#NFSU2 (Need For Speed Underground 2)

1 messages · Page 23 of 1

tawny elk
#

I highly suggest just taking a photo of the thing and making it a texture. NODDERS 1 step photogrammetry.

jade briar
#

Ah

tawny elk
ember cobalt
#

ensuring it's totally flat when doing that is hard 😦

#

i've been meaning to try photogrammerty though

tawny elk
tawny elk
# jade briar Ah

Better yet, you type out what the texture is supposed to be, and then use the image of the text.

jade briar
jade briar
#

I saw a video of a guy who made a thingamajig, that had a lot of lights in it. You attach the doohickey to your camera, and it uses a lot of photos of the object in different lighting angles and some mit maths to turn it into a pbr thing

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@ember cobalt

tawny elk
jade briar
#

Uhhhhhhhhh

#

Yeaaaah

#

Adam take your pills

tawny elk
#

||1900k||

safe patrol
#

Most of the stuff I'm making is 1024. I think there's only a few things that I felt like warranted 4k that I've worked on so far.

#

And in the case of some of the tiny stuff only 512.

ember cobalt
#

that's how i feel about games that i've worked on

ember river
#

I see it is a recurrent difficulty ppl have been having here, how to author high quality hand-made textures

humble niche
#

Just draw the PBR owl.

ember river
#

I'm thinking maybe I could record and edit a 5min video with tips and tricks on my take and workflow on it. Wut u guys think?

humble niche
#

Jokes aside what's probably needed is a solid set of recommendations for further reading on general PBR info as none of it is Remix specific but rather an introduction-to-art set of resources.

balmy chasm
#

My texture here. Definitely something you can achieve without using Substance package. Just a GIMP\Photoshop with layer blending and a bit of hand painting. Converting things to get Rough/Metal/Normal is not a problem when you have diffuse one ready

ember cobalt
#

that's a very faithful recreation

#

looks really nice

balmy chasm
#

yet not sure if it's me or UVs messing ceiling texture

#

And here if you tilt camera all the way up

ionic prawn
#

@ember river quando fica pronto o standalone?

blazing bone
#

English please

tawny elk
#

So forcing it to load everything seems unlikely. But if I can find out where it unloads things and just tell it not to, that might be possible.

ember river
tawny elk
#

I don’t speak Portuguese, I only roughly understand Spanish KEKW So I’ll take that as a W.

ember river
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Morning y'all

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Sooo... noob discord question: how do you guys get those much cooler emojis and stuff? All I have is the default ones (UTF-8, I guess?)
Pls tell me it is not nitro

tawny elk
#

Also joining servers dedicated for emojis.

severe solstice
tawny elk
#

I’m tempted to take a shot at redoing some building textures 👀

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Like the wall surfaces and such, the lack of PBR on those kinda ruin the facade lighting. Need something to highlight with those.

jade briar
ember river
#
  • Star, Patrick
    LoL
jade briar
#

This is the funniest shit I've ever seen

tawny elk
#

Any ideas on what to replace the billboards with? peepoG2

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I thought one should at least be something RTX related

wise coral
#

Wasn't expecting that, but seeing as NFSU2 was REALLY popular here in Brasil, it was fitting that there would be one of us involved in it

ember river
wise coral
#

I would bike halfway across town just to play it on a "lan house" for 2 hours

ember river
tawny elk
ember river
#

Would it be too much of a push to add some bits of Nvidia or RTX Remix logos, since...?

tawny elk
#

I think that’s okay, at least to me.

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Ooo, I had a thought of a big impact thing

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The retroreflective textures on all the roadway bits.

safe patrol
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normally I hate ads, but for some reason at least in this game I'm really fond of the real-world brands advertized in it.

tawny elk
ember river
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Hm... how does that works?

safe patrol
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they're not actually lights, though, they just reflect way more than everything else

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Assuming this is what Adam's referring to?

jade briar
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They look edible

tawny elk
ember river
tawny elk
#

The road paint actually has some bits of retroreflective material in it.

jade briar
#

One methode I've thought of making them is increasing the specularity to 100% but remix doesn't allow that

safe patrol
#

they reflect so brightly that when your headlights are pointed at them they look like they're lit up, but they don't light up on their own. I've been trying to figure out how to recreate that sort of material in PBR, but I'm not experienced enough for it.

jade briar
#

What now

tawny elk
safe patrol
#

pretty much all road signs should be coated with the stuff too

jade briar
tawny elk
safe patrol
ember river
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Hm....

safe patrol
#

Getting proper retro reflective effects on paint, signs, and a few other things would actually be huge for Underground.

safe patrol
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nice

ember river
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I'm also no sure if anisotropic map would help in that case. It is meant to control the "flow"/direction of specular highlights, like in hair shading

jade briar
tawny elk
#

Fun fact: States that had cars before the federal gov really paid attention to cars, have their own MUTCD, thus having unique road signs.

safe patrol
#

I had started to work on road sign textures but hadn't found really good sources for them yet (thanks Adam!) and was trying to figure out how to do the retro reflect sort of material.

jade briar
#

Yeah anisotropy is useless here. What we need is a material with very high specularity

tawny elk
safe patrol
#

how about really high specularity with a super bumpy/rough normal map? Would that do anything?

#

If the normal map is just full of tiny noise?

tawny elk
jade briar
#

That's why we can't do proper car paint with orange peel and all that

safe patrol
#

hmm

jade briar
#

I've said it before I'll say it again. Remix would've been a lot better if it wasn't purely a path tracer

ember river
#

Well, if only we could write our own shaders for the pathtracer
The effect we're trying to mimic here is that light reflects back only at the exact opposite of the incoming direction, so instead of a normal BRDF that diffuses/spreads light rays based on roughness, it would only reflect mostly at the incoming direction. Not sure if PBR itself is suited for that thinking about its implementation now 🤔

safe patrol
jade briar
#

Huh

safe patrol
#

accurate reproduction of retroreflective effects seem to require that the rendering engine is specifically designed for it. Which...I don't know that remix (or any others) are.

safe patrol
#

Our best bet might be to find some other workaround that at least approximates what we're going for, like E-Man said.

tawny elk
jade briar
#

Specularity is the only thing I can think of

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But remix can't even do that

tawny elk
jade briar
#

So idk

#

Can we make materials for remix?

ember river
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We've been using those aperture opacity models, which afaik, are shader files. Maybe we could mess with them a bit

jade briar
#

Yeah

#

Are they binary?

safe patrol
#

maybe this is a question for Mark. I mean...the nvidia guys have to have come across the idea of retroreflection already? Right? I hope?

tawny elk
ember river
jade briar
#

Hmm

safe patrol
jade briar
safe patrol
#

well, at the very least now I can make good albedo textures for the road signs with the documentation Adam provided, so I can start there while we figure out the materials.

tawny elk
#

Also: here’s something that’ll be helpful, the sign folks from the OSM/Wiki community love making these https://commons.m.wikimedia.org/wiki/Category:PD_MUTCD

To add an image to this category, add the {{PD-USGov-MUTCD}} template to its license section.

