anything past carbon atm

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You could mess with shadermodel in dvxk config or whatever but no idea if it will do much

jade briar
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Well. E-man is probably asleep.

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Who's up? I need info.

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i guess ill bite the bullet and download everything in the github.

tawny elk
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What’s up

jade briar
jade briar
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Whicj areas have you covered with lights?

tawny elk
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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.

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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.

jade briar
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Something that matches hellraven's?

wanton hemlock
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has anybody tried making VRchat rtx?

jade briar
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Wouldn't work

tawny elk
wanton hemlock
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lego dx8 games

tawny elk
wanton hemlock
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ok

jade briar
wanton hemlock
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ok

tawny elk
# jade briar pls change

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.

jade briar
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Femur breaker noises

tawny elk
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I think you can do a replace all in vscode.

ember river
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Hi, Im waking up

jade briar
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Hi waking up.

ember river
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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

ember river
jade briar
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So how many textures have you added to the repo?

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I'm just downloading the whole thing and will put it into the game. Gonna replace mine.

ember river
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Just that one tunnel roof I've sent. I went to bed after that

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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

jade briar
ember river
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I'll on them next, they're rather easy to do

jade briar
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I'm sorry if I'm asking you guys for too much, but I want to send the best screenshots to nvidia.

tawny elk
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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.

jade briar
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I might be able to remote into my computer while I'm away.

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I hope

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Because I have to leave and will be out of city for the next 3 days

clever meadow
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anyone can share the texture files my game is like this

safe patrol
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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

safe patrol
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@ember river do you need me to review your pull request for the tunnel?

ember river
jade briar
safe patrol
balmy chasm
balmy chasm
ember river
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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

balmy chasm
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@tawny elk I have uploaded a map. Please check it

tawny elk
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Can you place it here

tawny elk
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Thanks 🙏

severe solstice
balmy chasm
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Google viewer won't let you zoom in enough
I reuploaded to reduce size

safe patrol
jade briar
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You take your time

spark moon
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Or someone have to start it physically then u can remote...

balmy chasm
jade briar
spark moon
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But still a laptop or computer will be needed to work through...

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This is amazing

jade briar
spark moon
jade briar
balmy chasm
jade briar
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I've done that

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I also used to play on my collage computers through steam link

balmy chasm
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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

spark moon
balmy chasm
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Fine for filling up an excel sheet :D

ember river
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That is the prize of all times

balmy chasm
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Nah, 1,0,0000.0 is the real prize

ember river
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So this is how casinos fool us

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@safe patrol How long have u been doing texture work in the project?
I've merged hundreds of them in you PRs already

jade briar
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I don't think my mod file is needed anymore.

balmy chasm
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Count is the person who started merging all of usda's. So I guess he pulled everything people posted here

ember river
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Oh I see. Just merged a neon signs branch with 334 files

jade briar
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There's a few additions I'm thinking of doing

wraith gyro
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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...

▶ Play video
jade briar
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Strange

jade briar
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ok.

elfin beacon
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Yes.
Your welcome.

jade briar
wraith gyro
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and ingame it looks like this

safe patrol
jade briar
safe patrol
elfin beacon
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Treat?

safe patrol
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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.

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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.

jade briar
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I can stick nodes into other nodes and eventually end up with full textures

safe patrol
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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.

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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.

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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

jade briar
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We need to

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Bake a thickness map

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To soften the light glow

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Around the edges

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Because the version that Adam made

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Was solid red

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All around.

safe patrol
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Something like Sonic

ember cobalt
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that'd look nice

bold bayBOT
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countbuggula asks: Gas station roof design?

1⃣: Circle K
2⃣: Sonic

ember river
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I like glowing stuff in this game. Sometimes an artistic liberty works best

ember river
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Real world pics are the best. You can't beat nature on its own game

jade kayak
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I think adding blind bumps is anachronistic

balmy chasm
jade briar
ember river
jade briar
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Right

ember river
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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

safe patrol
ember river
tawny elk
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I do like a sonic neon look.

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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…

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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.

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Lemme check if FHWA (the highway department) has anything. Nope

jade briar
tawny elk
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I got a desire to make some mood boards now 👀

jade briar
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I desire

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Sleep

tawny elk
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Get some sleep then fam PeepoBedTime

jade briar
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I'm in a bus

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It's not that easy

tawny elk
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Lots of inspiration in there 👀

jade briar
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Thank u

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I'll sleep to this

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Bed time textures pepesleeptime

tawny elk
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|| The real world is just kit bashing that site together in CAD KEK ||

fallow pier
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i fuckin skipped this lmao, please pin it 🙏

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i have just 2 braincells

fallow pier
safe patrol
fallow pier
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the released version isn't

safe patrol
fallow pier
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i downloaded the git repo main

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the release wasn't in it

safe patrol
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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.

fallow pier
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doesnt go here

ember river
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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

safe patrol
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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.

fallow pier
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maybe i am just dumb, sorry

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oh, thanks for the hard work btw 🙏

ember river
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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

fallow pier
# fallow pier doesnt go here

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

fallow pier
ember river
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Hmm I see. The repo is pinned for developers, maybe we should add a pin to the releases page then 🤔

fallow pier
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i got lost when i tried to download the release, please fix it to the others

ember river
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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

fallow pier
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i didnt explain well sorry

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im already downloading the release

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i just wanted to ask to pin the release for the other people won't get lost like i did

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english isnt my first language too, sorry

ember river
fallow pier
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the video say to go to the pin messages and look for the release

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but the only thing pinned that looked like, was the repo

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then i just scrolled down from there and found the message about the release

ember river
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Could someone pin this message plis 🙏

tawny elk
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You’ll want Kim for that

ember river
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@ember cobalt

jade briar
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So

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What has been achieved

tawny elk
jade briar
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Same

ember cobalt
ember river
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I see. It is just to point ppl to the releases page instead of developer repo like @fallow pier asked

safe patrol
jade briar
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Uhhhhhhhhh

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Can I come

safe patrol
jade briar
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Thx

safe patrol
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There's even an empty seat by me. I'm sure they'll just let you in

jade briar
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Yeah

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I know a guy

safe patrol
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Still 1-1, going into extra innings. There's still time for you to get here!

jade briar
safe patrol
jade briar
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There's always next time

jade briar
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I completely forgot about shiburya map from assetto corsa

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We can take a lot of inspiration from this

balmy chasm
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Is it special with its... traffic?

jade briar
tawny elk
# jade briar We can take a lot of inspiration from this

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
...

▶ Play video
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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

ember cobalt
sudden stag
novel sierra
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why mi game is like this? i have a 4060 ti MSI, please help

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looks like the texture is not loaded

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sorry for bad english

dusty grove
novel sierra
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where can ai download the texture?

dusty grove
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yep its broken (no textures)

novel sierra
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where i download this textures?

balmy chasm
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If you have any .dds file in your game folder, it means textures are there

dusty grove
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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

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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.

balmy chasm
tawny elk
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Yea you can use e-man’s repo and then toss my usda into the sub layers and it’ll be a lot easier.

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So get the e-man repo, install that, and then grab my repo and place it at the bottom of the sub layers.

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That should work.

dusty grove
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actually does someone have link for burrito textures?

tawny elk
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First place I’d check is e-man’s repo. That’s the place to find textures afaik.

dusty grove
jade briar
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Discord user try to click on the releases page challenge (impossible)

ember river
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I've just just now woken up. Good morning. Its 1:52pm here.
I...

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Over slept

balmy chasm
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omg

ember river
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Can we distribute all the mod files into a single file (including rrx-remix, bridge, dxvk, widescreen fix)?