According to the FWHA website, in addition to black and white, the following Pantone colors (with RGB equivalents) are to be used on signs:

Brown - 469 (RGB 96,51,17 / Hex #603311) ; Red - 187 (175,30,45 / #af1e2d) ; Yellow - 116 ...

severe solstice
jade briar
#

I'll do some tests in blender to see if a similar enough effect is even possible without having to make a custom renderer

tawny elk
safe patrol
ember river
ember river
tawny elk
#

Apparently OV already has a retroreflective material in it for the Simulation stuff.

ember river
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Can we grab it's MDL?

safe patrol
#

well look at that

tawny elk
#

I’ll look around for an MDL of it. It’ll likely be on one of the standard simulation assets like a cone.

wise coral
#

Wait, we can change the .mdl used?

tawny elk
#

I think mark said no, but it is open source..,

ember river
ember river
#

sry, forgot about that

tawny elk
#

All good. Does the MDL for any of the aperture materials have these properties: in material( thin_walled: true, surface: material_surface( scattering: df::weighted_layer( weight: 1., normal: normal, layer: df::custom_curve_layer( normal_reflectivity: 1.-normal_reflectivity, grazing_reflectivity: 1.-grazing_reflectivity, base: glossy_bsdf, layer: df::diffuse_reflection_bsdf( roughness: 1.0, tint: base_color ), normal: normal ) ) )

ember river
#

Yeah I think we'd have to write a custom Aperture_Model itself

tawny elk
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Mark pls guide us

ember river
#

This is the Aperture base model mdl that is imported by the opacity model:

} in material(
  // Note: Not actually a thin surface in this case, just used to get Kit to render both sides of the MDL correctly.
  thin_walled: true,
  surface: material_surface(
    scattering: final_bsdf,
    emission:  material_emission (
      df::diffuse_edf(),
      intensity: emissive_radiance
    )
  ),
  backface: material_surface(
    emission:  material_emission (
      df::diffuse_edf(),
      intensity: emissive_radiance
    )
  ),
  geometry: material_geometry(
    normal: normal,
    cutout_opacity: enable_opacity ? opacity : 1.0
  )
);
tawny elk
#

#1097563444137427056 message

ember river
#

Think I'm figuring out the general picture:

  • That file at line 2134 would be the base material, replacing the AperturePBR_Model.mdl
  • Next we need to write an opacity.mdl file that imports from this new NFSU2_RetroReflectiveModel.mdl? , as being our beloved opacity.mdl
jade briar
ember river
#

I'm looking specifically at this final_bsdf variable fed to the model, which is the ray distribution trick that I've mentioned. Maybe inside this "df" definition file there are others suited for our retroreflective needs

tawny elk
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Imma do it

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@zinc meteor

#

I gotta get back to chrunching for this deadline. I’ll see what y’all come up with later pepeexit

pallid river
safe patrol
#

oh boy I have my work cut out for me. This is my streetsigns folder.

pallid river
safe patrol
#

Also, I don't think there are any stop signs in this game. At least I don't have a capture of one and I can't remember seeing them anywhere.

jade briar
#

Also. On the topic of retroreflectors. The current headlights are way too dim.

pallid river
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Was just about to ask about reflectors

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If those were possible

ember river
jade briar
pallid river
#

Couldn’t that affect be simulated automatically by the light interaction with the correct material?

#

Or is the problem that the material doesn’t exist yet

ember river
#

The standard PBR format isn't quite suited for that. Usually PBR surface functions models surfaces based on roughness values, that prioritize reflection of light rays towards the reflection angle of the incoming ray (Think of a ricochet/bounce), those are the most important rays. And, for retroreflective materials, we need to prioritize light rays bouncing in the same direction they came from (Ex: the car headlights)

ember river
jade briar
#

Yeah

safe patrol
tawny elk
#

Should be around 20,000 candela per headlight. So I’ll need to convert it to cd/m2.

sharp sand
#

quick question

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the rt that remix brings

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is it "usual" rt or path tracing?

ember river
#

hardware accelerated raytracing, as in RTX GPUs

sharp sand
#

ah

pallid river
#

It’s like Portal RTX or RT Overdrive in CP2077

sharp sand
#

its full pt?

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thats dank

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correct me if im wrong

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i know 3 kinds of rt

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hardware rt

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software rt like lumen in fortnite

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then path tracing in cp77

blazing bone
#

Software rt and hardware rt are the same
Just one that uses hardware acceleration

jade briar
tawny elk
#

Mark traces every path by hand actually.

ember river
#

It is a lot of stuff, those terms usually get corrupted by marketing and such, but in a nutshell:

  • Raytracing is a physics/mathematial operation of "tracing" a ray in a scene to check which objects does it collides with.
  • Hardware accelerated raytracing, like RTX GPUs, is when you have cores on your GPU specialized in computing the above mentioned raytracing for a scene, using acceleration algorithms and structures like BVH trees (I'm not gonna touch it for now), the very hardware is optimized to traverse those structures and check collision on the scene.
  • Path tracing is an algorithm to perform several raytraces to trace the path of a light rays bouncing around the scene x many times, summing up all lighting contributions from the objects it encounters on its path. Whether it uses hardware accelerated raytracing or is software based like Lumen, it totally dependent on implementation
jade briar
#

Not to mention making a software that is optimised enough to do all this in real time.

zinc meteor
# ember river omg lets sum up some info, lol <@617500777191047168> we're looking at the appert...

Before you guys dig too far into the MDL, please be aware - AperturePBR_*.mdl is only used in Omniverse. it is NOT used in the runtime.

The mdl files were written to mimic the runtime rendering within OV. The actual runtime shaders are in the src/dxvk/shaders/rtx/ folder, like this:
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/src/dxvk/shaders/rtx/concept/surface_material/opaque_surface_material_interaction.slangh

GitHub

Contribute to NVIDIAGameWorks/dxvk-remix development by creating an account on GitHub.

jade briar
ember river
#

poggers

zinc meteor
#

You can actually alter those shaders if you fork remix, like you were thinking of doing with the MDL files. But the actual code in there is different

ember river
#

Hm so why mesh replacement works like you've mentioned, by selecting the mdl file and stuff?

tawny elk
jade briar
ember river
tawny elk
#

Oh good, shadered has slang support and a nodal editor

ember river
#

software standardization is a blessing for this crooked world

tawny elk
#

I think the first step should be getting the remix shader into shadered or something so we can figure out how to modify it into what we want rather than write a new shader.

jade briar
#

Make a car paint shader while you're at it

tawny elk
#

I know about the physics of light interaction but not too much on how shaders work.

jade briar
tawny elk
#

FPS in shambles

ember river
tawny elk
#

I wonder if the translucent MDL could make it happen somehow.

humble niche
#

Maybe a horror movie poster for Marbles RTX would be good.

jade briar
#

uhh

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Car paint

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if only remix could do that

tawny elk
#

If only we could just feed BSDFs and the like straight into remix verySadge

jade briar
severe solstice
jade briar
#

what the fuck

#

is that

ember river
#

Well, maybe MDL support would be the best thing to come to remix material-wise. You could still use OV to integrate everything

severe solstice
elfin beacon
tawny elk
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So uh

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Can we get mesh replacements now

ember cobalt
#

#general-remix message

#

ya

bright hedge
#

damn thats awesome, i like animals

tawny elk
#

Can we finally get 20k poly traffic cones now?

jade briar
#

Time to yandere dev the project

tawny elk
#

Every brick is raw photogrammetry scans

ember river
# tawny elk Can we get mesh replacements now

Sry, got so excited and tired at the same time, decided to take a nap. I'm back.
Meshes now replace we can!