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With all setup. So ppl would only have to download and extract one single file and be good to go

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I mean, license wise

balmy chasm
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Guess you have to contact each dev to get an approval

ember river
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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

safe patrol
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It would certainly simplify things if we can package it all together in a single release

tawny elk
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I was thinking of just using a script to download them all.

safe patrol
tawny elk
safe patrol
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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.

tawny elk
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||Id argue that if they don’t want to follow the simple instructions, then this prob isn’t for them||

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But that’s just my take. Not a reflection of everyone.

safe patrol
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I don't entirely disagree. I'm just tired of them popping in here and complaining because they can't follow directions

jade briar
tawny elk
safe patrol
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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!

jade briar
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Y'all have spare ssds?

tawny elk
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I have a ton of hard drives laying around but no spare ssds

jade briar
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I have e broken laptops

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That's it

trail quail
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When new showcase

tawny elk
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Bout to go to micro center and get a new nas though, cause my three (?) year old external drive started clicking verySadge

safe patrol
tawny elk
safe patrol
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I think it's the old one I had in my laptop before I upgraded to a bigger one.

trail quail
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What you guys working on rn

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it seems you guys finally have github, very cool

safe patrol
tawny elk
# safe patrol

I’d have to round up all my mechanical drives and post them, I have a ton from work.

safe patrol
safe patrol
elfin beacon
tawny elk
tawny elk
safe patrol
elfin beacon
safe patrol
ember river
balmy chasm
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Yeah, I mostly started with stuff nobody will complain about

safe patrol
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@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?

severe solstice
open atlas
bright cairn
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Are you guys using Nvidia game drivers or studio drivers for this project?

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I only ask because i've has major issues with game ready drivers and another game.

tawny elk
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Game ready NODDERS

tawny elk
bright cairn
# tawny elk Game ready <a:NODDERS:1013959035982200862>

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.

tawny elk
#

Interesting. What card are you using?

bright cairn
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I'm using a ASUS RTX 2060 paired with an i5 8400.

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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.

tawny elk
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Yea that might be it.

bright cairn
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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.

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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.

balmy chasm
jade briar
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That's deep

ember river
balmy chasm
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It is already a part of a Document. Will do that when merging document over

safe patrol
ember river
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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/

balmy chasm
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I'd like 'Texture' folder to be renamed to 'texture' actually

safe patrol
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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.

safe patrol
balmy chasm
ember river
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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

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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

safe patrol
ember river
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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/

safe patrol
#

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.

safe patrol
jade briar
#

Circle K because I said so

safe patrol
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I mean, the Circle K one is easier...

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but now the vote is 5-5

balmy chasm
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2 votes recently???

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But you know, the only person who didn't vote is you 👉

safe patrol
#

I guess I'm the tie breaker

ember river
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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

safe patrol
#

which means the usda needs to reference its files using
..\..\..\textures\02_cars\01_240SX

balmy chasm
ember river
#

hmm I think I've been missing which document u guys are talking about

safe patrol
# ember river hmm I think I've been missing which document u guys are talking about
ember river
safe patrol
#

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

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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:

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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

balmy chasm
#

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

safe patrol
ember river
ember river
#

weird, it is registering 4.6

balmy chasm
#

It uses 4.6/8

safe patrol
balmy chasm
#

My settings

safe patrol
#

might that be becuase I have a lot more textures replaced?

ember river
# balmy chasm If I got it correctly, E-man suggested something like /gameReadyAssets /.../mod...

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

balmy chasm
#

🤔 But does it matter if they're not on the screen?

balmy chasm
safe patrol
#

putting the usda in the same directory as the actual texture files would GREATLY simplify things

safe patrol
# balmy chasm My settings

ok I changed to these settings and restarted and it's still maxing out my vRAM but at least it's playable now. Thanks

ember river
#

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

safe patrol
#

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

balmy chasm
#

omg

jade briar
#

I'm the pm circle k or death

safe patrol
ember river
safe patrol
#

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.

balmy chasm
#

What display setup you got?

safe patrol
#

1080p

balmy chasm
#

x1 1080p display, that's it?

safe patrol
#

no I have 3x1080 displays but I'm only running NFSU2 at 1080p

balmy chasm
#

Is your VRAM usage over 1gb when you don't run OV and game?

safe patrol
#

maybe, I'll have to check

balmy chasm
#

What's the total textures file size you have referenced?

safe patrol
#

1.65GB

balmy chasm
#

🤔 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

safe patrol
#

yeah

balmy chasm
#

At this case we shouldn't go over 5.5Gb texture size :D

safe patrol
#

I haven't been going overboard with making every single texture 4k or anything. In most cases I've been pretty conservative.

jade briar
balmy chasm
#

Otherwise only 8gb+ VRAM holders can run it

safe patrol
#

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.

balmy chasm
#

@safe patrol Do you have most of the game map loaded in OV?

jade briar
#

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

safe patrol
#

I wonder if running remix windowed at 720p would make a difference

balmy chasm
#

How did you work with emissives then?

safe patrol
#

I mostly don't even touch create - you don't need to for emissives

balmy chasm
#

Oh, so you have just captures of all the map?

safe patrol
#

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

balmy chasm
#

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

jade briar
#

If only Adam did something about the culling smh

#

AI has been making waves in various industries, revolutionizing how we approach art and many other fields. Artificial intelligence has opened up new possibilities for creative expression and efficiency with its ability to analyze data, learn patterns, and generate content. One area where AI has mainly made its mark is in the realm of game develo...

#

Interesting stuff

tawny elk
balmy chasm
#

@ember river Can you check updates in document real quick? And tell me if it is correct

safe patrol
#

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

balmy chasm
#

when body shop is literally the last garage left :harold:

safe patrol
#

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

ember river
jade briar
#

Who is johnny

ember river
#

Joe

balmy chasm
#

That's Adam's suggestion with 102322_name naming

jade briar
#

Joe?

#

(don't say Joe mama)

balmy chasm
#

I believe it is how article called

jade briar
#

Huh

#

2 days afk and I'm missing so much stuff

balmy chasm
#

@ember river Here in 'Shared File Hierarchy' section

ember river
#

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

balmy chasm
#

I gave an example in the desccription

safe patrol
ember river
balmy chasm
#

That's how I set that up basically

ember river
#

There might be more than a thousand dds files rn. We have some work to do

safe patrol
balmy chasm
#

Right right

safe patrol
#

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.

ember river
#

Ok. No need to cancel, just change what u need and commit, use the same already open 😉

safe patrol
#

Ok

#

Either way, I just meant don't accept that merge yet

ember river
#

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

balmy chasm
#

Are you editing instance? Have you done all the same but on parent Mesh?

ember river
#

oh boy

ember cobalt
#

these pictures were very helpful for me

ember river
#

Awesome. Thanks

ember cobalt
#

make sure you're following the tutorial shortly above it too

#

#1096847508002590760 message

jade briar
#

Tell me if you get it working

ember cobalt
#

you should just be able to replace materials without replacing a mesh though?

ember river
#

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

ember cobalt
#

ah, okay

ember river
#

So I guess the game is swapping the whole mesh (new hash ids) for each animation frame :/

ember cobalt
#

seems like it

#

you should check with the debug view for geometry hash

ember river
jade briar
ember river
#

I'm trying to find where is this debug view

jade briar
ember cobalt
#

Rendering -> Debug -> Debug view checkbox

#

then select Geometry Hash

jade briar
#

(second option)

jade briar
#

Yepp

ember river
#

So basically we need to capture exactly the animation frame it is using

jade briar
#

I think it has 2 frames?

ember river
#

all of them

jade briar
#

Or maybe 4

#

So yeah

ember cobalt
#

capture all of them, and replace

jade briar
#

All of them

ember cobalt
#

sounds like fun

jade briar
#

Fun

#

You get to

#

Uhhh

#

Practice your workflow

ember cobalt
#

click 😛

jade briar
#

4 times

ember cobalt
#

click a lot

ember river
#

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

ember river
#

I've been struggling to understand the 3rd requirement:

Requirements for a replacement model:

  1. All Mesh prims in your USD must be triangulated
  2. All primvar type attributes in your USD must use vertex interpolation.
  3. All Material and Mesh prims in your USD must have a single common parent (i.e. RootNode)
  4. All Material prims must use either AperturePBR_Opacity.mdl or AperturePBR_Translucent.mdl
ember cobalt
#

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

ember river
#

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

tawny elk
#

Try clicking on the arrow looking one next to the path in ov

ember river
#

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

tawny elk
#

Fair enough NODDERS

safe patrol
#

Unless you're redoing the mesh, in which case carry on

ember river
#

Ure working on the casino area?

safe patrol
#

I'm working on all sorts of areas.