It only requires some transformation for the vertices/normals/uvs arrays so they all have the same length (that faceVarying interpolation thing), which I'm working on now to automate. The default USD exporter on blender has no option to disable it so, we have to resort on python scripts to convert the file.
Also, we can't use 0.2.0 release of dxvk. We must be using build #140 at least: https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/5392546196

GitHub

Contribute to NVIDIAGameWorks/dxvk-remix development by creating an account on GitHub.

#

@ember cobalt do you know of anyone who have already written such script to convert meshes from faceVarying to vertex interpolation?

ember cobalt
#

not that i know of, sorry

#

if blender supports the conversion, they have a python library. however i couldn't find a valid library to use from pypi that supported what i needed (i was going to write a script to batch convert an entire folder of meshes using mark's script, and also triangulate the meshes)

ember river
#

So, I tried to use pixar usd lib for python, but it doesn't changes anything

ember cobalt
#

just in case i misinterpreted, Mark's script here doesn't do what you need? #1096847508002590760 message

ember river
#

So I'm basically doing stuff by hand, like (the logic isn't right):

ember cobalt
#

it's a huge pain, and documentation is lacking

#

also, Bing's chat AI understands the openusd library fairly well. you should ask it on how to correct your implementation

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it helped a lot with mine

ember river
#

even chatgpt 4 gives up and just start pulling non-existent code out of its a**

ember cobalt
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i didn't know the library could even do that conversion

#

makes sense though

#

if you send me your code, i may be able to get it working?

ember river
#

sure

def convert_face_varying_to_vertex_interpolation(usd_file_path, output_usd_file):
    stage = Usd.Stage.Open(usd_file_path)
    mesh_prims = [prim for prim in stage.TraverseAll() if UsdGeom.Mesh(prim)]
    for prim in mesh_prims:
        mesh = UsdGeom.Mesh(prim)
        indices = prim.GetAttribute("faceVertexIndices")
        points = prim.GetAttribute("points")
        points_arr = points.Get()
        points.Set([points_arr[i] for i in indices.Get()])

        mesh.SetNormalsInterpolation(UsdGeom.Tokens.vertex)
        primvar_api = UsdGeom.PrimvarsAPI(prim)
        for var in primvar_api.GetPrimvars():
            if var.GetInterpolation() == UsdGeom.Tokens.faceVarying:
                var.SetInterpolation(UsdGeom.Tokens.vertex)

    stage.Export(output_usd_file)
ember cobalt
#

and i have permission to give this to Bing? lol

#

just to be sure

ember river
#

Haha of course, go ahead

#

It is already stolen bits from mark's script

ember cobalt
ember river
#

The Mesh vs The Sheesh

ember cobalt
#

isn't the rotation just off there?

#

i don't see where/what it's supposed to be

#
    stage = Usd.Stage.Open(usd_file_path)
    mesh_prims = [prim for prim in stage.TraverseAll() if UsdGeom.Mesh(prim)]
    for prim in mesh_prims:
        mesh = UsdGeom.Mesh(prim)
        indices = prim.GetAttribute("faceVertexIndices")
        points = prim.GetAttribute("points")
        points_arr = points.Get()

        modified_points = [points_arr[i] for i in indices.Get()]
        points.Set(modified_points)

        mesh.SetNormalsInterpolation(UsdGeom.Tokens.vertex)
        primvar_api = UsdGeom.PrimvarsAPI(prim)
        for var in primvar_api.GetPrimvars():
            if var.GetInterpolation() == UsdGeom.Tokens.faceVarying:
                var.SetInterpolation(UsdGeom.Tokens.vertex)

    stage.Export(output_usd_file)

this may work? can't be sure. i have no way to test it or run it

ember river
# ember cobalt isn't the rotation just off there?

Nah, the indexing is cursed. I'm modifying the points to just be fed from the indices array, but forgot to set the very indices array to be sequential then [0, 1, 2, 3, 4, 5, 6, 7, 8...]
That fixed the mesh but still the UVs aren't quite right

ember river
#

Well it produced the same mesh as the pics above

ember cobalt
#

what's it supposed to look like?

#
    stage = Usd.Stage.Open(usd_file_path)
    mesh_prims = [prim for prim in stage.TraverseAll() if UsdGeom.Mesh(prim)]
    for prim in mesh_prims:
        mesh = UsdGeom.Mesh(prim)
        indices = prim.GetAttribute("faceVertexIndices")
        points = prim.GetAttribute("points")
        uvs = prim.GetAttribute("primvars:uv")
        
        points_arr = points.Get()
        uvs_arr = uvs.Get()

        # Modify points
        modified_points = [points_arr[i] for i in indices.Get()]
        points.Set(modified_points)

        # Modify UVs
        uvs_interp = []
        for face_index, vertex_index in enumerate(indices.Get()):
            uvs_interp.append(uvs_arr[face_index][vertex_index])
        uvs.Set(uvs_interp)

        mesh.SetNormalsInterpolation(UsdGeom.Tokens.vertex)
        primvar_api = UsdGeom.PrimvarsAPI(prim)
        for var in primvar_api.GetPrimvars():
            if var.GetInterpolation() == UsdGeom.Tokens.faceVarying:
                var.SetInterpolation(UsdGeom.Tokens.vertex)

    stage.Export(output_usd_file)
ember river
#

Doesn't makes sense, because the generated UVs seems to be alright

ember cobalt
#

is it just the texture that's wrong now? i don't quite understand

ember river
ember cobalt
#

i'm getting an error for uvs = none

#

what's the rest of your script like?

ember river
ember cobalt
#

ah right, i keep forgetting you can do that

ember river
#

Oh it is not primvars:uv, it is primvars:st

#

AAAAAAAAA wtf man, kill me. I was jsut missing a goddamn:

rel material:binding = </RootNode/meshes/mesh_2C9333FB229098BD/Xform/mesh_001/MiniPole> (
    bindMaterialAs = "weakerThanDescendants"
)
ember cobalt
#
def convert_face_varying_to_vertex_interpolation(usd_file_path, output_usd_file):
    stage = Usd.Stage.Open(usd_file_path)
    mesh_prims = [prim for prim in stage.TraverseAll() if UsdGeom.Mesh(prim)]
    for prim in mesh_prims:
        mesh = UsdGeom.Mesh(prim)
        indices = prim.GetAttribute("faceVertexIndices")
        points = prim.GetAttribute("points")
        uvs = prim.GetAttribute("primvars:st")  # Change to "primvars:st" for UVs
        
        points_arr = points.Get()
        uvs_arr = uvs.Get()

        # Modify points
        modified_points = [points_arr[i] for i in indices.Get()]
        points.Set(modified_points)

        # Modify UVs
        uvs_interp = []
        for face_index, vertex_index in enumerate(indices.Get()):
            uvs_interp.append(uvs_arr[face_index // 3][vertex_index])  # Divide by 3 as each face has 3 vertices
        uvs.Set(uvs_interp)

        mesh.SetNormalsInterpolation(UsdGeom.Tokens.vertex)
        primvar_api = UsdGeom.PrimvarsAPI(prim)
        for var in primvar_api.GetPrimvars():
            if var.GetInterpolation() == UsdGeom.Tokens.faceVarying:
                var.SetInterpolation(UsdGeom.Tokens.vertex)

    stage.Export(output_usd_file)

maybe?