#

I've already done emissives for most of the flashy lights in the casino area.

ember river
#

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

safe patrol
#

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.

ember river
#

I'm sad. But I had a feeling that it would be a problem

tawny elk
#

The good news is the car render structure has become quite documented.

tawny elk
#

My game no longer launches HmmNote

#

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

ember river
#

Hm.. I shows the main loading screen but freezes for a couple of seconds and quits?

tawny elk
#

I got nothing

#

I should launch it with a debugger and actually find out what's wrong

ember river
#

I resolved that by assigning my user as the owner of the game folder rather than admin

tawny elk
ember river
tawny elk
#

Yea it's getting an access violation when injecting remix

#

I'll mess with it in a bit

ember river
#

Hey @tawny elk
Any chance of you merging all the lights work soon before the screenshots?

tawny elk
#

Merging the branch?

ember river
#

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?

tawny elk
#

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.

ember river
#

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

tawny elk
ember river
#

It is just a matter of which one you feel more comfortable working with

#

weird, shouldn't it be loading remix's d3d9?

tawny elk
#

Aw fuck

#

I forgot about the asi loader

#

I didn't rename the d3d9.dll to asi

tawny elk
ember river
#

Cant wait to play the game in other regions and new lights

#

Aight ill go to bed. See y'all

tawny elk
valid geyser
#

is this a reference to their "drones" album

slate surge
#

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

tawny elk
#

Wheh that's a lot of USDAs nesting monkaEyes

jade briar
#

Can't wait for creator toolkit to say fuck you these usds are useless

tawny elk
#

Those are in subfolders

jade briar
#

Hmm

safe patrol
tawny elk
#

Okay I think I got the system down

#

The majority of my things are in global and roadway by the way

tawny elk
#

Facade lighting

jade briar
#

Okay

#

But

elfin beacon
tawny elk
jade briar
#

Adam doing a good job

tawny elk
#

These storefronts seem like they're closed from how dark they are compared to the road HmmNote

#

Ah it's just the window texture missing an emissive texture that makes it look that way

#

Onto the Liwen

jade briar
#

I see

tawny elk
#

Do I do the typical facade spot light or ...

#

Something where the whole collumn emits light?

balmy chasm
#

I assume that's a hotel, so bright lights from outdoors are not perfect for good sleep

tawny elk
#

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.

safe patrol
tawny elk
jade briar
#

Gatekeeping

safe patrol
#

Those lights are looking awesome though, looking forward to adding them to my setup!

safe patrol
# jade briar Gatekeeping

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.

tawny elk
balmy chasm
tawny elk
balmy chasm
#

And building codes require it to follow insolation time, which tinted windows won't conform

bright hedge
ember river
# tawny elk

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?

tawny elk
#

I think that's good for now

jade briar
elfin beacon
tawny elk
jade briar
#

I wonder if

#

Remix will support basic scripts

#

Like

tawny elk
#

I'd prefer to do it by hand shrug

jade briar
#

X mesh has y vcols. Then make a light attached to z mesh some color

tawny elk
ember river
#

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

tawny elk
#

Show us the horror

#

How bad could they be?

ember river
#

I checked out, no where to be seen haha

balmy chasm
#

They're so warped that you can't find them

ember river
#

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

tawny elk
#

Now why is one tower inverted peepoSigh

#

Ah it's a mirror and scale of the other 🙄

balmy chasm
tawny elk
#

They did that just for you

balmy chasm
#

You can actually spot it

ember river
#

Is there a way to see material hashes instead of geometry hashes with debug cam? I'm not finding it

jade briar
#

Like. Nothing detailed

#

Just extrude the windows in

balmy chasm
#

Ah

tawny elk
#

Getting something

jade briar
#

What is

#

You doing

tawny elk
#

Getting ||Burger King|| these buildings all nicely lit

safe patrol
tawny elk
#

I think I'll wait till there's emissives to see if it needs anymore help

ember river
#

Looking gorgeous alerady

jade briar
#

Looks great

tawny elk
#

I think I have time for one more, any suggestions?

balmy chasm
#

Which options we got?