#

omniverse finally finished updating, so i can test myself now (hopefully)

ember river
#

Nah dont worry, it worked now with:

def convert_face_varying_to_vertex_interpolation(usd_file_path, output_usd_file):
    stage = Usd.Stage.Open(usd_file_path)
    mesh_prims = [prim for prim in stage.TraverseAll() if UsdGeom.Mesh(prim)]
    for prim in mesh_prims:
        mesh = UsdGeom.Mesh(prim)
        indices = prim.GetAttribute("faceVertexIndices")
        points = prim.GetAttribute("points")
        points_arr = points.Get()

        modified_points = [points_arr[i] for i in indices.Get()]
        points.Set(modified_points)

        indices.Set([i for i in range(len(indices.Get()))])

        mesh.SetNormalsInterpolation(UsdGeom.Tokens.vertex)
        primvar_api = UsdGeom.PrimvarsAPI(prim)
        for var in primvar_api.GetPrimvars():
            if var.GetInterpolation() == UsdGeom.Tokens.faceVarying:
                var.SetInterpolation(UsdGeom.Tokens.vertex)

    stage.Export(output_usd_file)
ember cobalt
#

ah, good

ember river
#

gonna test with some bigger meshes now (just to face another roadblock most likely)

ember cobalt
#

sorry i wasn't of much help, lol. i'm very glad you got it working though

ember river
tawny elk
#

Whoops spent all day socializing. BedgeP I try texturing tomorrow morning instead.

ember river
#

So, huh, mesh replacements 🔥

balmy chasm
sharp sinew
ember river
#

I'm awake yet haha. Was going to play some rocket league haha

balmy chasm
#

Ah, that's holiday 'morning' :D

sharp sinew
#

you cant just do something this awesome then go play rocket league lol

#

we have a medal ceremony and everything

ember river
#

So yeah, it is seemingly very flexible, the only points are:

  • Mesh must be exported triangulated
  • Materials must be set up in OV using the AperturePBR model as mark showed
  • The exported mesh from blender is in wrong format, so I made a python script to convert all meshes in a USD file to fix them properly (The vertex array must have the same length as UVs and Normals)
  • We must use a more recent build of dxvk-remix than 0.2.0. At least build #140
ember river
sharp sinew
#

you're appreciated my man, get some sleep and have some fun 😉

ember river
#

thx man

#

Now I have 2 videos do record and share

sharp sinew
#

The exported mesh from blender is in wrong format, so I made a python script to convert all meshes in a USD file to fix them properly (The vertex array must have the same length as UVs and Normals)
so we open the mesh in omni create, put your script into the script window and run?

ember river
#

not exactly, I made a script that runs standalone on windows, so I bind it to the windows context menu (right click on file) > Convert Meshes in USD. I'll be sharing them later

balmy chasm
#

time to replace a single mesh with entire city

sharp sinew
#

ok thank you, I'll need some help setting this up later if thats ok.

balmy chasm
#

Just wait for tutorials first 😅

plain stag
#

Maybe good make limit for Poly How much for buldings , lamps trees to make optimized too i Have now few buildings modeled but still dont know What is limit for Remix

#

Maybe use 3D trees or old method Y or X with alpha

#

I can ask my felas id They want help with this Project to

balmy chasm
plain stag
#

Yee i think most important is first make lights after some textures like roads becuase roads not be replaced and stuf like Buidlings etc can replace with nee models and after make or use texturss

ember river
#

Omg, today was a day of victories for me, even managed to rank up. I should go to bed now and end up on a high note!

sharp sinew
#

before you meet a "wave a save!" spamming guy who ruins your day I'd say so

jade briar
#

Y'all nerds trying to do manual mesh replacements. Just wait for creator toolkit.

blazing bone
jade briar
sharp sinew
#

it could be years we have no idea.

#

it's as easy as placing lights once your usda is formatted correctly and you guys are doing great work with that

ember cobalt
#

mesh replacement doesn't seem that difficult in the end

#

if we get some scripts set up to automate the more annoying parts (like we're already doing), it'll be pretty simple

sharp sinew
#

if I can get that script working I should be good to go

ember cobalt
#

yeah

#

that script works on a single file i think. i may modify it to do it in batch and add some logging.

if it's okay with @ember river, i'd like to upload these modified versions to my RTXRemixTools repo (https://github.com/Kim2091/RTXRemixTools) as well (with credit of course)

sharp sinew
#

single file would be fine really, if you think about mesh authoring you're only going to do it one at a time

#

edit, convert, test, edit, convert....ect

ember cobalt
#

mm. my workflows usually involve setting up a folder to work in, processing them all, then using the files

#

i'd probably just do it for myself in that case

ember cobalt
#

it'll automatically convert the file format based on the extension as well

jade briar
#

Will it tho

ember cobalt
#

i mean... yeah

#

i tested it, works fine

jade briar
#

Hmm

ember cobalt
#

i also wrote the batch version

#

this is the easiest time i've ever had modifying a script

#

nice change

severe solstice
ember river
#

Morning y'all

#

Very Happy to see you guys are making progress 🙂

#

Rn I'm thinking about the ideal workflow and iteration to work with 3D tools, blender, the scripts and in-game testing. Would be nice if it was a thing that could work seamlessly, for example, if the scripts could be run inside OV

tawny elk
#

Purple tower

tawny elk
balmy chasm
#

VertexColor?

tawny elk
#

No just trying to figure out what this building wants to be

safe patrol
#

Does CGEA actually stand for anything?

tawny elk
#

"Central Group on Educational Affairs"

#

Only thing I could find

#

No wait

#

Enhance

balmy chasm
#

Some sort of office building I guess

tawny elk
#

I figure I'll fill out the rest of the lights and hopefully something will come to me. KEK

ember river
#

It seems like a commercial building usually rented for events and conferences, like this annual computer graphics from EA. Could be maybe a coworking site?

tawny elk
#

I think I got something PeepoPlotting

tawny elk
#

The convention area is supposed to be an E3 confrence it looks like

tawny elk
#

Wonder if substance sampler will get some decent quick results for some wall textures

tawny elk
#

Anyone interested in doing some textures today 👀

dapper root
#

hey guys, how to get the latest update in the mod?

tawny elk
#

Check the pins NODDERS

balmy chasm
ember river
dapper root
ember river
#

@tawny elk my boy, have you any accurate info on Bollards you'd like to share? Thinking on make some new meshes for those big boys

balmy chasm
#

Rectractable ones?

ember river
balmy chasm
#

Ah. That square base of the pole on that image is a part of mounting hole for rectractable one. So you basically don't need that part. Other than that you can find some designs in your local stores I guess 😅

dapper root
#

Hey guys, where do you usually find "remastered assets" (models and textures) for RTX remix projects?

balmy chasm
#

Create from scratch/modify existing ones/merge existing ones

dapper root
tawny elk
#

That’s the most common one

#

If we’re thinking about something fancier I got some way nicer ones.

ionic prawn
ember river
#

Yeah I'm looking at some metallic ones, which I think is what the game wanted to to which those. Specially, I'm avoid having a glass transparent mesh for now. Thinking of using a light diffuser surface for the emissive surface

tawny elk
tawny elk
ember river
#

Well those looks sick. I'll prolly have to change a few bits since I can't assume their rotation

tawny elk
balmy chasm
ember river
#

I like it. Think I'll go for those brushed metal ones.
Thx man

tawny elk
#

Lemme know how it comes out peepoG2

#

I’ll reshape the light source to better match it once it’s done

jade briar
tawny elk
tawny elk
balmy chasm
#

What structure? Where structure? 😅 Actually I'm going to bed. So if you're good with it, just give me a screenshot of the thing and I'll make capture and other stuff myself

jade briar
tawny elk
#

Wait I know how to beat culling

#

Merge everything into one prim KEKW

tawny elk
tawny elk
#

Just the gray bit

balmy chasm
#

Tiles?

tawny elk
#

Yea NODDERS

balmy chasm
#

Sky UV's repeating suddenly
IRL photo

tawny elk
ember cobalt
#

@ember river does this summarize the script properly?
This script takes a USD file as input, converts the interpolation of all meshes in a USD file from face-varying to vertex, and exports the modified stage to a new USD file. This should help with mesh compatibility when using mesh exports from Blender.

ember river
ember cobalt
#

hm, okay

#

i'll just say it was tested on Blender? in that case

ember river
#

You've adapted it a bit so I don't know if it creates a new USD file or performs changes "inplace"

ember cobalt
#

it makes a new file, doesn't modify the existing

#

the core functionality is (nearly) identical though. the only thing that changed was some file path stuff, which i still need to fix actually

ember river
#

Oh, btw, I used it with the windows context menu, so I could right click on a file > Convert USD meshes. Here is my toolbag, if you'd like to explore more stuff (To work properly, this folder should go in C:\CustomPythonScripts):

ember cobalt
#

nice, thanks

jade briar
#

ok.

ember cobalt
#

@trail quail please knock it off with the constant memes/troll content. your entire post history is like this

jade briar
#

Noooooooooooo

#

He came in after like 4 years

ember cobalt
#

he just posted that meme to #showcase too

#

warning was necessary

jade briar
#

oh

#

yeah

#

fair

trail quail
#

Sorry

#

Amma go bac to #offtopic

#

Cya

ember cobalt
#

if people in this channel are fine with it, you can continue here

#

but like, please don't post in #showcase or anything like that

#

and no worries

mossy pelican
#

not fine

jade briar
#

Okay

#

Gonna model a building

#

Lets start with something easy

jade briar
#

So guys. How should I go about remoddeling this building?

#

Because this building is multiple different parts.

#

What I can do is

#

Remodel it as one big thing

#

And then replace one of the in game building meshes with the whole remade building.

#

So that I don't have to replace every single model individually.

sharp sinew
#

Is it made of repeated modular bits that get instanced around?

jade briar
#

I think

#

Each material

#

Is separated into its own mesh

tawny elk
jade briar
#

Tho I wounder if it would cause culling related issues.

sharp sinew
#

It culls based on the bounding box of the original asset it replaces

#

Can't you mod NFS to bump up the bounding box by 100 or something? I see something similar in cod 2 I need to look into properly

#

Asset manager (assman for short)

tawny elk
#

But I don't know if the mod tooling is developed enough to do that

sharp sinew
#

Yeeee turn it up to 11

ember river
# tawny elk But I don't know if the mod tooling is developed enough to do that

That is veeery unlikey. The game not only cull individual meshes, but also performs some complex aggressive culling based on what is hidden behind other objects. This is why the walls around some roadways are so high, so stuff behind it can be completely culled. I have no idea how it was implemented, but most likely the visibility of objects was baked into logical sectors... in other words, I don't think bbox extents alone will completely solve the issue, but they might help a bit

sharp sinew
#

Just be some bsp tree stuff right?

tawny elk
#

Lemme finish up the conv center and I'll take a look at the tooling again and see what can be done Peepo_Think

ember river
#

I was thinking about taking a more accurate approach to remodel buildings in scale to the cars. Wut you guys of it?

#

Forza horizon 5 is a great source for references

jade briar
#

Adam creating fake hype again

jade briar
#

Unless it doesn't

#

We'll have to test it out.

ember river
#

I'd say it depends on the artists to capture the original vibe with refined stuff

jade briar
#

Yeah

#

I think

#

A lot of the original vibe depends on the color tones of the game

#

So uh

#

Gotta do something about it

tawny elk
#

Maybe I can beg for access to one of the tools to see if anything can be done.

ember river
#

Saaad

jade briar
#

Well

#

Have a funny

#

You guys have worked too much

balmy chasm
#

Omg, it just took around 5 mins for capture to be written on disk. Didn't know about that because garages are around x10-15 smaller in size

thorny pawn
#

do we have a guide or something on how to do the mesh replacements? o:

balmy chasm
#

Not yet

jade briar
#

You can try reading through general

sharp sinew
jade briar
#

Headlights definitely need to be brighter (please ignore mankind's brightest street light in the distance)

#

Also the road textures are quite low resolution. So I say, they also need a big rework to look nice.

#

@ember river

#

@safe patrol

#

I'm not sure who did the headlights, but I think it was count.

#

Everyone. I just realised that adam's rtx.conf file had the texture quality set to low.

#

And I had been playing like this for a while now.

#

At this point in time. I suggest everyone to laugh at adam

#

However, the texture is still a bit muddy.

#

And will need a bump in resolution.

tawny elk
#

The high resolution textures destroy my frame rate for some reason.

#

I’m no where near vram limits though. verySadge

severe solstice
tawny elk
#

I might go through and add headlights to all the vehicles by using the car lot.

balmy chasm
balmy chasm
#

The Regalle

tawny elk
#

Oh, yea that sign is meant to be a neon sign

dusty grove
jade briar
#

uhhhhhh

#

Not bad

#

But what's the source on these textures

dusty grove
# jade briar But what's the source on these textures

UPD: after 15m of scrolling here it is the ESelkath textures > #1103377328530276403 message The install order is 1burrito 2esalkath > inside mod.usda > subLayers = [
@./adamplayer.usda@,
@./wet.usda@, - ESelkath textures
@./burrito.usda@, - burrito textures

jade briar
#

Yeah but

#

I'm talking about copyright

dusty grove
jade briar
#

yeah

#

That's what I'm saying

balmy chasm
tawny elk
#

I haven’t tested them yet. Was messing with SH2

ember river
#

U guys think the textures resolution are too low?
For me it looks fine considering they're already 4k, but there are some crossings that stretched the poor 4096x UVs so much that the cracks can fit the whole tire

#

Something that can be solved now by remapping the uvs

safe patrol
jade briar
jade briar
#

It was taken on a 1440p screen

ember river
#

Hmm maybe it is a matter of adjusting the roughness contrast with sharper cracks

#

Or maybe the normals themselves 🤔

jade briar
#

How do you get them?

#

By increasing the resolution

ember river
#

Let me see if I can get those with some chaiNNer settings

jade briar
#

ai

ember river
#

Didn't want to cross the 4k barrier 😞

jade briar
#

Understandable. But remember. You see roads a lot

#

Like a whole lot

#

So keep that in mind when making them

ember river
#

I'll be on it once I finish the bollard remodel

jade briar
#

🫡

jade briar
#

So uh

#

Anything new?

noble tendon
#

Since you can use normal maps now with rtx remix, I just thought of suggesting an idea of mine; replace the cars’ broken window texture with the one from NFS MW/Carbon/World

jade briar
#

That's an issue for later me to worry about.

#

I think my english is reaking

#

But yeah, I still have to get the glass windows working.

tawny elk
jade briar
#

Fix yo shit

#

Yo lighting fr be looking like a deep fried meme

#

Exhibit a

tawny elk
tawny elk
#

Should I just delete the roadway lights and redo them then?

jade briar
#

Do it

#

Open up hellraven's file. Study it. Closely. Absorb it. Treat it like god's recipe to immortality.