#

Is that retextured?

tawny elk
tawny elk
balmy chasm
#

Do you have this thing finished?

tawny elk
#

No not yet. Looks like a fun one

ember river
#

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*
    }
}
balmy chasm
#

Guess you'd need a quick replacement for that statue. Something like adjusted Metallic

ember river
#

What is the channel we use to bother him?

balmy chasm
#

Called 'DM'

ember river
#

Oh ok

balmy chasm
#

Or you can actually ask in #general-remix if it was discussed before

tawny elk
#

Should I keep this green tint?

balmy chasm
#

Texture looks soooooo similar

#

If that's a vertex-color-case, so you have no choise

tawny elk
final knoll
#

i say the car

ember river
#

It is already available on our github repository for developers. There are no releases with headlights yet

ember river
balmy chasm
tawny elk
ember river
#

I like the very saturated cyan color, seems fitting at least nostalgically speaking

tawny elk
ember river
#

Hmm.. maybe more intense? The original one seems to have a white start with the cyan falloff

tawny elk
#

I can't do falloffs from my knowledge but I'll try it again

ember river
#

I mean, it must be a matter of adjusting range and intensity to a balance point 🤔

tawny elk
#

Also, does anyone know how to stop OV from adding inputs: to everything?

#

Breaks remix

final knoll
tawny elk
#

But it isn't ready for the public. The high beams are stuck on and it's rude to the ai drivers.

tawny elk
ember river
tawny elk
#

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

tawny elk
#

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 pepeexit

ember river
#

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?

tawny elk
#

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.

ember river
#

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

tawny elk
#

Maybe a branch for each area? I can try to focus on one at a time.

ember river
#

That would be awesome. For now I'll just merge the whole lighting branch into main

tawny elk
#

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.

balmy chasm
#

Material ones have different naming

tawny elk
#

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.

ember river
#

bless u

tawny elk
#

Did it just snap into place ez?

ember river
#

like that I tetris on a 4 row hole

jade briar
ember river
#

What is in LasVegasBlv? Roughly speaking so I can drive around to check

dapper root
tawny elk
#

It’s modeled after whatever that boulevard in Vegas is called

ember river
#

Ah yes, the blinking one

#

How should they be installed? in the mod.usda

tawny elk
#

Uh. My repo has the correct layout for it in adamplayer.usda

#

It’s a bit hard to describe 👀

ember river
#

I see. Hmm the USDA hierarchy must be built yet

tawny elk
#

Yea I tried my best peepoG2

ember river
#

Let me see what I can do to merge it all

tawny elk
#

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

ember river
#

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

tawny elk
balmy chasm
#

Just follow changes in Document :harold:

tawny elk
ember river
balmy chasm
#

We now have mod.usda, 01_lights, 02_materials, 03_meshes only in gameReadyAssets. They mostly migrated from previous usda/01_lights folder

tawny elk
ember river
#

Think I've got it now

jade briar
tawny elk
ember river
#

I've created this, which references it's children

balmy chasm
#

Well, I wrote a little note about that

ember river
#

and then 01_lights should go to mod.usda directly. The same for 02_materials and 03_meshes, right?

balmy chasm
#

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

tawny elk
#

I need to figure out how to add a variants usda. That’s what the unique was ported from.

balmy chasm
#

Example: for Mazda RX7 materials, both 020223_RX7.usda and your textures will be in the same 02_materials/02_cars/23_RX7 folder.

ember river
#

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...)