#

And then remake it.

severe solstice
noble tendon
#

mmm yes orange lights

#

a "2015 style mod" that a friend of mine was working on back then, this was from like the earlier days

elfin beacon
safe patrol
#

Now that we are starting to have the ability to modify meshes I'll try and focus most of my efforts on flat texture areas that aren't likely to change

ember cobalt
#

ya

#

i'm not sure if i ever posted here, but i put a modified version of E-man's script in my RTXRemixTools repo: https://github.com/Kim2091/RTXRemixTools
it fixes some weird mesh issues when exporting from blender or max (and hopefully maya) and also supports batch processing

ember river
tawny elk
dusty grove
ember river
#

Also, here is 8K normals for asphalt

tawny elk
#

Is that the non soaked asphalt textures BinoculaRs

ember river
#

Nah, they're the same wetter roads as requested last week, is just the normals producing a rougher effect/high frequency noise

dusty grove
tawny elk
ember river
#

I'm going for a more reallistic, somewhat "dull" look, so the asphalt doesn't gets repetitive, saturated, with tiles easily spottable. Let me see if I can change something 🤔

tawny elk
#

I wonder..

tawny elk
#

Aw man I can't find it anymore verySadge

#

There's a viewer for the "Pavement Condition Rating" scans of interstates that sorta have heightmaps

#

Ope I found it HACKERMANS

tawny elk
#

Further tweaking

bright hedge
sage wraith
sage wraith
dusty grove
#

Did anyone made this side road textures? or it will be in new repo release?

timid prairie
#

officially: the operation to remove my kidney stones will happen tomorrow

timid prairie
#

Thanks

ember river
#

By stretchings

ember river
jade briar
#

amazing

#

At last

sage wraith
#

Or parkingplaces

ember river
#

Weird. I haven't done any parking place. Also, the UVs in this game are incredibly weird, sometimes stretched, sometimes squashed 🤔

tawny elk
#

The UVs need thearpy after all the abuse they get in this game.

ember river
#

Here is some FH5 pics, for reference. The game has incredibly high res textures all over the place 🔥
Ofc I'm playing on extreme, but still an example that a 3060 can handle a lot 🤔

jade briar
#

The joys of rasterization.

#

The world doesn't really need full pt

#

It's noisy. And blurry, and glitchy, and slow.

#

We aren't there yet.

bright hedge
#

only key locations

#

which is where u most of the time go through

#

if u pay attention hard enough it got lots of lower q textures

ember river
#

Yeah that is important. Still, in such key locations, wherever you look, the textures are indrecibly detailed, from roads to houses, props... and much more varyied

snow coral
#

max graphics settings is asking for 8GB's of VRAM

ember river
#

Hey folks, following some feedbacks from you guys, I reworked the asphalt textures a bit, they're now 8K. Could you test this WIP now and give some earlier feedback?

digital salmon
tawny elk
digital salmon
#

remake is done by one person on an unreal engine 4

snow coral
ember river
tawny elk
#

Or figure out how to edit the games map files peepoG2 Which ever is easier

ember cobalt
#

reverse engineer the file format and then make a recompiler 😛

#

sounds fun

ember river
#

An intermediate option would be the materials have an option to tile the textures by a multiplier vec2, like unity's texture inputs, so we could make smaller textures with more details

tawny elk
ember cobalt
#

(changed the link)

#

they do have a map editor, but i guess it isn't released 😦

#

mm, and some of their stuff has lots of positives on VT. guess i'll remove the link

#

Because of false positives, alternative links have been added to make it possible to download tools.
mmmmmmmmmmmmmmmmmmmm

#

i'll just DM it to you

tawny elk
#

The other one is called "Hypercooled" that is a closed source map editor that had beta testers but then they locked it down after it got leaked to some ru site.

#

I go beg in their discord for answers

ember cobalt
#

yeah, i came across that one too

tawny elk
#

It looks promising but they seem to really want to keep it to themselves verySadge

novel sierra
#

Can anyone tell me why the sky in my game is as clear as day, something to do with the texture of the sky?

jade briar
novel sierra
#

can you tell me where i can get the sky texture and where i put?

jade briar
#

First check the sky brightness setting in game setup>parameter tuning>sky brightness

novel sierra
#

how do i get to this truck, through the ctrl x menu in the game

jade briar
#

Yes

novel sierra
#

looks like the texture of the sky is "old"

jade briar
novel sierra
#

only these

jade briar
novel sierra
#

not work, maybe its because i dont have the sky texture, but i don know where to find it

#

even my menu its too bright

dusty grove
# ember river Hey folks, following some feedbacks from you guys, I reworked the asphalt textur...

Looks much better, texture itself is even sharper than ESelkath textures (#1103377328530276403 message), the only thing that needs adjustmans its PBR, if u look at right side of screenshot ESelkath texture has that grain of real asphalt, and maybe coud be a just a bit darker (in most cases looks to gray)

Discord

Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.

blazing bone
#

Ugh I hate need for speed modding community
Most mods are behind a paywall and closed source

bright hedge
#

he has more help

balmy chasm
#

Also I'm confused. While using original assets they keep some significant mesh culling for some reason.

timid prairie
#

I was called for an operation, well, the moment has come, as soon as I survive everything and can write, I will let you know

dusty grove
dusty grove
jade briar
#

Hmm

balmy chasm
#

Guess in 2 hrs he will respond. Or not

jade briar
#

Well. Kidney surgery isn't anything super major or risky so he'll probably be fine.

dapper root
dusty grove
dapper root
jade briar
#

That depends on you

dapper root
#

I see

#

I like the right one more personally

#

But they both look great

balmy chasm
jade briar
#

Mm

#

Wet ceiling

dusty grove
#

carbon with rtx looks interesting. UPD: game just have no textures at all, only texture that loads in remix its undershadow of caaghhhh. Meanwhile Most Wanted works just fine with remix. Ofcourse there will be problem if u try to load some mods for hud, or road textures, but game it self doesnt requares anything, even disabling shaders is not needed.

balmy chasm
#

Yep. And guess what. Some vertexColoring ruined turntable, but it is compensated by the light brightness

#

Also. Finally when I'm almost at the end of 'garage road', I can do some QoL improvements

tawny elk
#

Turn 10 is getting better, but they’re still not quite at their level

tawny elk
jade briar
#

Good job

#

Gector life updates in need for speed mod channel. We're truly a community now.

tawny elk
#

So the dev at Hypercooled said you can modify the vertex coloring and UVs in blender HUH I don’t know if he understood I meant for the actual map file rather than cars, but maybe there’s some workflow we don’t know about.

balmy chasm
jade briar
#

The need for speed for speed mod community is truly abhorrent

#

A very big mod for modern nfs games called project unite got shut down two days ago

#

Because someone made fun of the creator

#

And he went ballistic.

#

Truly childish behaviour.

dusty grove
jade briar
#

uh huh

tawny elk
jade briar
#

Right now, the server has around 4k members but the only people who talk there is me and like 4 other guys.

tawny elk
jade briar
#

Honestly. If we ever need a server, I can just clean that place out and repurpose it as underground 2 remix

#

Guys there won't mind

jade briar
dusty grove
dapper root
#

Hey guys, any way to fix the darkness in the 0.2.0 release?

balmy chasm
#

Do you mean fresh install? No mod.usda?

dapper root
#

Yes, fresh install

#

But there is mod.usda files

balmy chasm
#

Go to free roam then

dapper root
dusty grove
#

is it default 02? no additional textures or smth? looks like u messed up default mod usda with lights

balmy chasm
#

Well, set it to >5 as temporary measure

dapper root
dusty grove
dapper root
balmy chasm
#

Something went wrong with lights, so use that

dapper root
#

It's specifically these textures

dusty grove
dusty grove
dapper root
#

I already did the 0.2.0 reinstall tho

#

Because it's easy and fast

#

I'd still like ur game tho, u might have a newer version of the project than me 👀

dusty grove
dapper root
#

No, I mean that after doing the 0.2.0 reinstall it works

#

But if you have a better version, I'll gladly take it

dusty grove
#

u have .usda, the thing wich tells rtx what texture shoud look like, lights etc. when u install some new texture u need to add them to subLayers = [, any .usda file u can rename, im personaly rename thoose texturese to wet usda

dapper root
#

How to get the debug menu on my screen? I mostly just wanna see the FPS

jade briar
dusty grove
jade briar
#

Man. You got a loooot to learn if your knowledge is 0

dusty grove
jade briar
#

Can you make pbr textures?

dusty grove
# jade briar Can you make pbr textures?

no but guess there a lot of guids in yt, im asking for what is happenning, like how do u get textures from game, and put them back how process looks like, the thing i cannot google

balmy chasm
#

@dusty grove this

#

And don't hesitate to read all the #1095534398134300682 channel. You'd need things from there down the road either way

desert kestrel
desert kestrel
#

also you could create/repurpose a server but what's the point when you have easier access to resources and help here

jade briar
#

I know

#

Just saying

elfin beacon
valid geyser
jade briar
#

I'ce seen what heppened

#

Mayube it's not dead

#

But the main guy did in fact go full schizo

spiral fable
dusty grove
dusty grove
spiral fable
#

i am at college rn, I dont have my gaiming pc

#

I only have a shitty i3 4gb ram laptop PepeKek PepeHands

jade briar
spiral fable
dusty grove
jade briar
#

It's settings for the dxvk part of remix.

trail quail
#

it's still there, up and running

#

few members disbanded yesterday tho

#

how'd you find out?

jade briar
#

Uh

#

Through a server

#

It was formerly gzilla's

trail quail
#

yeah no

#

i can confirm since im an admin in unite

jade briar
#

But

#

Did SRK go schizo or not?

trail quail
#

It's still up and the owner (srk) banned no one, neither did he shut off anything, it was a former team member who wiped the disk and left with 3-4 other members

trail quail
#

he's absolutely fine

jade briar
#

I heard things about ego and whatnot

trail quail
#

Well yeah he has one, but he's a good person overall. Recently he was in a tough spot in life and now 3-4 members of the team decided to leave the server over a little dispute (which by the way has been resolved)

#

But yeah unite is kind of ending now, a few more updates for the incomplete mods and then it's gonna rest

#

It was fun while it lasted but unite ending isnt just because of srk, most of the members lost their motivation for the mod and Unite had already pushed heat, 2015 and payback to their limits

#

since the modding tool (frosty) gets no proper updates, mostly just ui. It would be difficult to find things to mod in the frosty games

trail quail
#

Im sorry no, no one really worked on it

#

It's there, but not anything major you see

#

just cops buff and so gameplay changes

#

It wouldnt fit our standard for unite mods

#

Unite 2015 2.0 will be release and then it'll end

dusty grove
trail quail
#

afaik, Gameplay garage and lighting changes

#

well it's only srk modding it alone now tho so we'll have to wait

tawny elk
#

I wonder if a map editor for most wanted would work with Underground 2.

#

The hypercooled devs didn’t seem helpful with figuring out culling unfortunately.

jade briar
#

adam, what about the lights?

jade briar
#

Adam is dead

bright hedge
tawny elk
jade briar
#

rest

tawny elk
#

I would love to || but my coworker decided to make everything beyond difficult and time consuming under the guise of “learning” in an ego trip of some sort. ||

#

I might be back to normal hours Thursday I hope.

#

Worst comes to worst might be till the end of the month when things cool down.

#

Or when I become hospitalized from stress.

#

Which ever comes first.

jade briar
#

rip

tawny elk
#

Yea I’m not having a good time. Very grumpy and bad vibes all over. pepegeHmm

severe solstice
final knoll
#

The mountainous area of ​​the map is completely dark and since we don't have headlights with lights you can't see anything

ember river
#

Think it might be time for a new release guys

final knoll
#

I don't know if it's my fault that the streetlights don't charge

#

I'm looking forward to the new changes you've made

jade briar
final knoll
#

No problem

#

In any case, thanks to you with the RTX technology in Need For Speed ​​Underground 2 you have given it a face wash

tawny elk
jade briar
tawny elk
#

It’d take way less time if I didn’t have to delete inputs: from the file every time I do something.

tawny elk
#

Nap first tho

ember river
tawny elk
#

Hopefully my thought process is right: I will make a PR removing the existing roadway lighting and add in my revised ones.

#

In another PR: Add changes done to the hotelplaza area

#

Am I getting the workflow right?

#

Or is making it all in a PR better?

ember river
#

That would be right, but since you've already done it and isn't too much work to add on top, that could all be on a single one, to simplify things

#

I'm a little bit late with merging PRs, there are 3 alwaiting review for a really long time

#

I'll be on them once I finish adding the godamn bollard that refuses to work

tawny elk
#

Stun locked on the bollard.

#

Never to return from the insanity of mesh replacement

ember river
#

the thing is kinda working, bug the materials aren't being loaded. They're all black

tawny elk
#

Did you make sure to delete all instances of inputs: in your usda?

ember cobalt
#

inputs: shouldn't be an issue at all

#

the newer version of my magicusda script includes it (since the openusd library does it), and it's worked fine in all of my tests

#

if it is, no idea what's going on

ember river
#

Hmmmm I got like, 300000 of these:
err: Light prims attached to replacement meshes must come after a mesh prim. mesh hash: 23732365b79cc785

tawny elk
tawny elk
tawny elk
#

I found some more debug symbols from ||underneath the couch cushion||, I'll load up IDA and see if there's anything intersting in there BinoculaRs

tawny elk
ember river
#

Does someone knows in what format does this aperturePBR model expects the anisotropic texture to be? Some DCCs like blender use a grayscale map to represent angles from 0 to 360, while others encode x and y direction vector in RG channels 🤔

ember cobalt
tawny elk
ember river
#

Bollards. Lots of them.
Pretty boys

tawny elk
#

Got that spun alluminum look to them

#

They seem really short in the second photo for some reason KEK

ember river
#

They're scaled differently depending on the place haha

tawny elk
#

A true sign of BlackBox games

ember river
#

Some places they're tucked almost below the ground

tawny elk
#

Beautiful, and here I was thinking Bethesda was the only one bad about doing that

balmy chasm
#

Oh, now I get it. White car on the bottom is a 'spawn point'. And white car on the stand is a 'destination point'. I've wondered why all garage USDs always had another copy of the car and platform they stay on

elfin beacon
jade briar
tawny elk
jade briar
#

I read preculler wrong

tawny elk
#

I might have some time later today to take a closer look at it. I was chatting with someone that handled getting the chunks read.

tawny elk
# ember cobalt i saw the messages, they seem like jerks

The very little hope I had for that tool has disappeared. || The main dev:

My IQ has significantly went downwards from reading this thread
When referring to my discussion about the map streaming. Their tool they’re developing is a map editor keep in mind. ||

ember cobalt
#

lol, wow

#

i've seen toxic modding communities, then there's this

tawny elk
#

I don’t really know what the tool they’re making is going to do then KEKW

balmy chasm
#

AI based mesh-texture replacer

tawny elk
#

Ah. pepeexit

ember river
#

It is always a top secret boys' project. Being total ass and not sharing anything doesn't makes any sense to me.
1 - If it is a marketing/business strategy to make a monetized modding tool and not share anything, that is stupid AF, because honestly, who plays these games anymore? Is there really a profitable market to begin with? Would such help be so harmful for their profits on whatever they're making?