tawny elk
#

I think disabling the individual usdas was my thought

balmy chasm
#

Yeah, it makes sense. Also this 'top usda' can overwrite some important lights in case we need something like that

ember river
tawny elk
ember river
#

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?

tawny elk
#

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

balmy chasm
#

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

ember river
#

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

balmy chasm
#

Can we? 🥲

ember river
#

Is it like this on yours too?

tawny elk
#

No. I have volumetric lighting disabled, so that might be what’s making yours look a bit brighter.

ember river
#

Oh it looks a lot like that. Let me check

tawny elk
#

Lemme know if y’all get a nice after rain fog figured out. I feel like remix is too foggy by default.

severe solstice
severe solstice
#

adam build

tawny elk
ember river
tawny elk
ember river
#

Also, your rtx.conf is too powerful for my 3060 lol. Had to crawl back to mine

tawny elk
#

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

ember river
#

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

severe solstice
jade briar
#

I think the city center are should look cooler

ember river
#

Hmm so the game is suffering from some serious culling issues

#

lol

tawny elk
#

Oh that might be a mesh I forgot to add the custom int to

#

In fact I’m almost certain it is

tawny elk
tawny elk
jade briar
#

Okay

tawny elk
#

It’ll get much cooler in lighting as I add the buildings as well

ember river
#

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

tawny elk
#

Even with just straight up using my rtx conf?

ember river
#

Yup

tawny elk
#

Bizarre

ember river
#

I'll put without changing a single settings, even DLSS off and everything

tawny elk
#

Maybe it’s driver related?

ember river
#

I have that restir overbright problem that some have been reporting

tawny elk
#

Here’s a cat to hold you over. This took forever to upload and is meant for @jade briar

tawny elk
#

What driver version are you on?

ember river
#

535.98

tawny elk
#

Hm

ember cobalt
#

you guys having fun?

ember cobalt
ember river
#

You have this problem too?

ember cobalt
#

i don't quite understand what the problem is

#

but i'll try to reproduce it on my PC if you can explain it

ember river
#

I'm using default Auto Exposure settings. Gets worse if I disable it. Here is my rtx.conf

tawny elk
#

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.

ember river
#

Yeah, it is weird. Think I'll push the branch as is so someone else could pull and test :/

tawny elk
#

I’ll double check my drivers and see if I have anything unique going on

jade briar
ember river
#

Aight, I'm tired rn. Gonna take a break and go back to textures later

tawny elk
#

No I volunteer at a shelter every week. So I see lots of kitties aww

jade briar
#

11:23

#

I think I could learn a lot from this section of the video if it was released a few weeks ago

tawny elk
#

I've returned from ice cream

jade briar
#

Where's mine?

tawny elk
#

Ate on the way back

jade briar
jade briar
#

Trippy

tawny elk
#

If anyone is able to get the restir issue consistantly, could you see if it's showing up with this debug setting?

jade briar
tawny elk
#

Yea but I'm curious to see what it looks like in EV mode, is it just everything exploding in exposure?

jade briar
#

And it grows each frame

tawny elk
#

Oh I think I've had that appear before, some giant light source towards the bayview sign

jade briar
#

Yeah

tawny elk
#

I think I turned off the bayview sign's emissive after that happened tho

pallid river
#

Which NFS looks the most promising atm?

tawny elk
#

This one

pallid river
#

Which is?

jade briar
#

This

pallid river
#

Unless I'm missing something this thread just says General NFS

jade briar
#

Underground 2

tawny elk
jade briar
pallid river
#

Ok making sure lol

#

No luck on Source stuff until they fix shaderModel so I'll give this a go

sage wraith
# tawny elk

This lags by this Shop, is by me the same, with dlss enabled too.

tawny elk
sage wraith
#

Maybe

tawny elk
#

Do I do this roadway or The Regalle next?

safe patrol
jade briar
tawny elk
jade briar
#

Welp

tawny elk
tawny elk
jade briar
#

Right

tawny elk
#

Looking more and more like a downtown pepoDance

jade briar
#

If it tho

tawny elk
#

I think so. The buildings have a lot more depth to them.

jade briar
#

👏 cold 👏 lights 👏

tawny elk
#

If you apply the unique usda, it makes them all 6500k for you

ember river
tawny elk
#

Interesting HmmNote

ember river
#

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

tawny elk
#

I need a color for this building

#

Or should it just be plain white?

#

Or maybe rainbow peepoG2

ember river
#

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?

bitter venture
#

the reflection on the shadow is hhmmmff

tawny elk
#

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.

ember river
#

Hmmm interesting

#

Idk about this tonemapper value

#

where do u adjust it in game?

tawny elk
ember river
#

RLMStreetLight is the 120000 light

tawny elk
#

Yep it's set at 500 now

ember river
#

let me see

tawny elk
ember river
#

Which one of these u're refering to?

tawny elk
ember river
#

500?

#

but that would make them even brighter

tawny elk
ember river
#

Oh ok hahhaha

#

so should I change something on my tonemapping settings? I'm just using what comes by default

tawny elk
#

The default is 0.75 I believe. That's what I have noted.

#

Here's what I have

ember river
#

I'm I cursed then?

tawny elk
#

That looks correct

ember river
#

Bright like this?

tawny elk
#

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?

ember river
#

0.01

tawny elk
#

Hm

ember river
#

Alright I'm going to bed rn. Tomorrow I'll keep working on it

timid prairie
balmy chasm
# tawny elk

To be honest I have no replacements there and no lags either

jade briar
#

Yeah, I always thought Adam was making his lights wayyy too vright

#

Bright

jade briar
elfin beacon
jade briar
# tawny elk

Hey @ember river. Don't you think the road textures should be higher res? They're looking a bit blurry.

ember river
tawny elk
#

They look great in game

tawny elk
jade briar
#

Right

jade briar
tawny elk
tawny elk
jade briar
#

Dice

#

Bethesda

#

Valve

#

Mark

#

Who else?

ember river
tawny elk
ember river
#

It doesn't looks exactly like yours pic

tawny elk
#

Wonder if the game settings change anything?

balmy chasm
#

Guess most people here followed Uncle's settings

ember river
#

Ill get out of bed, grab some coffee and keep exploring

#

Any recommendations for game settings?

tawny elk
balmy chasm
#

This one

modest obsidian
#

Hey, just did a fresh install following the repo guide and this is what I get

balmy chasm
#

I'm talking about game settings, not rtx.conf

jade briar
tawny elk
modest obsidian
#

You mean C: drive? Nah

jade briar
modest obsidian
#

Just followed the guide in the repo readme

jade briar
#

Hmm

#

I haven't read that

modest obsidian
#

Completely from start to finish, including dependencies

ember river
#

It is not the first to report the textures missing by following repo install

jade briar
#

Absolute paths?

ember river
#

Are there dds textures in gameReadyTextures/textures/?

modest obsidian
balmy chasm
#

If I remember correctly, previous guy didn't solve an issue. Someone other just sent him reuploaded archive file

balmy chasm
modest obsidian
#

171 KB, lol

#

Doesn't seem right :D

balmy chasm
#

Wow, you failed to download successfully

modest obsidian
tawny elk
balmy chasm
modest obsidian
#

When I download the repo from Github, the whole thing is like 1.8 megabytes

ember river
# modest obsidian

Wut. If you know git, you could try checking out and pulling the textures

#

I think the LFS extension is doing some trickery

balmy chasm
#

@ember river Why 'Download ZIP' does this? .-.

modest obsidian
#

Installing Git to check if pulling works

jade briar
#

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

ember river
#

Well, ok then, git lfs is really tricking us. Think I need to update the install script

modest obsidian
#

Cloning worked, unsurprisingly, but lighting is going crazy

jade briar
#

Like how

ember river
#

Check the issues tab in the repo, see if it is the same I described

modest obsidian
#

I will try the solution in the Issues

ember river
#

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

modest obsidian
#

No, it didn't say so in the guide, will try it next

ember river
#

Yeah my bad

#

I wrote that thing

modest obsidian
jade briar
#

I can't even watch these videos