2 - If it is just their inflated ego to be "The Creator" anime hero name behind "The Tool of All Times", then it is just straight up squared stupidity, needless to say

ember cobalt
balmy chasm
ember cobalt
#

there's also this

balmy chasm
#

Yeah, I know about img-to-model thing. But haven't heard about model enhancer which uses texture input

ember river
ember cobalt
#

i recall reading about it somewhere. maybe it was a paper and the software wasn't released

ember river
ember cobalt
#

yeah, beautiful 😛

tawny elk
ember river
#

Honestly, it is fascinating that something like that exists. I get mesmerized by each video Two Minutes Paper releases. Ppl have been generating 3D scenaries out of short video clips

#

I wonder if retro feeding one of those dreaming AI images generators to "dream" about rotating around an object in an input image would produce good enough pics for a Meshroom-like app to work with 🤔

jade briar
#

What is e-man on about?

balmy chasm
jade briar
#

And who is e-man being mad at?

ember river
#

Those ppl who doesn't like to share software or any help at all

jade briar
#

I'm once again asking

#

Who

ember cobalt
#

he just means anyone who doesn't want to be helpful basically

ember cobalt
#

with how rude they were, they do count toward that i guess

timid prairie
#

Basically Ego pricks

balmy chasm
#

Great we're not NFS modding community. We're Remix com 😅

ember cobalt
#

guys, since this channel is basically NFSU2 specific at this point (and that there's other threads for the other NFS games), i'd like to rename it

#

any particular names/requirements?

balmy chasm
#

Let me...

#

Need For Speed Underground 2

ember cobalt
#

well, yeah 😛

jade briar
ember cobalt
#

this is the Remix server though...

ember cobalt
balmy chasm
#

I believe we should keep to game name so any newcomer knows what's what

ember cobalt
#

Need For Speed Underground 2 (NFSU2)

balmy chasm
#

we got demoted

ember cobalt
#

there was barely any discussion about the other NFS games beyond the first week or so anyway 😛

#

anyway, we can go back to ranting about people now if you want

tawny elk
#

Where were you when we lost the general

balmy chasm
#

*I literally was the one who asked for that 😫 *

tawny elk
# jade briar Who

The devs working on “hypercooled”, which might also be on the binary team I think.

ember cobalt
#

as soon as i read their announcements channel, i knew something was off

#

ah well

jade briar
#

I have no idea what's happening

#

Fill me in

tawny elk
#

I went out on a search to find a map editor to see if we could modify those files to get rid of culling issues.

#

Only one that seemed like it could do that is a tool called “Hypercooled”

#

I asked about culling and got asked by a dev if I truly knew what “Culling” was.

#

Someone helpful did confirm that the culling stuff will be handled with the map streaming system though.

#

||The dev said they lost IQ points following our discussion||

#

It’s supposed to be open sourced, but it’s a super secret open source peepoG2

jade briar
#

hmm

plain stag
#

they are terribly toxic and their community .. a few of them are normal and honour the exceptions

ember river
tawny elk
#

Project completed. Back to normal hours Pog

jade briar
#

Good job.

severe solstice
valid geyser
tawny elk
#

So much drama PepePopcorn

#

I go back to adding lights HACKERMANS

slender zodiac
#

What is the tool that can replace models?

#

OMT?

tawny elk
tawny elk
slender zodiac
tawny elk
#

@ember river is the person you want

ember river
#

Naah. It is on the hands of @ember cobalt and @sharp sinew now mostly, but I can help a little. Only, I'm not on my computer rn

slender zodiac
#

It makes sorta stream file

#

Or just dumps the thing into globalA.Bun?

tawny elk
#

This does it completely outside of the games system

slender zodiac
#

Like maploader?

tawny elk
#

Sort of. Remix just uses the original mesh location to display the replacement mesh.

slender zodiac
#

I saw you were looking for the stuff on disabling the stream stuff

#

You can actual disable by removing the regions of it.

tawny elk
#

The unloading?

slender zodiac
#

Yes

ember river
# slender zodiac Could atleast me explain what it does?

So, you need a DCC that can export your 3D models in USD format. Then you need to fix the interpolation mode set by the DCC from faceVarying to vertex, which is what the script does. Then you use Nvidia Omniverse Create to replace the models in your mod file.
You might probably have to start by reading the #1096847508002590760 pinned messages for that

slender zodiac
#

So you haven't really tried to mod the streams.

ember river
tawny elk
slender zodiac
#

I have to start a code for it, then I will make it public for you all if you want collaborate. I know c# and i am studying the actual streams

#

What was getting me out was hypercooled on unity i didn't keep loosing my time doing the tool knowing that would release soon.

ember river
#

That would be pogchamp

tawny elk
#

C# is not my forte so I'm not sure how much help I'd be tbh SAD

tawny elk
#

Oh I do that pretty well

slender zodiac
ember river
#

I know some good bits of C#, from unity

slender zodiac
#

Also i am working on this

#

The exe boots but the thing doesn't quite work yet.

#

We can do one for ug2

#

Just need to learn more debugging.

#

Been working for ug1 remake. I just wanted to be something big.

tawny elk
#

The good thing with MW, is that the codebase is really similar to U2 from my exploration.

slender zodiac
#

I will add you let's later share some infos.

tawny elk
#

We'll be here aww ||Debating about polycounts, texture sizes, and color temperatures.||

slender zodiac
#

I will also make github branch with tool that i made already and branch some it out.

ember river
#

If you guys need anything, I'd be happy to help

slender zodiac
#

Okay adam check pms

ember river
#

If you guys manage to crack that nut, I'd write a very lengthy detailed doc to keep it exposed so no one would have to reinvent the wheel

tawny elk
#

Should I change these lights? They weren't sorted yet.

ember river
#

What do you mean by sorted?

tawny elk
#

Was in adamplayer.usda

ember river
#

I'm really noob when it comes to lights

tawny elk
#

Not one of the sublayers

ember river
#

Oh I see

#

Nvm

#

I personally think this region is too dark, although it is it's invention, gameplay-wise this darkness gets a bit in the way

#

Some bits only, not the whole street

tawny elk
#

Yea it'll brighten up once the buildings have some light.

tawny elk
safe patrol
#

Actually there's a window emissive pull request that's been waiting to be merged since last week...

tawny elk
#

A lot of the storefronts have rollers or coverings in the fort uion area, so not quite that much to do.

safe patrol
#

Oooh that reminds me, I came across a really good resource for rollers I wanted to see if I could make work for a few spots. Need to remember to do that tomorrow

tawny elk
tawny elk
#

Got most of the road ways in the cetner part of the map figured out

balmy chasm
ember river
dusty grove
ember river
balmy chasm
#

Ah, I misread

ember river
#

Tomorrow I can zip an update if you will

#

PC is off, going to bed now 😴